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Messages - Rize

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51
TalkBack / Re: Metroid: Other M Intro Cutscene Leaked Online
« on: March 01, 2010, 03:42:21 PM »
Has anyone actually seen the Wii do HD?  I don't see anyway to do it unless you eliminate the framebuffer and draw directly to the area that is visible on the screen (this could be done for something static like a photo viewer, but that's about it).  Or you could do neutered HD resolutions if the software and output hardware is designed to handle it (although you'd have very little texture memory left). Even 1280x550 at 16 bits would leave you with 0.2 MB of video memory for textures.

@Megabyte: ok, well non realistic tricks aside then, the Wii is certainly not capable of rendering PoP Sands of Time in 720p (if only because of the video memory limitation).

52
I can't remember much from Majora's Mask.  I remember the intro scene, the moon, rolling around in the snow and the third temple which was like a water temple except most of the water was in pipes. 

I agree with mop_it_up and others that the game felt forced and insubstantial compared to other Zelda games.  It just seemed all wrong.  I didn't get very involved with the "sidequests" either.  I recall just wanting to finish the game and be done with it.

53
TalkBack / Re: Metroid: Other M Intro Cutscene Leaked Online
« on: March 01, 2010, 03:22:32 PM »
The graphics should look mostly like the screenshots, but there will be more edge aliasing when it is rendered at 480p.

Ah, Nintendo. I can play Prince of Persia Sands of Time on my xbox in 720p, the Wii's hardware is certainly capable of this... what gives?

What do you mean?  I don't think the Wii has enough video memory to render HD resolutions under any circumstances.  It has a 3 MB video memory which must be used for textures and the framebuffer.  1280x720p requires: 1280x720 pixels x 3 bytes of info per pixel x 2 frames for standard double buffering = 5.3 MB required (or 3.5 MB if you used 16 bit color).

54
TalkBack / Re: IMPRESSIONS: Metroid: Other M
« on: February 26, 2010, 03:50:36 PM »
About the controls: 3D games have been controlled with a d-pad many times in the past.  While it's not optimal, the auto-aim should help greatly along with the tightly controlled camera.

Also, I can't help but think of Scurge: Hive.  At the time many compared it to Metroid because of thematic similarities (killer alien creatures in space are taken on by a lone bad-ass woman), but the level design had nothing in common with Metroid game's as it was all in Isometric 3D.  Yet you could jump, and there were areas where you might climb up to something and could potentially fall several screens downward.  It was a real 3D space using 2D graphics in fixed perspective.  All in all, the game controlled well enough.  The biggest problem was shooting being limited along the 8 directions, but the auto-aim in Other M should fix that.

55
TalkBack / Re: IMPRESSIONS: Metroid: Other M
« on: February 26, 2010, 02:13:09 PM »
The problem is mass appeal means action-focused gameplay, linear progression and clearly defined objectives. 

You just described Metroid Fusion. Every Metroid has at least some focus on action. But Metroid Fusion had linear progression and clearly defined objects. And I really liked it, therefor I don't consider this a problem. I guess it's a problem for those of you that hated Metroid Fusion.

I don't view this as evolution or de-evolution. Just as a side-step game. Kind of like Zelda II, SMB 2, Majora's Mask. They all tried out some different gameplay (which with these examples, I really liked) and then they go back to the normal. Personally, I like the variety.

I agree.  If you just keep doing the same thing over and over, you'd get what Castlevania has become...   stale  (though I still buy and enjoy the games).

56
TalkBack / Re: IMPRESSIONS: Metroid: Other M
« on: February 26, 2010, 01:51:25 PM »
I'm still confused about the basic
SM64.  But with a relatively fixed perspective.

That really doesn't say much.  I'm still highly confused as to the perspective of this game.  I understand that when you point the Wii-mote at the screen you get a first person aiming-only view, but what is the control style when not in this view?  What does the camera do?  What is the level layout like (is it so 3D that your map is an overhead map, or is the map still traditional 2D because the 3D usage is limited)?

EDIT: I didn't realize a bunch of new screens were released.

So basically it's like an actual 3D game but the camera probably follows a rigid set of tracks the whole time.  The level design appears to be mostly flat, but they could probably add some layers using elevators and separate map screens.  Should be good.


The only thing I'm afraid of now is the voice acting.

57
TalkBack / Re: Super Mario Galaxy 2 Coming in May
« on: February 24, 2010, 01:17:05 PM »
I'm trying to figure out why I want to play this so soon after Galaxy.

58
1.  Metroid Prime
2.  Resident Evil 4
10.  The Legend of Zelda: Majora's Mask
30.  Super Mario Galaxy
50.  Super Smash Bros. Melee
999.  Wii Sports

59
Nintendo Gaming / Re: Blaster Master: Overdrive
« on: February 22, 2010, 02:59:59 PM »
It's true.  I just hate to see potential squandered.  A Blaster Master sequel was funded and imo, not handled very well.

60
I think Prince of Persia shouldn't have been considered because of the combat.  There was too much of it and it was too repetitive.

61
General Gaming / Re: Sony getting hit Hard lately
« on: February 19, 2010, 05:28:21 PM »
I'm conflicted Heavy Rain as a story centric adventure games sounds great, but I hate quicktime events.

In HR it looks like the game goes beyond mere quick time events.  It sounds like it makes a greater effort to associate the QTE with what is going on on the screen....    just something I read.  I'm ultimately just as conflicted as you are.

62
Nintendo Gaming / Re: Blaster Master: Overdrive
« on: February 19, 2010, 02:58:41 PM »
I'm flabbergasted as to how Jonny is able to look past all these very obvious, very damaging design flaws. I like the game okay, but it's really starting to get on my nerves in regard to several issues.

I played through the whole game.  I was able to tolerate the bad and enjoy the good, but apparently Jonny's love for the original game borders on psychotic :)  (which is reasonable by the way, but for me that makes this sequel all the more painful)   There are a ton of people on GameFAQs who also seem intentionally blind to any faults.

63
Rize is former staff member David Trammell, so it's a pretty good chance they're the same person.

Yep :)   That was self plagiarization.  My account for rize there was lost.  I no longer have the email associated with it.

I'm still annoyed with the controls, but what's really starting to grate on me is that the screen moves forward poorly--more than half the screen is BEHIND you, which makes running into enemies a near certainty in many situations. It's also annoying, as Andy pointed out on the podcast, that you can't shoot down.

I got around to beating the fourth boss last night, and after looking around in vain for the 5th area, I decided to quit and play RE5 instead.

The original game featured secondary weapons for the vehicle which provided downward attacks.  It apparently didn't make the cut in Overdrive.

64
So James doesn't like the Metroid design?

I'll admit that backtracking can get tiresome, but I welcome it in Metroid because as you get new abilities, you look at and traverse the world in different ways. I think Jonny mentioned this in regards to Blaster Master: Overdrive, and that's really why backtracking works. It's not for everybody, but it works for some/most.

Zelda games allow you to explore the world differently with new items.  The backtracking isn't nearly as tiresome in those games.

And Metroid Prime didn't?   

Not to mention that the environments are so beautiful in Metroid Prime that I've played the game at least 6 times (perhaps 7 or :cool; and am still enthralled each time I walk into a room.  There is always something I didn't see before.  Also, simply being more powerful (finding the enemies less threatening) presents an old area in a new light.  As you progress, what was once menacing is now as peaceful as the opening vista of the Tallon Overworld (which contains no enemies).

You're entitled to your opinion, but clearly you're blind to some of the pleasures available in Metroid Prime.









Zeldagames allow you to explore the world differently with new items.  Thebacktracking isn't nearly as tiresome in those games.

Sodo the Metroid games. I'm afraid I really don't understand how there'sa substantial difference between backtracking in Zelda and in Metroid.Regardless, I much prefer backtracking to the alternative, which isfully linear level-after-level design.

You know, there are a ton of similarities between Metroid Prime and Zelda.  Both games feature a very aggressive lock-on targetting system (which Zelda 64 pioneered).  This takes aiming skill out of combat leaving the player to focus on the timing of attacks and dodges.  The main difference is that Samus is shooting a gun from the first person, but it has a surprisingly small effect on the design of enemies and especially bosses.

Defeated enemies and destroyed containers randomly give ammo and health, even during boss fights and in both games you amass a larger and larger pool of health via optional/hidden power-ups.  B

Both games also have a lot of optional text that fleshes out the story.

One clear difference (that goes beyond the superficial) is that Samus is always fighting and exploring (there are no towns and no dungeons).

65
TalkBack / Re: Xbox Popped My Stressball.
« on: February 18, 2010, 04:13:43 PM »
My first 360 behaved weirdly after a very short period.  I would turn it on, and the video wouldn't display.  Then I'd turn it off and back on and it would work fine.  It was completely reliable otherwise and this behavior was reliable like clockwork.  I sold it on eBay with an explanation of the behavior and included the original receipt (with 9 months of warranty left) and got the going market rate for a working 360.  That was a surprise.  I purchased a new 360 with HDMI port and haven't had any trouble with it (despite playing it twice as much as the old one if my increased gamerscore is a reliable indication).

66
I'm certainly not writing off Other M.  I think it will be incredibly awesome when it finally comes out.  I get goosebumps just thinking about it.

67
While the game is worth playing, I think 6.5 is about right.  It almost seems unfinished.  The art in Areas 1 to 4 is just a palette swap (it's probably a place holder for real art).  The art in the cave systems is mostly identical except for the ice and fire levels (and the last level which has a palette swap for darker colors).  The game is visually monotonous for much of the time.  Classic Controller support seems downright obvious, but didn't make the cut.  Then when you look at the gameplay, itself the enemy and level design on the side scrolling portions is fairly questionable.  Once you get past the controls and visuals, the overhead sections are relatively well designed with steadily increasing challenges and good boss fights (they did very well considering that they stuck with the original game's method of weapon upgrades which is highly questionable).

68
I had to vote for Metroid Prime ultimately, but it was a close race with Resident Evil 4.  Everything else was way in the dust.  Also, if other consoles were included, Shadow of the Colossus would be somewhere in there.  I think that's about it though.

MP was so incredible because of the beautify and immersion of the world and the pacing of the gameplay.  RE4 was a more "pure" game in that it relied more heavily on exciting and well crafted gameplay scenarios.  SotC is also beautiful and immersive, but the pacing is much more subtle.  All three were unique and took a big risk in trying something new or stepping away from an established formula.  Bravo.

69
Nintendo Gaming / Re: Blaster Master: Overdrive
« on: February 15, 2010, 04:17:08 PM »
Just like in the first game.  Two of the bosses were repeats in the original as well so I guess they felt justified.

70
Nintendo Gaming / Re: Blaster Master: Overdrive
« on: February 15, 2010, 10:36:17 AM »
Huh?  I didn't notice that.  I guess it's uh... radioactive out there.  Or something.

Why does every Blaster Master game but the first one have to be not very good?

71
Nintendo Gaming / Re: Blaster Master: Overdrive
« on: February 14, 2010, 11:52:57 PM »
When I got to Area 5 my eyes rejoiced.  For about 5 minutes.  I guess the game was worth 10 bucks, but I have a lot of complaints if anyone is interested: 
http://www.nintendoworldreport.com/forums/index.php?topic=30579.msg585860#msg585860

Btw, I beat the game...  At the end, it seems to imply that I have more to do, but no additional menu options open.  Maybe it wants me to find the last upgrades I was missing and then beat it again for some kind of special ending or bonus or something:   EDIT:  AAAh   now I get it.  There's nothing more to do after all...

72
It's hard for me to avoid being hyperbolic when writing about Overload. It basically feels like someone did a brain scan and made the perfect game to suit all my tastes. Other than lacking Classic Controller support, I find it hard to criticize anything about it after three hours of non-stop playing.

I just beat it... that last boss is one tough cookie.  It's an interesting diversion for only ten bucks, but honestly I think the original smokes this game in almost every way (the exceptions being that this one has much better boss fights and slightly better over head cave design and gameplay (if you can forgive the terrible choice of using the B button for strafing)).

What makes the first game so much better is the level design and graphics.  Overdrive is just caves and more caves. It's so lame.  And most caves were just a big rectangle with platforms going back and forth across the span of it (whether vertical or horizontal).  I don't know how well you recall the original game, but it had levels with a variety of shapes.  It had so much more personality.  Just look:

http://www.vgmaps.com/Atlas/NES/index.htm#BlasterMaster

Meanwhile, can we stop ripping off Castlevania's whole-castle-on-one-screen map and start ripping offSuper Metroid's method of having individual areas with their own maps instead?  That's how the original BM was designed (though with no map screen) and it allows for more freedom since the bits andpieces of the levels didn't have to meet up exactly.

You know, I think they butchered most of the original music too. The newinstrumentation is gaudy, and the old melodies are sometimestranscribed incorrectly (perhaps deliberately) or else smothered with new melodies that sound out of place.  And at the end of the game over music, that "noise" used to make me think of Jason's pet Frog... now it sounds like a fart.


I guess it's worth 10 dollars, but man I would have gladly paid 40 for a real Blaster Master sequel on the DS or something.

73
TalkBack / Re: Blaster Master Sequel Headed to WiiWare
« on: February 09, 2010, 10:42:06 AM »
Whew, I was worried when I heard the trailer.  It was a completely typical remix of music from the original game.

I'm going to finish Mass Effect 2 first, but this is definitely on my short list of things to do with the Wii.

74
TalkBack / Re: Blaster Master Sequel Headed to WiiWare
« on: February 08, 2010, 08:09:22 PM »
from what I've seen if it is a remake, it's not a strict one (like a zero mission remake at worst)

75
General Gaming / Re: Torchlight
« on: February 07, 2010, 10:25:52 AM »
All Rize said was he'd rather play Diablo II than Torchlight and you felt the need to tell him that his opinion was wrong.  What are we arguing about anyway?  ;D

That wasn't my intention at all, and I apologize to Rize if I came off that way. All I meant to say was that maybe the reason he doesn't like Torchlight much is that he was expecting the game to be something it never wanted to be, i.e. This Isn't The Game You're Looking For. *Jedi handwave*

And why not argue? It passes the time!  :P: :

I already gave my reasons for not liking torchlight, and it has nothing to do with the scope of the game being more like Diablo than Diablo 2.  Let me state them again:

1) I don't like the interface.  It feels clunky.  Also, the single space inventory slots take away an aspect of the game I enjoyed (Resident Evil 5 did the same thing).

2) I hate the music and the sound is very underwhelming.  The music is composed by Diablo 2's composer and sounds like it could have been ripped straight out of that game.  It goes NOT AT ALL with the graphics or gameplay.  The sound effects lack punch.  When I attack enemies I don't feel it the way I do in Diablo 2.  Most people wouldn't be able to even identify this flaw, but I guarantee you that there's someone at Blizzard spending far more time on the sound design than was spent on Torchlight.

3) I don't like the art style.  I understand why they chose it, but in combination with the music it just doesn't work at all.

4) I don't like the thin story as it makes the world feel cheap.

5) No online play.


For those who have never played a Diablo game, I'd say Diablo 2 is still well worth picking up for (along with its expansion pack, actually I'd say definitely pick up and install the expansion immediately and get online and download the latest patches as it changes the whole game in addition to adding act 5 after act 4).

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