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Messages - Hypershell

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2376
X / Re: favorite special weapon in all of X series
« on: June 05, 2010, 06:15:31 PM »
"Weaknesses" in SNES X games mean 11 hits to die instead of 16 (unless you're Chill Penguin, then it just means lighting your ass on fire).  Nevertheless, yes, Shotgun Ice is the way to go.

2377
Rockman Series / Re: Your easiest and hardest Megaman Game
« on: June 05, 2010, 06:08:30 PM »
I almost wish I'd used the 3D Chess pic here instead of the Bospider discussion.

Well, Chapter 10 *IS* a point of no return, at least until you clear it.  THEN you get to go back to base.  As for being under-leveled, you are aware that there's a free healer between all boss rematches, right?

2378
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 05, 2010, 06:00:48 PM »
*rant*
Now you know how I feel about Journey of Dreams.  I think we're done.

2379
Jericho's correct.  Magic Eye is still a single image, merely drawn in such a way that screwing with the focus of your own eyes matches up the 3D image.  You can do the same thing with chain link fences and plaid patterns.

While not officially confirmed, it is alleged that the 3DS will be using Sharp's parallax barriers to generate the 3D effect.  The barrier can be switched on and off to allow regular 2D displays (a must for backwards compatibility).  Basically, it works by directing each eye to a different set of pixels within the same screen, but it depends on the viewer being at a particular angle, thus flying in the face of the "let people watch over your shoulder" thing that Nintendo was touting with the DSiXL.  This is also why the technology is not valid for televisions.

Nintendo's already stated that the user will be able to turn the 3D effect off.

2380
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 05, 2010, 06:43:40 AM »
Your pointer is bound by a tight invisible circle and will freeze if you move outside of it, only alerting you that something is wrong via color change.  It is a constant nuisance.

2381
X / Re: favorite special weapon in all of X series
« on: June 05, 2010, 06:37:47 AM »
What Talyn said.  If you think quick you can anticipate where Bospider will land.  Watch the connectors that appear; Bospider will always take every curve possible on its way down.

Ever play Ciel's minigame in MMZ3?  Same pattern.

2382
X / Re: why is x the weakest character in the game
« on: June 05, 2010, 06:25:01 AM »
Word of Sensei in MMXOCW, yes.
"We also had her [Iris] on a date for the CD illustration."

2383
X / Re: why is x the weakest character in the game
« on: June 05, 2010, 06:18:30 AM »
....
Which of you know, what am I referencing here?
DO THAT OUTSIDE!

Also, Zero dies 2 times and has the weak sauce to get controlled by helmet with tentacles. Then he has the nerve to go and permanently kill himself in his own series. Obviously, this man wants to DIE.
In all fairness, X frequently has someone to save his ass (Zero in X1, Zero/Doppler in X3, Light in X5).  Nobody really threw Zero a frikkin' bone outside of his own series.

It's also why Zero hasn't given up his virginity yet, as he's a silent rapist (how else he can't score with a single chick?).
Zero may be the most stable of our heroes with the ladies, given that he is the only one to have gotten an actual date.  X is pathologically oblivious and will remain so until Alia gets the nerve to blitz him (which is probably not too far off given her wardrobe change in X8).  And Axl fantasizes of having a busty ninja stalker.

2384
http://gonintendo.com/viewstory.php?id=125964
http://ds.ign.com/articles/109/1094930p1.html
They probably mean "close to the 360/PS3" in the same way that the PSP is supposed to be "close to" the PS2.  In other words, the gap is noticeable, but the smaller screen size lets the system get away with more.

Then again, the valid point has been made that 3D imaging will require rendering both screens twice over.  I doubt the system will push polygons harder than the Wii, but one never knows.  Either way, it'll leave the system a lot more capable for whatever multimedia stuff they want to throw in down the line, and God willing, emulation.

2385
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 05, 2010, 05:50:41 AM »
Still not as bad as Shadow was.
I resent that.  Shadow is a solid game that needed only a few minor tweaks to be much better.  Two main issues are that missions are overly strict (artificial Chaos hunting is a pain in the ass), and the last boss split doubling the number of possible endings was sheer lunacy.  It's not a bad game, it's just laid out in such a way that you'll be damn sick of it by the time you get to the Last Story.  But it beats the hell out of Heroes.

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Voice acting
Shadow, Sonic, Amy, and Blaze are fine.  Tails and Knux take a *LOT* of getting used to; they've both seen better days.  But since Sega keeps shafting Tails anyway, I'm sorry to say it's not very noticeable.

Funny you mention Eggman; he's decent, but the Adventure 2 voice is superior.

2386
X / Re: why is x the weakest character in the game
« on: June 05, 2010, 12:51:03 AM »
One thing you have to give X7: Armor or no armor, X is a weapon of mass destruction.

X is also clearly the stronger character in X4, at least versus bosses.  Who'd have thought that shaving a beast's toenails would cripple him?  By comparison, Zero doesn't even HAVE a proper weakness weapon against Web Spider, and among several other bosses his weakness weapon is rather inadequate.  Thankfully X4 as a whole is pretty simple.

And Xtreme2.  Ultimate Buster.  Nothing else need be said.

2387
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 05, 2010, 12:40:15 AM »
- Unlockable characters with no specific gameplay changes aside from a few things few people care are not extra characters that matter in the least.
This is why we can't have a decent Tails.  Or Super Sonic.

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- Have you considered that special detail in whatever motion you make is kinda stupid to specify when you suddenly want to press an imput in the blink of an eye?
When the same device controls your spin-attacks?  Absolutely not.  Two actions to the same motion sensor mandates that a specific motion is required.  And the setup is perfectly logical.  A broad-side smack for hitting with the shield, and a random shake/swing for the spin attack (another thing I like, quick-spin is actually reliable).  I see no issue whatsoever.  Helm Splitter is my favorite attack in the game.

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voice acting.
Didn't say it was epic, I said it was better than NiGHTS.  That's like saying any given cartoon is better than Sonic Underground.

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Sonic 06
Lacking a 360/PS3 makes that difficult.  Even so, you can at best hope to promote NiGHTS to 2nd worst new-age Sonic Team effort.  And given how many Sonic projects have been churned out, that's still saying an awful lot as to how horrid NiGHTS is.

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As for boat-Nights, what bothered you about that? I think it was actually a fish-Nights, and he transforms automatically the moment you touch water.
I am not in the LEAST referring to NiGHTS's forms. I'm referring to a specific stage where you are required to navigate NiGHTS down a river.  Control in said stage is a nightmare, regardless of input device.  I can only hope your lack of recollection means it is not seen again, but frankly, once is too many.

2388
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 05, 2010, 12:26:08 AM »
Naturally (actually I'm more of a Peach/Luigi person, but moving on...).  I'm just saying, as much as people like the title character, sometimes they also enjoy the supporting cast.  And it in no way whatsoever is, and in fact probably shouldn't be, because they play in some ass-backwards style that cannot possibly be reconciled with that of the title character's stage layout.  Same applies to required replays.

2389
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 05, 2010, 12:15:10 AM »
About my "fetish", quotes are simply a way of specifying what I'm referring to.  It's no different than any other response, except in a discussion of multiple points, it makes things easier to follow.  If you don't want to use them that's your business, but what you have against others using them is beyond me.  And believe me, Marshmallow Man surpasses me in this regard.

It worked like a race track, you did small jumps for small obstacles, and big jumps for big obstacles. What was wrong with that?
Sliding around prior to any significant jump (the need for short hops is pretty rare) gets old very fast.  It means you must slow or stop virtually every time you want to take to the air.  Frankly, it feels intrusive.  For all the bitching any other Sonic game gets about any gimmick whatsoever interrupting speed, the Secret Ring's charge jump is the among the most frequent and awkward interruptions.  It didn't stop me from enjoying the game, but it never once felt natural.

Nothing to argue with on homing attacks or bosses.  Much as I like Dark Queen, and believe me, I do, Secret Rings has a definite more varied selection there.

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Not to mention extra characters didn't make much sense to begin with. And not much change, either. Why do you even want extra characters?
Two words: CHAOS PUNISHMENT!!!

Seriously, why does anyone play as Tails or Knuckles in S3&K?  Why does anyone play as Luigi, Toad, or Peach in SMB USA?  Because they can, because they want to, because it adds replay value and satisfies that little personal preference itch when differing characters fit within the same play style with only minor tweaks.  That is the only reason they need, that is the only reason they should have.  Sega's failure to realize this has bitten them in the ass on more than a few occasions.  Very frequently they either create off-the-wall separate play styles that starve you for the traditional platforming (were-hog), or they fail to significantly differentiate the selection at all yet still require you to play every option to hell and back (Heroes).

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The nunchuck imput didn't only not feel natural at all, but also it didn't register all the time when you tried to do it by impulse.
I laugh at your weakness the same as I laugh at that of people who can't make Godzilla pick up a building.  You are most likely positioning the controller incorrectly.  Your shield is not a sword, ie, you should not be making a stab motion.

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but I was only making the point that compared to some other Sonic Team efforts
Sonic Team is usually better about control inputs.  And visuals.  And voice acting.  And while they plague Sonic games with unrelated play styles that only serve to bog down the player, I have yet to see the Sonic gimmick that is more offensive than boat-NiGHTS.  And this before I even *REACHED* the children segments.

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So just do yourself a favor and find a way to play the original Nights.
Believe me, I want to, but Saturn emulation is hell.  PS2 remake may not be a bad idea, I already have a swap-disc for Namco X Capcom.  Poking around moonspeak menus isn't my favorite thing in the world, though.

2390
Gaming / Re: Sonic Colors (Wii, DS)
« on: June 04, 2010, 11:56:01 PM »
I never had a problem with SA1's flight.  Tails' flying was always supposed to be more of an on-the-side thing.  As should be, frankly, ANY character-specific abilities.  The core platforming mechanics should be shared among all players.

2391
I'm relatively sure HG/SS don't have any trading restrictions.  I didn't actually test it, though.

2392
Gaming / Re: Sonic Colors (Wii, DS)
« on: June 04, 2010, 11:14:22 PM »
Yeah, but they keep giving him support roles.  It's extremely rare these days for Tails to be playable.

2393
Zero / Re: Rockman Zero Collection Thread
« on: June 04, 2010, 11:13:07 PM »
Straight Ahead strikes me as attempting to improve on perfection, but hey, it could be fun.

2394
Rockman Series / Re: Your easiest and hardest Megaman Game
« on: June 04, 2010, 11:06:39 PM »
Megaman X Command Mission (Don't ask why >_>)
...you're REALLY tempting me.

2395
...it's in a Cherish Ball and has a Starf Berry?

2396
Gaming / Re: Sonic Colors (Wii, DS)
« on: June 04, 2010, 11:01:08 PM »
Tails being introduced in the debut trailer yet quickly confirmed as shoved into the background is what ticks me off.  Nevertheless, it sounds interesting.

2397
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 04, 2010, 10:43:41 PM »
I actually prefer the wheel in Mario Kart, but that may be attributed to my rejection of Bikes.  Wheelie boosts with the remote alone are clumsy, that is true.  But I frankly do not believe they should be in a Mario Kart game anyway.

or actually try to improve any of their game mechanics by a tiny bit. Playing it "well" is ahdering to the developer's little world of getting used to a game awkwardness in every single way instead of the opposite.
I've said it many times and I'll say it again, it's control-wise a VAST improvement over Secret Rings.  No matter how awkward you might think of a sword as being in a Sonic game, Brake buttons, charge jumps, and reverse-tilting are a lot worse.  And I actually do like Secret Rings, so, yeah.  Black Knight, to me, is an extremely solid title.  Not flawless, but definitely among Sonic Team's more enjoyable and consistent games.

That and they ACTUALLY did the unthinkable
(click to show/hide)

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using a functional second analog stick for camera.
"First person adventure."  This is why I hate actual FPSes.  And to a lesser extent Hunters.

Hell, I even hate Wii-Metroid's Lock-On Free Aim (thankfully it can be disabled, unlike the game's auto-leveling).  Locking On should do just that; as a rabbid Legends fan I am perfectly capable of manually keeping the camera trained on my foe for free-aiming.

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Zelda is a specially dumb game to apply those mechanics to, seeing as the sword swinging lagged a bit in comparison to actual button imput
Personal preference.  Lag-adjustment is simple, and it's more immersive.  I will concede, however, that thrusting should not involve an analogue stick.  That's launch-itis for you.

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and to apply targeting, the entire game had to be mirrored.
I don't buy that as anything but a "quick and dirty" solution, since mirroring a character without mirroring the world should be plenty possible.  I also don't give a damn, because:
1. Link has always been ambidextrous (sprite mirroring, N64 Hook Shot).
2. I'm not convinced that reincarnations are required to share a dominant hand to begin with.
3. Fozzie The Bear introduced me to the sun rising in the West.

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But heck, if people play the game like that and SEE it's abysmal, why not try the other controller setting? Seems dumb to carry on such a thing.
If that were my only problem with the game, fine.  But it's more of a "last nail in the coffin" thing.  There's plenty else wrong with it.  And I know from reading rants that there's plenty MORE wrong with it that I have yet to experience.  I'm not exactly willing to kick myself in the ass to endure that when I have other games sitting around unfinished.

2398
Zero / Re: Rockman Zero Collection Thread
« on: June 04, 2010, 08:38:34 PM »
Speaking of Zero and music...

Remastered Tracks RMZ Mythos page updated with samples (thank ye, MMN and HeatMan).

Now THAT is how you do a Hell's Gate Open remix! 8)

2399
Gaming / Re: Sonic the Hedgehog 4 (Wii, PS3, 360, iPhone)
« on: June 04, 2010, 08:24:13 PM »
Only games aren't meant to be enjoyed only when playing them for the second time flawlessly. They're meant to be enjoyed with intuitive controls and method of play. I'm not gonna try and search for a way to play this game "which the developers intended" just so it doesn't run like crap when I play it. It's supposed to be intuitive and the player needs to be able to do it in his first try, no matter how incredibly tough it might be. It just needs to be possible.
It's very well possible, just not as fast or easy as later.  People in BK make the mistake of constantly approaching enemies with jump attacks, which is great when you need the timing or the change of angle, but not for EVERY SINGLE SCHMUCK TO CRAWL OUT OF THE GROUND.  If the player can't get the lunge attack through their head, that's their own problem.

Furthermore, those playing at a relaxed pace will find themselves rebounding off of homing attacks and doing their actual swing on the next bounce.  It's a nice way to learn the ropes, but if you're actually quick, you can swing mid-homing attack, which cuts down on your time drastically and keeps up your momentum.

By your own words, tough but possible.

One usually does not attempt a stylized run in their first playthrough, though.  The established mechanics of Sonic games only allow killing enemies while keeping up speed providing said enemies are sparse.  Pick any instance in SA2 where two enemies appear side-by-side, especially if both are shielded, and you're not killing both without stopping.  If you don't want to stop, you kill one and keep going.  The same applies applies to 2D games with multiple airborne foes, you need to slow down to bounce on every one, or just pass them by and enjoy the fact that you danced around them.  Black Knight is the same deal.

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99,9% of the time, the new setups never work as well as the original ones.
Metroid Prime, Mario Kart Wii, Godzilla Unleashed, Mario Power Tennis, Zelda...

Hey, I'm not above forsaking the new for the established.  Besides the obvious Brawl, the lack of a traditional control option is one of my most major complaints against Star Fox Command.  But if the Wii taught me anything it's that, most of the time, which input device is better suited is up to personal preference.

But you're confusing my complaint.  I'm not saying that the pointer is ill-suited for NiGHTS.  If that was my problem I'd happily switch controllers.  What I'm saying is that it damn well could have, and should have, worked, but Sega did a horrendously bad job of programming it.  It's not a matter of how well the setup fits the genre, the pointer in the game is functionally flawed, and severely so.  A failing such as poor fit (ie: remote-only in Brawl) merely encourages one to try something else.  A functional flaw, however, severely damages one's confidence in the game.  And when I'm looking at huge messes of jaggies and some damn boat gimmick being forced to interrupt my flight, that doesn't help any, not leaving me terribly tempted to find a work-around (maybe I will one day when I'm bored enough, but I don't see that day coming any time soon).  Even if I do see how much fun the core mechanics can be, and I do, there are simply too many failings that need to be dodged or drudged through for me to consider it worthwhile.

2400
X / Re: favorite special weapon in all of X series
« on: June 04, 2010, 07:53:26 PM »
No, it's essential. Gotta reserve all the hits you can take if you want to survive the Bospider!

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