You are the end result of a “would you push the button” prompt where the prompt was “you have unlimited godlike powers but you appear to all and sundry to be an impetuous child” – Zero, 2022
I also have some degree of affection for the feel of ME1's combat, and wish the series went more in that direction, but I also really like 2 and especially 3's systems.
Anyone remember Encarta Mindmaze or Logic Quest 3D? Because those were crazy good in retrospect. The latter actually had basic programming mechanics and forced you to balance multiple puzzle elements at the same time. It was so good.
I still have Logic Quest sitting around in my room back at my parents' house.
I think the main thing that irked me about it is the level creator's demo was broken. Like, blatantly "you did not play through your own fucking level" broken because they didn't properly connect one of the last ramps to the platform it was supposed to attach to, and you'd fall two inches and get stuck between them.
The new raids in Record Keeper are hellish. Hashmal hits multiple people to 1 HP and has non-tauntable random counterattacks, which is bad enough by itself. But he also counter hastes, has AOE slowga, and makes himself invulnerable right as he enters the berserk phase so you can't just burst him through it (but can still counter, naturally). If he uses the 1 HP move while your healer is on a castbar, you're basically just dead.
He's also the only thing in the last several months that drops 4* vitality motes. You have a 1/4 chance for a small handful. Happy farming because fuck you we're not localizing the global events that had all the rest of them.
I think Starseed Pilgrim's fanbase is more annoyingly esoteric than the game itself.
It didn't take me that long to figure out the basic mechanics. The only thing I need help on was figuring out that shadow hearts = seeds in the grey zone. But now I'm trying to figure out how to do the advanced stuff that supposedly unlocks the endgame (which I've gleaned from, like, a couple of screenshots), and I can't find any info whatsoever on strategy after 'this is how the mechanics work'
Ape Escape 2 was my favorite for quite a while, though in retrospect, while a lot of the bonus content (comics, concept art, etc.) was nice and the game was very cute looking even moreso than Ape Escape 1 (because PS2 of course) most of the new gadgets were pretty ehhhhhhhhhhhhh on playing it a little more recently the music did stand out as a not-as-good thing.
I think I like Ape Escape 3 most even though it has a really lazy American localization (European one is different, I think, and I don't know what that's like) and the worst mini games etc. just because the transforming gimmick is a lot of fun and the character designs for it are very cool/cute.
Ape Escape 1 is probably the actual best one of the games though I guess.
Speaking as someone who has only played the 2nd game, it's a pretty good game with a lot of questionable design choices.
Like...because you get auto teleported out after you catch all the monkeys, you're forced to play each level at least twice to beat it. Now that in itself wouldn't be so bad, if not for the fact that most of the levels are designed linearly instead of branching. So you beat half of the level, and then get teleported out, and then you have to beat that half of the level AGAIN to get to the last half. Frustrating.
Also the controls are just kind of wonky in general due to the dual analog thing, but also because of weird choices like double jumps killing all of your momentum, which makes platforming kind of a chore.
Also, most gadgets are actually really good and interesting...but man, does the water pump suck. It's only purpose is to be a water shaped key that opens fire shaped locks, and that's its only purpose. Every other gadget has something that makes it interesting outside of the situations where you must use them, but the water pump is just mostly useless. And while I'm on this gadget train, let me also say that they should have given you the magnet earlier. Super cool things you can do with it, like pulling weapons out of monkey's hands...but you get it with 3 levels to go.
And despite that mountain of criticisms, I still actually rather like the game! They just make the difference between "decent, but very flawed" and "actually a great game".
There are still random battles in this area. The way Xenogears handles random battles is that it will load them in the background a few seconds before the fight begins, making the transition between map and in-battle just a second or two long. The thing is, there’s about a two-three second lag time between when the battle begins loading and when it begins. During said time, you can still move around the map...but jumping is disabled. So, if you’re doing platforming and don’t realize a battle is about to begin, it’s a pretty good way to go for a jump and end up running straight off the edge.
On the old Playstation, you could detect random battles looming by the Playstation’s drive spinning-up just before one begins. But on modern consoles where disc drives no longer sound like a machine attempting to pass a kidney stone...that method no longer works particularly well. Doubly so on emulators or PSN classic releases.
in case you're ever concerned that you want to use the music as it is now, this would be a good time to buy the game, and buy it from GOG, because GOG does not force updates on you. (like, in case they ever swap out the music in the future. so you can keep the present music if you keep your own backed-up copy of the game.)
Having trouble finding the time and energy to move forward in FFVI. Didn't really have this problem with, say Earthbound. Would FFIV maybe be a bit easier to get through?
So, FFXIV is getting a huge combat overhaul in next month's expansion, with most of the big details being released during yesterday's Live Letter. Here are the key points:
* Cross-classing is completely removed. Each role (Healer, Caster, Melee, Ranged, and Tank) now has a shared pool of Role Actions, from which they can select 5 skills (i.e Life Grip Rescue for healers, or Provoke for tanks.)
* Related to the above, job quests no longer have a level 15 subclass requirement.
* The Accuracy and Parry substats are gone, because nobody liked them. Accuracy has been replaced by the DPS exclusive stat Direct Hit, which inflicts mini-crits that can stack with normal crits. Parry has been replaced by the tank exclusive stat Tenacity, which increases damage dealt and reduces damage received.
* Magic damage can now be blocked.
* Healer DPS is now determined by their MND instead of their INT, meaning they no longer have to be in Cleric Stance to deal damage. Most healers still won't DPS.
* Bards and Machinists no longer have cast times. In addition, Bard songs now have a time limit (which can be extended somehow).
* Tank damage will be determined entirely by their STR stat (like in 2.x-3.0), and accessories will be class locked. (Meaning I can no longer wear my pink ribbon because it's a tank accessory and you can't glamour cross-class gear. :<)
* With PS3 support dropped, all classes are getting their own unique resource meter for the UI.
FFXIV sounds like a really fun game, but even ignoring the money stuff, pretty sure it takes too much of a time investment by this point for me to get into it. =-=
FFXIV sounds like a really fun game, but even ignoring the money stuff, pretty sure it takes too much of a time investment by this point for me to get into it. =-=
I mean that we should encourage the idea that sometimes games end.
Publishers like the idea of games that don't have to end and have 'theoretical infinite gameplay'. Not infinitely repeatable games, like the average roguelike, but a game in which a single play experience can last theoretically forever. That's why MMOs and FP2 multiplayers with gunskins and sandboxes with radiant quests and no level cap are a thing. But building things to be theoretically infinite means that you have to sacrifice dev time that would be spent making the game fun. It's like the tradeoff vis-a-vis health packs and regenerating health I mentioned on the last page. The longer your game is, the less resources you can spend on making any single part of it fun, and theoretically infinite gameplay tends to either skimp on the 'infinite' or the 'gameplay' or, occasionally both. That's how you get something like No Man's Sky.
Also, the longer your game is, the more likely that you'll have to rely on procedurally generated content, and unless you're a roguelike and your game is based around super-randomizing PGC so that it feels new more often than not, the gameplay changes less as you progress further into the game.
Remember Skyrim? Imagine how much cooler it would have been if there were only, like, 20 dragons, and each one was designed to be 100% unique, with their own quirks and strategies on how to kick their butts.
Or, think about how much worse Dark Souls would be if they tried to procedurally generate bosses instead of making every encounter a bit different?
Also, the longer your game is, the more likely that you'll have to rely on procedurally generated content, and unless you're a roguelike and your game is based around super-randomizing PGC so that it feels new more often than not, the gameplay changes less as you progress further into the game.
Remember Skyrim? Imagine how much cooler it would have been if there were only, like, 20 dragons, and each one was designed to be 100% unique, with their own quirks and strategies on how to kick their butts.
Or, think about how much worse Dark Souls would be if they tried to procedurally generate bosses instead of making every encounter a bit different?
You don't have to, because the Bloodborne Chalice Dungeons exist
You are the end result of a “would you push the button” prompt where the prompt was “you have unlimited godlike powers but you appear to all and sundry to be an impetuous child” – Zero, 2022
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
nice!!!!!!!!!!!!!!!!
Which is a damn shame, because he does some excellent Drum and Base, and Ape Escape 2 would be a much better game for it.
I think I like Ape Escape 3 most even though it has a really lazy American localization (European one is different, I think, and I don't know what that's like) and the worst mini games etc. just because the transforming gimmick is a lot of fun and the character designs for it are very cool/cute.
Ape Escape 1 is probably the actual best one of the games though I guess.
https://www.gog.com/news/special_sale_goodbye_alan_wake
in case you're ever concerned that you want to use the music as it is now, this would be a good time to buy the game, and buy it from GOG, because GOG does not force updates on you. (like, in case they ever swap out the music in the future. so you can keep the present music if you keep your own backed-up copy of the game.)
I killed a lizard. And also an ox-man.
And a swordhaver. And a robit.
* Cross-classing is completely removed. Each role (Healer, Caster, Melee, Ranged, and Tank) now has a shared pool of Role Actions, from which they can select 5 skills (i.e Life Grip Rescue for healers, or Provoke for tanks.)
* Related to the above, job quests no longer have a level 15 subclass requirement.
* The Accuracy and Parry substats are gone, because nobody liked them. Accuracy has been replaced by the DPS exclusive stat Direct Hit, which inflicts mini-crits that can stack with normal crits. Parry has been replaced by the tank exclusive stat Tenacity, which increases damage dealt and reduces damage received.
* Magic damage can now be blocked.
* Healer DPS is now determined by their MND instead of their INT, meaning they no longer have to be in Cleric Stance to deal damage. Most healers still won't DPS.
* Bards and Machinists no longer have cast times. In addition, Bard songs now have a time limit (which can be extended somehow).
* Tank damage will be determined entirely by their STR stat (like in 2.x-3.0), and accessories will be class locked. (Meaning I can no longer wear my pink ribbon because it's a tank accessory and you can't glamour cross-class gear. :<)
* With PS3 support dropped, all classes are getting their own unique resource meter for the UI.
*stomps a goomba*
One fight left!
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead