Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ClexYoshi

Pages: 1 ... 9 10 [11] 12 13 ... 57
251
TalkBack / Re: Final Fantasy V (Book) Review
« on: August 14, 2017, 10:15:44 PM »
so, no joke? FF5 is my favorite one. yeah, the writing isn't great, but gameplay wise, it is bar none the best Final Fantasy game.

252
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 14, 2017, 10:12:57 PM »
Bowser's Bathtime fun is over, and I currently stand at 86 shines. I feel like at this point there's little pressure for me to push on for 120 shines,  and that I can give a refreshed and educated opinion on Super Mario Sunshine.


and that verdict is that the game is REALLY good but hits a couple of harsh snags with so many little things, and that people's ill opinions of this game are a sort of 'death by a thousand cuts' other than one central big thing besides Camera and slope physics.

That being said, I breezed through Noki bay with 0 deaths (9 shines collected!) and had pretty minimal resistance on Pianta village's front too. my only real deaths this last session were from me messing around and clipping through Delphino plaza to a death plane, and... Corona Mountain, but i'm not ready to harp on Corona mountain.

The next several paragraphs will be about Super Mario Sunshine's virtues, because you will find PLENTY of venom about this game otherwise from the people who grew frustrated with it over Retroactive. Heck, there was a point I was pretty frustrated!

First of all, Mario's movement rewards high skill in SUCH an incredible way. Mastery of a few key advanced Techniques make this game a far more rewarding and open ended to play. knowing how and when to apply spin jumps, dives, flips, Wall Jumps, the rope spin (a technique originally from DK94), the shotgun-like "Spamspray", and the Slip n' slide are all vital to BLAZING through Super Mario Sunshine's tougher shines. when I played this game as a lad, I was disappointed by the mysterious disappearance of Mario's melee attacks and the long jump and back flip, but now I truly understand just how crazy mobile Mario is. It's a level of mobility that Super Mario Galaxy only manages to match when you start putting powerups, yoshi, and the cloud flower into the equation.

the granular nature of Blue coin collection I think is something the folks at EAD tried to pick up from the Rare teams, and it works inasmuch that it gets you to explore the levels on offer, and explore them on a mission by mission basis. a true 120 shine run of Super Mario Sunshine will likely mean intimate knowledge of the game.

there's a LOT of bold ideas for shines here . Blooper Races, the underwater jetpack based shines in Noki bay, The Watermelon Festival, the Fluff Fluff Festival, The Sand Bird, the chain chomp stuff in Pianta village... of course, it's easy with hindsight to say the Galaxy games did similar, and did it better, but there's a lot of pioneering that went on here.

In a previous post, I praised this game for archetectural and artistic cohesion, and that still stands. Outside of maybe Rogueport, Delphino Island is one of the most striking and distinct settings a Mario game has ever taken place in. the music is great in almost every level, and the game isn't afraid to let things get abstract for a self contained little thing, even if it doesn't make much sense (I'm looking at you, Magic bottle, literally every secret area...!)

for how WILDLY this game changed in development, and how relatively short of a time frame they must have turned this game around judging from the fact that they probably wanted it out sooner then they managed to get it out, I think Super Mario Sunshine turned out wonderfully...!









BUT...


those dozens of little things of shine missions falling flat on their face, the physics engine borking itself sometimes, the lack of checkpoints anywhere, the 100 coin shines or secret shines ejecting you from the level, the lack of tracking and outright obtuse Blue Coin placement, the idea of any "required" shines outside of the initial Airstrip shine, underutilized mechanics, inconsistent mechanics, and the whole of Sirena Beach CANNOT be ignored. I feel like I'm coming out of this FAR more positively than some of my peers, and I even have a boatload of stuff to bitch and moan about.


EDIT:



did one more stream to bump the shine count to 109. I just have Blue Coin shines left.

253
Nintendo Gaming / Re: NWR Super Mario Maker Level Share Thread
« on: August 12, 2017, 11:34:52 PM »
Please fix your link, Pokepal.


Also, thank you, Mop. it was a warm up given I hadn't made a level in so long.

254
Podcast Discussion / Re: Episode 534: Demonstrably False
« on: August 11, 2017, 09:30:59 PM »
yeah, it would truly be a shame if he unraveled over Smash Bros, but I feel like he's set in his ways, and I can't begrudge a true artist and savant like Sakurai for pouring everything he has into his work to cement his legacy. Even if I or you feel that this is clearly not the place for him to be spending his creative energy, If he still has a passion for it (even if it is born out of something like say... Spite, which it's been recently revealed in interviews that that's the sort of beast Tetsuya Nomura is.) I feel it's not my place to advocate for him to step down... especially since Smash Bros. has yet to really stagnate... and that'd be the real fear from me. Even if people dog on Brawl, it's scope, it's ambition dwarfed the previous project, just as Smash 4 did after it.

255
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 11, 2017, 08:35:00 PM »
I have been watching James and Clex stream the game. I now remember why I dont like the game very much. Its a lot of awkward platforming and falling off things.
I havent played the game in a very long time. I never finished it. After looking at the list of stages, Im sure I only ever got up to Pinna Park.

Basically, I think this is the worst Mario game.

I'd take Super Mario Sunshine over say.. New Super Mario Bros. U. I'd rather be frustrated than bored.

and that's why Sirena Beach took the wind out of my sails during that last stream. What a boring and Unfun level. At least with Painta Village's Bullshit or Corona Mountain's awful boatride I'm prepared to rage and have... SOME energy. Sirena Beach is just... not good. at all. I can break it down by each shine why it's not good.

1.) Manta Storm is a frankly annoying boss that operates on RNG and kills speed runs. the idea of this sillouette that can't hurt you if you have a roof above your head might have been novel had it not been for for the shock paint and the overall random nature of a boss that promotes you to just use Spam-Spray.

2.) By far the best shine in Sirena beach. it's a little flow breaking to talk to an NPC to transition areas, but getting to the secret room is as easy as doing a calculated wall jump between the pillar and the guard rails. generally one of the easier, but still fun FLUDDless challenge areas because it doesn't quite demand as much movement over instant death as some other ones do, and iterates on challenges introduced in previous ones.

3.) This shine is actually awful if you don't know the whole gimmick to it. For some bizzare reason this one also has a unique set of blue coins in comparison to later ones. it also requires a fair bit of backtrackingwhen all's said and done. I really don't like the boo designs. This is also where you realize that a large portion of this level's map is a boring maze.

4.) this one is a lot of standing around and combatting RNG after not one, but TWO instances of needing to talk to an NPC to transition areas. for some reason there's no real good way to control any instance where FLUDD shots are used to manipulate some sort of physics based spinning device. it either hits the thing next to what you are clearly squirting, or applies way more force then a gentle squirt of water should. Oh, Bad FLUDDless challenge is your reward for enduring the penny slots of d00m too.

5.) this one is funny because it's probably one of the few instances where Mario is actually serving his community service. Spamspray is your friend here.

6.) this is a boss based on RNG. if you die to him, you get ejected out of the level and get to endure 3 tensionless scene transitions from two NPCs and a slow moving elevator. This also kills runs since you can't clip through a wall like with Missions 3 or 4.

7.) Pretty benign Shadow Mario mission with lots of bad camera because of the tight enclosure. This is about where I realized that you effectively need to sweep these stages on each individual mission if you want all the Blue coins. Uuuuugh.

8.) Timed red-coin challenge in what is effectively a 4 story labyrinth gated with many one-way doors. ask yourself if that sounds fun.


Like... I get what they were going for with Sirena Beach with it effectively being the Hotel California or somethin'. it's something a little different then the usual Mario Haunted house misleading the player thing... usually though, those games establish an atmosphere and while the trickery is indeed that, it usually doesn't involve all the random BS and doesn't confine itself to a space meant to be functional. There are a lot of rooms in the Hotel that are just... rooms! yeah, there's secret passages that connect some of them, but sometimes you're just dropping in through the ceiling of a honeymooning couple, the NPCs yell at Mario to GTFO, there's MAYBE a blue coin there depending on the mission you choose, and... that's it. you leave the room, it's locked, and you have to go back down to the first floor men's shitter to enter the maze and go through the sequence of rooms to get you up to the air vents again.

the outside area is woefully underutilized. they literally couldn't come up with a good challenge for there outside of the Manta that started the whole thing, so they literally put the one mission where cleaning up paint gets you a shine based on the volume of paint you clean up. there's hardly any Clue coins even (at least on the missions I looked around outdoors) and the kind of open space that plays to Super Mario Sunshine's strengths just doesn't get used besides for Cleanup on isle five because it probably WOULD have been rage inducing to have a mission where you scour each room inside the hotel to clean up paint in a time limit.

I actually remember very little about Noki bay besides it having a secret shine that made me pull my hair out and the whole putting on a fish bowl for semi-unresponsive underwater controls. Fun fact about that segment, though. If you use the Y button to go into first person mode, you can make far sharper turns when doing the diving hover nozzle segments. otherwise, I really only remember that there's a Il Piantissimo race, a mission involving boat control, and the helmet things.


Speaking of Il Piantissimo, fun fact about the little goober in the Pianta mask...




256
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 10, 2017, 10:19:14 AM »
I'll likely stream again this evening. in the meantime, I want to bring the forum-goers attention to a couple of youtube channels and videos.



https://www.youtube.com/channel/UCLignB5Xr1L18PluS0_-Lcw/videos




EDIT: For prosperity's sake, I got some screengrabs of my own use of Invisible Plaza glitch.






257
TalkBack / Re: Nintendo Downloads - August 10, 2017
« on: August 10, 2017, 09:49:32 AM »
So, I've actually heard a lot of good things about the J.B. Harold Murder club games in that they were essentially a killer app for the PC Engine CD in japan. Sadly, while i know that all the voice acting in the series tends to be in english, I don't know how playable a point n' click criminal investigation series would be for an english speaking audience.

That being said, if it IS playable, and you're the type of person who loves the Phoenix wright games or Hotel dusk or such, J.B. Harold Murder Club might be one folks would want to check out on the japanese eShop.

258
Podcast Discussion / Re: Episode 534: Demonstrably False
« on: August 07, 2017, 02:44:36 AM »
sorry to double post, but I have to comment on the rest of the episode.

Jon, you better pray that somebody never transcribes this podcast into japanese for Masahiro Sakurai's consumption, because your words this episode would WOUND him. remember that podcast a couple of years back that got that oen treehouse guy fired for talking candidly about Sakurai rebalancing Ness to be bad in a smash bros. game because the guy beat Sakurai? yeah.

Sakurai does the character design and balancing. he lords over the artistic teams to make sure they capture the essence of what little things like what the Hitsparks look like are consistent. he at the very least sits in on meetings about game balance and personally hashes out how to impliment these sorts of things. His wife does the UI for these games.

Now, it'd be foolish to say that there isn't young talent in japan that could emulate or even surpass Sakurai's work. I mean, if you want an example of what Smash Bros. looks like without Sakurai, look no further than Project M, Brawl Minus, the myriad Smash 4 mods out there, or games like Rivals of Aether, which does a pretty good job of making a sprite based game that captures the Smash Bros. Spirit pretty effectively.

What I'm saying though, is that you are suggesting prying a man's BABY away from him. I think he'd actually be happy if it wasn't the corperate-consumer juggernaught that it is, that he could let this behemoth lie, but he knows in his heart of hearts that Smash Bros. could potentially lose it's SOUL if he's not there to shepherd it through the pitfalls of such a game. I think at this point, as maddening as it is and as unhealthy as this is, Masahiro Sakurai has resigned himself to this fate; as long as he draws breath, as long as he has passion for what he does, he's going to ride this bull into the sunset.

259
Podcast Discussion / Re: Episode 534: Demonstrably False
« on: August 07, 2017, 02:16:48 AM »
"Time... no beginning, no end; An endless procession that humbles our mortality."

                                                                         ~"Classy" Freddie Blassie, Wrestlemania XV

260
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 06, 2017, 01:28:43 AM »
Pardon the double post, but I feel this is unrelated enough of a post to really make it it's own thing.

I've hit several of the real 'frustrating' shines that people always complain about when talking about Super Mario Sunshine. I'm talking about things like the busted Pachinko mini-game, the Red coin challenge that involves bringing Yoshi out to a lone island on the outskirts of Delphino Plaza, The Watermelon festival, and the Pinna park Balloon popping roller coaster.

I only suffered one or two death/failures on each of these tops, and I think the frustration from a lot of these stems from simply not understanding how each of these frustrating Shines' unique mechanics work. These are new player traps (or in the Pachinko game's case, really busted physics that don't work right) that in the end merely take some understanding of some counter-intuitive mechanics, and...

Yeah, I think that's probably the central theme for SUper Mario Sunshine as far as it's detractors are concerned. It's an ambitious game that did a poor job at sticking the dismount on many of it's mechanics.

A PERFECT example of this is BIRDS!

Super Mario 64 sports birds and fish and other wildlife that occupy it's various landscapes and such.  they're programmed to get away from Mario if he nears, and even if you manage to catch up to one, they really cannot be interacted with.

Super Mario Sunshine sports birds and fish and other wildlife that occupy it's various landscapes and such.  They're programmed to get away from Mario if he nears, and MOST of them cannot be interacted with. That being said, there are various birds of paradise around Isle Delphino. they come in green, blue and yellow. Spraying these birds will make them flee, but if you spray them repeatedly, they'll drop coins, Blue Coins, and Shines respectively! a weird and interesting note of this is that Yoshi can eat birds to insta-kill them and earn mario their delicious contents.

Oftentimes, Birds will hide in areas that are far too complicated to reasonably bring yoshi to them them to get them in one shot with a tongue.




I am at 53 shines total. I've done episodes 1-8 for Bianco Hills, Ricco Harbor, Gelato Beach, and Pinna Park, gotten a vast majority of the Plaza shines that aren't blue coins, and I've tried to be diligent about Blue Coin Collecting, although I KNOW I don't have all of them. not by a long shot. I'm saving 100-Coins and Secret shines in levels until the end because I do want to see Corona mountain before Retro-active gets recorded.

Tomorrow I start with Sirena Beach, which has the largest concentration of shines I remember not liking. Let's see if once again if I'm blowing things out of proportion, I've become a better gamer since I was a teen, or if I just got lucky today?

261
Nintendo Gaming / Re: NWR Super Mario Maker Level Share Thread
« on: August 05, 2017, 02:37:45 PM »
Oh! hey! thread necromancy!

it happened to get my creative juices flowing!

https://supermariomakerbookmark.nintendo.net/courses/E289-0000-034E-B115

262
I wish I could forget about Battle Chip Challenge.

263
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 04, 2017, 07:59:05 PM »
Yup, yup. you can also cancel the spin jump animation with the dive and get sent flying CRAZY far and fast if you do it RIGHT after mario launches off the ground from a spin jump.

He also can spin on the ground if you rotate the stick and use FLUDD when it's not on full blast.

Fludd can shoot a shotgun style spray if you hit R+A. this is actually great for speed runs but eats through Water pretty fast.

it's always best to do a jump of some sort when you almost have Rocket Nozzle ready to blast to give you that little bit of extra height.

The most important technique though... is the Slip n' slide.

Mario's dive becomes this wanton physics breaking speed boost if you simply spray a strip of water and belly flop onto it. you can actuallly do crazy things like pick up speed going up hills, slow down, take a corner, then speed up again,a nd things that really SHOULD NOT BE POSSIBLE by sliding around on one's belly that is mildly doused in water.

The belly slide makes getting Blue Coins that are tied to spraying grafitti in one spot and moving to get the blue coin at the other matching piece of grafitti much easier.

264
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 04, 2017, 07:02:41 AM »
That makes sense, Lolmonade.

Anyhow, I streamed a second session. I'm actually trying to make an effort as far as blue coin collection goes, although I know i'm probably doomed to miss a few along the way. I don't know if I'm going to go for secret shines within stages. they usually consist of a REALLY obscure easter egg (I know there's one in Noki Bay that requires you shoot a random ass yellow bird with water ) or having to redo the nervewracking FLUDDless bonus stages, but with a timed red coin challenge. I want to see how many shines I can get before the Retroactive discussion airs so I can have the fullest refreshed opinion of Super Mario Sunshine.

42 shines is the minimum required shines in the game in order to see the end of the game (at least according to people who any% speedrun the game), actually. The only requirement to make the way to Corona Mountain open is the defeat of Shadow Mario on Each Course. some of the courses will let you get a shine out of order and thus skip earlier missions. there's a whopping 16 shines hidden around Delphino plaza, a 100 coin shine for the airstrip post-credits, and each course has 8 or 9 or something.

But yeah, I COULD just make a beeline for the end of the game, but I felt like giving the game a fair shake, and experincing some of the more Dubious shines. I've already hit a couple of patches of real frustration, weather it be from input delay with my TV/Capture Card's upscaling, or me just being bad.

I do find it funny though... that the shadow mario missions that are so integral to finishing the game are by far some of the ames EASIEST shines if you're even remotely proficient with how Mario moves around.




Also, for people playing this for the first itme or not remembering it, there's a LOT to mario's moveset in this game, even if it is strangely missing some Super Mario 64 staples like the Long Jump or... anything to do with crouching. I'll be going over some of the more helpful techniques in my next post.

265
Because it was brought up, here's a list Mega Man Battle Network games:

MMBN (GBA)

MMBN 2 (GBA)

MM Network Transmission (GC)

MMBN 3 Blue (GBA)
MMBN 3 White (GB4)

MMBN 4 Red Sun (GBA)
MMBN 4 Blue Moon (GBA)

MMBN 5 Team Protoman (GBA)
MMBN 5 Team Colonel (GBA)
MMBN 5 Double Team DS (DS)

MMBN 6 Cybeast Gregar (GBA)
MMBN 6 Cybeast Falzar (GBA)

All of those were released in the US from 2001 to 2006.  Japan saw 2-3 additional releases, one of them being a cross-over.

> No Battle Chip Challenge
> No Onimusha Blade Warriors
> No Boktai 2: Solar Boy Django (although that cameo is really friggin' weird and it's also weird that Django would appear in a Battle Network game, like... seriously)



and yeah, as far as Japan is concerned, We didn't mention Rockman EXE 4.5: Real Operation, Rockman EXE: Operate Shooting Star, The Wonderswan Color version of Network Transmission

266
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 03, 2017, 10:32:43 PM »
Right, I think I'm ready to do this agian.


Delphino Plaza started out muted on purpose. the lack of the Shine Sprites literally sucked the brightness out of this normally super sunshine-y resort. Super Mario 64's color choices were often very Primary Color (of light) based and had little to no texturing going on, so obviously when you see lots of bright greens, reds, and Blues with no real shader technology to filter out the bright and the dim, you'll naturally get a game that visually pops.

Super Mario Sunshine's palette airs towards the warm most of the time, with buildings of bright beiges accented by reds, roofing tiles of multi-colored greens, pristine and bright and and grassy hills... even Rico harbor's industrial metals tend towards wamer and brighter shades of sky blue and white.

I deeply admire the attention to detail this game gives, not only in it's profoundly good water effects, but also the artistic consistency of the world. for as goofy and abstracted some of the enemies can look, Delphino Plaza does a lot to make itself feel lived in and alive and cohesive with the NPCs who often change places as you go through the game, as well as the way the buildings and streets are structured. I love how all the areas of the island can be seen from one another. if you look over the wall to the right at the start of Bianco hills, you can see Rico harbor down the hill, and waaay off in the distance, the big ferris wheel of Pinna Park looms. it's such an amazing attention to detail.

besides in the little bonus areas, the archetecture of Super Mario Sunshine tends towards the realistic. It's probably the most realistic a Mario game has ever gotten with it's set designs. Houses are archetecturally sound, awnings are placed appropriatley, instead of straight up floating platforms or such, there's always either supports holding up girders or they're windmills or something that is functional and adheres to the rules of gravity. Nothing ever feels as Abstract or absurdist as it does in the backgrounds of other Mario games.

I feel like Piantas and Noki are natural fits to the Mario Lexicon and were never the parts that felt out of place. If anything, it's the complete redesigns of almost anything remotely familiar in a mario game.  Little things like Strollin' Stu or the bizzare looking boos or koopas look FAR more out of place than any of Isle Delphino's natural inhabitants... but even then, I think that's intentional, given that it's implied that a lot of these things are abstracted from the doodlings of a child with a magic paintbrush.



To accompany this artistic cohesion of bringing together this well thought out resort island is the Score, which takes cues from Koji Kondo and Kazumi Totaka's works with Super Mario World and Super Mario Land 2 respectively. those games employ a sort of central theme song that uses the same chord progressions and chromatic scale in the composition and then see how far they can stretch that singular catchy tune via use of different time signature, Rhythms, and musical genres to then disguise that one centralizing track. It is a technique to video game composition that I feel creates a similar sense of cohesion as the world's art assets themselves.

Yes, the Delphino Plaza version of this central tune is this little ukalele strummed out jingle that is meant to make you feel like you're relaxed and on vacation, but still posesses the subtle excitement one might have while exploring someplace new and deciding which tourist trap you want to hit up next! the way Kondo and Shinobu Tanaka (Mario Kart DS, Luigi's Mansion) changes the instrumentation, tempo, and musical genres of this one tune to fit the various stages is masterful in how it manages to keep it's relaxing feeling. At Gelato beach it loses a lot of the energy for something far more laid back with steel drums and the Sax, whereas the Rico harbor version of the tune drives a bit more, but still gives the sense that even in a place of pianta industry that Delphino is a relaxed place. The music really works to help build the personality of each level, while at the same time give the game the cohesion of all being at the same place.



Presentation is Super Mario Sunshine's strong point. it's a subtle thing rather than being loud, but i can well and truly say that from these aspects alone (Voiceacting nonwithstanding) that Super Mario Sunshine always makes me feel like I'm on vacation.

267
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 03, 2017, 09:10:01 PM »
Bland.


That's the word that comes to mind 5 shines into my experience with Super Mario Sunshine.  The hub is a bland town with weird noodly NPCs.  The two Mario 64 style levels are competent but don't have the same kind of flow I've come to expect from 3D Mario games.  The visuals all have this muted color to them, where Mario 64 almost always had bright colors that popped.  You're in a sunny island, and everything looks overcast, and like someone has put a blur effect over everything.  It's just not visually pleasing.


It's the word that comes to mind when I hear the music.  The ukulele-laded jingle that strums through the hub world and the levels I've played so far.   It's not bad, it's just not memorable or compelling.  It's elevator music.

My internet ate my last post, and I loathe to type up the multi-paragraph opus again, but I want to highlight how much I disagree with this.

When I muster up the insanity, I'm going to talk about how this game adheres to it's artistry  in a masterful manner.

I also will talk some music theory and how this game's soundtrack is fucking BRILLIANT and how I prefer it to Galaxy 1. Yeah, that's right, I went there.

For now, though... I'm pretty steamed that I lost about 3000 word essay attempting to debunk such an opinion.

268
TalkBack / Re: Nintendo Downloads - August 3, 2017
« on: August 03, 2017, 11:06:31 AM »
Donald, you goofed.

Shovel Knight DLC, Shantae has been out since mid-july.

269
okay, James. As someone who ponders Megaman possibly even more than you,  let me start by saying you are in such staunch denial if you think you're getting anything that takes more effort and budget than the DS' Mega Man Zero collection. That being said, I feel those games need to be severely de-inticreates-ified if they were going to get any remakes. their obsession with high score gameplay and rewarding only those who can master their draconian ranking systems or who grind in their games need to be sent out the airlock because needing to get good ranks to get the EX Skills is actually the reason I've never beat Mega Man Zero 2 or Mega Man Zero 3.

that being said, the number of games that meet the description you just laid out are myriad. I'm pretty sure that's what Inticreates wanted when they did the Gunvolt stuff. there's characters you can play as in the Rosenkreuzstilette games have characters that dash around and swing melee weapons  but have a backup ranged attack. although there are myriad classic series fangames, there's impressive fangames that are essentially ZX continuations or such. there's a project I'm following where you play as Ciel after inventing the biometals or such that looks really cool.

At this point, people are struggling to get Capcom to make a Marvel Vs. Capcom game that doesn't look like a mobile game.



As for a game RIPE for the remaking? I'd like to dip into the Enix coffers for not one, but TWO Remake collections.

The first of course would be a proper ass ACTRAISER bundle, that not only gives Yuzo Koshiro a proper ass orchestra and latin chior unto which to conduct his grand opera, but works to truly deepen the mechanics by retroactively including things like the shield, magic, and glide techniques from Actraiser 2 into actraiser 1, but looping these things into the simulation stuff as unlockables, while also greatly deepening the simulation stuff by making managing the people's faith a far more granular thing with having to not only perform miracles and directing the people, but by also annointing people to spread the master's gospel, setting in laws that the people must follow to stay faithful, handling how the people deal with the unfaithful, and these aspects in turn shape the master's abilities in the platformer stages in a way that you could have radically different 'builds' through one playthrough to the next because of the WAY you cultivated the religion around you, not just strictly the population of people alone.

And then... THEN we're not only redoing some of the level design for Actraiser 2, but we're retrofitting it with the sim elements! to avoid simply making it the same but more, we start the game with the shield, magic, and gliding, but we get several more abilities we can unlock to make the game better. of course, both games will have the 'action stage only' modes where you can prove your mettle in tackling the games' challenges without fooling around with the master's faithful unto which he draws his powers.


The second? why, none other than the SOUL BLAZER TILOGY! These are games i never have played, but I'd be a fool to say I'm not at least mildly curious, particularly in Terranigma. I've heard all three of these games are pretty keen and innovative, but also could use some updating, and the A Link Between Worlds template of how to 3D model something like that exists. I'd be much more interested in playing these if they were updated, though.



Also, I kinda want Inti-creates to keep working with sunsoft properties. I KNOW there has to be people out there who want to make a sequel/remake of Gimmick!

270
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 02, 2017, 09:41:18 PM »
same boat. I streamed a bit for the folks in the NWR Discord (Shout-outs to Lemonade for coming in and watching!) and kept it brief.

I found myself as I was playing giving the game a lot of grief and encountered a few mild (but amusing) bugs like accidentally clipping through the ground and landing in a section of delphino sewers, or findin a spot that had been walled off that Mario went into T-pose when I tried to push up against. There's other little things i know about like rocket storage and other speedrunning tricks from some of the youtube channels i watch, but I'll not get into that right now.


No matter what gripes I may have, This game is still mechanically solid, content robust, visually striking (besides maybe the really, REALLY bad graniness on the FMVs) and masterfully scored. there's a lot of games I haven't retained much of over the years, but Super Mario Sunshine is still with me, and it was a joy to boot up, even as I remembered a couple of things that minorly annoyed me.

I did realize that maybe some of my bellyaching about BLue coins was due to a lack of mastery over the controls that I lacked in those days. I remember HATING the Blue coins that involved shooting the birds or spraying a bit of graffiti and then making a beline for where the other coin spawned, but I now realize that those instances are a lot better designed than I remember them being.

I remember thinking there was a lot of sloppiness in this game as a kid... the blooper race stuff, the pachinko thing everyone complains about, any time you have to control a raft, that part in Noki bay where you have to spray the eel's teeth in that big underwarter part, the watermelon festival any of the casino stuff in Serena Beach...

Like, I'm sur ei'm going to get to some of this stuff and it's going to be as Jank-tastic as I remember it being, but i have hope for the future that maybe I'm remembering some of the more frustrating parts of Super Mario Sunshine wrong.

271
Podcast Discussion / Re: RFN RetroActive #39: Super Mario Sunshine
« on: August 01, 2017, 03:44:35 AM »
My plan is to dig my copy out of my closet and get the component capture out to do a Super Mario Sunshine stream on wednesday at some point. I actually have a lot of fond memories of playing this with my friends over and them complaining that it made them thirsty whenever i played the game.

272
I've seen good charger use in turf war in the original Splatoon by virtue of their ability to make essentially 'lanes' of ink to move along quickly in linear fashion and thus help establish position better. it also really depends on your bombs and specials because you have to be alot more comfortable with using those in order to splat charger in a pro-active manner.

I wouldn't mind busting out Super Mario Sunshine, I guess


273
TalkBack / Re: Super Smash Bros Games For 3DS And Wii U Updated
« on: July 18, 2017, 10:29:05 PM »
huh... I wonder if they did any more balance with this one?

274
Podcast Discussion / Re: Episode 531: Getting Down to Brass Max
« on: July 17, 2017, 11:50:43 AM »
Wherein James Jones becomes Rick Sanchez.

275
Podcast Discussion / Re: RFN RetroActive (Jr.) #33: Blaster Master
« on: July 16, 2017, 06:33:11 AM »
THREAD NECROMANCY!!!


I wanted to come back to this one because I had mostly forgotten the experiences I had with Blaster Master  and that I even participated in this particular retroactive. I'm tempted to listen to the associated episode, but I... really don't feel like going through the emotional baggage at the end, what with this essentially being tied to the Johnathan Metts retirement.

I've been playing Blaster Master Zero. Greg had said this game was essentially an enhanced retread, and I feel it handles a lot of things FAR better, like giving Jason a much better spread of guns, the ability to diagonal aim, and overall making the enemies behave in more predictable manners that are easier to deal with. Level design is a little different and the graphical fidelity has been cranked up, but I feel that Blaster Master Zero is... well, to be frank, the Metroid Zero Mission of a game that probably holds up at least a little better than OG metroid, so that should count for something.

Strangely, it took the announcement of My Waifu Shantae and Shovel Knight DLC to finally get me to move on this game, and I have no regrets. I'm having WAY more fun with Blaster Master Zero then what it sounds like I had playing Blaster Master for this thread. For those who seek to find the archived thread for this game, I cannot stress this enough.

Unless you have nostalgia for the original Blaster Master, do yourself a favor. Buy the Switch Version of Blaster Master Zero. Buy yourself one of 8bitdo's Bluetooth NES30 Pro controllers. Much like how Zero Mission renders original Metroid obsolete, Blaster Master Zero is a game I can see myself returning to, unlike the original.

If the quirks of Jason's fall damage and the lack of gun power ups are still an annoying feature? play as some of the EX characters. Hopping out of SOPHIA and going around as Shantae actually feels amazing, even if you have to get up in the grill of enemies. platforming around as Monkey Shantae feels great, and in the end she doesn't take fall damage, nor does she get downgraded in the top-down sections if you end up being a little clumsy.

I imagine that GV probably feels even better as well, given he has a pretty good moveset for taking out enemies at odd angles in platforming segments.

Pages: 1 ... 9 10 [11] 12 13 ... 57