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Messages - Hypershell

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401
Well, if I can assign SNES controls to the Xtreme games, perhaps I'll actually give them the time of day!  8D
I don't think the 3DS Virtual Console allows you to map buttons.  So...I guess hope they come out on WiiU?

Whatever.  I'm getting Xtreme2 as soon as it's out.

though i have to wonder, is THIS their surprise announcement?
A rehashed game belonging to a system not called NES beats the hell out of any other "surprise announcements" they've come up with in the last two years.

402
I hate region-locking, all because each region has a different game rating and Nintendo wants to keep in for paternal control. Common sense is why would a child by importing games from another country if they're under 18 years old if the parents is importing the game? The parent should do research first before they decide to import.
That's their PR excuse.  The real reason is that investors and other such corporate big-wigs are afraid of imports disrupting their regional businesses.  Complete bullshit seeings how the money still goes to their head office anyway, but businessmen scare easily like that.

403
do.na.tion
noun
1. an act or instance of presenting something as a gift, grant, or contribution.
2. a gift, as to a fund; contribution


Please stop asking why a physical box is worth $50.  It isn't.  Nobody ever said that it is.  The box is a thank-you, not a purchase.

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There's no reason for anybody to "Donate" outside of "Motivating" the development team or person.
I'm not sure what the "point" of your "quotes" is, because the "statement" is every bit as "true" without them.

I'm not paying $50 for a box that Hideki Ishikawa drew up, and I'm not suggesting it's worthwhile that anyone else does (I threw them 20 for the sheer hell of it, and for me, that's enough).  I'm just saying, it's free sh*#! in loving memory of something we wish happend.  Done using a ridiculously over-used visual style?  Yes, absolutely.  However, I don't feel that one point singlehandedly invalidates it.  If visuals were that big a concern to me, I would not be looking at fangames in the first place.

404
Not to hinder your ability to pick the cloud out of the silver lining, but it's called a "donation" for a reason.  Excessive spending on gratuity gifts is how crowd-funded projects get into trouble.

Not gonna happen.
Probably not, but it should.

405
X / Re: X6's difficulty like Castlevania's?
« on: July 14, 2013, 05:48:43 AM »
Late reply is totally late.
It took a while before I was bored enough to continue a conversation that I've already had half a dozen times.

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...for a part that does absolutely NOTHING. That's something that you CAN [tornado fang] up, and have to die or retry the stage. if you told me Gaia arms, well, alright. put the helmet in Spike Rosered's stage, the easiest and most obvious Gaia piece to get.
The whole "can't use it 'till it's complete" thing makes the usefulness of individual parts a moot point.  I think the "story" function of Gaea's helmet is to further increase defense (although in gameplay I don't think it's any different from any other armor; never really bothered to check, though).

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Also, Requiring Gel Shaver to get Falcon body. That ALWAYS pissed me off, even as a kid.
Same.

406
They sound fun, but I'm hesitant to sink money into a pass-dependent game.  Especially when I live in a rural enough area that I rely mainly on Play Coins.

407
I think we just got done with how irritated we are with 8-bit fangames.
I thought so too, but...nope I guess not yet.

It's easy to do.  Their budget is minimal and what donations they're getting are probably going to pay the "official" artist/composer they have working on it.  From that standpoint, I respect it, and welcome it.
(Also I don't mind 8-bit games as much when they're not dry-humping Mega Man 2.)

I think some people are afraid that a 3D remake would discourage Capcom from releasing the genuine article.

408
Gaming / Re: The "What are you currently playing?" Thread
« on: July 10, 2013, 01:54:17 AM »
I wonder how relevant that phenomenon will be now that most games are also available as downloads?  Unless you're a hardcore collector, why would you pay $90 for a physical game that you have to wait for while it comes in the mail when you could just download the digital version immediately at half the price?  Obviously there are a lot of collectors out there already buying these high-priced oldies side-by-side with the just-wanna-have-fun crowd, but I imagine that will start changing soon with ONLY collectors being willing to buy the physical versions.  I could be wrong though!
I imagine a lot of that has to do with whether or not said digital shop is still active.  Servers and digital selection are not eternal, after all.  The same-gen stuff, like the first run of Phoenix Wright on the DS, probably wont happen as often (but it probably will happen, since the digital alternative is not a universal thing).

Then again, every once in a while I see vintage cartridges going for several times their Virtual Console cost...

409
X / Re: X6's difficulty like Castlevania's?
« on: July 10, 2013, 01:28:38 AM »
The bats in X2 Serges's stage are supposed to be frozen and trekked with Crystal Hunter, a weapon you can't not have at that point of the game. In fact, you are supposed to do this again in Agile's stage, with or without the armor.
I'll ask you to pardon my memory as for some reason I do not recall there being a second bat at that jump.  YouTube, however, has proven otherwise.  Perhaps I was thinking of that option dead-end branch past the breakable blocks that nobody ever ventures into...

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Wolfang doesn't require you to get hit (although it's extremely hard not to with Heatnix's Nightmare Effect), you're supposed to use Blade, Shadow, Zero, etc. to save a lot of the Reploids. To be honest, I am not even sure which Reploid you're talking about, but there isn't any that require you to get hit.
Past the teleporter, there is one and only one Reploid, behind a very long stretch of spikes down one of the pits.  It's where you get Jumper.  Damage is not by any means required (my entire shpiel with X6 is that virtually never is there "one" solution, and that applies to barrier abuse as much as it does Parts), but it is EXTREMELY helpful.  The vertical nature of the Nightmare hazard allows you to "bait" the hazard into following you down the pit to aid you.

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Turtloid is the same: you are supposed to use Blade's tight Mach Dash or Shadow (even though you get Shadow in said stage using Blade). Falcon's Air Dash, and by extension Zero's Air Dash probably as well, also work, but I believe Blade's Mach Dash has significantly more leeway. However, most people realize you can just circumvent these getting hit and abusing invincibility.
That is an extraordinarily lofty assumption when you're talking about a game that includes a Power-Up Part specifically designed to extend your invulnerability time.

Remember that such an exploit is not possible without adequate enemy placement, and we have three such examples (Turtloid, Wolfang, Gate) with enemies very clearly distributed to allow it.  Turtloid and Wolfang both use enemies (or hazards, for Wolfang) that specifically follow you from a safe area to that concerned (note that for Turtloid I am talking about Shadow Armor's capsule, the single most valuable item in the spike segments, which requires you to bait the Bat Bones into proper position in much the same way as X2's Shoryuken capsule required you to get them to chase you before freezing them with Crystal Hunter).  Gate, meanwhile, uses stationary enemies that are ridiculously non-threatening, and proportioned EXACTLY one enemy per jump of equal height, with the only enemy-lacking jump being the smallest of the jumps.

It may be fun to mention that in X5, Skiver's capsule cannot possibly be reached as Zero without such an exploit.

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Unlike Metroid infinite bombjumping, walljumping, shinesparking, etc., I don't consider damage invincibility to be clever when many of the items Capcom specifically prepared to be collected for the armors can instead take very little effort to sequence break.
Okay, here's my problem with that statement, which is simultaneously what happens to be one of my biggest gripes with X5: There isn't SUPPOSED to be a sequence to break in the first place.  Mega Man games and especially X-series games sell on their non-linear nature, what with the Stage Select screen and all.  It's not "exploration" like Metroidvania, but it is meant to be flexible.  One or two power-ups to unlock further secrets is done every now and then, yes.  However, requiring four or more separate power-ups before obtaining another is something that, outside of X5, was previously reserved ONLY for end-of-game secrets.  This is why requiring a COMPLETE armor to obtain part of a second armor is BS design.

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What I find ironic about all this Hyper Dash talk is that Capcom accidentally swapped the Hyper Dash and Speedster icon (both in the English and Japanese version), which really puts into question how important they were supposed to be.
About as much as Z1's mistranslations imply how important your Buster Shot (not Z-Buster) is really supposed to be, I'd imagine...

Damn thats insane. Ive tried getting down there with gaea, but it requires pretty much memorization of the level and preplanned moves to an incredible degree.
Thank you.

To be clear, it's not that I HAVEN'T gotten there with Gaia, it's that the level of memorization and handicap is uncalled for.  In 99% of all playthroughs, your default abilities are nerfed at the one single point in the entire game where it hurts you the most, and such design works on my nerves.  Moreso the problem however is the fact that the "sequence" of Falcon before Gaia should not exist in the first place.

410
Gaming / Re: The "What are you currently playing?" Thread
« on: July 10, 2013, 01:11:34 AM »
I downloaded the demo for Project X Zone and I actually really liked it, but I liked it in the pick-up-and-play randomly way where extended play sessions might get exhausting and repetitive (yes, I'm on the it's-kind-of-repetitive side).  It's a game I could play in small doses and enjoy thoroughly - I mean it looks great - but as a full-price game I just can't justify it.  Maybe once it comes used or discounted on the eShop (like that'll ever happen), but for now I'll have to make due with the 3 remaining uses on my demo download.  >_>
No harm in that.  Just be sure you don't wait too long.  Them cult classics, after all...

411
Gaming / Re: Pokemon Generation VI: Pokemon X and Pokemon Y
« on: July 07, 2013, 04:45:55 AM »
Mewtwo did indeed mellow out in Mewtwo Returns.  In the Japanese dub, his voice actor adjusted the voice to be calmer and less edgy.  Even Dan Green's voice didn't have that dark edge like Philip Bartlett had, though that was not the reason the voice actor was changed--Philip Bartlett had died before he could reprise the role.

Judging by the trailer, this seems to be a different Mewtwo.  Or, perhaps whoever got a hold of him again, messed with him, and changed him.
I'm not sure how that makes sense.  Eh, not that the Pokemon anime DOESN'T have horrendously inconsistent storytelling to begin with, but Mewtwo's entire character is built around the fact that he is, canonically, one-of-a-kind.

412
X / Re: Would Repliforce had worked out?
« on: July 07, 2013, 04:36:28 AM »
I'd say she did return to Repliforce, at least periodically:

Eregion
Giant dragon mechaniroid. It soars through the sky with its wings, and spits electric
shots from its mouth. Under the influence of Dragoon, it attacked the Repliforce
command and kidnapped Iris
, then brought chaos to the Sky Lagoon.
I meant returning professionally, which I presume is what X was talking about since the topic at hand is "work experience" gained from such a gruesome tragedy as the Erasure.

The fact that her brother is still part of Repliforce gives Iris plenty of reason to be there, whether she works there or not.

413
X / Re: Would Repliforce had worked out?
« on: July 06, 2013, 06:49:22 AM »
I'd say that the Maverick Hunters aren't so much "police" as they are "special forces".  We have no reason to believe that the military is above their authority.  And this is just guesswork on my part, but I kind of doubt that Sky Lagoon was the full and sole reason behind the Repliforce War.  More likely some suspicion was planted beforehand and Sky Lagoon was the breaking point.

Well, MH although beyond X4 seem to have become the general go-to Reploid military, are primarily dedicated to Maverick incidents. That was why they were founded. To investigate and quell Mavericks. The Repliforce seems to be just a Reploid Army. The probably could have taken some of the heat off the Maverick Hunters in situations like the Earth Crisis in X5. In fact, they seemed to have a program going where they trained with the Maverick Hunters, going by Xtreme 1, where Iris was training as a navigator.
Xtreme2, actually, but yeah.

I don't know if that was a formal exchange program or if Iris simply hadn't decided what she wanted to do with herself yet.  Her only "job" that I've ever seen referenced was as a Navigator for the Hunters.  Even though X talks about her hypothetically returning to Repliforce in Xtreme2's ending, I'm not aware of any documentation that it actually happened.

414
Gaming / Re: Hell freezes over? Project X Zone is getting localized!
« on: July 06, 2013, 06:30:06 AM »
So, the "key Mega Man points" are as follows:

-Tron Bonne joins in Chapter 3.
-X and Zero join in Chapter 20.  Also, fight Vile.
-Iris appears in Chapter 29.

I knew up-front that the game ignores Xtreme2, but I also found out that Zero recites X4 verbatim more than once.  Despite that, the encounter with Iris actually went very well.  After all is said and done, we get an answer to that immortal question from 1997, and Iris is effectively the reason that Genmu Zero happens.

415
Gaming / Re: The "What are you currently playing?" Thread
« on: July 06, 2013, 05:39:45 AM »
Oh, there's absolutely nothing wrong with fanservice. Only when said fanservice is just that and basically nothing else to swallow with it. It may be great to see all these famous characters in one game, but if there's little-to-no strategy in a STRATEGY game, then... it's not justifying the genre at hand, now is it?
The thing is, I figured out in 1989 that just because a game features characters moving on a board, doesn't necessarily mean that unit positioning is the meat of the experience.  In PxZ, there's juggling in combat, there's customization in managing your gear and third-unit pairings, there is the need to plan ahead for the all-too-common Boss Counter-Attacks (and having multiple bosses on the map is a regular thing once you get far enough), and there is the whimsical appeal of watching the dialogue between these characters who don't otherwise interact in any other game ever (Zero talking to Devilotte is hilarious).  Is it repetitive?  Well, yes, but if that in itself is considered a criticism then there are probably better places to hang on the internet than a Mega Man community...

I'd also submit to you that the Game Over screen isn't a terribly common sight in Fire Emblem either; rather the game's perma-death system (optional in Awakening) mandates perfection.

"That's reason enough"? Was it really that simple to make you cough up dough for this?
No.  It was that simple to get me to cough up dough to install a flip-top on my PS2 and import Namco X Capcom.

I have fond memories of that game; fell in love with it LONG before I got far enough to unlock Volnutt, and that is why I'm so nuts over Reiji and Xiaomu to begin with.  So, if I know and approved of the formula already, why SHOULDN'T I shell out the money for PxZ?

Incidentally, Namco X Capcom is both easier and slower than Project X Zone.

I'm extremely creeped out by that thought. :o
Don't worry, I wouldn't buy it.  ...I'd have nightmares of a replica-Zero slicing me in half.

416
Gaming / Re: The "What are you currently playing?" Thread
« on: July 04, 2013, 06:06:32 AM »
Decided to try out Namco X Capcom.

There's plenty of differences between this and PXZ, PXZ runs at a choppier framerate, there's no XP in NxC, and unlocking the Up and Down Moves in PXZ is a drag where in NxC you have them already.

Its quite fun but i'm kind of seeing why people got irritated with PXZ getting so monotonus.
NxC is actually at a much slower pace than PxZ, though, since enemy attacks take forever.  PxZ only resorts to enemy cutscenes when a boss uses a special attack.  Also, I appreciate the fact that PxZ has a solid turn structure (the fact that every character actually does move once per turn).  One of my pet peeves in NxC is the fact that your "defensive" commands radically impact the turn order; to such a degree that defending yourself against a boss can lead to the boss attacking the same character multiple times before said character ever has the chance to do anything else.  Ditto for Multiple Assaults.  It makes it very difficult to actually determine what the best move is because you only have a rough idea of how a given action will impact your turn order.  In PxZ you're worried strictly about managing the XP bar, which makes it easier to plan.

So it's all show and no fluff. They rake in the profits from all the big-name characters joined in one roster.

*sigh* I was worried about that.
And just what the hell is wrong with fanservice?  Seriously, I'm asking this as somebody who sank hundreds of hours into FE Awakening's Lunatic + Mode.  Not every games needs to be a ball-breaking-dominate-your-life challenge.  I'm loving the introduction to characters whose games I rarely play, and hell, it's REIJI AND XIAOMU MEET X AND ZERO, that's reason enough.

Plus Iris. 8)

Isn't that just... One map?

Its also a really early map in the game.
Not THAT early.  I think it's somewhere in the teens.  But IIRC it's a little watered down as compared to the actual game's map.

I expected it to let the player ponder about their next move, and not just spam random attacks to win.
What little strategy there is really has little to do with the map and more to do with how you time your attacks in order to do the most damage (and/or milk the most XP to enable skills/attacks later).  It's simple, yes, but it's more engaging than you might think.

Nobody who's ever played Yoshi Story judges a game solely by it's challenge, and I suppose PxZ may be best described as the strategy equivalent to that.  While it's extraordinarily difficult to "game over", there is definitely an advantage to knowing how to manage your attacks, items, and skills.  Beat down the optional high-level characters and you get better items to use later.  But if you want to suck and get by on the minimum, well, you can probably still clear the levels without too much trouble.

Never died yet, and it's rare that I have to "revive" a fallen teammate.  But I will say this: KOS-MOS's intro level was pretty nerve-wracking.

417
Gaming / Re: VG Music Thread
« on: July 04, 2013, 05:37:43 AM »
[youtube]http://www.youtube.com/watch?v=pssPh_X6y6o[/youtube]
Can't tell you how glad I am to be seeing these two in a legitimately-released-in-english game.  Theme music is still badass.

418
Gaming / Re: The Mario Kart Thread
« on: July 04, 2013, 05:27:05 AM »
Quote
Double Dash mode using the Game Pad
...

Why the F*@#! did nobody think of that sooner?!  Missed opportunity...

419
Gaming / Re: Super Smash Bros. Thread
« on: June 29, 2013, 03:13:40 PM »
As far as Pokemon goes, I still maintain that the best renditions of their music came from Stadium and Colosseum.

[youtube]http://www.youtube.com/watch?v=z2Nr8na3pf4[/youtube]
I'll take this over "Poke Floats" every time.

[youtube]http://www.youtube.com/watch?v=3qu2IB7mykU[/youtube]

For the Ruby/Sapphire crowd:
[youtube]http://www.youtube.com/watch?v=MgVu64hULsQ[/youtube]

[youtube]http://www.youtube.com/watch?v=95Rp5mYFoTc[/youtube]

And if they decide to go for something more obscure ('cuz Sakurai does that.  A lot.):
[youtube]http://www.youtube.com/watch?v=icKDaWhBCNk[/youtube]

Also, this one
[youtube]http://www.youtube.com/watch?v=6K4_aSOexfU[/youtube]

and when a match is down to its final moments (running out of time/the last remaining character's last stock) it should transition into this
[youtube]http://www.youtube.com/watch?v=6FPz7yklWrA[/youtube]
Not bad at all.  Of course, now you have me thinking that when any OTHER Pokemon theme is playing and time is running out, and/or during Sudden Death, we should have this:
[youtube]http://www.youtube.com/watch?v=KsoxjylnQ68[/youtube]
Seriously, tell me that DOESN'T go perfectly with a Sudden Death where Bob-ombs rain down after you take too long.



And last but not least...dare I hope for it:
[youtube]http://www.youtube.com/watch?v=ET5cMrB2Zxo[/youtube]

420
Gaming / Re: The "What are you currently playing?" Thread
« on: June 29, 2013, 05:39:23 AM »
Project X Zone, I'm 9 Hours in and the game is starting to drag on and get repetitive.

Holy [parasitic bomb], where are X & Zero, I mean I just got Yuri & Estelle but seeing as I'm heading towards Marvel Land I don't think I'll be seeing them anytime soon.

Game's still fun, but [tornado fang] the bosses, hit-sponge hell.
It's actually not that bad.  The item drops are common enough that you can rack up the XP for your super attacks fairly easily, so long as you have a decent enough mob on the boss.

And, uh, use a negate-counter skill if it's at all possible. :|

I try to make it a point to kill ALL of the "boss" characters and not just those necessary to clear the chapter.  I figure the extra experience will come in handy.

421
Gaming / Re: RPM's Nintendo Network and Friend Code lists
« on: June 29, 2013, 05:35:59 AM »
Okay my friend code is 2062-9245-8331.
Fortunately, I have ripped myself away from my Project X Zone addiction long enough to add you. 8)

422
Gaming / Re: Super Smash Bros. Thread
« on: June 29, 2013, 05:33:15 AM »
http://www.eventhubs.com/news/2013/jun/19/sakurai-explains-how-pokemon-characters-are-chosen-super-smash-bros-not-enough-time-bring-back-entire-smash-roster-wii-3ds/
And thus begins the age-old bitchery of "Why the F*@# was two different Fox clones considered a better use of development time than Mewtwo".

I still find it hard to believe that the 3DS couldn't handle more characters.

If I recall, the highest known capacity for a 3DS card is 8GB. That should be more than sufficient to put in a great deal of characters. I mean, it's not like Smash Bros. is pushing the hardware like Revelations did. And Revelations only used 4GB.
I SINCERELY doubt this is a matter of storage space, more likely it's a matter of how much stuff the 3DS can handle on-screen at a time (IE, a "pair" character such as the Ice Climbers doubles the number of characters that the game has to handle at any given time).  That, and of course, production time.

IMHO, if they're not even intending for cross-platform or simultaneous release anyway, then I don't see what the big whoop is about keeping the characters the same across both versions.  Other than the fact that inevitably someone will [sonic slicer] about why so-and-so isn't on the 3DS, but if the alternative is to axe them completely?

Even if some manner of character customization transfer is involved, you'd think they could play a little mix-and-match as needed (not unlike the whole Fire Emblem Path of Radiance to Radiant Dawn thing, where Largo's stat bonuses went to Calill).

423
Gaming / Re: RPM's Nintendo Network and Friend Code lists
« on: June 23, 2013, 05:43:57 AM »
Certainly.

424
DASH / Get Me Off The Moon's rocket launch video!
« on: June 23, 2013, 05:27:55 AM »
[youtube]http://www.youtube.com/watch?v=890R7ZZIdjo[/youtube]

It took a while, but earlier today, the video footage of the Devroom rocket replica finally went live!  So...hooray for fan-based symbolic gestures!

425
Gaming / Re: RPM's Nintendo Network and Friend Code lists
« on: June 23, 2013, 03:28:53 AM »
My 3DS is 3737-9702-1639!
Finally had my 3DS and my comp in the same spot.  Added ya.

Also put you on the front page list.

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