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Messages - Mesu

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26
Nintendo Gaming / RE:Super Smash Bros. Brawl
« on: March 07, 2007, 01:02:22 PM »
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Originally posted by: Spak-Spang
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I do not mind expanding the Bow and Arrow functions to being able to Aim.  Though I already expanded it to allow Adult Link to actually charge his Shots include Fire Arrows and Bomb Arrows.

I think a half screen arrow projectile for adult Link that can travel full screen but with an arc when angled would be fine.

As I said, I want the characters to feel different...and the Boomerang isn't essential to have for both Links.  


The reason I think Link needs the boomerang is his up air attack covers is a smaller area and is might be vunerable to diagonal attacks from above. Also as a slower character, range is very important, problaby the most important counter for mobility(bowser could be made into the best in the game without making him any faster if they just gave him more range). I wouldn't want them to change his up air because that one of the moves that makes link great.

To me Link is the best designed character in meelee because every strength is also a weakness(the hookshot is very useful but if you miss there's much more consequences) so you need to think to thrive with link and also to defeat him. His arrows is meelee though need to improve have more opportunities to actually hit someone fully charged.

The mirror shield sounds much better after reading that, but without a substitute useful range attack it will make link worse.

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Originally posted by: Spak-Spang
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I don't want subtle differences between characters, I want drastic differences so they don't feel like clones.  I always felt Luigi needs to be the character from Luigi's Mansion so that we don't have two Marios (and I know Luigi has that ONE move that is different, and changes to how his other specials react, but I want more.)


Luigi is my main character and I wouldn't mind luigi getting a vacume(that would make air to ground approach much more dangerous if it worked like kirbys B move(not the stealing power part just the absorb)), but I hope all his air moves + the downsmash + the backthrow stay. The problem with no clones is sometimes 2 players enjoy the same movesets but don't want to have to pick the same character(this happens alot with my family members).  

27
Reader Reviews / RE:Virtua Quest review
« on: March 07, 2007, 10:29:14 AM »
Thanks.

I took me a very long time to write that. The main reason I wrote it was the lack of informed virtua quest reviews out there(too many times impressions get passed off as review for this game for various reasons). And it's one of my favorite games.

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Reader Reviews / RE:Geist review
« on: March 07, 2007, 10:14:11 AM »
That....sounds like I might actually enjoy that game.

I don't like FPS though, and my gamecube isn't a multiplayer machine anymore(I only 2 controllers that aren't worn out to the point of being useless, plus everyone I know isn't as interested in games anymore).

I might get it if I see that game a VERY cheap price.

29
Nintendo Gaming / RE:Super Smash Bros. Brawl
« on: March 07, 2007, 09:35:06 AM »
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Originally posted by: Spak-Spang


Young Link (Cell Shaded to help visually seperate the two Links)

Special Moves:

Up B:  Leaf Float in Air, and Leaf Blast On Ground Pushing people away.
B: Spin attack on the ground...can be charged to do his crazy spin.
Down B: Evade and attack
Left/Right B: Boomerang (temporarily stuns opponents)

This makes young Link a more defensive player, and that works well with his speed and less attack power.  When Young Link has 0% damage he can also shoot beams out of his sword full screen.  

Link:

UP B:  Flying Sword Spin as usual
B:  Bow and Arrow, Charge for distance/power half charge is fire arrow, full charge is Bomb Arrow.  
Down B: Bombs You can throw.  
Side B: Shield (Mirror) Reflect which would allow you to block attacks and even direct them another direction.

Link is more powerful with longer reach, stronger attacks and overall powerhouse for the game.  He is much more capable than he was younger, so relies less on Speed or defense.  He is much more offensive in design.


This is a great moveset, except...

I would give link this his boomerang and expand his bow and arrow aiming capabilities.

I know the point of taking away the boomerang was to make them more unique but link needs it to be effective and the shield reflect would end up like mewtwos deflector(not very good unless it could be used as a falling grab but it doesn't sound like it could). The problem with it is it wouldn't give your opponet any incentive to stop laser spamming the way fox and nesses down b does.

I hope they improve links arrows so that he can shoot them in any direction. It should be like it is now(hold b and release) except the arrows shoot in the direction the analog is tilting at the time of release(if the analog isn't tilted at all the arrow goes straight). This would give link 8 possible shooting directions in air(up, up/left, up/right, right, left, down/left, down/right, down) and 5 on ground.

Also they need to improve Mario so he can fly if he runs for 20 feet and then jumps. From flight he should be able to divebomb opponets like in mario world.

30
Nintendo Gaming / RE:Super Smash Bros. Brawl
« on: March 05, 2007, 08:18:36 PM »
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Originally posted by: JGarcia050
3 new characters revealed


I almost posted that this afternoon, but it seemed familar somehow.

I don't get why nintendojo would post the same rumor twice several months apart. They didn't use the word rumor this time either. I hope it's not real still. That would be like saying Mr. Game and Watch and Ice Climbers were mistakes in the first game.

31
Reader Reviews / Virtua Quest review
« on: March 05, 2007, 08:02:05 PM »
game: Virtua Quest

console: Gamecube

price (what I paid): $40

players: 1

length: The timer says it took me 13 hours to finish it the first time through, but the timer is wrong(25 is problay more accurate). I must have played about 70 hours total, finishing it twice and then unlocking every secret in the game.

Virtua Quest is basically a final fight type game with move upgrades and cut scenes after every level. Sega calls it an rpg because you can gain levels through experience points(this is very limited though(only 3 levels per "rank"))and will need to equip items that increase health and attack strength. Also it has a story.

Graphics: 7/10, nothing to complain about in the graphics. There's some decent variety on the levels and the virtua fighter characters look like they should but also there's nothing amazing about the graphic either.

Sound: 8/10, the music seems like virtua fighter music. I enjoyed it while I was playing but it wasn't very memorable like good rpg music should be. The most significant thing is that virtually every character has a voice in the game(of course all the virtua fighters do but also most minor characters will get a voice also) though their voice isn't always used for every scene. Another great thing about this game is mario's voice actor Charles Martinet contributes to the game(I forgot if he voiced shun or lion or both). All of the virtua fighter characters voices seems suitable and they all speak english when they are taking(in VF all the asian characters all speak japanese), it isn't as distracting as I thought it might be.

other/presentation(story(very minor spoilers)): 8/10. The game takes place in the distant future on some kind of city floating on water. In the games world the internet has evolved into a virtual reality where people can go and it looks like they're actually there. The main character is named "Sei" (a kid who just wants to spend time with his busy father) he is drawn into a evil plot while looking for "data chips"(the currency of the virtual world) on an abandoned server("servers" are where all of the games levels and sidequests take place).

Helping Sei learn how to progress in the game is "Bit". Bit is a floating robot animal who tells you everything you need to know about finishing levels and will sometimes help by attacking the enemies or giving you health.

The games storyline has been critisized by professional reviewers as being horrible. While some of the lines at the beginning of the game could have been writtin better by the time the game ended I wanted the story to continue(that's how a good story should be). Sometimes I wonder if any of the pro reviewers even played this game for more than 1/2 hour.

Gameplay: 9/10. Finally the good part of the game. The game consists of 8 levels, 3 lobbies,4 skill tests, and 9 missions, plus some other bonus battles. The levels each have a different theme and gradually get harder as the game progresses. They're not all straightfoward fighting (temple level feels a bit like playing zelda with some complex puzzles).

From the lobbies you can access anywhere in the game but you need to have a high enough rank to get access to all 3 lobbies. To do this you takes "tests" after finishing the games training mode. This are like those sub levels in mario sunshine without fludd. The ones in mario are funner but the ones in virtua quest are more challenging(maybe not the beginner or intermediate test but the advanced one was and I know that the master test was too, that one was more challenging then all of mario sunshine combined). In the more advanced lobbies the shops have more advanced items.

Missions are objectives with a restriction or time limit("defeat all enemies without breaking too much furniture"). After you finish them you return to the person who requested the mission and they will give you a reward. They are almost all optional, some are used to advance the story.

Now that the game structure is explained I will attempt the explain the game mechcanics. The abilities Sei has while in the virtual world are jump, attack, block, special attack(use virtua fighter moves), energy wire, and syntax break. You can map up to 6 virtua fighter moves at a time to different types of attack(they are broken into catergories such as running attack, floater,normal, jumping). You can change them anytime once you learn them and they are much more powerful them regular attacks but they use "SP"(you have a meter that can run out(it recharges by hitting opponets) and will replenish slowly once it reaches zero but you can't use it again til it full recharges).

They way you learn these moves is the virtua fighters teach them to you after you have a short battle with them to prove your worthy. To start a battle you need to find "virtua souls" scattered throughout the levels. There are 45 move taught from the 13 virtua fighters at that time(taka arashi didn't make it into this game either)

Syntax break also uses SP but it is useful in a different way. Holding down on the syntax break button(I forgot which one it is) make you glow and almost any enemy you hit will slow down for you to get lots of mid air hits until you release syntax break. the point is to chain a bunch of cool looking moves together but it also makes you invunerable temperairily(you might think this would make the game really easy but it doesn't(I got more game overs in this game then any other rpg + double dragon + final fight + turtles in time combined by a big margin).

The energy wire is for latching on to glowing orbs found in various level. When you latch on it can be used as rope to swing across gaps or sometimes it will automatically drag you to the point it wants you to go. This lets levels be more spread out horizontally and vertically. It is most used in those test levels. Also they want you to use it to attack some floating enemies.

I should discuss the camera next since there was a lot of complaint about it from other review. The camera isn't really bad at all, it's just outdated. It resembles starfox adventures camera where you can manually put the camera behind you if you want to but otherwise didn't have any control. The camera auto adjusts to your actions(it tries to say static unless you travel significant distance) though it does make some strange choices about what the best angle is every once in a while, it isn't too big of a deal.

The last thing I should mention is the amount of gameplay customization there is in this game. For an rpg its not that much but for a final fight type game it's alot. By then end of the game you can choose to have your attack power greatly increased or your HP or SP depending on how you want to approach it. You do this by equiping items. But the game limits how many items you can use at once(there's this rubix cube you have to build using items the good items use more cubes(it less complicated then it sounds(maybe))).

Also Bit can be customized using food. Bit has around a dozen animal forms that do different things to help you out(the dolphin seems the most useful). To unlock all his forms you need to balance his intellence, braveness, and loyality attributies carefully(there 6 types of food, 3 that lower his attributes and 3 that raise it). This is 100% optional and only sort of fun.

OVERALL SCORE: 9.2/10(this game is better than the sum of its parts and the most underrated game I ever played).

32
TalkBack / RE:Zelda's Sheik Coming in Statue Form
« on: March 05, 2007, 02:04:12 PM »
Getting rid of peach makes daisys chances of getting in much worse actually.

Imagine if peach was removed from mario tennis or golf and daisy stayed. The only way that makes any sense is if the developers favorite character is daisy. But if that was true removing peach wouldn't be neccessary anyways.

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TalkBack / RE:Zelda's Sheik Coming in Statue Form
« on: March 05, 2007, 09:21:03 AM »
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Originally posted by: KDR_11k
I don't see why they'd cut Shiek.


I hope the developers think the same way.

The main reason they think that is zero suit samus appeared to have some of shiek's fighting animations in one of the trailers apparently.

The whole point of smash brothers is to satisfy "what if" scenarios in the nintendo universe. Taking shiek out would leave an empty feeling in the next game of what could have been.

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TalkBack / RE:Zelda's Sheik Coming in Statue Form
« on: March 04, 2007, 06:46:30 PM »
I hopes this increases shieks chances of being in the new smash brothers(at smashboards the concenus seems to be that zero suit samus will replace shiek).

I don't use shiek but my brother does and i'd hate to lose ANY characters.

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Nintendo Gaming / RE:New Super Mario Brothers 2?
« on: February 22, 2007, 07:09:07 PM »
I hope they add F.L.O.O.D. to the next 2d mario game.

That would problaby work well since the rocket and turbo nozzles basically moved mario in 2 dimensions anyways.

It could open up the level design to have more secret areas and difficult jumps(if they designed some later levels so that you replenishing the water tank wasn't always an option so you have to be careful not to waste water), plus I would like water cannon a bunch of hammer bros. guarding a secret area.

36
I'm sure all of nintendos multiplayer games make sense.  The one I think would benifit the most is star fox.

Imagine an 8 player team battle where you could recreate the starfox vs starwolf dogfights and also it came with a microphone that automatically changes your voice into the character you chose(an example of this is if you choose peppy and tell one of your team mates to "do a barrell roll" they should hear it exactly how they would in single player).  

There could be some good match variety too, you could:

1. fight until only one team lives.

2. make it killcount based.

3. use that countdown timer level in starfox 64 where team fox has to stop the bomb with starwolf attacking them.

4. use that level in starfox64 that copies indenpendence day and the unlimited supply of weak ships that could represent the other team respawning.

This game actually has more potential then just recreating the games past. What if it was setup be like team starfoxes everyday life with tons of created characters. By that I mean the starfox team is a group that does missions for money, what if when you go online with a created character you can choose to fly around the lylat system looking for missions but the only way the computer gives out missions is if they have some other players looking to complete an opposite mission where you would have to fight them. If you are successful you get starfox money that you could use to upgrade you ship or buy a great fox type ship for flying around the system faster or have access to stuff on the planets.

That would be great, I hope they put alot of work into the online mode for starfox.

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TalkBack / RE:Super Smash Bros. Melee at Evolution 2007
« on: February 18, 2007, 04:17:52 PM »
This is great news!

Having meelee at evolution could pull more people into the smaller smash brothers tournaments and maybe it will carry over into brawl.

I think they made the right decision not to make it 4 player free for all, too much opportunies for someone to get ganged 3 vs 1(you might have a scenerio where someone has enemies who don't care about fairness). Smash bros. is alot of different things and one of those is a great one on one fighter.

Also free for all just doesn't have much potential as entertainment for some crowd watching. I know some people are bored watching one on one smash bros, but then alot of people also aren't. I'm not sure that could be said about free for all. When people talk about watching 1 on 1 being boring they are comparing it to playing free for all.

I don't know about items though. I've been to 2 tournaments before, one with items and one without items, both were fun and were basically the same, except the one with items had a better crowd response(things like when someone gets a poison mushroom, it's was very supsenseful to see if they survive). Those tournaments were probably just not large enough to have controversy though.

Wavedashes are fun and very useful. Very subtle movements are possible in meelee and that's one of its strengths. The only downside is they feel like it wears the controllers down much faster.

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