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Messages - ClexYoshi

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126
TalkBack / Re: Another Change at the Top
« on: February 02, 2018, 02:20:25 PM »
Same deal as Soren, Neal. The thing that actually brought me to NintendoWorldReport was a video of you where you got in at a Nintendo 3DS Preview event. yours was the only era of this site I knew.

I really mean it from the bottom of my heart when I say... thank you for your service. Thank you for telling James Jones to stop being funny.

I think John will do a fine job as our new directorial overlord. The fact that he is so savvy in multimedia could mean a bold new direction for NintendoWorldReport. oooooooooooor it could mean business as usual. we'll see what path the site takes under this burgeoning new leadership.

127
Finally getting around to listening to the rest of this...

I hate to beat the dead retroactive horse, but uh... I actually do think I dropped La Mulana the first time I played it, and by the time I was ready to come back, I had severe PC problems and had to get a new PC, unto which I came back and in the beginning when I was breezing through puzzles, it clicked exactly what La Mulana IS to me, and now it's one of my all-time favorite games.

128
I kinda wish emaciated DJ Jazzy Jeff in a sports coat was in Oh... Sir! The Hollywood Roast. Because I'm pretty sure James would have taken his balls and gone home at that point.

129
TalkBack / Re: Wild Guns Reloading On Switch In Early 2018
« on: January 26, 2018, 02:33:10 PM »
Sweet, I've been meaning to get this on PS4.

130
TalkBack / Re: WWE 2K18 (Switch) Review
« on: January 23, 2018, 08:20:54 PM »
This is a real terrible shame.

Also, it gets another - for having Enzo Amoray in it.

131
I'm not reading this just yet because I've had trouble really sitting down to play Xenoblade 2 hard, but I am excited to do so when I do really get into that.

132
Podcast Discussion / Re: Episode 554: My Son, Waluigi
« on: January 15, 2018, 11:42:44 PM »
At risk of being banned from Nintendoworldreport forever...



(USER WAS LAUNCHED INTO THE SUN FOR THIS POST)

133
well, to each their own. I kinda feel like the Donkey Kong Country games are Trial and error platformers in the worst way possible, and that the pre-rendered sprites never looked as good as hand animated stuff, even back when DKC was a contemporary thing.

Seriously, it was a mind-**** when I learned you can jump out of the rolling attacks mid-air. I also feel like the barrel stuff is some of the most infuriating sort of level design one can put in a video game. it's a very "This is the exact one way you can beat this, no room for experimentation!" sort of feel that Sonic's multiple routes tend to not engender as much.

134
Hold the fucking phone, Clex. Did you just defend Sonic for having easy bosses when your holy grail Freedom Planet has some of the more rage-inducing encounters I've found in platformers, in general? You could argue that Freedom Planet is an action platformer, except the level design is a bit too fast-paced to have any sort of nuance at some times, and then so overly convoluted at others that it doesn't even feel like the developers knew what they were trying to make when they developed the game.

Gosh, this just makes me want to complain about Freedom Planet more. What the hell was that game?

There's a couple of HUGE differences between Sonic and Freedom Planet though. I feel Galaxytrail made smart decisions to allow for the sort of things you'd need for crazier boss battles.

1.) There's an actual health bar and not the ring system, which promote less sloppy play.

2.) there's no contact damage, so you're dodging actual attacks rather than just Dr. Eggman slowly trundling along and occasionally shooting a projectile Sonic's way or something.

3.) Lilac and the gang are able to cancel their momentum easier. if you had a boss fight like say... the Serpintine fight on Final Dreadnaught 2 that's got a lot of crazy bullet spread attacks and things that move it around the arena, the natural thought for Sonic would be to spin dash to avoid such attacks... but there's also no ledges on either side of the boss arena (on purpose, so there's a sense of urgency should serpintine bully lilac and co. to the edge with his attacks.) would make stopping after you dodge an attack very hard. Lilac can actually pretty much turn around mid-air after a dragon boost with how much she can fight her own momentum if you wanted.

4.) player attacks that give I-frames as a way out. this is getting refined in Freedom Planet 2 into a Parry button, but a big part of the intense fights of Freedom Planet are that if you're smart and get cornered by a boss through poor play or just wanna get a little more agressive then you should, you have a mechanic with Lilac and Carol that let them get a moment of invulnerability through their meter burning attacks.

The point is when things get too hectic in a Sonic game, more often than not the fight devolves into getting hit and collecting your last ring, trading blows, and collecting your last ring. the only place where this isn't true outside of Super Sonic bosses are the Sonic Advance 2 style chase bosses, which require a bit of strategy.

Funnily enough, Heavy Gunner is the boss people complained about the most in Sonic Mania for being a weird difficulty spike for being a chase boss that has this varying terrain that can potentially gimp Sonic's jump, which isn't the case in the Sonic and Knuckles boss that used the 'chase' style boss fight. I feel like in the DiMPS games that use Chase boss fights aren't as bad because of low resolution of the screen or in Sonic 4 Ep. 1 and Ep. 2's case, homing attack/tails combo spam.

135
TalkBack / Re: Friendship Guides Kirby Star Allies on Switch
« on: January 12, 2018, 01:06:19 PM »
well, then! know which game I'm putting on my birthday wishlist this year!

136
TalkBack / Re: Dark Souls To Be Remastered For Switch May 25
« on: January 11, 2018, 08:07:54 PM »
I suppose we can expect lots of remastered "New to you (Nintendo Gamers)" games in the future?

I don't mind, but if by remastered, I really hope it's not just "higher resolution" but HD assets to go with those improved frame rates, and they better throw in a little something extra like New areas, missions, characters, "items/weapons/etc." and all the DLC on top of that to draw in the "not just Nintendo Gamer" or "New to Nintendo (ex-PS/XB/PC only)" crowd too that may have already played these games.


I know this is going to sound bad coming out of me, but...

Dark Souls is such an insanely replayable game that i almost feel they don't need to touch it in that regard.  I would play this switch version to death just on the promise of Blighttown not making the game **** itself because of the infinitely respawning mosquitos and the need to give EVERY DANG ENEMY BODY ragdoll physics.

Like... where would you even PUT a new area? I love how interconnected everything is in DLC, and my problem with Artorias of the Abyss DLC is that they clearly had to sequester that off into a part of the game world that doesn't connect in any real way.

if they add anything, I want it to either be easily ignored, or something that spices up the variety of PVP builds. I'd probably say some sort of Miracle ala' Sacred Oath that lets you add a ton of extra damage to your hits based on the opponent's poise and always staggers enemies with poise, or something that punishes the abuse of Dark Woodgrain Ring and something like Gower's Ring from DS2 that soaks one back attack for you.

I also would like better matchmaking options to make it easier to find your friends' White Soapstone marks for jolly co-operation like they had in Dark Souls 3 and Bloodborne. This is probably the one change that I'd like MORE than better framerate.

Seriously, Dark Souls's single player experience is one of my favorites out there. I really don't need them tacking on a bunch of **** that could potentially ruin it. The two things I mentioned above would do next to nothing to effect the PVE experience except maybe not make Faith Builds as bad because they'd have a way to mess up some of the game's burlier enemies.

137
TalkBack / Re: Dark Souls To Be Remastered For Switch May 25
« on: January 11, 2018, 06:54:20 PM »
Need Humanity

138
Reader Reviews / Re: Shantae Half-Genie Hero; TOMODACHI DENSETSU
« on: January 08, 2018, 06:37:29 PM »
Meant to read through all of this when it went on sale recently, but never finished the thread until now. I've always kinda sat on the fence with 1/2 Genie Hero but I think you two may have talked me down from it. Hope their next effort will be better once again, though I wonder if Pirate's Curse will hang over the series as a Sword of Damocles for the forseeable future; it's just a rather high bar they set for themselves now.

Could be down to preference; I rather like the Metroid style of traversal with backtracking becoming way faster thanks to new abilities. From the sounds of it, perhaps Half Genie Hero could've still done the animal transformations if the sections (and entire game?) were shorter. But people like me would still be whining about the lack of permanent "use these anywhere" upgrades, I guess.

That's fine and dandy, as I like the retraversal stuff, but the problem is these are linear levels with the only real deviation from that being Mermaid falls and the first bit of mermaid falls. If you make the mistake of say... using the Gemjug dance instead of the warp dance or not buying the warp dance immediatley, you have to play through the whole level again just to get to the thing you need to stomp with the elephant to get an item. it's not the animal transformations that are rotten, but the game's structure.

it's not like it's asking you to revisit each stage once. I ended up going to Mermaid Falls 3, 4, 5 times, because at one point of the game it might ask you to defeat Techno Baron's gator minions with Shantae's Fireball attack, or it might send you back agian to talk to the grandma fish and find her kids for a sidequest item, or you might have to go back a third seperate time to do a part that involves Mouse Shantae, or you might have to go back again to stomp flowers with Elephant shantae or explore parts with mermaid shantae, and there's just... no neat way to do all this without specifically planning it out, especially since progress gets gated by these little side quests throughout the game.

there's a little bit of that in Pirate's curse, but not to the degree that it's here in Half Genie Hero.

I think it especially hurts because Half-Genie Hero ditches the traditional dungeon structure of the previous games.  with the original Shantae having slight exception for extra warp squids, Risky's Revenge and Pirate's Curse avoids backtracking into the dungeons at all costs, and keeps it to the overworlds.

the only parts of the game that don't require a backtrack to at some point for completion outside of Risky's hideout for obvious reasons, is the Magic Carpet Race, and the third part of Tassel Town? It feels like I'm going on this wild scavenging hunt of replaying levels rather than experimenting through environments. there's some upgrades that feel like that, like the stupid thing that lets Crab Shantae and Mermaid shantae shoot up a waterfall to get access to exactly 2 things through the game. Or Mouse Shantae. The mouse bite may be  the most superfluous thing Wayforward has ever put in a game.

139
God, I have so much to unpack with this episode.

First off, I guested multiple times on your show in 2017, and I'm pretty sure James never contacted me about my list! Then again, that might be because I subjected him to La Mulana, or he has some sort of association between me and chucksters.

My list on nintendo console is as follows.

5.)Shovel Knight: Specter of Torment
4.)Blaster Master Zero
3.)The Legend of Zelda: Breath of the Wild
2.)Sonic Mania
1.)Super Mario Odyssey

I'm glad that Karen is at least getting more out of Super Mario Odyssey than Gui does.

I still need to play Fire EMblem Echoes, but damn if Fates didn't kill my fandom for that franchise. :C



I have so many corrections to unpack with Jon's assessment of Sonic Mania.

http://shc.sonicresearch.org/sonic/history15/23 Download this and tell me you still want harder bosses in Sonic Games. no, really. do it. The bosses in Sonic Games do not need to be Dark Souls or Megaman level struggles. I think they're at their best when they are setpieces that make me smile and maybe have an interesting gimmick to how they work. most of Sonic Mania's bosses besides maybe the Oil Ocean Act 1 boss got that reaction out of me.

Tails did not build the biplane you regularly see in those 16 bit sonic games. That plane is called the Tornado. it is Sonic's Plane, and Tails is just the one who flies it around for Sonic. they need a plane because it turns out the gas milage on mutant 5 year old kitsune is actually fucking TERRIBLE.

The Sonic Boom cartoon show is the best part of that series, mainly because they just take the piss and make fun of themselves at every turn, taking jabs at the likes of ChrisChan, shipping, and other nonsense gobbledygook. Sonic Boom Knuckles is a riot every time he's on screen because he's such an insane caricature of the character.

The quality of Sonic Mania is NOT surprising when you look into the sorts of fan games people make for this franchise. there's actually a friggin' AMAZING couple of proof of concept demos of 3D sonic games that are otu there that blow any of Sonic Team's attempts at it out the water. The quality of the romhacks are incredible when you know which ones to look at. Part of the reason I put up with Sonic is because I've seen this stuff and I know there are people out in this world that DO get the Sonic zeitgeist. Why do you think I was trying to tell you folks about Freedom Planet?!? I was trying to prove a point that there IS Lifeblood with Sonic, it just doesn't lie with Sonic Team!

I think Sonic Adventure, Sonic Adventure 2, and the boost formula games that aren't Sonic Forces are perfectly acceptable. I understand why people would love these games, and I don't bat an eye at people who like a particular style of 3D Sonic. Heck, I don't even bat an eye any more at people who primarily followed Sonic because they liked the archie comics any more. sure, I think of it as a video game franchise first, but people can enjoy Sonic how they want as long as they aren't using it as an excuse to harm one another... like people who get into death feuds over who the best voice actor for Sonic is.



More to come as I listen to more of the episode in the coming days.


EDIT: Greg, I'm a Chicago Cubs fan.  I had a 100+ year drought from the TAFT administration! Nintendo was still making Hanafuda at profitable margins! THAT is how long I had to wait. BOTH world wars happened. of course, whatever horrible devil pact Tom Ricketts had to make to make that happen of course has lead us to the world of ruin where the leader of the free world thinks he's "Like a very smart person" and makes me wish I could move to a country in the EU to avoid the imminent nuclear fallout, lack of helathcare, oil fracking, non-neutral net, and countless other headaches brought on by the Cubs winning the world series and thus sounding the horns of the apocalypse.

140
Reader Reviews / Re: Shantae Half-Genie Hero; TOMODACHI DENSETSU
« on: January 07, 2018, 11:59:52 AM »
Amen, Evan. It's not like Pirate Queen's Quest is outright bad. It just feels superfluous in a game that already pads it's play time out so much. it's a neat experiment to try and bend the genre of the game, if nothing else... but I also feel like Friends to the End does a better job at that.

141
TalkBack / Re: Tiny Metal (Switch) Review
« on: January 04, 2018, 01:56:42 AM »
also, don't forget the fact that this game was funded by... kickstarter money. from a different kickstarter. that was funneled from one project to another.

142
Reader Reviews / Re: Shantae Half-Genie Hero; TOMODACHI DENSETSU
« on: December 31, 2017, 06:27:55 PM »
This took a bit to get to between sick and Wayforward taking a while to get the Backer codes out, but it's time for the next part of the Shantae Half-Genie Hero review! Without further adieu, it's time for Friends to the End! Spoiler Alert, I'm very polarized on this.


Let me get this out of the way; This left far more of an impression on me than Pirate Queen's Quest. Heck, I'd even say it ALMOST flows better than the base game. Actually, I think if Friends to the End would have gotten the bulk of the Kickstarter budget and the TLC it needed, it'd probably be the brightest spot in this whole package. as it stands, it errs on the end of 'frustrating difficulty spikes' and 'mechanically unpolished', which are things I would seldom associate with Wayforward games of the modern era. Let's get the good out of the way first, though.

Level design is once again recycled from the base game with a few minimalistic changes to level geometry here or there. This time, however, a lot of it is redone to take advantage of our heroes' unique platforming abilities. this means that Friends to the End can actually have a difficulty curve and the levels aren't filled with bullshit meant to make you replay them, and the platforming goodness can take advantage of it knowing you have all the tools you'll ever need at any given time to complete the levels. there are little Memory Squid collectables in each stage, but those are easy enough to collect along the way. the lack of padding here is SUCH a breath of fresh air. There's also a couple of completley new levels in the form of  tutorial areas and the final stages, which... I'll be talking about later in this review.

This means that effectively, Friends to the End turns half-genie hero into the sort of linear action game that the level design hinted at this whole time. again, there's no town. heck, there isn't even any sort of between level breaks of any sort besides cutscenes and a visit to the black void that the save guy lives in. This structure makes for a pretty satisfyingly paced game in theory.

I feel that they did a fairly good job at balancing the heroes as well, in both their platforming and combat abilities. there's nothing that's really overpowered between the three, so that means you actually have to play the game and pay attention to boss and enemy patterns.

Bolo is our medium range fighter that does decent damage and has good options for attacking foes at angles between his grapple hook and his rebound stone-like spiked ball that he can throw. he overall feels the best of all the unupgraded heroes, and his swinging around is a lot of fun, if a bit nonsensical in how some of the mechanics of it work (Such as him losing his grapple if he bumps into collision of any sort or how he can effectively suspend himself vertically upwards at the peak of a swing.)

Sky's birds she throws do next to no damage, but are good at taking out threats from afar, and although her glide is weak and the little egg toss platform feels akward and slow, I still got a lot of use out of her birdspam if only because it lets you take out enemies at safe distances, even though she's weak. her sub-weapon is basically a neutered version of Shantae's pike balls.

Rotty is the close range fighter of the group, with slow, damaging, short ranged attacks. other than that, she's got a brain she can eat to heal the party's shared health bar, and her head toss, which freezes time (for the most part) while she takes aim and lets her teleport to her head, all while giving her body I-frames.

it must be said though that this game incorperates a Cave Story style level-up system. Gems, when collected with each hero, cause them to level up when you reach certain threshholds. While they share a health bar, they have their own individual pool of gems, and when they take damage, they drop some gems, and a few scatter around, but not enough to recover everything you lost from the hit. this means that taking hits will downgrade the party's power, attack speed, or other properties such as the range on Bolo's attacks or the number of birds Sky can have on screen at once. This system worked well in Cave Story because you had a hero who's weapons were all ranged, varied in number, multi-directional, and in some late game instances, either ignored the EXP system or were more powerful downgraded. as it stands, I found myself reloading saves when I'd take too much damage through a stage, or I'd go back to the first level if I had collected tough memory squids to save my progress collecting those and farm to get back to max EXP level with the party again so I'd have a chance at fending off the more dangerous threats in these levels with Rottytops' highly damaging leg-cudgel.

the levels for the most part also tend not to iterate on the platforming abilities of our heroes until late game. Rottytops' head throw is pretty much exclusively used to pass by inpassable laser barriers or maybe to make a jump that not even sky's Bird platform and glide can get to. Sky's glide is never used for things like the gusts of wind that the pirate hat in pirate's curse is used for. Bolo's grapple is used exclusively to swing from posts or ride on moving posts. there's never things like say... throwing switches, pulling in enemies, latching onto other bits of level geometry that isn't the one specific type of post that he latches onto. I suppose this is criticism that can be somwhat leveraged on Shantae's various animal transformations, but they gradually add to her versitility and the levels evolve with her growth. I realize I'm nitpicking something that's my own expectations instead of the game's own shortcomings, but wouldn't it be cool if the platforming challenges were the things that evolved instead of the character evolving to the levels? I digress.

The BIG thing is that there's also some serious lack of polish with some of these abilities. I found myself more often than not falling because I'd bonk on something while trying to swing with Bolo or a leap being essentially blind with trying to use Sky's bird platform in conjucntion with the head toss to try and make it to platforms. Both Bolo and Sky can activate their sub-weapons with the R button, and that's how the tutorial tells you to activate these. however, Rottytops' brain can't be used unless you specifically hit the A button. that made the earlier parts of the game really rough in that not only was the game punishing me for each hit I took in the form of dropping gems and powering me down, but also I effectively had 3 hearts to get by on... which granted is like... 12 HP, but some of the enemies start taking a whole heart away later. In Hypno Baron's castle, there's an instance where there's a fairly large circle of light around the characters meant to obscure the periphery/add atmosphere/hide just how labyrinthine the level design is in that part a bit, but the light doesn't follow Rottytops' head when you toss it, which... again, leads to the 'leap of faith' sort of thing going on. in the final stage, there's a part where you play as Rottytops solo, and you have to do the head toss onto moving platforms, but in this one place, time doesn't stop when you're aiming and it makes everything unreasonably more tricky then it needs to be. it feels really, REALLY unpolished when it doesn't need to be. Unlike the original Shantae on GBC, which had serious problems with leap of faith style platforming, there isn't items that can be bought to mitigate this or the excuse of a low resolution screen making the quality of the platforming be the compromise for graphical fidelity. This is just pure sloppiness, and it made me frown.

All the music used here besides boss battle themes and the Dance through the Danger track playing in the credits, is lifted directly from Shantae and the Pirate's Curse. Again, it's a little disappointing they couldn't get Kauffman on the horn to compose a little bit of new music, but I suppose that's a product of their budget. as usual, the art all animates really well, and I feel like everyone is really expressive, from Bolo's really dorky victory pose to the squash and stretch on Rottytops when her body teleports to her! the levels are the same besides for the Final one and the tutorial, as those are basically tiles from the genie realm all dark and corrupted, which makes me think maybe there was going to be a level like that in between the first and second phase of the Tinkerbrain in Shantae's story.

Unlike Pirate Queen's Quest, the story here is cannonical to Half-Genie Hero, and takes place in the gulf of time between Risky Boots stealing the dynamo to make the Tinkerbrain, and Shantae overcoming her Nega Shantae half. It turns out her friends all dived into her head and used the magic of friendship and the elements of harmony to save Shantae from being teh ebilz! But first, they have to learn to get their heads out of their own asses.  The party of Bolo, Rottytops, and Sky all play off each other incredibly well. you get the sense that these three only play nice off of one another in front of Shantae because they really care for her personally, but secretly despise one another, and that boils to the surface in their interactions. yeah, it's a bit cartoonish how mean they are to one another the moment they don't have to worry about others watching them, but it gave a chance for some funny dialogue. we don't really go deeper than the surface with these characters like say... the sort of things we learn about them in pirate's curse, but I appreciate them far more than I did Risky in her story. Shout-outs must be had for the trio of NateWantsToBattle, Cherami Leigh, and Karen Strassman for the wonderful voice work too.

This DLC I can reccomend a little bit more than Pirate Queen's quest. yeah, it doesn't have backtrack padding and it's not unreasonable to brisk on through in an hour and a half, but just be prepared for a LOT of frustration. The second area of tassle town, all of hypno baron's manor, and the rottytops segment of the final level made me put the game down for long stretches because of spikes in the difficulty or mechanically unsound platforming challenges. I almost feel like most of the budget here went to royalties to pay the new voice performers and to modeling out the new endgame area. I think it speaks wonders to the fact that they couldn't even be bothered to make new renders for Sky and Rottytops for your speedrun Bikini wallpaper ending reward. It's all very... slap-dash, and I hope Wayforward returns to the idea for a stand-alone game about these three. There's potential here.

Also, totally called it feeling like a "Julius Mode" from dawn of sorrow with the switching between characters and the fat cutting.





... oh, right. I also got a code that makes Shantae Blue and Risky look all red and black like her GBC Sprite. I mean... they're palette swaps. I do like seeing Shantae in blue, I guess?

I'll be back here one more time once the costume modes get released and if they add anything substatial. I'll then be able to give my final thoughts on the whole package, but... really, you can probably guess from my posts here what my final thoughts will be.

143
Podcast Discussion / Re: Episode 552: I See You've Been a Bit Better
« on: December 29, 2017, 10:28:36 AM »
Hey Greg i always wondered.

How did you get so into american football being from the UK?

Just curious. Also is the sport picking up steam over there or is it really difficult to find other fans of the sport?

The NFL was first broadcast on British TV shortly before I was born in the early 1980s; my older brother was a kid at the time and he became a huge fan of the Chicago Bears. Once I was old enough to have some sort of vague appreciation for the sport, he encouraged me to pick my own team to support; the Bills at that time were running a no-huddle offense very successfully, I thought they looked cool, and the rest is history.

NFL fandom seems a fair bit more commonplace here today than it was back in the 1990s, presumably because of the transformation of the media landscape over that time helping to provide much more exposure for the sport, especially online.


I'm in a bad place where I was born a year or two after the Bears' dominance, yet, because I'm a native to the Chicagoland area, I've had to grow up around people who go apeshit for the bears, even as they go 3-14 or whatever the hell their abysmal record is this season.

That being said, being both physically impaired child and one who's mind was elsewhere, most sports didn't catch my eye. Heck, even when attitude Era WWF rolled around, I wasn't convinced right away because I thought it was dumb sports and random violence rather than performance art.

... that being said, Vinnie Mac is trying to get into american football again, or so word on the street is.

144
Reader Reviews / Re: Shantae Half-Genie Hero; NOW WITH RISKY MODE
« on: December 23, 2017, 07:04:28 AM »
Hey, Folks. sorry for the double post. just updating to let you know I FINALLY got my download code for Friends to the End. it's been out for a bit, but my backer code only now just came in. I already have pretty strong opinions of this. I can already say this is a hell of a lot better than Pirate Queen's quest was, but I still have issues. I'll also say that I might have had a higher opinion of Shantae: Half-Genie Hero overall and thought it was brilliant if it would have been a spin-off game that used Friends to the End as it's foundation.

145
Podcast Discussion / Re: Episode 552: I See You've Been a Bit Better
« on: December 22, 2017, 10:16:14 PM »
Lament of Innocence in Japan wasn't called "Akumajou Dracula", bur rather just "Castlevania".

there's also the Sharp X68000  game which is just "Akumajou Dracula", just like the NES and N64 game.

Or Castlevania: The Arcade, which in promotional material was just called "Castlevania" or "Akumajou Dracula"


Thankfully, the Pachislot games seem to actually be called Pachislot Akumajou Dracula, Pachislot Akumajou Dracula, and Erotic Violence: Akumajou Dracula.

146
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 21, 2017, 10:55:54 PM »
yeah, that's good news. I think the Link to the Past Randomizer could use one or two of those options. as is, the only item you can set up to be in a set position in that is the regular sword.

Still, yeah, you'd have to have knowledge of all the money chests at the very least, as I imagine items can get shuffled among those as well. It SOUNDS like it'd be a really fun time gien that the game's open-ended structure probably supports it way better than even LTTP does.

147
Podcast Discussion / Re: Episode 551: Two Pinballs Came at Once
« on: December 21, 2017, 08:17:12 AM »
Mr Lindemann said it best, third parties don't have other sources of income. They need all the money a game can make them. Nintendo (or first party Sony/Microsoft developers) on the other hand don't have that problem. They don't need things like lootboxes or micro transactions.

And yet, development cost for games that Electronic Arts have made over the past 6 years has dipped, hitting a low since 2009 in 2016.

What it is is that Microtransactions offer stable profit Vs. the Boom-or-bust sorts of profit that just putting out more games and hoping they'd all sell tend to pay out. This, in turn, tantalizes investors to keep their money in EA as they make money hand-over-fist with Ultimate Team and-until Battlefront 2's big stink- Ultimate Team-like business models shoved into games like Dungeon Keeper Mobile, Need For Speed, Mass Effect 3's co-op hoarde mode thing.


likening this business practice to the likes of the Booster Pack or the Blindbag is frankly, disingenuous, and I do think the practice of monetization in this way is a predatory practice in ALL forms. sadly, unless the consumer base keeps up it's ire to the point where this sort of thing becomes unprofitable and profits from this sort of thing plateau, we're only going to continue down the slippery slope... and yeah, I know, slippery slope arguments are ****, but really, We have evidence of this ACTUALLY being the case so far.


You know what I'd be fine with? a company subscription service that has a monthly ceiling and you can spend your free tickets for digital tat in whatever game is under said subscription fee's banner... but otherwise it's stuff you can earn in game. yeah, you're still in insidious pay-2-win territory, but then there's at least a cap on the amount of pay-2-win buggery that goes on.

148
Podcast Discussion / Re: RetroActive 40: La-Mulana
« on: December 21, 2017, 07:47:15 AM »
As someone who JUST got into Link to the Past Randomizer... This is something I'm interested in, but like... not now. This does seem like it's a fun way to replay, if only they keep Glyph Reader, Hand Scanner, and the grail nice and early because of how vital those are to completion and... having any sort of good time at all. Still, early game Flail and Fairy Clothes is pretty nice, Azeke!

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Podcast Discussion / Re: Episode 551: Two Pinballs Came at Once
« on: December 18, 2017, 02:17:37 PM »

^^^^^

For Jon Lindemann

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Podcast Discussion / Re: Episode 550: Strip That Village to the Bone!
« on: December 17, 2017, 03:46:28 AM »
Couple of things:
- The support for the cluster-f sadly hasn't been patched out
- Monster seems to be dedicated to the NASCAR Heat series now, but it'd be nice if that crossed to Switch

See, I thought they patched it in, and then a couple of days later they realized they did that by accident somehow and patched it out again, but i guess I heard wrong. That was more of a joke prediction anyhow.

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