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Messages - Hypershell

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526
Gaming / Re: Hell freezes over? Project X Zone is getting localized!
« on: January 23, 2013, 01:21:04 AM »
there, shortened that for you :P
Thank you. XD

Seeings how a redub is allegedly off the table, I wonder if they'll at least be able to subtitle the pre-fight lines?  Not as if the game needs anything more than regional compatibility with my 3DS to sell itself to me, but I'm just sayin'.

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Summer cannot come quickly enough.

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Gaming / Re: Hell freezes over? Project X Zone is getting localized!
« on: January 22, 2013, 01:27:12 AM »
Well, that's it, all the other 3DS games for 2013 have been ruined for me.  Even my boy Dragonite cannot compete with the supremely sexy awesome that is Iris, Xiaomu, and a playable Genmurei attack all in the same game. 8)

(sorry, Tiki)

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X / Re: What was the best version of Command Mission?
« on: January 20, 2013, 06:51:10 AM »
I haven't played the PS2 version, but Command Mission is IMHO one of those rare games that actually comes more naturally to GCN's face button layout, seeings how the game has three attack buttons, one main and two sub.  Makes mashing for those Final Strikes a lot easier.

Yeah, and figures, if you feel like hooking up a GBA.

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Gaming / Re: Nintendo Releases New Wii U Details: PB is Pleased
« on: January 20, 2013, 06:44:26 AM »
Pure black and white on a touch-panel with no undo button?
Yeah, there are some freaks of nature out there.  I USED to think I was artistic, before I got a WiiU. >U<

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Gaming / Re: Nintendo Releases New Wii U Details: PB is Pleased
« on: January 19, 2013, 09:57:39 PM »
One week of failure, in a traditionally slow month on a console facing a traditional post-launch lull, and the system is DOOMED!!!

One week ago, IGN dubbed WiiU a "moderate success", launching with greater momentum than the PS3 and 360 did (neither of which did all that great out of the gate, if you recall), but a far cry from the insane numbers that Nintendo managed with all of the grannies who instantly bought every spare original Wii ever made for the first two years of its life.

Why anyone finds that surprising, I have no idea.  This is what happened to pretty much every home console in history BUT the original Wii.  

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Gaming / Re: RPM's Nintendo Network and Friend Code lists
« on: January 19, 2013, 09:28:43 PM »
I'm pretty sure that's not true.  Disabling WC24 on a Wii only stops your message board and the Shop Channel (the latter of which the WiiU has its own version of...dammit); doesn't interfere with an individual game's online.  I know because I went through a panic-boycott of WC24 during one of their Terms of Service revisions (Wii's network being competent enough to enforce stuff, it's all so laughable now...).

Now I haven't actually tested this, but from what I understand the absence of WC24 on the WiiU would prevent you from sharing stages, replays, and screenshots, since all of that stuff works through the System Menu's message board.  For the same reason I'd imagine Friend Credits in Metroid Prime 3/Trilogy are shot.  But to actually play a match online, and manage your game-specific Friend lists, that all should work fine on the WiiU.

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Gaming / Re: Monster Hunter General Thread
« on: January 19, 2013, 09:21:15 PM »
I'm definitely picking up the WiiU version.  Not so sure about the 3DS, though.
(and if NYCC was any indication, I'm not alone in my preference)

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Gaming / Re: Fire Emblem discussion
« on: January 12, 2013, 03:17:00 PM »
Considering my own 3DS is already MEGAFIED, it's not easy to get me to drool over a hardware design.

But daaaaamn... *o*

It's less noticeable here since it's just a sword and what looks like artsy dragons, but I really wish Nintendo would stop doing their 3DS art in such a way that the entire thing is upside-down when you're playing it.

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 12, 2013, 03:00:56 PM »
In all fairness, the Xtreme2 and Command Mission title themes were pretty damn awesome.  X8 probably would have been too if it wasn't played 20 other times in the game.

Most of them do have some cool intro music, though, it's just a question of whether or not they loop.  X6 and X7 are about the only ones that are really silent.  And even X7 has some atmospheric thing going, I think...

That was outsourced to a relatively unknown company called 'Atomic Entertainment'. The reason MM7's credits got [tornado fang]'d up was because of them.

The "Bonus" you get for beating MM1 was the "Atomic Planet Credits".
Outsourced because CoA themselves weren't up to the task.  They were the ones in charge.

And, seriously, MM7 is nowhere near the worst thing to happen to the collection.  MM8 turned out far worse.  It'd be nice if Bass's ending music in Power Fighters didn't skip, either...

And I REALLY, REALLY, REALLY do not understand the point of basing 1-6 off of the Complete Works games only to cut the vast majority of the Complete Works content.

I sorely missed something similar in X Collection.
That much is true.  Although, as memory serves, X Collection was done by a CoJ studio.

also the whole "songs don't loop properly and will fade out after a given time before fading back in with a restart" thing
Which is probably evidence that some remastery WAS intended.  If they were simply emulating the SNES sound chip (which you DEFINITELY want to be doing as it significantly cuts the needed storage space compared to the alternative), there is absolutely no reason that should happen.

If anyone feels like refreshing my memory: How was MM7's music looping in Anniversary Collection?

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Gaming / Re: Pokemon Generation VI: Pokemon X and Pokemon Y
« on: January 12, 2013, 04:30:00 AM »
It's the wings and tail feathers. They look like hands. I found my version.
It reminds me of the hand-glow of Snag Balls from the GCN games.

...well, guess I know my version too. 8)

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 12, 2013, 04:27:31 AM »
IIRC, CoA did Anniversary Collection, which wasn't even a unique game but rather just emulation for a compilation.  It, uh, could have turned out better.  Granted, that was a long time ago, and I'm not sure what they've done more recently...

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 11, 2013, 01:34:00 AM »
Sven's usual semi-optimistic ambiguity.  Hey, whatever it takes to get CoJ's heads out of their asses.  But it's really not that complicated as they make it sound.  Step 1: GET MEGA MAN OFF THE F*@#!ING MOON!

Look, Pandora's Box is open.  Like it or not, everything they do is being compared to Legends.  For half the fanbase, they pick up a phone game, or a free NES game, and the very first part of their impression is asking themselves, "Was this really more worthy of Capcom's effort than Legends 3?"

If they want the fanbase on their side, they need to do something about that.  If they would rather ditch the old grouches and attract a new audience all by themselves...  8D  I'm sorry, I can't say that with a straight face.

If that's the case most of the cheep death's started to wind up at Gate's Lab 1 due to t-bagging. As far as I remember, there were these wolves that you had to dodge as well as spikes to avoid. If you jump as the wolf is about to fire, it's pretty much insta-death as the shot would trigger knockback and kill you by spike.
Impossible.  Your damage barrier protects you from spike death.

Hell, that's WHY the wolves are there.  You can exploit them to guard against sloppy jumps, practically a necessity if you intend to climb using Blade's Mach Dash.

What the barrier DOESN'T do is allow you to grab/wall-kick on spikes.  For that, you need Shadow Armor.

For me, there are two different types of deaths: fair and cheap. Fair is when you feel like it is your own fault for dying, when you see the dangers and fail through your own inability to overcome said dangers. Cheap is when you die to things you had no way of knowing what was going to happen (ie. lines of spikes right under you as you switch screens in MM9).

A lot of the segments in X6 feel cheap to me. Not everyone agrees clearly, but that's the way I see it. Sadly X6 isn't the only game to do this, nor will it be the last. Just ask some parts of MM9.
I'm glad I'm not the only one who notices MM9's cheapassery.

Thing about X-series games is that you have far greater aerial maneuverability, so you can more realistically react to obstacles in mid-fall.

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Gaming / Re: Pokemon Generation VI: Pokemon X and Pokemon Y
« on: January 11, 2013, 01:00:18 AM »
My thoughts are as follows:
-Fox starter looks awesome.
-Dratini.  F*@#! YES!!!

I wonder if that means an overhaul of the IV system like what happened with Gen III and will that mean no transfers from Gen IV/V?
You CAN adapt old data for use in a new system, such as Gen 1 'mans being transferred to Gen 2 where the Special stat has split.

I REALLY hope this does mean that the EV system has been overhauled.  I'm sick and tired of every game since Crystal penalizing me for using my favorites to PLAY THE DAMN GAME before I start grinding with them.

Either way, though, it'll be nice to know that hacked creatures won't be common as dirt anymore.  For now, anyway...

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 06, 2013, 05:22:27 PM »
I was actually defending all but Yammark.  That's the only one that really irks me.  But it is what it is, not everyone has to like it.

It just bugs me when people complain about X6 because they usually direct complaints to the level design.  Truly, to those who like X6, the level design is the point.  Ditto for High Max, as he places a greater emphasis on the character's growth than, well, anyone ever before (Vile tried this in X1, but the fact that you still need Zero to destroy his ride armor dampens it).

Most if not all of what X6 needs is more presentational than it is gameplay.  Grammar, boss sprites, an Exit option that doesn't involve the Title Screen, and more streamlining to the Nightmare effect.  It does NOT need randomization, as is often claimed by people who take poor box and marketing translations too literally (Scaravich does that anyway, it's nothing special).  And I honestly would not touch level design.

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 06, 2013, 07:38:54 AM »
FYI: In any "special weapon/item required" Classic scenario, it is unlikely but still possible to get stuck by simply running out of energy.  It's something I've heard brought against MM3 in particular with its Rush segments/jumps.

Also, I agree with Flame on the whole "default air-dash trivializes the leg armor" thing.  I mean, I realize that X looks kinda gimped when Zero and Axl default with it.  But the alternative is that the leg armor's value is severely diminished, as whatever additional gimmick it offers probably won't compare to Zero's double jump or Axl's hover, making it a poor choice for a stand-alone upgrade.  

I like X6 for what it did... It's still flawed though. You bring up Metroid in your argument, but the design philosophy in those games is not the same thing. You can't get into an area in the first place if you're missing the necessary equipment in the first place in Metroid (for the most part).
What exactly stops you from entering Turian with the Wave Beam?  Hell, what INDICATES IN ANY WAY WHATSOEVER that you're supposed to forsake it?  In nearly any other area in the game, the Ice Beam is the pits.

The thing about NES games is that they were EXPECTED to screw you over through lack of information.  It's just what they did.  You know, 'cuz back then we felt special for buying magazines that explained it to us.  Obviously that doesn't work for the modern 50 hour adventure.  But a traditional X-series game, no matter how pretty its graphics, is short enough and contains enough checkpoints that I feel the occasional hiccup can be forgiven.  Especially if the odds of running into a serious problem aren't all that great to begin with, and the likelihood of X6's "traps" actually catching you off guard is greatly exaggerated.  See below.

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Such is not the case in X6. In X6, you can get into areas you are completely unable to traverse, and guess what? You can't backtrack out like you can in Metroid, effectively leading you to restart the area completely.
Again, Gate's Lab 1 is the beginning of the stage, before any enemy appears, so no progress is realistically lost.

Gate's Lab 2 applies to two out of five (six if UA code is active) player/armor choices, and that's assuming you have none of the above-mentioned weapon/part solutions handy.  Being well into the late-game, this is less likely.  The only way it realistically catches you off-guard is false confidence if you're replaying after first clearing the level as Zero (since the trouble spot is X-exclusive).  Unarmored X exists solely for bragging rights; you should NEVER be using him on your first playthrough.  Shadow Armor requires clearing equally difficult jumps just to obtain its parts, so the value of Hyper Dash to one who has no air-dash or Ice Burst has already been taught within the game.

Speaking of tough jumps required to get a Shadow Armor part, Metal Shark Player's alternate route is clearly meant to be accessed with Hyper Dash (or Nova Strike), which in turn gets you across the pit.  While it is POSSIBLE to access the alternate route without it, this requires not only careful timing but also decent knowledge of the game engine in terms of milking your dashes and jumps for maximum speed.  In which case, use Wolfang's weapon for the pit.

Frankly, I'm amazed more people don't complain about Commander Yammark's alternate route.  I mean, it's still an alternate, but it truly is the worst obstacle in the game.  It's in a Nightmare effect area with HIGHLY disruptive effects (either the search lights or the rain can screw you), and with an access route that invites the Shadow Armor (dashing from the ceiling to reach the high route in the main stage).  The only good news is that there's nothing beyond the pit other than the alt boss door, so if you do suicide your way out, then the only thing you missed is a few extra Nightmare Souls from Dynamo.  Then again, for a first-timer, that can be discouraging when you make the return trip just to find that out.

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If they had more time to work with, X6 would probably have had those kinks worked out and it would have been even better. But yeah... hindsight is 20/20 right? Fact of the matter is they didn't have much time, and here we are with a game that had high aspirations but fell flat a bit in the design phase. Such is the way things are with time constraints.
Unfortunately it's not always development time that causes that.  We waited quite a bit for X5, and I could make the same poor-implementation arguments there.  Actually, far worse so, in that while you can plan around X6's "flaws", there's a lot wrong with X5's level design that you simply cannot work around.  ESPECIALLY the implementation of the Gaia Armor.  It's virtually impossible to obtain without having visited all 8 Maverick stages already (and using "mad Zero skillz" alternative requires forsaking the Speedster for Jumper, something you should NEVER do in any X-centric playthrough because it cripples the Falcon Armor).  This means that the first "new" stage you get to use it in, Zero Virus 1, is the very worst level in the entire game to be using it.

Do note I do like X6 more than X5. I just wish I could run through it with nothing like I do in any other X game that lets me. To this day, X2 is still my favourite for that sort of run (and tied with X1 for overall).
Honestly, while I'm not generally an "unarmored run" kind of guy, I like it best in X3.  Mainly because I hate X3's buster so much...  Also, charging a close-range Z-Saber in half the time isn't without its benefits.

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 02, 2013, 03:17:33 AM »
Good, Volnutt needs the company.

It's just what happens when you mention X6.  It's runner-up for the "everyone goes batshit crazy" award after Legends.

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: January 01, 2013, 05:27:42 PM »
Treleus, read what you are responding to before you respond to it.  Paragraphs 4, 7, and 8 contain outright false information that I already addressed.

Circular discussions aren't any fun if the circle is only two posts long. :P



BTW, a "minimalist run", such as you linked, by its very definition rules out alternate solutions solely because they are deemed by the player to be less efficient.  Using that as a "requirement" argument and claiming such a requirement to be unreasonable is completely invalid: Minimalist runs are SUPPOSED to break the game's requirements and obstacles by any means necessary no matter how outlandish.  That's what makes them minimal.  If you honestly wrote a post that long without noticing how Shadow Armor is relevant to a spike situation, you have no business discussing X6's obstacles.

Any "intellegent" gamer would realize how easy it is to short-circuit the game's design when all that's needed to defeat High Max is one single weapon. If the game punishes you for doing that anyways, then it's a trap. Why put that there? Is the point to give us the option and then chastise the player for taking advantage of it? It's a case of mixed messages.
Yes, it is completely unexpected and unreasonable that there will be consequences and handicaps to deal with if you decide to skip 7/8 of a game that emphasizes collecting abilities to become stronger.



I get that not everyone LIKES the fact that X is knocking on Metroid's door with X6.  Simply throwing the player into the wild, with numerous forks and shortcuts but nothing hand-holding your equipment, is a departure from the norm of the series, doubly so in light of the fact that its predecessor, X5, went the complete opposite way and was considerably more linear than X games normally are.  Combining a more open power-up/obstacle/progression mentality with the more typical 2D stage select structure introduced a few bumps in the road that they honestly could have smoothed out a bit more, I'm aware of that.  This in addition to the fact that there's a much wider than normal gap in power between minimal and fully equipped characters in X6 (also something that X5 dampened; 4th Armor is WAY too overpowered for a starting game item). But a preference in game direction is not a flaw, and to people who actually enjoy X6, the new spin is the whole damn point.  Love it or hate it, X6 takes the quest to become stronger and the ability to find and plan your own way, two core themes of the X series, to a greater extreme than any other entry.

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: December 31, 2012, 08:12:37 AM »
Again, my comment was directed at the fact that, according to what Flame said, you either need the armor or and I quote "two specific special weapons" to get past a certain point in the game.
If you lack both, there's still Hyper Dash.  "Armor" also entails three options in itself, including your starting set.  Could possibly add a fourth if you're that obsessed over Shadow Armor's ghetto version of the special weapon exploit, but that's really a shits-and-giggles thing.  For practicality's sake, it's more trouble than it's worth (although I personally would have said that about the special weapon route to begin with).

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And then MM3 fixed the MM2 flaw by making Items 1-3 an adorable, awesome, transforming robotic dog. Not to mention Blues! XD
Can't argue with that. 8B

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Wait wait wait. Are you saying that instead of dying, you can just reset the game and start off at where you last saved? If that's the case, then what's the freakin' difference? XD
What I'm saying is that on the PS1, you don't even need to save.  The game keeps track of where you last were automatically as long as you don't power the system off, it's just that the game designers for some reason felt the need to make you jump through a few extra screens to use it.  Rather than fixing (ie: just make the damn Exit button available at all times), X Collection removed this feature outright.

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I have no idea what you're talking about, but all I'll say on the matter is that saving reploids is god awful and should never have been implemented in the X series! LET THEM DIEEEE!
Mark my words, ONE OF THESE DAYS I'm going to upload an LP where I do exactly that.  The importance of the Reploids who can die is seriously overestimated.  (though I admit, X7 did start to [acid burst] me off a little...)

It's not directed at you specifically, it's just that I'm tired of hearing random YouTubers who don't know Wolfang's stage layout claiming that they lost Jumper.

Then they should have given the air-dash to everyone, much like X8. No excuse. It's just poor design foresight.
I realize that you're talking about availability and not mechanics, but NEVER use X8 as an example of proper dashing.

That's like the divide-by-zero of 21XX, right up there with X7 as an example of wall-climbing, and X5 as an example of finality.

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Gaming / Re: Nintendo Releases New Wii U Details: PB is Pleased
« on: December 31, 2012, 07:49:24 AM »
Japan's playing it now.  Supposedly the U.S. will get it by the end of March (a specific date was not set, IIRC).

Hopefully I'll see some fellow RPMers in that one.  For a while I was debating whether or not I should be supporting Capcom in an "update old game" tactic, but honestly it is the WiiU game that I'm most excited for between now and then, so yeah.

I'm still wondering when the crap we're getting Dragon Quest...

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: December 30, 2012, 10:22:49 PM »
The spike wall is at the very beginning of the stage, you don't lose any progress.  And X's stunt jump falls into the "air dashing is a default ability in this game" thing brought up above.

Those are the only two on a required path.

I'm not saying that a user-friendly tweak here and there wouldn't make the game better, but the core design of X6 is sorely underappreciated and offers a unique challenge and appeal not found elsewhere in the "must use weapon x to destroy block y" obstacles of the rest of the series.

(I don't call the game Mega Man X: The Lost Levels for nothing)

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Gaming / Re: The "What are you currently playing?" Thread
« on: December 30, 2012, 10:17:12 PM »
Only one boss left to get a Lv.4 win (the second water boss).
THAT was your last Lv.4?!  All you had to do is screw-halberd his face into oblivion.

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Gaming / Re: Nintendo Releases New Wii U Details: PB is Pleased
« on: December 30, 2012, 10:11:28 PM »
Yoshi's Island may be the best, but Yoshi's Story kicked the ever loving crap out of that YI-inspired DS game.  Looking at something great and making something great are two different things.

Posted on: December 01, 2012, 10:32:13 PM
To those of you with soft-modded Wiis who are too nervous to find out what happens if you transfer to a WiiU:

All reports that I've seen say that the WiiU transfer tool not touch anything unlicensed, so HBC, Riivolution, BootMii etc. will remain functional on your old Wii system (you can install them on a WiiU through game-based hacks like Smash Stack, as Vixy brought up earlier).

Thinking that a NAND restore for your old Wii will let you keep VC/WiiWare on both systems (not to mention system-locked game saves)?  Well, it will...until you connect your old Wii to the Shop Channel.  Doing so will "reset" the licenses on your old Wii, removing your ability to play the old games.  So while you CAN maintain a functional copy of all of your stuff on both systems, all new purchases from that point on, whether Shop Channel or eShop, must be on the WiiU system only.

Posted on: December 02, 2012, 03:19:36 PM
So, headsets.  I got the Ear Force N11, works great on 3DS, no response on WiiU's mic test.

Did some searching, and it seems that even though headsets may only be plugged into the game pad, and earphones naturally replace the pad's speakers, the system does not consider the headset mic a replacement for the pad mic.  So, games that use a headset may not use the pad mic (Nintendo's stated no online voice chatting through the pad mic), and it seems, vice versa.

Did anyone ever ask...why?  The only thing I can imagine is fear of the pad's speakers interfering.  Otherwise, it just seems bat crap crazy.

Well, here's hoping these things will work with Monster Hunter...

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Rockman Series / Re: Sven Needs Your Input: Digital Capcom Games
« on: December 30, 2012, 09:52:08 PM »
That's a cop-out.
One born of a gamer who evidently never played ZX...

You do realize you're also calling the health/weapon refills between boss rushes a "cop-out", then, right? That's basically what I was citing.
Rarely do Mega Man boss gauntlets restore weapon energy between rounds.  And even rarer still does such a restore fill an entire weapon bar.

I've never played X6, but if what you described is true then that's a whole lot worse than MM2. With MM2, you only need to learn your lesson once. From what you just described, X6 is like X5 in that it gives you the option to skip some of the bosses before the final stages. It also gives you the option of Armor Free X. So one can't get past this area without either these two special weapons or X wearing his Armani. The game gives you multiple options to get through the game while insanely hampering your choices depending on how you want to proceed. Which is [tornado fang]ing terrible. MM2 is at least linear.
"Linear" is not an indication of quality.  The original Mega Man was in fact very non-linear as compared to its competition, and that was its whole damn hook (BTW, on missing optional stuff, Magnet Beam).

The thing about X6 is that while you ARE required to collect some manner of upgrades, IN NO WAY WHATSOEVER is one specific upgrade required at any point in the game.  Each and every obstacle in the game has multiple solutions.  In other words, it encourages you to experiment, THINK, and apply the method that suits your personal play style.  Also, rather than choose to skip in a menu such as X5, X6 requires that you earn the right to skip either by defeating High Max or by spending an extensive amount of time farming for Nightmare Souls, either of which should familiarize yourself with the type of curve-balls that the game is expected to throw at you, and provide any intellegent gamer with an incentive to get equipped before facing the unfamiliar.

In the rare event that you are truly stuck in a level and not just giving up too easily (which outside of Gate's Lab can only happen on optional, alternate paths), the whole must-die thing?  It's called Use Previous Data.  Unless you're subject to X Collection's tomfoolery (if so, make a habit of saving), there is no excuse to not know the game's menu.  I'll admit that removing the "stage already cleared" exit restriction would have been more intuitive, but Start/Select to the Title gets you the same result.  X6 does not require suicide (which, if you are a completionist, X5 does).

Finally, in before "the reploid with the part I need was killed", because that's a popular myth.  The most valuable thing you can possibly lose is Speedster, which is useful ONLY for physics exploits that you have no reason to be attempting once you've got Hyper Dash.

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Gaming / Re: RPM's Nintendo Network and Friend Code lists
« on: December 30, 2012, 03:51:46 AM »
First post is all updated.

I'll gladly add Yoku and Sato to my WiiU list, but I don't have access at the moment (Mrs. Shell is playing Kirby).

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