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Messages - syn4aptik

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26
Although, in TJ's defense, I'd be interested in reading the original article posted by the individual in question.  I'm curious if his summation of the situation is in anyway founded in reality or if it's 100% fantasy.

Not sure if this is the first mention of it, but here is where she admits (or at least claims) to be sleeping with someone who works for Nintendo's marketing department: http://gameolosophy.com/consoles/rumor-rareware-on-3ds-future-of-metroid/


Read the link. Interesting that you post that in your defense. Because after reading that and knowing exactly what you wrote that got you in trouble, I am left feeling that you are in fact a horrible person. But I am willing to change that view if you can behave yourself in the future.

27
NWR Forums Discord / Re: TJ Spyke is not a gentleman.
« on: April 22, 2013, 09:49:54 PM »
Sigh. Come on, son. This is not the best place for this personal mission. Be more civil. There are no internets to be won in this manner.

28
I can only speak for myself, but I'm very familiar with touch screen interfaces (as I'm sure most people are at this point) and dual screens, but I don't believe there have been many game experiences which have been made measurably better by the addition of a second screen


...none of which use the lower screen for anything more meaningful than showing a map...
 



You say that as if putting a useful map on the second screen is not extremely useful and wonderful (see: Castlevania, Metroid, Luigi's Mansion, etc.)

29
TalkBack / Re: Mega Man 3 Review Mini
« on: March 20, 2013, 10:17:49 PM »
I've never understood the viewpoint that MegaMan2 is easy. I always found that game to be really hard. And I am pretty good at games. I mean, I beat Ninja Gaiden. On the original NES! And I couldn't beat MegaMan 2. I think it was the slowdown...

30
TalkBack / Re: Monster Hunter 3 Ultimate (Wii U) eShop Demo Gameplay
« on: February 28, 2013, 12:40:40 PM »



I think even something as simple as giving the weapons a better feeling of weight with respect to the monsters - maybe seeing some temporary deformation or something like that - would help me to self-evaluate as I am battling. That self-evaluation is an important part of the feedback loop that makes controlling a video game fun. In God of War, for example, you hear a satisfying crunch and get a slight pause when you make contact with an enemy. In Zelda, the sound of a connecting attack and a blocked attack are markedly different (there are also accompanying graphical cues that differentiate between effective vs. ineffective attacks). These things may exist in Monster Hunter 3, but if they do, the developers did little to teach us those cues.


Some people might like exploring a game to the level where they eventually learn these sort of things, but there are actual psychological considerations in game development that can really elevate system design. The best developers use human psychology to their advantage, they don't ask the players to learn the nuances of the game on their own. Some people might like games that require that level of dedication, but I am a busy dood. I ain't got time for that.

31
TalkBack / Re: Monster Hunter 3 Ultimate (Wii U) eShop Demo Gameplay
« on: February 27, 2013, 04:57:41 PM »
ITs not as Gradiant as real life.  We're just not there yet.

Even in the demo though.  If you get a big hit the monster will step back.  The Monster will start to get tired and start drooling.  In the Bunny's case he'll also straight to have a hard time recovering from his slide.  If you hurt his head he'll have a break animation and his face will be missing a part.  He will start to limp.  Yes would I like even more feedback sure.  We'll probably see it in MonHun4.  Life bars would hurt the tension of the game.


I don't need to know exactly how much health the monster has left. I need to have a very very good idea of how damaging my attacks are.

32
TalkBack / Re: Monster Hunter 3 Ultimate (Wii U) eShop Demo Gameplay
« on: February 27, 2013, 12:07:41 PM »
I find monster hunter to be VERY realistic in terms of gameplay.  If you're hunting a beast irl... it's not going to give any indication of how close you are in defeating it


Have you, like, ever hunted an animal or actually seen an animal being hunted and killed? Or ever been in a fight? Or watched a boxing match or ultimate fighting match or anything like that?


There is a pretty steady progression from "perfectly healthy" to "about to die from the arrow in my lungs that has been slowly bleeding me to death".


In the Monster Hunter demo, I think I hit that damn rabbit 30 times with my arrows (which was a feat considering the dreadful camera/aiming controls) and the most it reacted was that after a while it decided to sort of run away to the next room.


Life bars aren't there to "hold your hand". They are there to provide feedback as to how damaging your attack is. Yes, in real life, every blow, gun shot, arrow shot, chokehold, and eye poke gives you feedback.

33
TalkBack / Re: Monster Hunter 3 Ultimate (Wii U) eShop Demo Gameplay
« on: February 24, 2013, 05:51:11 PM »
Yeah I was not into the gameplay at all. The enemies give little indication of how effective your attacks are, aiming with ranged attacks is kind of a pain, and the whole experience just felt really sparse. Either this game is not for me, or it's a really bad demo.

34
TalkBack / Re: Roundtable Discussion: PlayStation 4 Unveiling
« on: February 23, 2013, 05:34:14 PM »
"But I think that the huge increase in fast RAM is going to open up game *design* in a way that has never really been possible. I am looking forward to full-scale battles with hundreds of enemies acting independently on a richly detailed battlefield."

This sounds like it could be quite troubling. Wouldn't designing such games cost a lot more money? Is this going to contribute to inflating the price of game development? If so, is that still considered being developer friendly?


Why would designing the games cost more money? I am talking about memory budgets and the limitations that they create, not monetary budgets. The only possible increase in cost is in a possible increase in art assets per game, but I am not asking for a greater variety of art in total, just on the screen at the same time.

35
How's this for pessimism: I'll bet it's $20+ AND is only remixes of the existing levels.

36
TalkBack / Re: Wii U Direct Nintendo Games Broadcasting Your Way Tomorrow
« on: February 14, 2013, 08:01:03 AM »
I'm calling it now: yarn-themed F-Zero game

37
TalkBack / 99Moves Review Mini
« on: February 13, 2013, 01:04:26 PM »

I've got 99 problems, but a score ain't one.

http://www.nintendoworldreport.com/reviewmini/33279

99Moves is the third 99-themed retro game from EnjoyUp Games (the others being 99Bullets and 99Seconds). Each game in this series is structured around a central limitation. In 99Moves, the limitation is of the number of directional changes, or moves, you can make with an avatar that travels at a set speed around a two-dimensional obstacle course. Given the title and series theme, it seems the developers intended the player to focus on moving efficiently around each obstacle course. An omnipresent counter (starting at 99, naturally) serves to highlight this tension on the touch screen, counting down to zero as you redirect your avatar.

99Moves has 12 levels, with all but the first locked when you begin the game. You unlock each successive stage by completing the previous, which entails dodging obstacles and reaching an exit portal. Upon reaching the exit, unused moves are converted to points and added to your score. You can also score points by either flying close to walls and moving obstacles or collecting tokens. If you run into something, you gain a split second of invincibility and the color palette changes; a second hit kills you. You can, however, regain your health by collecting a token. The levels alternate between linear courses, where the objective is to simply move from point A to point B, and arenas, where you must stay alive until the exit portal appears. The latter can feel a bit random, but repeated testing suggests otherwise. Thus, for each level in 99Moves, it is probably possible to map out an optimal path to achieve a theoretical maximum score. I am not sure why anyone would want to do that, but if you want to go all Billy Mitchell, have at it.

Any good obstacle dodging game needs tight controls, so I enjoyed the snappiness of 99Moves. Without any accompanying delay or acceleration to your directional changes, the fast action taxes your reflexes and sense of timing. 99Moves reminded me a bit of Snake in this way. Moreover, there are only two speeds for your avatar, and you can only switch between them by hitting certain obstacles. This means you control your timing by picking your path, forcing you to think carefully about when and where you make your moves. Unfortunately, the level design is such that movement efficiency is of your least concern. The challenge of this game is entirely of the twitch and memorize variety. My deaths came from poor timing, bad reflexes, or forgetting a necessary path. I almost never found myself running low on available moves. In this way, 99Moves fails to live up to its central premise, and that is a shame.

So movement efficiency isn’t necessary to complete a level, but because unused moves contribute to your score, you might want to save them anyway. However, the scores that pre-populate the high score tables are comically low. I was awarded the high score by a large margin every time I completed a stage; I think placing less than first would actually be more of a challenge. Considering score is all that matters in this game, and that I was able to complete all 12 levels in only a couple of hours, I don’t see much replay value here.

Finally, although I enjoyed the simple, responsive controls, I found myself wishing the aesthetic had gone further in a presenting a retro style. The synth soundtrack was mostly forgettable and the graphics didn’t evoke feelings of nostalgia; they were simple and plain. This blandness cemented my disappointment with the other problems I’ve highlighted. Some players may enjoy 99Moves on its concept alone; everyone else should set their expectations realistically.


38
Nintendo Gaming / Re: NSMBU freezing problems
« on: January 15, 2013, 11:13:54 PM »
Okay, new disc worked! Phew :)

39
Nintendo Gaming / Re: NSMBU freezing problems
« on: January 09, 2013, 07:52:15 AM »
Not yet, I'll try a new disc and see what happens. If it persists, I'll contact support.


-D

40
Nintendo Gaming / NSMBU freezing problems
« on: January 08, 2013, 09:50:58 PM »
Hey all, so here is a weird issue. My system will not run NSMBU. It downloads and installs an update but when the game goes to load, it hard freezes, requiring me to unplug (!!!) my system. I've tried deleting the data and trying again several times. Absolutely no problems with other disc-based or eShop games. Maybe I have a bad disc?

42
TalkBack / Re: Manhunt 2
« on: October 29, 2012, 08:39:04 PM »
I remember this being one of the worst games I'd ever played.

43
Podcast Discussion / Re: RetroActive #24: Kirby & The Amazing Mirror
« on: September 17, 2012, 09:29:21 PM »
To elaborate, to understand how to do a Metroidvania game right see Metroid, Castlevania: SON and subsequent games, Shadow Complex. You can capture the feeling and challenge of discovery without having an incomprehensible map system and confusing goals.

44
Podcast Discussion / Re: RetroActive #24: Kirby & The Amazing Mirror
« on: September 17, 2012, 09:25:56 PM »
This will certainly be interesting. I started this game back when I first got it as an ambassador perk, but didn't finish. I had no idea what I was supposed to be doing or what was going on. I guess it has like a Metroidvania thing going on but with even less story and direction and a terrible map. I think I might need to start over to have any chance of finishing it.
Yeah, me too. I managed to find the frst boss but I haven't been able to find another main boss at all.


You do realize that learning how to navigate the levels, find hidden exits, and locate bosses is the challenge for this game? If the game were a straight line it would extremely boring...


Well instead of boring, it's just confusing and sucks :)

45
Podcast Discussion / Re: RetroActive #24: Kirby & The Amazing Mirror
« on: September 15, 2012, 06:05:56 PM »
This will certainly be interesting. I started this game back when I first got it as an ambassador perk, but didn't finish. I had no idea what I was supposed to be doing or what was going on. I guess it has like a Metroidvania thing going on but with even less story and direction and a terrible map. I think I might need to start over to have any chance of finishing it.

46
Podcast Discussion / Re: Best of the Wii: Silent Hill: Shattered Memories
« on: September 07, 2012, 01:02:39 PM »
I really loved this game. The twist at the end totally took me off guard and was moving. It also had some really laid back gameplay mechanics, for the most part.

47
Podcast Discussion / Re: Episode 303: Livin' Extra Large
« on: August 29, 2012, 03:53:38 PM »
What did y'all think about paraphrasing the forum comments? It was easier for me this way. Did it sound more natural to you? If I read your comment, were you upset that it wasn't directly quoted?


My comments came across fine. I do think one has to be careful when paraphrasing, but it does make the conversation sound more natural.

48
TalkBack / Re: Penélope Cruz Plays NSMB2 With Sister, Looks Hot 
« on: August 22, 2012, 11:36:31 AM »
...  I can appreciate what everyone sees in them they just aren't my type.


(Glad I'm not the only one.)


Jeebus, I want to live in this land of plentiful beauties along with you guys. Cuz it's either that or you all are crazy :P

49
TalkBack / Re: Penélope Cruz Plays NSMB2 With Sister, Looks Hot 
« on: August 21, 2012, 05:37:30 PM »
Man, I don't even know how you guys can differentiate at that small, top slice of the scale. It's like, one's a 9.92 and one's a 9.94.

50

Fair enough.
http://www.metacritic.com/game/game-boy-advance/wario-land-4
The majority of people seem to think Wario Land 4 is ok, so I'll stand by my statement.



You know to be honest, I think the game is pretty good. And I am sure some of the people complaining here do as well (88 on metacritic seems high to me, but that's me). But there are some elements that are frustrating. Nintendo does this a lot. Their games can be very good mechanically, artistically, conceptually, etc. but then you run into some quirk of the game that is baffling. I complain heavily about a lot of the stars in Mario Galaxy (like the completely un-fun trash robot stars), but I LOVE that game. Windwaker was fantastic, but the Triforce hunt at the end was so mind-numbingly stupid that I can't bring myself to play through it again.


But I digress. I think it is good to pick at these games for Retroactive. Part of the fun is comparing old games to new in order to see how the games were influential, or where the industry has learned from their mistakes.

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