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News and Announcements / Re: Nintendo Power announces Mega Man 10
« on: December 11, 2009, 07:28:50 PM »
You had to be paying attention to 5 and 6 to really notice.
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you know, kind of think a bit, it's not surprise that Inti only stick to the MM2 style of gameplay since Inafune orgasm with that one and is scared of MM3That's something that bugged me about 9. I don't mind the NES style in the least, but Rock refusing to slide is just moronic. And no matter what development-horrors Inafune faced with 3, choosing 2's Get Weapon music for re-use is complete insanity.
For the X-series gameplay, the SNES does not mark its epitome. Neither do any of the X-series games that postdate those. If gameplay was what truly matters, we'd use a variation of the RockmanZERO/ZX engine. No use in Inti emulating that which they've exceeded by miles.Physics are but one element of gameplay, and yes, Inti delivered the easily most fluid movement in ZX. But there's still plenty in the gameplay department that they could learn from actual X-series titles. Not the least of which is how to properly handle Zero's abilities (kudos for Model OX's Double Charge Wave, though).
With the decreased focus on graphics IntiCreates should be able to put their all into the game's very essence; they simply have to put their heart into everything else to justify their graphical shortcuts. R9 had heart, and this will too. Using what they've learned in their previous title, they're going to understand more and more what Rockman is truly about. A valuable experience indeed.If it goes that way. I've often said that I consider R9 to be at best a good start, that is they're going in a good direction but failed in any initial attempts at matching the quality of actual NES gameplay. I certainly want them to learn to do it better, and I believe they're close. Inti usually but does not always outdo themselves with sequels. So we'll see.
But WiiWare could.But if it does, it ceases to be the SNES style. That was Flame's point.
Nine pages of discussion and we STILL haven't gotten to an agreement except to make more sheepman hentai.Just for spite, I'm going to go ahead and argue with that and say that we need to establish a Sheep Woman first.

The way I see it, if MMX9 comes along with a great sprite style all its own and animated its cutscenes within those boundaries (think of how Sonic 3 & Knuckles cutscenes & transitions happened except add your text boxes and dialogue as needed), that'd be more than great. Hell they can do things like that within the limits of a 16 bit MMX. Something a few folks here need to remember that 16 bit only refers to the color limitations. It's not a style restriction, especially in good hands.It is if you're trying to be retro, Jelly. No 16-bit hardware actually gets new games anymore. So when people discuss a "16-bit X9," they are discussing, specifically, a style restriction, that being the style used by the SNES.
True NES games didn't have Cut scenes, Playable Blues, DLC, Endless Mode, Challenges, Playable Blues, etc. So there's no reason why they couldn't implement Anime Scenes into a Retro SNES X Game.The later of the true NES games had "cut scenes" in the same sense that MM9 did.
All that MMX needs for storytelling is a big black box with text.I beg to differ. Sensei's mugshots, even if 8-bit, contribute infinitely more. It's a sad thing when the GBC provides better eye-candy than the SNES. The SNES, in terms of system capabilities, could easily handle a better presentation than what it actually offered. Therein lies my gripe with returning to the style.
End of story.
They did it to X3.X3 was a port, not a new game in retro style.
Oh man, imagine if MM10 has Broken MM3 Rush Jet...Dammit, PB, stop filling our heads with pure win that is far too orgasmically good to be true.
In my OPINION, it never could.It could. In X1. Then they redesigned Zero.
I think they just learned that the others didn't work out as well as the old 8-bit games, so they've gone back to that, it worked, why not do it again until they can't anymore and close the gap.Personally I think 8 worked out a hell of a lot better than 9. But 9 was good, and 10 has ProtoMan without having to pay extra, so I'm damn well giving it a shot.
Just imagine, Hypershell, if they did X9 in PS1 Graphics, and gave you Playable Iris!That level of awesomeness would be seizure-inducing.
Hey, hey, I want to play them, but I have trouble finding a full Legends 2 UNDER 40 bucks.The fact that you cannot find L2 for a reasonable price is unfortunate, but nevertheless, if you can find L1 then start with L1. Even if I consider L2 superior, you miss a lot (enjoyable-wise, not story-wise) by skipping the first. No Legends experience is complete without the Marlwolf battle, among a great many other things.
seriously. if I can get 1 for 8 bucks, I want to get 2 for a low price as well. Im not about to pay upwards of 30 bucks for it. I mean, hell, maybe im asking too much, but I want a full l2. including the disc, case, and manual.

The X series is the equivalent of technologic evolution, always has been, and should be forever. Leave the classic classic.Well said.
- play as Proto Man right from the start*makes sure that today's date is nowhere near April 1st*
Ive never played either Legends*UPPERCUT!!*
But Albert's tone and language said he was going to "reset" the world. Not wipe it out, not destroy it, "RESET" it.As my favorite fork-flinger would say:
He sounded almost like the world was a computer or a video game, to be turned on and off at will
Honestly, I don't really see it as a negative that the 3D games have focused less on keeping items and abilities between levels. I see it more as a change in design focus and as such, I can understand why certain things act differently in one set of games rather than the other. It'd be cool though if there came a game built with deeper 2D Mario routes that would allow for this, but for what the current 3d games are, I enjoy em lots.I get that if the game is not designed with power-ups that you hold in the first place. Sunshine most definitely does not fall into that category; all nozzles and Yoshi are held indefinitely. You just lose them for entering/exiting a stage.
Not to say the game was terrible, but it's definitely one of those things that time has gotten the better of.There are games out there that age worse than the Adventures despite initial impressions. Besides the aforementioned Sunshine, there's also X5.
"One" misstep?

I mean, tell me why they focused on gimmicky things like adding more characters, a Tamagotchi-like diversion, weapons and playstyles, but a lot of the fundamental flaws that have plagued the Sonic 3D gameplay formula since at least Adventure-US, have still remained in even Unleashed, a game released just this last year? That just shows a disturbing thing of how Sega doesn't "get it". It goes even beyond how "returning to roots" is a meaningless tagline.I'm not all that fond of Chao either, but they are easily ignored. They are a diversion, nothing more, nothing less, and in no way forced. The other play styles (mainly referring to the additional characters here) in SA1 are acceptable because the main focus of SA1 is still on Sonic, and that's what Sega's lost since then. Heck, many of the alternate SA1 characters didn't play that differently from Sonic, which is really as it should be. Tails and Amy work fine (even if I wish Tails's stages were longer), they're still running to the goal in a platformer, just with different spins on it. Knuckles is perhaps a victim of the 3D switch as gliding/climbing breaks any "open" stages, so rather than designed closed ones they overhauled his goal. Big and Gamma are the only real oddities, and their respective stories are short. Again, it's a matter of focus. Gamma was awesome when he first hit the scene, but that doesn't mean his play style should be overtaking the traditional. That's the main mistake that SA2 made, however I find it a vast improvement over SA1 in nearly all other regards.
As far as "meta game" thing went, it still was pretty thin. I guess I can only critique it so much since it was among the first of its kind, but again, I can't stress enough how they would need to give it some serious thought before ever implementing such a feature again.The keyboard cannot possibly stress enough how much I disagree with you. It's a matter of personal opinion and I'll leave it at that, but I do not see why it is required for an additional segment of the game (beyond the final boss shpiel we already have going) need be designed around an entirely optional ability. Take any given Sonic element that worked, expand it, distance it, and segregate it from the established play style, and you fall into the same trap we were already criticizing with new character/gimmick use. You begin addition a distraction rather than an expansion.
While valid complaints, there's one big thing to note here: they're all aesthetic, in scope. None of these quirks, of which some I agree with, in the end, do anything to actually hamper the actual way the game plays. None of these things do anything to showcase truly BAD coding and play-testing at work. It'd be the same thing as me attacking a modern day Sonic game for its terrible storylines. It may be valid, but it has no bearing on the gameplay itself.I have to disagree, that counter-point applies soley to point #3. Loss of otherwise permanent abilities (points 1 and 2) due to a map switch is not aesthetic. And you encounter that at least twice per Shine Sprite. Which is a LOT. One Shine Sprite does not merit a lot of play time, making it a constant annoyance.
95% of the Sonic games made in the last few years.You keep bringing the entire line of modern Sonic up when in fact I am defending only two titles, the most recent of which is well over eight years old. You have issues with recent Sonic games? So do I. So I don't know who that debate is directed at.
...Yeah, nothing more to talk about in this particular argument.Emphasis on "occasional". I will note that in Sonic Adventure 2 I cannot remember the last time my extra life count was below 70. So yeah, for all those allegedly unfair deaths that every bitching fan suffers, I must be kicking a lot of ass.
When it came time for me to adjust the camera in a 3D Sonic, it always felt very clunky and uncooperative.It's funny you should say that. Because if anything I've found camera adjustment in Mario 64, and even Galaxy (both of which I love, mind you), to be far more troublesome than either Sonic Adventure (although to be fair you don't really need to be looking around in Sonic nearly as often). It feels like every other time I try to adjust the camera I get the buzzer telling me I'm not allowed to. It gets very, very annoying at times.
It usually stays fixed behind me, where it belongs.
Technically, you can say that they did that much earlier, with SMB2-JP/Lost Levels.Lost Levels is one game made in the image of its predecessor. I meant more long-term. NSMBW is pretty much is a hats-off to every Mario game from arcade Mario Bros. up to SM64, plus the DS NSMB.
Because what the MD Sonics did with this aspect was inherently flawed. You could earn the glow before the game was overI didn't say to copy the Genesis approach step-for-step. It's pretty commonplace for the Emeralds to hold some story-relevant value these days. If that continues it pretty much mandates that using their power in stages is restricted to replays. Nothing wrong with that.
and neutralize any remaining challenge away before the game was "finished" (except for Sonic 2).What Sonic 2 were you playing? Or are you referring to the fact that the Death Egg doesn't have enough rings to activate Super Sonic? Still doesn't change the fact that you're neutralizing a lot of stages.
There's no other perks to being Super Sonic, like being able to find new things in levels, old bosses having new battle patterns or the like.Maybe in STH2, but in S3&K that's not entirely true. The higher jump gives Sonic an easier time accessing branches that would normally require Tails's help. Super Sonic also breaks walls automatically akin to Knuckles (with the exception of Knuckles' character-exclusive routes, of course), which makes finding hidden paths easier. You could easily stumble into something you had previously missed.
The worst you can say about Sunshine is that it felt too gimmicky because of FLUDD and tacked-on Yoshi, and lacked the polish that either 64 or Galaxy possessed. But there was never anything truly detrimental about the game, itself.I actually didn't mind FLUDD, even if the platforming "bonus stages" were generally the better parts of the game. It functioned fine and was fun to use, particularly when filling up Petey's gut. No, my issues with Sunshine lie elsewhere:
a truly bad cameraI don't think the 3D game exists that has not, at some point, been criticized for a bad camera. Tiny Huge Island gave me more camera issues than either Adventure. If it didn't break Mario, it doesn't break Sonic.
questionable hit/collision detectionOne more reason SA2 is a "quality over quantity" issue as compared to SA1.
Whoa, back the heck up.*gives Aldo ZEE UPPERCUT!!*
Let's get one thing straight.
Other 3D Marios > Super Mario Sunshine = Sonic Adventure 1 >>>>>>>>>>>>>>>>>>>>>>>> Other 3D Sonics
Okay, now I don't feel like I've failed teaching you people, carry on.
this is my plushieI've got one of those too.



I dunno how much the Rush games count in this light though. Dimps handled the majority of the development, and Sonic Team was in a more advisory role.I didn't say it had to be Sonic Team that made a good Sonic game. Frankly I think it would be for the best if Sega dissolved/restructured them, as long as they keep Jun Senoue and Crush40 around.
Extra characters I may agree on, but I still think that Super Forms are just a novelty, at best. You get the ability that pretty much proves your mastery of the game as a bonus, allowing you to plow through the game even faster than before. It's cute, that much goes without saying, but that's about it. The game itself doesn't change up any to respond to your new plateau of power, and so it does more to me to be a bit redundant.Different strokes for different folks. To me, that's half the replay value right there.
If they're going to bring such a thing back, then I would really hope they do more to make it worth the while. Make a separate play mode that can be truly built around the new power you possess, or something.That's basically what we have, though, except the "new mode" is just the final boss. Which is fine and dandy. Emerald power, story-wise, is something of a last-ditch effort due to energy consumption. What I'm saying is it *SHOULD* be available for the entirety of replays. There's no reason the game HAS to be designed around it. The whole idea is you need to control your speed while at the same time maintaining your ring count. Normal stages work for that perfectly fine. You move faster, you jump higher, you break stuff quicker, but you still fit the basic character type. It's a bonus to encourage replays. By making you WANT to, not by giving you a reason you HAVE to. That's where Sonic Team fouled up quite a few times.
maybe an "honorable death" is for the better.That ship has sailed. Ages ago.
And while I'll give you that the Wii-mote control interface wasn't kosher, hey, that's what I thought the GC/CC controller options were for. Hell, everybody who was raised on the Saturn classic, and wanted to make sure they got fitting, "proper" controls, wouldn't accept anything else.I've long maintained that providing traditional options is a good thing and all. The lack of it has been a big criticism of mine elsewhere (ie: Star Fox Command). But I really thought that NiGHTS could make for an interesting setup, and the sad thing is, when I play it I can see that it could have. But if you're going to do Wii controls, at least make them technically workable. The cursor hangs at the edge of an invisible circle, for crying out loud.
To say the least, JoD at least GAVE you the option to play the game the way you felt best. That's more than can be said for either Secret Rings or Black Knight. You want a true example of questionable controls? These games possess such in spades. I like how BK has input-lag on sword swings; that's a very BAD thing to have on what is basically the entire premise you're building a game around.I've not yet bought Black Knight due to it being on my Christmas list, but I'll be able to comment on that in a matter of weeks. As for Secret Rings, works perfectly fine, as long as you're moving forward. And not on rails. Okay, so it could have been better, but the bulk of the game is smooth. Which is more than I can say for JoD.
If ST were to just get the point that "less is more", we likely would have had a decent successor to the 2D games, and likely a "true arrival" of Sonic in 3D as well, YEARS ago.The Adventures may have some elements that weren't really necessary (Tails's mech and Big's fishing), but for the most part I think they were as much "true arrivals" of Sonic in 3D as anything Mario ever did. Considerably better than Sunshine, I have to say. First Adventure especially, kept the more off-the-wall game modes to short lengths, leaving Sonic with the longest and meatiest story. Second one, was a bit of a quality-over-quantity issue, but those stages where Sonic/Shadow were featured, they worked excellently. Final Rush remains my favorite 3D platforming stage, of any game, of all time.
Pics either way?Oh, alright. I do happen to have a (very small) Charizard plushie, so I guess that'll have to do.
Heck, I think they should do it on the DS.I'd still rather see Wii, but this isn't a bad idea. One thing, though: If the game is not touch-controlled, the action should be on the top screen, and bottom screen should be your map/status, not the other way around. It's awkward, for me at least, to be ignoring the top half of the system when that's where the sound is coming from. Most devs seem to agree, looking at various Mario and MegaMan titles that are already out there. This is especially important if you're going to shoot for SM64DS-esque "analogue" movement as an option (although it's not one that I'm fond of), since: