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Messages - pandaradox

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26
TalkBack / Re: Josh Max and the Kid Icarus Tournaments: Part 2
« on: November 01, 2012, 02:03:05 AM »
Hey Josh!  I just finished 9.0'ing the chapters and I'm working on the boss battles now.  On top of that, I'm just looking for a sparring partner if you'd be interested.  I have Skype too, so we get that going to help.  Thoughts?

27
TalkBack / Re: Josh Max and The Kid Icarus Tournaments: Part 1
« on: October 23, 2012, 12:19:24 PM »
It helps a lot to develop a protective tactic as well.  Players can pull human aggro just as they can to computers.  You never know when at first minute save can bring about a last minute assist.  Good luck in your hunt, sir.

28
Thoroughly upset that this isn't coming out sooner.  My co-workers and I have been waiting for a new game to distract us from work. 

29
Podcast Discussion / Re: RetroActive #24: Kirby & The Amazing Mirror
« on: October 01, 2012, 01:14:27 PM »
Excellent post, Clex! 


Does anyone else find themselves caring less and less about 1-ups and Food?  I find this game more enjoyable when I free-run.

30
Podcast Discussion / Re: RetroActive #24: Kirby & The Amazing Mirror
« on: September 28, 2012, 06:54:37 PM »
So I've had a great time with this game so far!  Yeah the map sucks, but I find wandering to be a rather effective way to handle this game.  Given that all losing your lives does is spit you back to the hub, there's not much punishment for this style of gameplay.  The wonderlust of this game comes from going through a good chunk of these areas with different abilities.  Being a Wheel can change that level significantly than if you're using Hammer.  I think that's only speaking great volumes to the level design. 


I think Guillaume pointed out the largest flaw, that this game shines with multiplayer and the ambassador games can't use it.  I've had to watch as an army of dummies wander into a pit instead of staying on the switch I called them there for.  They made Four Swords into a one-player experience, but I guess the anniversary of Kirby isn't as important to Nintendo.  *shrugs*


I'm really thankful for the red switch rooms.  It seems like these are the true reward to the game!  It's like finding an oasis in the chaos of this game's map. 

31
TalkBack / Re: A Golden Opportunity for Mario Fans
« on: September 18, 2012, 02:42:23 PM »
That's is amazing! I'm sure you could go to a craft store and grab some dense foam you line the inside with.  It'll make it look classier too. Good get.

32
Podcast Discussion / Re: RetroActive #24 Poll (Kirby Theme)
« on: September 16, 2012, 07:19:00 PM »
While a lot of voters may have it as an ambassador game, the other copies are available elsewhere as well.  We technically paid for those suckers after the price drop just like anyone would've paid for copies of the game.  I'm glad I have it as an ambassador game and it won because I now feel less swindled and will be enticed to play those games through this venue.

33
Beat the game... Kinda wish there was a coupon for All You Can Eat Steak...  Would've totally out done the Halo guys.

34
So far, my favorite levels are in Topaz.  The Big Board was a blast!  What levels are sticking in your mind?

35
I guess it's harder to accomplish because the game isn't a basic move forward or up. 




36
Does anyone else get annoyed when the game gives multiple paths and then makes one of them one-way? 

37
TalkBack / Re: Penélope Cruz Plays NSMB2 With Sister, Looks Hot 
« on: August 21, 2012, 12:09:42 PM »
*Adding another Maria cosplay to the bookmarks*


That's not totally weird, right? :0

38
I think it's a ghost, but I like the key-nosed critter.  It seems like a nice call back to Super Mario Brothers 2 (US) where you had to grab key and get chased.  Frankly, I've tried carrying enemies across the tight platforming and I'm glad I don't have to lug a key around too. 

39

 
 
 Where does Wario Land 4 make you burn random bushes? Almost nothing in the game is just randomly hidden - level design and graphical hints give away virtually all of the secrets for anyone who pays attention. (The rest of the secrets should be found through normal exploration - part of the Wario Land series from day 1.)

 
 
 Not paying attention to (or at least remembering) then controls in a simple 2D platformer, refusing to check the manual or replay the mandatory in-game tutorial, and then blaming the game for not introducing certain moves doesn't really compare to having extremely difficult or broken controls.
 
 
 I never said the game was perfect, and am not trying to dismiss all criticism of it. But some of the complaints posted here aren't very meaningful and sound like people came in with expectations instead of just trying to experience the game.
 
 
 ("I play CounterStrike competitively and when I try to play Halo the same way it doesn't work very well. Therefore Halo sucks." WTF? No! Approach different games with a clean slate instead of trying to apply lessons learned in one game directly to the other. Even if Mario games have taught you to avoid enemies on pain of death in all cases, you aren't playing a Mario game so leave that preconception at the door.)
 


Guess it’s my turn J

Good points.  From an apologist viewpoint, it's easy to reclaim ground for the designers by inferring that the gamer is being lazy.  Hell, it worked for Demon Souls and Dark Souls, right?  However, just as much can be said about the story the designers are trying to tell with their level design.  The various mosaic frameworks that levels are cased in do not, in fact, assist in designer hints at secret locations.  I've randomly shoulder charged into walls because I like feeling mighty and the wall breaks to a secret location.  No hints, just dumb-luck.  While that's all well and good, it can be distracting in that it conflicts with the story of the level.  This is what I'm mainly trying to describe that the game could fix: A need for generally consistency.  Being the fourth iteration only drives home the fact that the formula should have been streamlined.  To assume that the manual is the saving grace is a lazy designer.  The manual doesn't tell us the location of everything in the game, assuming that we'll experiment with the world given.  This is why I think the damage-only enemies kind of ruin the game's story.  Even if you read the manual, you'll think that every enemy will do something neat which is not the case and creates conflicting ideals?  Do I pet or punch that baddie? The conversation between designer and gamer gets muddled because of this. 

 Now conversation is the keyword here.  We can’t go into any game tabula rasa because, even if we haven’t played the game, we live in a world that it exists in, meaning all games are compared to one another and the designer has to approach the game with that in mind.  However, if they go into it assuming your ideal “clean slate” and the player has not played a video game before, then the designer has failed to get the player acclimated to the game style.  If they really wanted to break the preconceptions, then all enemies would have a status effect to encourage player experimentation.  This is not the case, so we have two conclusions: They either didn’t want to entirely break the preconceptions or they fell short of achieving their goal of “thinking outside the box.”


This isn’t game breaking though.  It’s a complaint, yes, but not with its work-arounds.  The game is graphically nice and the platforming is quick.  The pressure-sensitive jumps are a blessing and a curse at times.  The speed runs back to the start are excellent, as I said before.  The status effects and fun and I like those moments of when you first encounter an effect and just sit there for a bit toying with the possibilities.  This game has good, but nostalgia isn’t an appropriate shield to criticisms.  That’s part of what’s to be discussed, right?  Whether or not it stands the test of time?  I think so, regardless of the problems mentioned. 


40
This is my first experience with Wario Land 4 and I tend to agree with other first-timers. 


It's a fun game with novel ideas, but I think that's where it annoyed me.  The expanded life bar only insulted me at first, suggesting that I'm in for a world of hurt and need the supposed "handicap."  I grew up in older style 2d side-scrollers and if it something moved, I stay away from it.  The game knows this but didn't tell me it's not the standard here.  The idea of using status effects to solve puzzles is great!  However, I have to find out by accident.  This would generally be forgivable, BUT the game tosses in enemies that do nothing but damage you, reinforcing the original teachings to avoid all moving things.  That's where the game gets frustrating.  I don't like being expected to fail to succeed.  If I fell down a pit, it's because I messed up... surprise!  I was supposed to drop there to find a treasure.  Now I find myself chucking Wario down every hole. 


If you look at DK94, there are little cut scenes that show the general expectations.  Without that, the game becomes a child with a fork kind of mentality: Let's see what responds to pokes! 


The level design is great for a portable, keeping things tight and simple with a move forward until you can't anymore then move up/down.  I agree with other sentiments towards the time trial back.  Thankfully, the game encourages a enough exploration to identify where detours will occur, but the rush of making it back in time creates the central, most addictive, trait of the game: Greed.  Do I go for the money or will I not have enough time to make it back?  I think that's where the game shines.  Naturally, we quickly develop a "Yeah, I can get that in time!" judgment process, but it creeps up and gets worse as the game goes on.  To THAT, I say kudos. 


So far, haven't felt compelled to race back through a level to scavenge for what I've missed.  The short levels unfortunately reinforce this instead of discourage it. 


Other than that, the art is wit of the game is great and it controls nicely.  I just wish it assumed less. 

41
TalkBack / Re: Transparent 3DS XL Prototype Revealed
« on: July 25, 2012, 11:34:31 AM »
I loved my transparent GBA.  It reminds me of the old cord-phones that were transparent and showcased in every teenage girl's bedroom... yay for nostalgia?!  I will buy this if it comes with a neon turquoise wind-breaker.

42
I feel like this is going to be a game that I can pick up and play for a few minutes.  As such, I'd like this as a download.  The extra coins are nice and will make for a good head start for next year's elite status coupled with buying a new XL.

43
TalkBack / Re: Heroes of Ruin Review
« on: July 20, 2012, 11:04:31 AM »
I feel like Final Fantasy Crystal Chronicles: Echoes of Time beat this game the punch.  Granted the voice IP is awesome, there wasn't much  in FFCC: EoT that you couldn't communicate with the quick text feature.  I think when I see this on the bargain shelf I'll pick it up, but I'm concerned about the shelf life of this game.  Do you think that people will stay loyal long enough?

44
TalkBack / Re: Nintendo 3DS XL Impressions
« on: July 17, 2012, 11:30:10 AM »
Excellent! This will be my first XL and I was waiting for it to finish my final 9.0 on Kid Icarus.  I've also contacted Phantom Skinz and they said they'll carry skinz for this size as well.  I'm thinking carbon fiber black on the blue casing will look nice.  Is the blue about the same shade as the ad pics show?

45
TalkBack / Re: Mega Man Coming to 3DS eShop Next Week in Japan
« on: July 11, 2012, 11:33:11 AM »
*looks at his copy of Megaman Anniversary Collection and tosses it*


*fingers crossed*

46
TalkBack / Re: Bomb Monkey Review
« on: July 03, 2012, 02:05:24 PM »
I bought it day one after hearing about the single system multiplayer.  Granted it's a drop puzzle game, but it doesn't promise anything more than that.  That's not a bad thing though.  The game truly shines in the 2p modes because of the single system approach.  My girlfriend loves it and I think it's going to be one hell of a drinking game. 


Make sure you find a comfy place to play though.  As you get a grip on the mechanics, you'll last longer and will probably be wishing for the warm embrace of KI: Uprising's seemingly less awkward way of holding the system. 

47
TalkBack / Re: Nintendo Stock Drops After E3 Presentations
« on: June 08, 2012, 04:11:29 PM »
That's still based on a media that's already calloused though.  It's hard to be surprised.

48
TalkBack / Re: Nintendo Stock Drops After E3 Presentations
« on: June 08, 2012, 01:01:46 PM »
I don't think most investors watch the E3 conference.  They watch reactions.  The press is definitely saturated with reports and hungry for any rumors or tidbits they can find.  The result is that everyone saw a lot of Nintendo's stuff coming and this is true for Microsoft and Sony as well.  It's hard to maintain a lot of secrecy and, because of that, E3 has transformed to for-the-gamers with an investor-oriented facade.  The investors are judging sellability on the reactions of a rather calloused population.  It's the unfortunate state of the industry reaching critical mass. 


I think on marketing, Nintendo will be selling this stuff successfully and has the most to tap into a casual gamer keg as they already have a foothold.  Microsoft is trying to get a slice because Sony is winning out the core gamer.  As for good content, Sony put out what their following wanted to see.  Nintendo does Blue Ocean: Introducing that new generation of gamer to a nice transition to more core experiences.  This is the Super Nintendo of Wii.  It's just being viewed through an updated lens.  It's a delicate situation where Nintendo can't abandon the cash cow but needs third-party support.  The result is the rather middle of the road conference. 


With all that being said: Nintendo probably knows the stock would drop and a 30 cent drop is nothing significant given that they were near $40 early last year and this is probably one of the better outcomes from the conference.  Some investors hopped on to take advantage of the low share price and are just as likely to jump ship at the first breath of negativity.  Nintendo Endures.  Remember, it's always the first to break through a wall that gets the bloodiest. 

49
I think what's happening here is what happened to DS when it first arrived.   3rd party studios were waiting for Nintendo to lead the way.  Essentially they aren't sure how to capitalize on the tablet in a way that won't distract from the other SKUs.  Then they'd be putting out software that comes off as lacking in minute but influential ways. Hopefully this is an isolated case.

50
Nintendo Gaming / Re: Kid Icarus: Uprising League!?
« on: May 26, 2012, 11:00:34 PM »
Kid Icarus League!

This League is hereby founded on sportsmanship and a desire to better your skills in Kid Icarus: Uprising.  As such, fairness and honesty are paramount.  There will be various red tape to go through as a precaution and to ensure a better, less dramatic, experience.

I’ll get this out of the way now by saying that any cheating or general dishonesty will not be tolerated.  Of course, all accusations will be backed by photos and transcripts of the event.  In order to head off most cheating, players will be assigned a 6 digit number that will be emailed out at the start of each season.  This is designed to prevent false identities as the ID numbers will be messaged to each contestant, providing a unique and traceable ID.  When results photos are sent, this ID must be sent with it to validate the results as coming from the player.  Match settings will be agreed upon and must be photographed by both players as the pre-game practice room as this will indicate the settings are locked in.  Lastly, Results screen must be photographed by both players such that the points and rank are visible.  Please hold on to photos so that you may contest issues if necessary. Photos will only be sent to me and assistants and will not be public, so possible tactics and weapons foreknowledge will be minimized. 

Note: Attached are examples of report pics required

Points and Ranking:

League seasons will probably last around two months though seasons can be longer if everyone agrees.   Rounds will last one week, allowing players to schedule their matches and report.  You’ll be awarded points scored in match plus 100 for the winner and 50 for the loser. Matchmaking will be decided by total points earned as the season progresses. 
Matches will consist of two matches with determined game settings (we'll discuss the details later).  Photographs must be submitted to validate points.  Again, ID numbers are required with the reports to prevent forgeries.

There will be two forms of the League: Light vs. Dark (LvD) and Player vs. Player (PvP).  A contestant may enter in both, but cannot double up in a form (i.e. you cannot be part of two different teams.).  Team leaders will be given the ID number and are expected to coordinate with their team to ensure that all players involved are their teammates.  It is recommended to use skype to simplify this. 

At the end of the season, points will be totaled and rankings will be posted accordingly. 

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