EDIT: A lot of people seem to be confused on what this game actually is, there are no hot anime chicks in this game, you don't talk to anyone, they don't say anything, its JUST Mahjong. With the addition of anime cardboard box cutouts as your opponents whom are almost NEVER ON SCREEN. (They show up to say Pon ,Ron, Kan, Chi, for a MICRO SECOND during the game, you're also shown the cardboard box image of the winning character at the after game score screen)
i hear that it's actually a pretty shit game, because: 1. it has no tutorial for people to learn how to play (mahjong is kinda complex) 2. more importantly, it has no multiplayer
I understand the rules of Checkers, Chess, and Go, but Mahjong might as well be Calvinball.
there's just a lot of randomization factors that go into it. but also some strategic planning.
i like it more than chess. it's more exciting. chess, on the other hand, is about speculating on possible moves, and if you're not as skilled as the other player, you're pretty likely going to lose. so it's less fun in that sense.
haven't played enough checkers or go to say, but it's probably more fun than checkers as well.
well arguably by the way i phrased it it is "right" for the purpose of that semantic consideration since the older one "shared" an aspect of itself with the newer one.
Mahjong is more like a card game than a board game, to my understanding.
Yeah, from the bit of it I've played it's closer to a game of Memory or something. With all the cards face up instead though. And layered over each other...
So I got a Wii U the other day and the fucker won't stay connected to the internet for more than five seconds. I had to order a specially compatible USB/LAN adapter on Amazon because it can't even install a normal one.
"I think that 'put it all in' philosophy reflects on the team, too. It applied to the game, too, like "it's not consistent, so it's cool, so let's do it.'"
The translator guy remarks, they had a team of artists and programmers and not planners, so they didn't really plan out the bosses or anything and it just came together organically.
Contrast this to some of the later castletroids where you can practically feel a boss coming after a long dungeon section, and it's so much more predictable.
Also, confirmed for the nth time, IGA's team was inspired by Zelda, not Metroid.
Which again proves a point I've been trying to make for years, that the Zelda series is basically a top-down metroidvania.
And I hereby suggest "caszeltroid".
To be honest, though, multiple series made forays into this design idea at various points, well before it was codified by SMet and SotN. For example, Hebereke for NES does this format, and if anything does a much better job at it than Metroid NES does.
But yeah this kinda confirms a flaw that I saw with the exploration in the later cazeltroids -- that it really did feel like you were going through a dungeon just to get to the boss, rather than the boss just occuring in the middle of the area and the area itself feeling organic.
In those games, I'm guessing they designed the areas to be stages.
In this game, they designed the areas to be actual areas in a castle of their imagination.
"Another thing we cut... This game is meant to be Dracula's castle, right? And you're controlling his son Alucard, so we thought maybe Alucard should have his own room."
"A bedroom?"
"Alucard would have that bit of story. We'd have this guy called the 'Skeleton Carpenter' in this room, and as you progressed in the game, he'd gradually build up your room. There'd also be items you could pick up and drop off in your room to decorate it up. We had that room-building element at first. That went away, though."
Well, now I know why Juste is an interior designer.
"Other stuff that went away... Well, this was always half a joke anyway, but you know how you're always breaking candles, and they reappear once you switch screens? We thought about eliminating that, and instead having skeletons put them back up in the order you broke them."
"Would they be enemies?"
"They'd run off if you found them."
oh. my. gosh. that is a beautiful idea.
"We figured the candles would never return if you defeated them."
well, except that last bit. rather, i'd say that the candles could be relit even when you're in the same room. the skeleton candlelighters should return, but they run away when you approach. now if you DO clear a room of both candles and candlelighters, then the candles would stop respawning, and then the next time you enter the room, the skeletons are back trying to relight the candles.
I played it once, and I wasn't too in love with it. It is certainly a good game, but I feel that even amongst the classicvanias Super IV is better. Super IV just had a more appropriate tone, I think -- the relatively dark palettes, muffled sounds, and dour but slightly atmospheric music really just went together very well.
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
how about that Big Rigs: Over the Road Racing
1. it has no tutorial for people to learn how to play (mahjong is kinda complex)
2. more importantly, it has no multiplayer
there's just a lot of randomization factors that go into it. but also some strategic planning.
i like it more than chess. it's more exciting. chess, on the other hand, is about speculating on possible moves, and if you're not as skilled as the other player, you're pretty likely going to lose. so it's less fun in that sense.
haven't played enough checkers or go to say, but it's probably more fun than checkers as well.
and i'm also feeling that it shares some of that "lots of randomization" element with 100% OJ.
well arguably by the way i phrased it it is "right" for the purpose of that semantic consideration since the older one "shared" an aspect of itself with the newer one.
ehh whatever.
ANGRY FAIC >:(
New Carpe Fulgur project, to be released on May 25th.
but yeah
main page here: http://www.carpefulgur.com/tsmwm/
store page here: http://store.steampowered.com/app/320090
demo temporarily located here: http://store.steampowered.com/app/366820/ (this will be fixed soon)
http://projectphoenix.info/news/
looks like we're looking at a mid/late 2016 release date for this
(not that i mind; i didn't even back it, just interested, and just looking it up for my edification)
Edit: moving to private thread so this doesn't get more exposure
"I think that 'put it all in' philosophy reflects on the team, too. It applied to the game, too, like "it's not consistent, so it's cool, so let's do it.'"
Contrast this to some of the later castletroids where you can practically feel a boss coming after a long dungeon section, and it's so much more predictable.
I prefer the first way of doing it.
I am in-between.
please hire him again
please
Which again proves a point I've been trying to make for years, that the Zelda series is basically a top-down metroidvania.
And I hereby suggest "caszeltroid".
To be honest, though, multiple series made forays into this design idea at various points, well before it was codified by SMet and SotN. For example, Hebereke for NES does this format, and if anything does a much better job at it than Metroid NES does.
In those games, I'm guessing they designed the areas to be stages.
In this game, they designed the areas to be actual areas in a castle of their imagination.
"A bedroom?"
"Alucard would have that bit of story. We'd have this guy called the 'Skeleton Carpenter' in this room, and as you progressed in the game, he'd gradually build up your room. There'd also be items you could pick up and drop off in your room to decorate it up. We had that room-building element at first. That went away, though."
Well, now I know why Juste is an interior designer.
"Would they be enemies?"
"They'd run off if you found them."
oh. my. gosh.
that is a beautiful idea.
well, except that last bit. rather, i'd say that the candles could be relit even when you're in the same room. the skeleton candlelighters should return, but they run away when you approach. now if you DO clear a room of both candles and candlelighters, then the candles would stop respawning, and then the next time you enter the room, the skeletons are back trying to relight the candles.
that's my suggestion at least.
I played it once, and I wasn't too in love with it. It is certainly a good game, but I feel that even amongst the classicvanias Super IV is better. Super IV just had a more appropriate tone, I think -- the relatively dark palettes, muffled sounds, and dour but slightly atmospheric music really just went together very well.
well actually to be fair "cazeltroid" is better anyway. with the accent on "zel". so i used that in a later post.