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Messages - Hypershell

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426
Gaming / Re: Super Smash Bros. Thread
« on: June 22, 2013, 05:56:13 AM »
[youtube]http://www.youtube.com/watch?v=9U3DAmE0nWw[/youtube]

So I think it's safe to say we're ALL hoping this song is used on the Kid Icarus stage, right?  <3
DAMN STRAIGHT.

Also, my personal Kid Icarus runner-up music is this:
[youtube]http://www.youtube.com/watch?v=Uxnc2eoPjSs[/youtube]

Posted on: June 21, 2013, 10:23:19 PM
Aaaand...just gonna throw this one in there.
http://www.destructoid.com/japanese-artists-think-wii-fit-trainer-is-smokin--256606.phtml

427
Gaming / Re: Super Smash Bros. Thread
« on: June 18, 2013, 03:10:11 AM »
LOLed at Reggie and Missingno.


Awesome.


AwesomeER. 8)

428
Gaming / Re: The new next-gen 2013 Xbox reveal (discussions here)
« on: June 16, 2013, 09:28:26 PM »
Oh, I'm sure they'll ALWAYS blame piracy (I'm also sure that breaking the XBone will be considered a top priority amongst the hacking elite, even if they do find it difficult to do so), but at the very least it ought to convince them to stop treating used game buyers as pirates.

...maybe.  I don't really know if the XBone will fail, per se, in that Microsoft has an uncanny ability to push crap hardware out to the ignorant consumer (360 failure rates).  They have made their stance clear that they intend to sell it without the aid of "core gamers" to evangelize for them (which they have also done before, with Kinect).  Still, even if they successfully push this as a sports fan's premium magic box thing, I don't imagine that the game attachment rate will be all that impressive.

I'm also wondering how long it will take before the general public catches on to the fact that the full and sole purpose of XBone discs is to placate people who don't actually want an internet-required system (both consumers AND retailers).  Obviously the "gamers" know it, but when all who are techno-literate enough to even maintain an XBone's functionality catch on as well, then why in the blue hell will they buy a disc when it all gets installed/sent to the cloud anyway?

429
Gaming / Re: The new next-gen 2013 Xbox reveal (discussions here)
« on: June 16, 2013, 04:38:50 PM »
Also, I suspect that Microsoft's evil team of corporate attorneys would be apprised of this and have already found ways to circumvent it.  They would have tackled that snag long before any announcement was made, so as to avoid legal entanglements.
Doubtless.  No telling if a judge would side with them, but I can see where, from a "ruthless business" standpoint, they're getting their precedent from.

It's worth mentioning that the whole "temporary license to play" bullshit has been technically written into ToS by all of the big three for their digital downloads already.  The thing is, it was always dismissed as the big corporation's tendency to overstate their legal rights in unfamiliar territory.  The practical function of the consoles made it clear, that if for any reason you ever were ever cut off from their online services, you can still play whatever you had downloaded prior.  It's just that you were on your own in doing so; since your license is revoked, the manufacturer is released from all obligations and responsibilities.  I suspect that statement was intended to guard against liability for people who might otherwise sue for being unable to access the not-previously-downloaded remainder of their library following such a ban (or the inevitable "server shutdown" date, for that matter), and most certainly there are better ways it could have been worded if that is the case.

What Microsoft did is take that statement to the ultimate extreme.  It is the effective result of any such draconian DRM scheme as we knew they were building, though, so I'm not sure why certain circles are treating it as a separate story.  Bottom line is the same: They dictated that if your "license" is ever revoked for any reason, you are not merely forbidden to access or forbidden to download, you actually are forbidden to play.  Ever.  For one ill-conceived DRM game (Sim City says hi), that's bad.  For an entire freaking console, that's an absolute nightmare.

430
Gaming / Re: The new next-gen 2013 Xbox reveal (discussions here)
« on: June 16, 2013, 08:16:47 AM »
so...
All this bullshit with used games?

Possibly actually illegal.

Xbox, please, go home.
Not a lawyer, but my understanding is as follows:

The way it's legal is that they craft some Terms of Service that nobody ever looks at to make the end user agree to it and give up their rights.  You can of course reject a ToS and enjoy your expensive paper weight, but as long as it qualifies as a form of copy protection, then the act of circumventing it is illegal under the DMCA.

431
My memory failed me, I meant
blue skirt, red top
.

If anything, her color scheme should be white/pink instead of the way they have her.

Fire Mario is white/red and Fire Luigi is white/green. They keep one of their original colors while transformed.
White/Red references her NES color scheme, I guess.

What I'm wondering is why Mario's cat suit is yellow...

432


http://iancsamson.tumblr.com/post/52751190751/now-to-get-simon-belmont-in-this-thing

I really wanted to share this one
As soon as that game is in my hands, the very first thing I am going to do is figure out how to set up a 2-on-1 fight against Giant Donkey Kong.

God, I love the internet. 8)

433
Can't help but think that Fire Peach should have a blue top...

Lovin' the fact that the ponytail shows up as part of it, though.  Meshes nicely with the whole Small Mario/Luigi losing their hats thing that they started in 3D Land.

Now if only we could get Daisy in there...

434
Rockman Series / Re: Super Speculation Bros. Mega Man
« on: June 15, 2013, 06:06:00 AM »
It's that, and/or Assist Trophy.

And I'd care if it was Mech Dragon.  ...or if Yellow Devil had the MM3 fortress boss theme, that works too.

435
Rockman Series / Re: Super Speculation Bros. Mega Man
« on: June 14, 2013, 05:29:42 AM »
This probably is completely unrealistic, but I would LOVE it if Mega Man's Final Smash involved calling the stars of the other series.  Like, Mega Man uses Time Stopper to freeze everyone, and X, Trigger, Zero, Model X, Hub, Geo, and Over-1 all come in and blow the crap out of everything in Mega Man's line of sight in either direction (X totally needs to have the X1 buster upgrade for this, BTW).  Would probably slow the crap out of the 3DS version, but it'd be totally worth it.

As for music, MM2 nostalgia isn't going to get much better than the trailer, so as long as we're still dry-humping the NES, let's see some MM3 lovin'!  Dr. Wily Stage 3/4 and/or 5/6 would rock all, as well as the Fortress Boss theme.  All of that would go well with the whole Wily Castle/Yellow Devil shpiels already shown.  I also damn well expect MM3's Get Weapon theme.

If we see some inter-series music, I'd like the X2 Intro Stage, and Hell's Gate Open for Zero rep.  Legends...who cares what I say, everyone insists Flutter Vs. Gesselschaft is the only one. :\  And of course, Rockin' On from ZX.

Assist Trophy?  Nothing.  Seriously, you grab it, and nothing happens.
Then you hear...

Figure the rest out. :P

436
I just want the rest of those frikkin' Puzzle Swap panels.  When you're not in a big city and/or at Comic Con, those pink pieces are damn near impossible to find...

437
Gaming / Re: Super Smash Bros. Thread
« on: June 14, 2013, 03:18:14 AM »
Perhaps my point hasn't been made clear, let me try again: I REALLY WANT to play [chameleon sting]ing Ridley in SSB4.
Ditto.  Melee's opening featured a Ridley that actually WAS not much bigger than Samus, and nobody complained.

Also recall, body size doesn't necessarily equal hit box.  Wings and tail are questionable, plus the matter of posture (Samus is "large" because she stands up straight, but Ridley needn't do the same; Bowser wasn't even that tall in Brawl, either).

And how much more awkward are we talking about in a game that features a 3-foot Pikachu?

438
I'd be happier if "different abilities" was not the full and sole reason Nintendo ever thought to let us play as someone other than Mario on home consoles these days.  But I'll take what I can get, and what I can get happens to be frikkin' awesome right now. 8)

Peach w/ Fire Flower = game bought.
If only Daisy was in it...

439
Gaming / Re: Super Smash Bros. Thread
« on: June 12, 2013, 01:36:16 AM »
Classic Mega Man was about as "realistically optimistic" as I'd dare think when it came to, well, the fate of Mega Man at all this year.  I'd have much rather seen X or Trigger.

But DAMN, did they ever pull out all the stops.  Just like last time, Nintendo struts their stuff and shows the rest of the world how to make a fallen-from-grace blue guy awesome again, with a trailer you could watch 40 times and not get anywhere near tired of it.  Also, lesson that Mega Man 9 needed to know: If you're going to whore MM2 nostalgia, at LEAST do it with the right music tracks.  They're overused, yes, but they're overused for a reason.

I love the "HOLY SH*#!" expression on Mario's face when the Metal Blades start flying. 8)

Pfft, I love when they put characters that are more for comedy than anything else in.
I'd say she beats the hell out of ROB...

Funny, I actually like the 3DS visuals better.  The outline provides nice contrast, and the WiiU looks, I dunno, a little "washed out" in terms of its brightness.  Or at least Mario does.

440
Off The Wall / Re: The Avatar / Signature Changing Thread
« on: June 10, 2013, 05:09:36 AM »
One of the guys at Get Me Off The Moon got it in my head that this old-as-dirt joke needed to take sprite form.

Sprites and old jokes are kinda what I do.  So, it was done.

441
Gaming / Re: Nintendo Releases New Wii U Details: PB is Pleased
« on: June 06, 2013, 02:21:22 AM »
"[UPDATED: Nintendo claims they are just rebalancing the stock, whatever that means]"

What do they THINK it means?  The fact that the demand for the Deluxe version vastly outpaces the demand for the Basic version has been a given since launch day.  I'm not sure why anybody is surprised.

442
Gaming / Re: The new next-gen 2013 Xbox reveal (discussions here)
« on: June 06, 2013, 01:52:44 AM »
[youtube]http://www.youtube.com/watch?v=TMYso30L9zI
[/youtube]
That was absolutely hilarious...

More of an "apples to oranges" comparison when we cross into the 2D barrier, but I also recall collecting a Star Man in Super Mario World's "Star World 2"...

Cloud computing and the online requirements, big or small, are ruining the longevity of games. For an MMO title it is a huge issue that if the company goes down, or the cost of maintenance outshines the income of the game, that the servers get shut down and the game is effectively lost. There are some good legitimate reasons for this to happen, and I can't effectively blame the developers when it just doesn't work out right. But now we're adding in online requirements to games that don't need it. What happens when EA decides SimCity isn't pulling in the money anymore? Just like their other games, they will eventually shut down the servers. If you're a legitimate paying customer, who isn't hacking their game, you are screwed. The game no longer operates. What if EA was not lying, and the online service did actually perform needed calculations to run the game? Then you wouldn't even be able to hack it out. It would be gone forever, unless EA released the server software for others to support independently. We know this is NOT going to happen.

Microsoft is now putting the power of always online DRM in the hands of the console developer, and giving developers a platform to explicitly add in some cloud server calculations which could be for the sole purpose of total product domination. When their servers go down, or the next Xbox is shipped and One's service is cut off, your game stops working FOREVER. This is what bugs me the most. We could see some games that have an availability for roughly 6 years then be unplayable forever after that.
It's absolutely staggering to me how difficult it is to get the larger publishers to understand this.  I mean, sure, what do they give a damn if they're not printing the game anymore?  But the thing is, if they have *ANY* sense of a PR department, the benefit is pretty damn obvious in the "forward thinking" area alone, nevermind the whole "you don't have to worry about overloaded servers on release day" thing, which also kinda smacks you in the face.

Oh yeah, and uh, PSN hacking incident anyone?

The industry doesn't do a good job of preservation.  Heck, just look at the Mega Man franchise: For as much as Capcom LOVES to resell the same NES games, they've been ignoring the larger part of the Super NES and PS1 libraries for a variety of reasons (some in and some out of their control), even though the technology has been in place for ages.  The idea that we're expected to trust a hardware manufacturer and/or a big-name publisher that their servers will be operational for as long as we're interested in the game, it's ludicrous.  At least MMOs have the excuse of being a necessary evil, justifying the "online" aspect of the gameplay.

I don't see how building an entire console to that mentality (24 hour break supported or not) can possibly be to the benefit of anyone.  Unfortunately, yeah, Microsoft has an uncanny ability to throw money around to push a questionable product into the masses.  So...just because it's a bad idea, doesn't necessarily mean it will "fail" to the mass market.

443
Off The Wall / Re: Latest Buys
« on: June 03, 2013, 12:27:46 AM »
New ones?  I know nothing.

(Besides, Drago is more awesome. :P )

444
Off The Wall / Re: Latest Buys
« on: June 02, 2013, 07:16:37 PM »
Superhuman Samurai SyberSquad on DVD,
...why the F*@#! did nobody tell me this existed?!  I only just noticed in on Amazon today. X(

So...pre-ordered Project X Zone, been getting back into Yu-Gi-Oh! cards...  Hoping for a new TV, but finding someplace with decent selection is painful.

445
X / Re: X6's difficulty like Castlevania's?
« on: June 02, 2013, 06:43:21 PM »
Gate's Lab looks stupid when viewed on YouTube out of context.  What nobody seems to realize is that air-dashing is a standard feature in X6 (why you UNCONDITIONALLY start with the Falcon Armor, unlike X5 where unarmored X is your punishment for picking Zero in the intro).  The game is designed accordingly, and as awesome as Shadow Armor is, the difficulty with which you have to obtain its parts should probably cue you in to the fact that lacking an air-dash requires some manner of compensation.  I admit it's a departure for the series that can take one off-guard pretty easily, but after either 8 levels or High Max, you REALLY ought to have figured out that your equipment matters (especially since Yammark's hidden pit is a LOT worse than Gate's).

And at least you CAN compensate for this in some way.  In X5, if you pick Gaia Armor in the first Zero Virus level (which is realistically the first "new" level in which you have access to it), then you are [tornado fang]'d.  What everyone bitches about in X6 is not its end result, but rather its learning curve and lack of direction.  Not saying everyone has to like it, but seriously, stuff like that passed in the 80's without comment.  Had X6 come out in an era where player's guides were an expected part of the culture, this would be a non-issue (and we all know Classic NES games did this, what with such tomfoolery as the Magnet Beam and the ever-cursed Crash Bomb ammo).



Okay, never really was bored enough to read all of this post, and I most certainly don't expect to change Soultrigger's mind as I do acknowledge that X6 isn't for everyone.  But, a niche audience and a poor quality are not the same thing, so here we go:
In terms of "visibly intentional", I would only say these are: X (Ice Burst+Jumper), Shadow Armor, Zero (Hyoroga). That's only 3. I don't think Capcom had Blade Armor with Ice Burst in mind as very few people are even aware of it. I definitely don't think Capcom had in mind using invincibility, reducing descent speed, or even very tight double jumps as viable options (and if they did, they're idiots for expecting the players to come up with or even execute these).

(Yes, "that image" is back.  Blame the AA news)

Why, then, are the wolves at every ledge, coupled with the fact that the first jump is easier than the rest?  That enemy placement is as obvious as the Bat Bones in X2 (in Serge's stage, damage barrier use is required if you skipped the capsules; something the game designers clearly intended as a viable option since it alters the ending slightly).  And I REALLY should not have to tell you how often X6 uses that same "barrier abuse to block spikes" trick; it's particularly well known in Wolfang's and Turtloid's levels.

"Jumps are too tight to be intended" is not a viable argument against Zero's double jump.  By that logic we've been cheating at an awful lot of Rush-required areas in the Classic series (Snake Man and Magma Man both come to mind)

The only thing I will grant as POSSIBLY unintended is the descent speed from special weapon abuse (not applicable to the spike wall, but still).  And even that is arguable; there are a lot of obstacles in the game that are built with the expectation that the player knows how to squeeze the most out of the game's physics (ie: Metal Shark Player's hidden path).  However, it is a tactic that I personally consider cumbersome and useless; it is outweighed by Hyper Dash in every conceivable situation, and I've only toyed with it for the sake of argument/research.  The fact that the second Mega Man game to ever have timed leaderboards redid pause screen mechanics also suggests that this is not intended, as does the fact that Speedster, otherwise a useless part in X6, can be permanently lost.

The thing is, it's not THAT difficult to program an obstacle that is destroyed by a specific weapon.  Not only does the rest of the series do it, and not only does X5 do it in some extremely ill-thought-out applications (LET'S REQUIRE THE SAME WEAPON YOU GET IN THIS STAGE!), but they actually do this in X6 with the Nightmare System obstacles.  If they wanted to require one arbitrary solution, they'd have done so.

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The problem I have with these visibly intentional solutions is that, for X, requiring Jumper (which is simply a Part) or Shadow Armor is excessive for the player. They're inconsistent with the design philosophies of the prior games, from which X6 borrows from. If X6 intended to deviate from those philosophies, the requirement element should have been more frequent throughout the game (either before or even after), rather than dropping the news to the player suddenly that X6 decided to do a 180 on imposing an upgrade search requirement, and then completely forgetting about it after that specific part of the game (Gate Lab 2 seems more like a design oversight than an actual "requirement", because it takes Falcon as base but completely forgets about Shadow). Or, at the least, they should've made Jumper easier to obtain and/or a lot more prominent than the other universal green Parts. A firsttime player may not even know of its existence: if such a part is so important, why does the game give such little attention to it?
I don't think anyone would argue that X6 isn't something of an odd-ball to the series in that regard, whether they like it or not is another question.  So, yes, it's inconsistent, but it's not without warning.  The alternate routes in the game actually DO telegraph this concept, most notably Metal Shark Player and Rainy Turtloid.  The "main" levels are not viable because the philosophy of the Stage Select screen means that any one of them could be your first level (and as we're all well aware, Heatnix takes enough flak for this as it is; those minibosses are pretty easily dismantled with proper equipment but are a royal pain with only default gear).

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I acknowledge that this roadblock is meant to force a firsttime player to go back and collect power ups until they have enough in their arsenal so as to be prepared for the endgame. However, in that regard, I feel that having the option of beating High Max to skip to Gate Lab is contradictory to it: why bother giving the option to skip to the final stages if you're just going to force the players back to the original eight on a search quest?
High Max himself IS a roadblock because he's unbeatable without an appropriate special weapon.  It's not a literal check point, of course, but it's an obvious red flag of the design philosophy.  Coupled with the early spike wall and the frequent difficult jumps in the alternate paths, yeah, I'd think twice.  Or at the very least I'd accept the consequences of my own rash curiosity as being my own fault.

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I also feel that, as a "mental challenge", it doesn't belong in a game like Mega Man X as a roadblock obstructing the path to completing the game (in other words, this type of challenge is better suited for an out-of-reach upgrade/collectible).
It's not as if that mentality can't be taken to its own extreme, though.  X5 is a textbook example of such as it creates a very overly linear game compared to the rest of the X-series.

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As a challenge, it is not very approachable, and thus turns off a lot of players who could've potentially (although probably unlikely) enjoyed the rest of the game. It is also not balanced: why does Zero only need Hyoroga while X (Falcon included) needs its equivalent AND Jumper?
Probably because Zero requires an extra part to not get ripped apart at twice the rate X does.  From the standpoint of "offense, defense, mobility", the balance is pretty obvious: Falcon is the all-rounder, Blade trades offense for mobility, Shadow does the opposite, and Zero trades defense (and range) for mobility and power.

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While X5 did have some irreversible events that had negative consequences for the players, neither X4 nor X5 mandated that the player had to start over from the stage select.
Outright impossible, perhaps not, but on the topic of "tight timing", the previously mentioned Gaia in ZV1 trounces any difficult-to-time jumps that X6 ever presents, and that DOES require a trip to Stage Select to rectify.

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What is the point of lives?
Same reason they exist in any other game: In case an enemy kills you or you die due to player error.  And in X6, the general "standard" of both enemy power and enemy numbers is much higher than normal (granted, I play on Xtreme mode all the time, but I do the same for X5 and there really is no comparison).  It actually balances quite well with the fact that X6 removes all of X5's asinine power-up restrictions, thus allowing for much stronger and more customized characters with more or less the same pieces of the puzzle.  But it makes starting out even more troublesome than the usual as well.  It also couples with the Reploid rescue system amounting to 16 one-time extra lives: You get a "crutch" for your first time exploring a level.  For revisits, you need to step it up.

As for "Continuing" at the exact same spot.  ...I got nothing.  But I'm pretty darn sure that X6 is not the first Mega Man game to do that.  And to this day I still play a lot of games where I kill myself deliberately because it's the only way to restock your lives if they fall below the default, so...yeah.  Common problem with the industry.

To be clear, at no point would I call X6 "approachable".  It isn't.  But not every game is supposed to be (again, I call it "Mega Man X: The Lost Levels" for a reason).  That factors into challenge, and to me, challenge has little relation to quality.  There are hard games that I enjoy and easy games that I enjoy just as much.  What constitutes a "fair" challenge is an eternal debate that I have no expectation of settling here (I believe the Zero/ZX concept of "Hard Mode" to be conceptually and thematically worse than anything in X6, but hey, that's me).

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X6 was a title that suffered in quality due to being rushed. "Suetsugu stated that the development schedule of Mega Man X6 was tight." If even the artist admits the game was rushed, I don't see why people can't accept the fact that many aspects of X6 was not actually intentional/well-designed and that, had the developers been given more time to polish and QA them, they would've definitely changed.
First of all, nobody who's seen the boss sprites or the localization will debate that.  Second, I've acknowledged the lack of an unconditional "exit" button and the fact that Sentsuizan's controls are inexcusable, right?  X6 is not trying to be Metroid; it takes steps in that direction, yes, but Mega Man has yet to do the "open world" thing on anywhere near that level of quality, and I don't believe that's what X6 was trying to do.  The existence of the Stage Select screen is not only clearly intended but is accommodated to a much better degree than X5 did.  For how tight X6's production was, its level design and power-up accessibility was ultimately better thought out than X5's, which took longer than normal in production.  That, I believe, speaks volumes.  The so-called "grand finale that Inafune intended" is one of the most overall restrictive layouts that the series has ever seen, and is the eternal reminder to me that time =/= quality.

We all know that X6 has its rough spots, but it has better "bones" to it than most, and the unique balance between difficulty and power-ups creates an equally unique appeal and gratification when compared to other X-series entries.

446
Gaming / Re: VG Music Thread
« on: June 02, 2013, 07:16:43 AM »
Yes, U-Gen is awesome too.  'specially for this:

[youtube]http://www.youtube.com/watch?v=9yrOzhdLqKM[/youtube]

447
Get equipped with: Thread revival!

Okay, first of all, this is TOTALLY Princess Daisy's theme music: http://breisprower.6.ql.bz/music/gbp.mp3

Now that that's out of the way, since PB gave me a plate full of awesome, I figured it was about time I return the favor.




Princess Rosalina

B: Star Bit.  A quick, forward firing, light projectile.  Normally flies straight ahead, however, there is a 1/16 chance that a Luma will appear clinging to the Star Bit.  This throws off the trajectory, causing it to arc instead, and greatly increases knockback.
Up B: Red Star.  Rosalina pauses in the air, gaining a quick dose of "Red Star" power, and briefly flies in whatever direction the player holds the control stick (think Fire Fox).
Forward B: Ice Flower.  Rosalina twirls on one foot as a chilly air surrounds her, damaging enemies that she collides with.  Used in the air, it will not alter her trajectory.  Used on the ground, she slides to the side, creating a frozen, slippery floor in her wake.
Down B: Cloud Flower.  Rosalina creates a cloud beneath her, which can be used as a platform.  Other characters can use it to, but they take minor damage (no flinch) when they contact it.  The cloud lingers for about 10 seconds, then dissipates.  Rosalina must touch the ground AFTER a cloud dissipates before she can create a new one.

Final Smash: Cosmic Spell.  Rosalina tosses her wand forward, and if it hits another player, they are stuck in a starry daze as a comet strikes them from the sky.  The comet nearly guarantees a KO on the struck player, and the explosion from the comets impact can damage other nearby players as well (Rosalina immune).

448
Gaming / Re: VG Music Thread
« on: June 02, 2013, 06:28:16 AM »
So...how many of you guys know Breisprower?
*crickets chirp*
(He's the guy that did the X5 remix in that "
X vs. Zero: Decisive Battle
" video.)

SO!  This wellspring of badassery one day decided that Mario Tennis's game/break point music, perhaps the most epic BGM ever in a tennis game, was not epic enough.  Thus yielding this:
http://breisprower.6.ql.bz/music/gbp.mp3

Lots more awesome Mega Man music there.  Have a look.

449
Gaming / Re: The Gyakuten Saiban / Ace Attorney Thread
« on: June 02, 2013, 03:22:31 AM »
I need to search Ace Attorney stuff more often.  I only just now saw that someone had the full movie with subtitles.

<a href="http://www.youtube.com/watch?v=-_-ej_kxpm0" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=-_-ej_kxpm0</a>

450
Gaming / Re: Super Smash Bros. Thread
« on: June 02, 2013, 02:53:55 AM »
I have no idea what Dillon's Rolling Western is, so I dunno about that happening.
One of those eShop games that people who claim "Nintendo doesn't make new IPs" are required to ignore.  I haven't played it though, so I don't know how good it is.

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Tharja I can understand, but I have no idea what the character plays like.
Dark Mage.  And not that there's any doubt of this, but her outfit with a free camera is something that can only be done with a "T" rating.

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- If any new Mario character were to appear, I'd say it would be Bowser Jr., and his Final Smash would have to be the Koopa Klown Kar.
Meh, I'm still hoping for Daisy.  Probably won't happen, but a guy can dream.

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- Obviously Link, Zelda, and Sheik are going to get designs from Skyward Sword. Dunno what they'll do about Ganondorf though. No chance of Toon Zelda/Sheik happening.
I'd imagine they would apply brighter colors to his Twilight Princess design; that or go back to OoT seeings how it was recently remade.

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- Speaking of not doing well, no Mega Man unless he's a last minute addition in response to some huge comeback in 2014. But I feel stupid for even thinking that could happen. I don't think anything Capcom will be in Calamity.
I'm not so sure of that.  It's not the name that Capcom hates, it's the concept of making a new game.  They do a *LOT* of Mega Man merchandising both in and out of Japan, and they're more than happy to pimp him out for crossovers.  Not saying it will happen, I'm just saying that if it did, I wouldn't be terribly surprised.

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- The only thing Square Enix that has a snowball's chance of making it is Geno. But even so, I think SE's too stingy.
Geno was in Superstar Saga, so there's no reason they couldn't sign off on him again.  That being said, I could imagine SE pushing for a different character if they wanted to hype an upcoming game.

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Based on all that, I see the total number of characters being around 50, which I think is not too crazy, but not conservative either.
Bear in mind that the next Smash is actually two games.  I would wholly expect a large cast, the bigger question is whether certain characters will be specific to one system.

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