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Messages - Hypershell

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726
DASH / Re: Can Bandai get Mega Man off the F***ING moon?
« on: July 12, 2012, 04:33:31 AM »
Sigma, Ride Armor, Black Zero, even the frikkin' Navigator Console, all are badass, all are great things, and yet...

Yeah, I REALLY want to know why they're kicking the popular vote in the teeth.  There is always the possibility that this is stuff they started before the poll, I suppose (recall they still have Vile and Zero Type 2 up there originally).

727
X / Re: Reploid reviving
« on: July 11, 2012, 01:33:24 AM »
Neither can I.  *shrugs*  It's RPM.  Topics change.  The fact that we got this far without an ecchi pic is probably some kind of record.

I wouldn't rule out romance, if only because of Zero/Iris, but I'd like to think that it plays out differently than the human variety, because I find psychological differences between robots/Reploids to be interesting (and why I find most MM porn to be annoying at best, because those differences are rarely even considered).
Being intellectually provocative is not the purpose of porn.

Anyways, I should hope hope you wouldn't discount the ol' Zero/Iris factor since that particular relationship is canonical according to multiple books, most recently Mega Man X Official Complete Works.  What I meant is that such things are just as easily dismissed from the cynical standpoint of serving no "practical" purpose outside of emulating humanity.  But really, emulating humanity is the whole point; otherwise Light would have built Elysium units right from the get-go.  Creating others of equal value to ourselves helps us to better understand and appreciate our own subtleties, one hopes, to the betterment of both parties.  ZX is about as close to that ideal as we've seen until it all came crashing down sometime between then and Legends.

In questioning the validity of a sexually functional Reploid, you must first question the functional purpose of sex among humans.  There are three answers to that one: Reproduction, pleasure, and the consummation of a relationship.  I think we can safely agree that sexual reproduction among Reploids is out of the question for at least a couple of centuries.  Likewise, creating such a design for the sole purpose of pleasure is largely pointless and is the main reason that the casual observer is quick to dismiss the idea.  The third answer, however, is where things come into play, as it provides both an emotional and a sociological validation.  Now, it is true that in any given individual the idea of living a full emotionally developed life in the absence of sexuality is perfectly valid. However, that is but one possible course of life among many, and as your "human derivative" population of Reploids grows and the relationships grow more numerous and diverse within it, the topic of sex becomes an eventuality, whether the anatomical design accommodates it or not.  If it does, someone will ask why, and if it doesn't, someone will notice the difference, and ask why not.  Either way they will pursue an answer.  The important distinction to make, then, is that when dealing outside of the "practical" purpose of reproduction, it is humanity (or the "human" traits, if you will, of emotion, social structure, and curiosity) that justifies sexuality, not the other way around.

728
X / Re: X only uses canadian water
« on: July 11, 2012, 12:16:15 AM »
Too many Mavericks in the other waters, I guess...

729
ZX / Re: Ippo Yamada starts a band, plays ZX track
« on: July 11, 2012, 12:13:59 AM »
Seconded.  Ippo Yamada is freaking awesome.

730
Rockman Series / Re: Mega Man Archie Comics
« on: July 11, 2012, 12:12:20 AM »
More like 4 months.  It's going to be spread across Sonic The Hedgehog, Sonic Universe, and Mega Man.  Law of averages says 4 issues a piece.

That's still one HELL of a lot of crossover, though.

731
X / Re: Reploid reviving
« on: July 10, 2012, 02:56:43 AM »
That's all well and good, especially from a perspective of time rather than plausibility, but there's at least one thing working against those observations: it's been established that Reploids are robots (androids, sentient machines, pick a term), not cyborgs. The fundamental theme and backdrop of the Classic and X games are that these are technologically sentient beings, not biologically or evolutionarily sentient. You could split hairs and say something like Reploids and/or machines are made up of molecules or could use DNA as a storage medium for machine code instructions, but at this stage in the continuity, Reploids are nevertheless more machine than human ... and yet perfectly emulating those sophisticated, human cognitive functions like love, fear, and cogito ergo sum--"I think, therefore I am". That's what makes them interesting, even with a hypothetical use of DNA as a storage medium, but only up to such a point where the uniqueness of Reploids as a sentient specimen is preserved relative to that of a human specimen. If the writers and the fans just accept conflating traditionally biological terms and constructs like DNA and viruses, or poetical psycho-spiritual terms like souls, then they risk glossing over what makes Reploids interesting: how can they be so human-like? How do Reploids succeed or fail to emulate human behavior, or more importantly, human thinking and judgment?

I'm perfectly fine with a robot race and a human race reaching a sort of biotechnological singularity, but treating them like they work the exact same way en route and not trying to explore that further disappoints me.
What you need to bear in mind is that the journey started in the Classic series.  So in X, we're looking at neither the beginning nor the end, but rather one of several midpoints.  While the specifics are often open to some degree of interpretation, X represents a "new generation" in robotics in that he established the independence of their consciousness from human guides, as well as the closest parallel ever developed to their emotional complexities.  That does not necessarily mean that the topic of a Reploid's consciousness has no further room to advance in its journey to mimick the more subtle aspects of human consciousness, though; X went largely unsurpassed in the latter of those two traits for multiple centuries.  The sharper, clearer distinction between X and first-generation Reploids was pretty much the entire point of Maverick Hunter X's story.  Advancements in Reploid personality naturally progressed over time but some distinction still existed over the ages.  Even by the Zero series there's still an arguably greater distinction made between humans and Reploids in their respective mentalities than in their outward appearances, most especially in Zero4.  Reploids have a pretty shaky track record when it comes to things like empathy and ambition.  ZX is the earliest game in which one could claim that the fundamental differences between Reploid and human mentalities had been overcome.

The physical side of Reploids and how closely they mimick biological life is not often touched upon due to it being largely irrelevant to a platforming action game.  There are, however, some key points worth considering.  Physical development of a Reploid's body is alleged to be a design possibility as early as Xtreme2 (among character artists, that is).  Reploid children exist in Command Mission.  Reploids consume Energen by ingestion during the Zero series.  Humans may be relatively indistinct from Reploids in regards to casual observation during the Zero series.  Between Zero and ZX several Reploid children are seen to grow older in appearance.  The human machine body is also known to grow and develop during the ZX series.  Finally, there's an NPC Reploid in ZX that references genetic lineage spanning 8 generations (thank Zan for spotting that one).

And then of course, there is Legends, where an entire planet's population is artificial in nature without ever realizing it.  The emulation of "natural" life was perfected, yielding a self-sustaining culture completely ignorant to their origins.  "Evolution" is not a viable theory if you still need to construct your offspring.

I've seen plenty of arguments in favour of robots/Reploids being "equipped" (mostly so that they can be "more human", which disregards their sentience and is really offensive to asexuals, like myself), and I just have to wonder...from a storyline standpoint, what's the point of them being robots/Reploids if they're exactly like humans (but usually with all the weaknesses and miscellaneous suck ironed out)? It's like a strategy game where all the factions have the exact same stats, abilities, etc.
See above on both mental and physical distinctions and how long they've endured.

Now I want to preface by saying that I sincerely doubt X is packing a smaller buster.  But you could just as easily apply your argument to devalue romantic interest among Reploids as you could sexual interest.  Likely no game will EVER tackle a Reploid's sexual characteristics beyond the secondary (again, see Xtreme2), where once again the same arguments could just as easily apply (What is the point of Reploid breasts, again?), but consider two things:  One, the possibility of a given design not make it a requirement in all Reploid models.  Two, the presence of any "equipment" on an individual Reploid does not make the use of it a necessity.  While I concede that I know nothing about your own body, I sincerely doubt you're going to tell us that asexuality exists only as a matter of anatomical coincidence.

732
X / Re: Reploid reviving
« on: July 09, 2012, 04:11:30 AM »
Kobun #40 would disappoint you.
(relax, it's a Protodude's Rockman Corner post)

Although, as with all "technological mimicking biological" discussions within the Mega Man series, the existence of Legends makes it a matter of "when", and not of "if" for other reasons.

In the grander scheme of sci-fi writing as a whole, though, anatomy and physiology at the end of the day boils down to one big complicated pile of chemical mechanisms.  Any can be replicated with the appropriate level of scientific understanding.  "Consciousness" itself is the biggest question mark in that phenomenon that we call life, so once we've crossed the bridge of creating THAT from scratch, I tend to not concern myself with how realistic the idea of mimicking anything else is.

733
X / Re: Reploid reviving
« on: July 09, 2012, 03:54:56 AM »
Well, there's that.  There's also the fact that ambiguity keeps the fanbase talking. :P

I think it's 'cuz they're inorganic robots.

(...I'll bet that at least some of them are the same people drawing/writing MM porn without a hint of irony.)
That's some fun food for thought, there. :V

But in all seriousness, that is an extraordinarily weak argument.  Humankind has been capable of synthesizing organic substances since 1828.  Urea, the first of which, is utilized in such "inorganic" applications as plastics, adhesives, explosives, and the reduction of air pollution.  I probably shouldn't have to tell you that's just the tip of the iceberg.

DNA in the literal, "biological" sense, is a molecule.  Plain and simple.  Finding a new application for it in data processing, when you consider that's WHY it exists in the first place, is far less of a logical stretch than programming emotional responses and self-awareness.

And add to the pile that man-made DNA already exists.

734
X / Re: Zero = Waldo?
« on: July 08, 2012, 08:39:46 PM »
His saber appears in the Legends series
Also Black Zero appears as a comic book superhero in Legends 2.

735
Gaming / Re: The Official Pokémon Black & White Discussion Thread
« on: July 08, 2012, 07:34:03 AM »
Yes!  Multiscale/Superpower Dragonite is legal!

(now if only I had the drive to play the game again -u-' )

736
X / Re: Reploid reviving
« on: July 08, 2012, 07:28:23 AM »
First of all, that's baseless speculation.  To say they are functionally alike but different in composition is to merely split hairs over the storage medium, which in the case of Reploid DNA, we know nothing about (the "function" of DNA is information storage via a four base system).  Secondly, assuming they are different, then at the very least one must be capable of mapping the other, or else Model A would be unable to copy a human Mega Man.

The idea of utilizing or mimicking biological information processing for technological purposes is a relatively common theme in sci-fi, so I don't know why Reploid DNA throws people for a loop.  Just off the top of my head, there's Kiryuu's DNA computer (Godzilla) and Voyager's bio neural gel packs (Star Trek).

737
X / Re: Reploid reviving
« on: July 07, 2012, 02:09:27 PM »
Ask, and ye shall get equipped with it:

"Metal Shark Player. An ex-investigator of Recycle
team. He studied recycling in order to create a new Reploid from Parts of disposed Mavericks.
His most important work was to analyze and control DNA data of the Mavericks. His analysis
ability was so great, that he succeeded in resurrecting dead Mavericks. Since DNA resurrection
is explicitly prohibited, the law instantly dealt with him. Gate was also interested in DNA
resurrection, so he encouraged him to collect the DNA data instead of stopping him. Metal
Shark would have continued if Gate had stopped him.
"

738
X / Re: Reploid reviving
« on: July 07, 2012, 05:28:22 AM »
As I recall, it's specifically "DNA Resurrection" that is considered illegal.  Basically it amounts to cloning the dead Reploid's data as opposed to repairing it, two different things.  Zero is technically considered "repaired" because his Control Chip miraculously survived intact (even though his body in X2 is pretty much all new).

I would imagine that there is, justifiably, some fear in such DNA manipulation going on unregulated.  Creating Reploids from "nothing" that are alleged to be something they may well not be, that's unnerving enough.  But an unexpected error, whether the original subject is Maverick or not, can be extraordinarily dangerous.  See Copy X.

739
Emulation / New Super Mario Bros. Wii - Yoshi Mode Lite
« on: July 01, 2012, 08:26:12 PM »
Figured I'd share this in case there are any fellow Riivolution patchers who happen to also be over the top Yoshi fans.

Basically, adding Yoshi into more levels in NSMBWii.  Darkly77 of Mario Mods started such a project but since abandoned it.  Mine isn't quite as aggressive: I didn't completely overhaul those levels that relied on gimmicks that Yoshi won't work with.  Still, I wasn't above some minor tweaks, and the list of stages where Yoshi doesn't work is fairly short.  So have a blast, everyone!

http://home.comcast.net/~anguirus/NSMBW-YoshiModeLite.zip

740
Gaming / Re: The "What are you currently playing?" Thread
« on: July 01, 2012, 05:46:26 PM »
I am replaying Mega Man X6 and I am beginning to understand why some people hate the game. Some levels are not really well designed and it almost feels that Capcom is honestly trying to hard to make difficult game. X6 is boatloads better than its predecessor but at same time I wished that Capcom actually make the effort to make the game fun. Some levels are honestly irritating and require certain parts to use, the nightmare effects could had expanded upon even more, the bosses were to easy even with unarmored X and I really wish that they used the Xtreme2 system for parts. The game is irritating but in a good way although I understnad why this game is hated most fo the fans.
You'd be amazed how rarely parts are required, compared to how often people think they are.

I get that the game isn't approachable, though.  It's still one of my personal favorites, but it is a treat for the madly hardcore, definitely not a mass market title.

Again, like Super Mario: The Lost Levels.

741
Gaming / Re: The "What are you currently playing?" Thread
« on: July 01, 2012, 05:20:42 AM »
Ace Combat Assault Horizon Legacy (3DS)

It's *SO* nice to be playing a decent flight game on a Nintendo platform again.  I think the last time I got to do that was Star Wars Rebel Strike on GCN...

742
Gaming / Re: VG Music Thread
« on: June 30, 2012, 02:22:58 AM »
[youtube]http://www.youtube.com/watch?v=4b9RvENE9QY[/youtube]

An outstanding Mario Land remix that I've since Riivolution-hacked into the World 2 BGM in New Super Mario Bros. Wii. 8)

743
Gaming / Re: Talk about Sonic
« on: June 30, 2012, 02:13:57 AM »
'How bout dem red rings in Colors. By the time you have SUper sonic, you are so sick of playing the stages that the novelty wears off quick. I mean seriously, who the [tornado fang] thought it was a good idea to scatter THAT many.
This.  Sonic Colors is the single greatest reason that I'm thankful for WiiRD codes. 

Vixy, there are 10,000 ways to fool a game into getting what you want. I even unlocked Metal this way for SADX once because I didin't want to waste time on something that could be spent trying to learn new things.

And besides, you GOTTA cheat eventually, it's inevitable.
The sad thing is I actually did get Metal Sonic in SADX legitimately. *shudder* Sharked the Green Hill Zone in SA2B, though (many years later through my Wii, that is).

Sega is the master of mundane unlock requirements, that's for sure.

744
X / Re: Anti-Zero Shrine
« on: June 29, 2012, 11:45:01 PM »
And I hate the kid in the thong.

745
To Monolith, Bandai, Capcom, and Sega: Thank you all for making sure I still have a reason to violate my 3DS's warranty.

746
Rockman Series / Re: 25th Anniversary Logo Leaked
« on: June 24, 2012, 11:29:34 PM »
ill just paste what i posted over at the corner.

And I stand by that argument.
Absolutely correct, I'd say.

Unfortunately, catering to Classic-series fans (if you can even use those words to describe such highway robbery) is the path of least resistance to Capcom.  Classic is their fall-back position, being the "original" series it carries the closest thing to universal appeal that they've not yet utterly destroyed (see MM9).  Doesn't matter how popular the other individual characters are (Zero, Tron), doesn't matter how high a regard most of the western world holds the X series.  And of course there is the little pandora's box they're still trying to nail shut with Legends; multi-series efforts mean they have to either man up and face it, or conspicuously dodge it.

I knew right from the get-go that merchandise would never satisfy the fanbase: the likes of Kotobukiya, Bandai, Udon, and even Archie, they've set the bar too high. No tin can is going to approach that level of value.  We expect better for a good reason: We've seen it.  From everyone BUT Capcom, we've seen the care and quality we expect.  We're looking to Capcom to deliver what they cannot: A game.  You know how during the whole SOPA thing Sven was bitching about how they are game makers and not legislators?  Well, we're asking the game makers to make a [tornado fang]ing game (or better yet, just release the one you already made last year).  It doesn't get any plainer or simpler than that.

747
Did they happen to mention why they didn't include a second analog in the XL design?
Is it that they don't see a future in it?
They just really want to screw over Capcom, who worked hard on it and probably planned to be able to use it for their future games?
Considering how strong Reggie's emphasis was on their DLC not being on-cart and not being developed until after the main game is considered "complete" internally, I do have to wonder on that one...

But I think the more likely reason is that the Circle Pad Pro isn't just an extra pad; it's also extra shoulder buttons.  Unless you go the original Wii Classic Controller route, which I think everyone agrees is uncomfortable and largely useless, it is extremely difficult to have more than two shoulder buttons on a handheld without screwing with its profile.  To have a second pad with only two shoulder buttons will further fragment the possible control setups and probably leave a 3rd party dev or two banging their head against the wall.  It's also possibly not the best image for Nintendo to include extra traditional inputs as the "default" of their new model when they know the majority of the 3DS's library will ignore them.

And call me a blind Miyamoto worshipper if you must, but I think the man is onto something when he says that the gyroscope when used properly does a fine job in most situations.  It certainly made aiming a lot easier in Zelda.

As with the DSiXL, the 3DSXL is meant as an alternative rather than a replacement.  It has no additional features such as the DSi introducing a shop, or even the Lite's brightness adjustment.  It's just, literally, bigger.  Bigger battery and bigger SD card included, but still, just bigger.

Frankly I wasn't impressed with the DSiXL's screens; I thought they were too large and fuzzy for such a small resolution.  3DS being a bit higher res, maybe it would work better, but I'd need to see one in a store demo before I ever considered buying one under any circumstances (I do have to admit, even if I myself don't care much for ballooning my 3DS, a Christmas gift that could net me a NSMB2 co-op partner, that has some merit to it).

NSMB2, god [tornado fang]ing damnit why so many bah-bah's. I'm going to mute the [parasitic bomb] out of that. Like the idea of Coin Rush DLC that isn't on the cart.
One of these days I seriously need to send you my Riivolution music hack for NSMBWii.  'course, I still need to do the fast versions so that your soul isn't crushed by the high-speed bah-bah's when the timer is low.

748
I'll not be swayed from my MEGAFIED 3DS, but I suppose the XL will hold some mass market appeal for people who are used to lugging around tablets as part of their daily lives and generally despise small screens.  Me, I still prefer a gadget that will fit in my cargo shorts.

I also happen to like lines more than curves when it comes to electronics, but evidently that's not the "sexy" way to look at it.  *shrugs*

Nintendo: "3DS isn't in need of a redesign"

2 weeks later
"3DS XL GAIZ!"

Why this wasn't announced at E3, I'll never know.
I think Nintendo was more or less directing their E3 conferences at their investors.  It was Wii-U launch window and NOTHING that would detract from that, because the Wii-U's launch is the single biggest question mark right now from a financial standpoint.

Nintendo Direct was pretty much the Nintendo news that gamers were looking for during E3.

749
Rockman Series / Re: 25th Anniversary Logo Leaked
« on: June 22, 2012, 01:04:55 AM »
Yes. But, speaking of ridiculously expensive: The Street Fighter 25th Anniversary set--

--is roughly $150.

The E-Can, which is far less substantial, is $200.

Bastards.
In all fairness, the E-Can hasn't announced a U.S. price tag yet.  Contrary to popular belief a direct yen-to-dollar conversion often does not apply in marketing.

750
Rockman Series / Re: The Mega Man Legends 3 movements
« on: June 21, 2012, 02:03:22 AM »
Thing is, I dont think this will EVER blow over, or at least not for a long time. Not to mention a bad game is far from the same thing as what has happened with Mega Man. No matter the reception, Sonic still got games- which while of questionable decisions, still provided good gameplay and showed that they at least tried.
And that is the textbook definition of "hit nail on head." :cookie:

First of all, there was rarely if ever any real consensus what was wrong with Sonic or how to fix him.  But Sega never really stopped trying, either.  It probably is just a numbers thing; even Shadow The Hedgehog made Player's Choice, after all (though I dare say it's not the worst game to do so; looking at you, Star Fox Assault).  But in the midst of a whole lot of questionable quality releases, Sonic had a few scattered hits as well.  The handhelds, Secret Rings, and the bizarrely positive initial reception of Heroes.  Also, even though I realize I'm in the minority on this one, I still maintain that Black Knight is sorely underrated.
(Also as a matter of perception: Rare was the Sonic game that got butchered as badly as NiGHTS: Journey of Dreams.  That one killed part of my soul.)

I'm just so tired of hearing the same thing about MML 3 over and over again "Megaman's dead, Capcom hates the fans, Capcom is full of greedy douche bags, etc" honestly I get that the Megaman community is not the same as it used to be after that day over a year ago but it is a bit much for someone who didn't really care about Legends that much in the first place, I'm sorry but it's the truth I never really cared for it.  Like I said of all the main series Legends is the most obscure and most unusual of the series.  It's the only fully 3D game in the series while the other game were strictly 2D platformer, Battle Network and Starforce excluded.  The series had a small fan base at the time but years later it obviously grew within the Megaman community but it's still more of a niche thing.
Believe me, I get where you're coming from.  When the UMvC3 rage hit, it was very difficult for me to buy the "neglecting Mega Man" angle when the game included Zero, Tron, and a boatload of cameos; even if the premise of such a short-term update being released as a standalone was complete bull.

In terms of fanbase morale it's arguably worse now than before (or at least it is for me personally) because we were expecting Capcom to pick up one of the other series, which they don't seem to have much interest in doing.  Having jack squat for the blue bomber's 25th anniversary is a very troubling sign, as is the fact that the last good Mega Man news to come from Capcom internally really was the Prototype Version's announcement.  All of our glimmers of hope since then have come from licensees.  And even that's a crapshoot as to whether or not such morsels will escape their local territories (Project X Zone probably will not, which combined with the 3DS's region lock will likely be all the reason I need to attempt to hack it).

Quote
The topics in the Megaman sections now are looking back at the series and seeing how things came awry but honestly before Legends 3 we knew the system Capcom was using wasn't perfect but we didn't care because we thought it was fun regardless.
I remember on one of Inafune's more recent criticism of the Japanese gaming industry, somebody told him that they still liked Japanese games, and he responded with "You're thinking of the older games, and being too kind.  If they're really not up to the same standards, and you don't tell them that they suck, they won't change."

That's exactly the kind of criticism that gets me thinking about Mega Man.  I've often said, the last time Mega Man generated mainstream appeal was probably Zero 3 (MM9 being the closest thing to an exception to that statement).  And I do NOT say that because I don't think any of the more recent games were better than Zero 3; ZX still ranks among my favorites.  But it was back then that the quality of the games were consistent across the board.  Remember right before Mega Man X came out?  The formulas got stale, the small changes were collecting rough spots, and many people lost interest.  Then, WHAM!, new game, new style, more EVERYTHING, and every damn thing they attempted with it, they hit absolutely on the mark.  Zero 3 was the last game that felt like that; that felt that they'd accomplished everything they set out to do.  You played it, you finished it, and you thought about where they could go from there instead of what they should have done better.

More recent games have small quirks/flaw/oddities that gnaw away at them more than they used to (again, looking at ZX, it has a troubling map, clunky mission system, a localization that makes X6 look good, ditched New Game Plus which was a standard feature of the entire Zero series, and has absolutely no weapon restore points in the entire game).  These are things that we the fans can forgive because we recognize the core strong points underneath it all, but they damage the series appeal among the less familiar and/or more casual audience, and given enough time, it causes the fanbase to dwindle.  Capcom hit dead ends with ZX, Star Force, Classic, and X that way.

It all boils down to "stop half-assing it".  A quality and nostalgic 2D sidescroller doesn't just happen because you're working within the 2D genre; it takes a serious level of effort that Capcom has seemingly not been willing to sink in.  Every stumbling block they hit was taken as a reason to back off rather than a reason to try harder, and that's ultimately where the problem lies.

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