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Podcast Discussion / Re: Episode 602: Internationally Reviled
« on: December 20, 2018, 02:00:14 PM »
Dillon. I feel like Nintendo botched a character with a fucking cool design and an interesting moveset by making the first two dillon games these very dry and boring touch screen gimmick tower defense games. In STARK contrast, Dead Heat Breakers is such a surprisingly good game that I feel like is just... ruined by the fact that it's got two prequel games that are boring trash and that it's noe of those nebulous post-switch 3DS games.

I always enjoy these talks about Smash Bros. because it feels like we're on two seperate idealogical planets in two seperate theoretical galaxies supposedly playing the same game, but that's the great thing about individuality.

I have never once thought of Smash Bros. feeling like knock-off product whatsoever. if anything, I think that Super Smash Bros. is the sequel to Kirby Super Star, which was in turn the sequel to Kirby's Adventure. seriously, go play Kirby Super Star. SO much Smash Bros. is there. the unique and stylized UI, the bent of it being better with friends, using directional influence with your attack button to do different attacks or having dash attacks, whielding with a shoulder button that causes a bubble to come around you and protect you, a gauntlet where you fight all your foes in an endurance match with a little rest area with calming music in between, the overall boss design of bosses who like randomly teleporting around before doing a highly telegraphed attack... I think it feels like a Bootleg to Jon because he in turn has such a small opinion of the Kirby franchise.

Secondly,Training mode is a godsend. it is in this game. it is only as boring as you make it out to be. because you have the attention span of a fruit fly who continues to collect garbage around his house in the form of video game boxes, you think it's boring. Training mode is the equivalent of your class' textbook. yes, it may actually indeed suck to sit down and try and digest it all at once, but it's an invaluable tool to your ability to LEARN!!! Training modes in fighting games are getting better and better as the people making fighting games continue to innovate, particularly in the indie space and with the likes of Guilty Gear Xrd and such, which not only go over the basics, but also start to teach you things like Matchup data and how you should approach each opponent. Rivals of Aether has an AMAZING training mode and tutorial system, as does the likes of Them's Fightin' Herds. The granular information you need to succeed is becoming more and more transparent and I love that those tools are there.

How does Smash's training mode fair? well... it has a new training stage with some interesting tools like frame by frame advance to look over your moves, how quickly they become active, etc... and it has an interesting tool of projected launch power of attacks at certain percentages, as well as the training stage having a the blast zones for Battlezone and Final Destination noted on them... this is good, but there also could be a lot more. I wish there was a toggle for rather than the launch projections that they had a DI projection option to see how much your opponent could mitigate your knockback or actual hitboxes  and some other frame data tools like hitstun and blockstun numbers.

That being said, I LOVED world of Light. it is fun seeing how badly you can break it with different combos of spirits and the skills you get off of the skill tree. it's also cute seeing a DEEP Cut and how they attempt to represent these characters through their spirit battles. I thought it didn't get old, even though the game is looong in that regard.


I actually like Sonic 1 because it concerns itself with being a platforming game first with a little bit of the spectacle here and there rather than being all about the speedy track memorization stuff. I still say best sonic 1 port is the Christian Whitehead one that's in Widescreen and adds playable tails and knuckles complete with alternate paths rather than the M2 ports, but that's just me. I also think that Sonic 1 on the Master System is also REALLy good, because that game is REALLY more concerned about being a platformer than being speedy funtimes, although that game is actually really hard. hard but fair.

I've been wanting to try these wonder boy remake/new game stuff, although the real dream would be fore Monster World IV to get that treatment. then again, we'd be approaching Shantae territory at that point, which is what I'd REALLY love to see; Shantae 1 remake but with the Half-Genie Hero engine... <3

I had to look up Nairi to make sure it wasn't Mutant: Year Zero, because I didn't hear the game's name and just heard something about characters being "Cats, Pigs, and Ducks" and was like, "Oh NO!", because that's a game that I suggest everyone who gives a darn about Digital Rights Management go and find ways to skirt around the developer's defense of Denuvo Anti-tamper.

Podcast Discussion / Re: Episode 598: Sword of Jonocles
« on: December 04, 2018, 04:56:03 AM »
Gui told me on twitter that I should come back to this episode and listen to it. He said he was worried that I didn't make a forum post commenting on his talk on Christian Whitehead's magnum opus.

It's almost like he missed me.

Sonic Mania does have bottomless pits. this is most frequent in stages like Flying Battery, both act 1's of Mirage Saloon (Knuckles gets his own stage!), and Oil Ocean. they didn't outright eliminate Pit Death entirely like Sonic CD did, but I think they did their best to avoid the problems that the DiMPS developed sonic games have.

Which of course, leads into that marketing blurb; speed. yes, there should be setpieces that promote this, but the secret to sonic is that at it's most ideal, speed is marketing BS and the real thing that is tangible is Momentum; not just the the strict Newtonian definition of it, but also the metaphysical game design end of it. you'll hear a lot of sonic fans talk about liking Sonic games for the idea of momentum. The idea that you earn the speed and hwne you've built up game knowledge, the speed feeds into you being able to blaze through levels thanks to committing it to muscle memory. Likewise, an object at rest tends to stay at rest, and so when you get stopped, when you get sent to that lower path of the multi-tiered level design and you start sucking, the likes of S3&K start to do rude things to you.

There's decidedly a lot less of that in Sonic Mania. coming to rest, that is, having the game flow halted. there's so many spots where I get going through a section, roll through a hill and mostly make it out OK, and have my 'momentum' halted by missing a special stage ring or missing the quickly falling platform speed put me up by to maintain the upper route rather than the game literally brick-walling me.

A lot of the time, I find myself using the 'cool bonus' in levels as a metric for how I do when playing sonic mania (for the record, cool bonus is the measure of how many times you've allowed yourself to get hit period. it starts at 10,000 points and gets reduced by 1000 per hit).

Still, Sonic Mania is a joy, even if it isn't as taxing of a 'track memorization' as the games that came before it. Some Sonic fans can be outright nitpicky of Mania (particularly people don't like Egg reverie or have a few other VERY minor complaints), but it breathed life into people who were so done with Sonic and it proved the mettle of a generation of developers who cut their teeth on game development through deep academic symposium via fandom internet forums with a healthy dose of passion for the heroes for whom they have deconstructed and build over again and again and again.

It's an experience I've been living the past several months.

Podcast Discussion / Re: Episode 600: We're Doing a Podcast, You Idiot!
« on: December 04, 2018, 03:21:37 AM »
Yeah, James. I fully love what Radio Free Nintendo has evolved into. I know I took a long break, but I can totally deal with your collective kayfabe depression because I know that this is an anchor in your lives and in the lives of so many other people.

I still think one of my best forum posts ever was the one I made on "The Day the Music Died".

I think I've said it before, but I started listening to RFN in about January or Febuary of 2011. A couple of episodes before James' dissertation on Ogre Battle 64. 227, I believe is the episode number. I've had you guys in my ears for a LONG time.

seriously, here's to episode 1200, which will probably be closer to actually being 1400! Remember, guys! part of the ship, part of the crew!

Podcast Discussion / Re: Episode 600: We're Doing a Podcast, You Idiot!
« on: December 02, 2018, 09:48:11 PM »
I'm deeply upset that Jon didn't talk about getting his PHD in Thuganomics.

Okay, WOW, I thought I needed a break from RFN because I was getting nihilistic in the comments. wtf was the ending to this show?!?

I'm not really that big of a punch-out fan, but eh. I got a SNES classic, I can give this nonsense a try at some point. also I really gotta start listening to RFN again. I fell off hardcore.

Podcast Discussion / Re: Episode 593: Moby and the Special Place in Hell
« on: October 15, 2018, 05:36:51 PM »
I feel kinda guilty for halvanizing James' opinions here via the medium of Twitter. I've had a bit more time to think on Mega Man 11, and I came at it with a super critical eye because it just so happens that I'm still working on my own bet of Mega Man level design for a contest/collaborative fan game.

Mega Man 11 I would say is more solid than something like Mega Man and Bass where they just **** the bed or the worst of Mega Man X. That doesn't mean there aren't issues. There are HUGE issues in the form of wanting to push Speed and Power gear as the new hotness. Length of levels and lack of checkpointing that is gated by difficulty for some dumb reason (one of the most artificial ways to make a game longer that I've seen, by the way) become compounded with issues in the design itself. Often times, the levels will bombard you with do or die sorts of platforming challenges that measure to to trying to do the Quickman Force Beam Sections without Time Stopper to aid you.

There also tend to be lots of situations of being on perilous one-tile moving footing with lots and lots of bullets on screen. Both of these situations are to push the player into learning judicious use of double gear. This in turn creates both a narrative and gameplay dissonance, as most mega man players are hard wired to think that things that have a limited meter associated with them should be used in sparing use. Dr. Light even mentions that too much use of Double Gear can cause harm to a robot's systems. Dr. Wily berates you at the end, saying that Double Gear is the only reason Mega Man was able to overcome him.

I feel Mega Man 6 hit the ideal for this sort of thing with adding new abilities to Mega Man and then figuring out interesting ways to use them. optional routes crop up in the Mega Man 6 level design that are designed around the Rush Armor adapters while the normal routes up until the wily stages keep to promoting only those most core of abilities of jumping and shooting with maybe the occasional slide thrown in for good measure.

Power Gear is actually hella helpful with some of the weapons, particularly with Tundra Man's weapon turning it into a VERY potent screen wipe or making Impact man's dash go much farther. I also used power gear a lot with Acid Shield.

I wouldn't say "Don't Play Mega Man 11", but rather, I'd say "Play Mega Man 11 on the lower difficulties and be prepared to hit the R and L buttons a lot.

TalkBack / Re: Mega Man 11 (Switch) Review
« on: October 05, 2018, 04:29:16 AM »
I'd argue it's less that the composition is weak in that it's the instrumentation and other noise pollution int he form of ambient noises, the voice clips, and some other things that muddle things and make it hard to latch onto the compositions. Many folks who work with famitracker have made efforts to cover block man and fuse man's stages in that classic 2A03 chip style.

I actually got worried when you mentioned the bosses "talking too much" because I was thinking we were in for some Mega Man Powered Up style dialogue or Mega Man X5 style Alia breaking up the action, but that would also be a curious thing to exclude from the demo. still, I'm loving it so far, even if I can see a couple of spots where the design gets questionable.

Podcast Discussion / Re: Episode 584: Symphony of the Night Trap
« on: September 11, 2018, 02:01:37 PM »
I think Syrenne scared me away from Octopath.

Don't be. It's a great game. I think she played a different game than everyone else.

That's the exact sort of thing I fear for when Syrenne uses RFN as a platform for this sort avant garde rhetoric where Style Savvy and a weirdo but surprisingly tame BDSM Text adventure games are the pillars of gaming she holds near and dear. She does this while chastising the remedy for a Legend of Zelda experience that I never really liked as much and felt hit it's Zenith in 1991. She begroans a game I've been waiting for SO long for; A game that seems to have gotten Square-Enix out of it's own ass and delivered on the very promises that Akitoshi Kawazu promised in his dreaded Romancing SaGa games. I put a STUPID amount of time into Octopath traveler and loved every danged minute of it. there's not much I can't say that Oedo and the other people who dog-piled this thread (rightfully so) already have on the subject directly.

What I do want to say though is that I really do respect what Syrenne does. as Someone who has started dabbling with Gamemaker Studio and scream the the virtues of what I feel is a hidden gem from the highest of mountaintops, I can connect. Even if our gaming tastes are so fundamentally different and even the few cross-sections of taste are something we enjoy for far different reasons, I get it.

At the same time, when I feel like I have a hot take sitting in my lap, I do try to re-evaluabe it a bit before I go flying off the cuff on social media, because no matter how quiet the voice, I realize my word of mouth could touch SOMEONE out there. it takes a lot from me to call something outright bad. Maybe I can be flippant and dismissive if something doesn't get it's hooks in me, but...

I don't know what I'm trying to say here exactly. I don't want this to come off as "Hurr Durr don't have unpopular opinions and try and spread them!" because I believe in a theater of ideas and the discussion that follows afterwards. I just feel like it's a disservice to talk about a game that clearly has a bit of a positive zeitgeist around it in this reviewer's bubble. Granted, I'm still several weeks behind on RFN. I've been in too many Discord Calls and been too distracted to sit down and listen to whole episodes of Radio Free Nintendo. This could have been something that gets adresse din future episodes and I'm just making a giant ass of myself, but like... I had to stop what i was doing to type for some sort of catharsis, much as Syrenne needed to come on the show for therapy.

Maybe in the end we're not so different after all?

I'm depressed now.

I'm going to go lay down.

Podcast Discussion / Re: Episode 585: Crocs and Ponchos
« on: August 21, 2018, 03:17:34 PM »
Good show.

Really appreciate talking about the shitty things about the developer of Read Only Memories and the plagiarism question. It's tough stuff, but I really think such things need to be kicked around in discussion more.

Glad to be of service, person who I cannot be sure is Adrock!

Podcast Discussion / Re: Episode 585: Crocs and Ponchos
« on: August 20, 2018, 01:35:03 AM »
the skateboard example that James brings up is actually in Mega Microgame$. the difference was that the second skateboard game that's in the wario section was a boss stage in the original Warioware.

2064: Read only memories looks like Snatcher but made by Furries millennials. I'm not suuuuper into point and click adventures, but if I saw it on sale, I'd give it a whirl. Especially given the story Gui is giving. like, yyyyyyyyyyikes. :C

I'm still behind on episodes, but I decided to listen in because you guys scooped up my email, so I felt like I should skip ahead in the continuity to give a listen. I'm LOVING that Gui is playing devil's advocate here. The thing that's a bit hard about the linking to the original articles is that some of those are Resetera and Reddit threads. and... y'know, Wikipedia, which can be vandalized.

The most precious video game thing I've ever lost is that I once had a copy of Clayfighter Sculptor's Cut. Then it got stolen by one of my asshole childhood friends. :x

Listening to James talk about Megaman X and our fundamentally different takes on that franchise is fucking WEIRD.

so, I finally ACTUALLY started listening to this. it's put me off listening to RFN for 3 weeks because I didn't want to listen and do something irrational.

In these weeks, I picked up Rivals of Aether, an indie platform fighter with lovely, deep mechanics that make me smile as muscle memory of performing Wavedashes and Reverse Aerial Rush wash over me. it also features playable Ori and soon Shovel Knight, although I personally main Elliana, who is a snake piloting a steampunk mecha that probably is most similar to... Robin if Robin also had Jigglypuff's air speed and King Dedede's hitbox. I'm bad at it, but I'm taking my L's and trying to git gud.

Then I listened to this show, and Jon's affront to Masahiro Sakurai.

Let me be perfectly clear on a few things, first of all. My fandom of Kirby started at a young age. I loved the imaginative shounen mosnter of the week formula, the wonderful abstract nature the art direction takes but in a aesthetically pleasing manner. I have a life-time fan of Jun Ishikawa's music in the many genres he has worked into his works for Kirby games. I love the game feel, the wonderful pattern based boss battles, the challenge that's hidden in nooks of the game here otherwise I can have a chill time playing a game. it is comfort food. Kirby is a series I go to in times when I am grieving, when I need a ray of light in what is otherwise a soul-crushing and pointless life I am living. yeah, maybe there's a few edgelord kirby OCs otu there, but anyone I've met who likes Kirby generally tends to be a pretty swell and upstanding individual.

I think he just reminds you of how bald you are, Lindemann.

Arguing Smash Bros. with you is a pointless endeavor. you are allowed to play Smash Bros. like a 5 year older or like you're a creature from the Q Continuum or some ****. I respect that you two may be the best in the world at shooting gust bellows at each other with low gravity and the damage ratio cranked up. You do you, boo. I imagine even in the sickest permutations of the rules, you could give someone like ZeRo or ESAM a week of preparation and they'd JV5 you or whatever the coin smash equivalent of that would even look like.

The point is even if the game is unbalanced, they like watching and participating in something that may look like chaos on the screen, but is 100% under control as each other are layers deep into each other's mind trying to play mental chess at 60 frames per second. Platform Fighters aren't stiff and inaccessable like traditional 2D fighters. they don't give me horrible carpeltunnel like trying to mash out DPs in street fighter does. You do things and they generally tend to happen as fast as your thumbs can move to make them happen, and watching two people who have mastered this and their decision making is quite frankly enthralling.

Fire Emblem fandom is something I have my ear to the rail with. a lot of hardcore FE fans will snub the likes of Sacred Stones, Gaiden, or anything released after Radiant Dawn for de-emphasizing strategy. these are the sort of folks who swear by Geneaology of the Holy War, Thracia 776, and the like. I think THOSE are the people in David's e-mail he so bemoaned.

I actually do not understand why people are obsessed with Star Fox. I really don't thionk it's score attack elements are super enthralling and when you get that granular with the games, they rapidly devolve into playing something akin to a rail shooter, to which time crisis is a better series. Also, of all the franchises listed outside of sonic, there is an OBNOXIOUS volume of Starfox rule 34. It usually involves stuff from Starfox Adventures. Krystal, Renamon, and Rouge the Bat are like... the posterchildren for that sort of deviancy, if you wanna talk Daisy Deviants.

F-Zero is charming in it's american comic book inspired character design. I find Mr. EAD no more offensive than The Blob from X-men and Captain Falcon no more offensive than Captain America. I think people miss Futuristic racers in general from triple A devs.

I've talked a bit about Sonic on Twitter but like... you can't even really 'define' a sonic fandom, because there's about 10 different ways you can attack that angle. are you talking about the folks from the likes of the SonicRetro forums who make it a point to reverse engineer everything Sega puts out there and argue constantly over level design and physics? is it the folks who could give a rat's ass about sonic as a video game franchise and are lifetime and avid comic readers? is it the folks that got in with Sonic X? is it the folks who played Sonic 1, 2, 3&K and then stopped, declaring all other sonic media crap and begging for Jalil White to voice him again? is it the folks who really like the adventure games and beyond and don't get what the hype is around the classic games? is it just blatant furries? because I can point out individuals who fit each of these unique strain of sonic fan that I interact with on a regular basis.

Metroid is... honestly, I'm surprised you guys don't rake Metroid over the coals, because you know what is an even MORE self-indulgent community than Smashers? SPEED RUNNING! you know what's a centerpiece to Speedrunning and is considered sacred? SUPER METROID!!! you wanna talk about people that impose on you, how about the people who rag on ENDLESSLY over weather to save or kill the animals?!? i think if it weren't for the sheer metric fuckton of money they raise for cancer research every year, these are people who would get SO MUCH **** for regularly telling you that the way you play games is sub-optimal.

for the record, I think metroid speedrunning is pretty dope. I kinda like tricks like Mock Ball, Alcatraz escape, and Ocean Fly.

Earthbound fans are obnoxious to nintendo.

and I now realize I've spent longer wording this post than I have listening to the podcast. I think for my health I'm gonna stop and just move on to the next episode, because WHOOPS I think I actually have created a body of work here I will regret. Seriously, though. if Rivals of Aether definitive edition gets announced for switch, I want Jon on that review.

I've been considering not listening to this episode. I think I'll relent and finally listen today during my art stream I'll be having later.

There ARE games that the Dark Souls comparison is apt when indeed a game is very closely aping the structure of From Software's games. I shall list some games where this is accurate for Greg's sake because nobody else on the podcast is willing to actually read between the lines on that.

*NIOH is very much a Koei Tecmo take on Dark Souls in contrast to the sort of character action games that they themselves attempted to innovate on when Itagaki was still running the show there and not shopping Devil's Third around. the combat, the level design, the mechanic of dying and dropping your currency/experience is all there.

*Salt and Sanctuary is very much a transplant of the gothic look and feel, the weighty combat with emphasis on blocks and dodge rolls, and general tone of dick-headedness to the player that I'd argue isn't so much dickheadedness as it is attempting to teach the player through failure.

I can see it a liiitle bit with Hollow Knight bieng this drab but butiful world of spoopy undead medival bugs and what-not, but Hollow Knight doesn't seem to have weapons you find that VASTLY change your playstyle or attacks that are so slow and weighty that you have to commit to them fully."

In all seriousness, I urge Greg to take the dive on Dark Souls Remaster whenever it hits during this nebulous Summer release window. I think the design will hearken to all the parts of castlevania he loves. <3

To Jon's point though, the original Dark Souls features level design that loops back in on itself. you're not nessessarily finding new abilitieds that let you access areas you couldn't before, but you ARE finding keys or opening up doors that are normally one-way doors that loop back to checkpoints, and the world has a very interconnected feel. I feel like the original Arkham Asylum would much better translate to being a metroid game if you squished it into 2D, whereas Dark Souls would be more akin to like... River City Randsom, maybe? I'm tryign to think of old 2D games that have interconnected worlds that you don't nessessarily gain new abilities to unlock parts of the map, but rather just find keys that open doors or maybe the rare occasional item that does such? maybe Metroid 1 where the real only things gating you from exploring everything are the morph ball, bombs, and maybe the high jump boots? I can think of exactly 2 instances where you get any sort of traersal tool in Dark souls and both of those are 100% optional.

TalkBack / Re: Skullgirls: 2nd Encore Brawling On Switch
« on: July 06, 2018, 03:13:19 PM »

Podcast Discussion / Re: Episode 578: Perfect Substitute
« on: July 03, 2018, 12:04:17 AM »

Kirby digital TCG! There's enough kirby characters to make it work!

Podcast Discussion / Re: Episode 577: My Heart Lies with Pac-Man
« on: June 25, 2018, 07:20:01 AM »
It's like I'm you guys' arch nemesis or something! :P

Podcast Discussion / Re: Episode 576: E3 2018 - Daisy Deviants
« on: June 22, 2018, 07:06:31 PM »
to sidestep Oedo and lolmonade duking it out here, I'm going to quickly put down the list of changes I think Sakurai probably SHOULD have mentioned during Nintendo Direct rather than what he actually did.

* All aerial attacks have had landing lag almost or entirely removed. paired with the new ability to hit A+jump to perform short-hopped attacks, this means a hell of a lot more diversity in attack options.

* Air Dodge Lag, especially when it's a directional air dodge or an air dodge after you've built up the new dodge fatigue a lot, is practically a death sentence to use off-stage. air dodge was such a good option in smash 4 that it made stocks draw out and proper off-stage battles nigh impossible because anyone recovering worth their salt could easily air dodge and get back to the platform no problem.

*The speed of knockback has been increased

*the effectiveness of Smash DI (the treehouse used the term DI, so it's cannon) has been decreased, but regular DI seems to be more effective

*throws knockback farther across the board, making them worse for combos and better for kill moves.

* Overall speed increase, as mentioned in above comments.

* Dash can now be canceled into grounded normals. this means you're not committed to running attack, jump, shield, or the occasional up-smash from running. the Direct mentions running Smash Attacks, but the same is true of running tilts as well. again, this along with the lagless short-hopped normals makes for a VERY diverse and offense-charged neutral

* STAGE HAZZARD TOGGLE! GameXplain was BEGGING For this one. in addition to stages having their omega and battlefield forms, you can also turn off most of what a stage does and have what competitive smashers wanted the whole time, which is stages that have the occasional moving platform to give SOME terrain to navigate during a battle,b ut nothing overtly crazy random about it. Granted, this won't make all stages able to be unbanned because who wants to have a 1-on-1 in Great Cave offensive or a stage where a character with a wall jump can camp out a character without one all day like Saffron City? there's also stages with ridiculously small blast zone spacing like the Game n' Watch stages too, and I don't think it's reasonable to have a blast zone standardization option.

I know, I know, a bit late to comment on this one, but like... I got unreasonably frustrated at trying to play Henry Hatsworth, and my posts in the thread when lead aloud sound like Trump-level eclectic rambling.

I've had time to gather my thoughts a little bit better than I did when I was shutting my 3DS off in anger and flying to the forum to let the raw salt flow. Really, that's the key ingredient that I feel Hatsworth is missing.


Henry's jump arch is protracted and floaty. his movement speed is plodding. most of his melee attacks and even some of his ranged attacks seem to lock him into animations. he doesn't feel agile, and that becomes exacerbated by tea time, a mech that makes the jumping even floatier and makes Henry Hatsworth an invincible but unwieldly mess to control. If the game was better designed around this lack of pace, it could still flow well together. Mutant Mudds is a laboriously paced game where most of the enemies are more agile than your character and still, that game has a rhythm to it that was deliberate and methodical.

Henry Hatsworth's design does not support any sort of real flow to it. There are large section of level that are just "here's a bunch of small platforms with no height difference between them but they start falling when you get on them so just hold right and hit jump a bunch to win" and leaps of faith with no real mitigating factors like in games that have similar problems like Shantae on the Gameboy. That game I'm willing to forgive because there was at least an effort to properly signpost lower platforms to jump down to individually along with the float muffin item that made leaps of faith ones you could take in comfort knowing that Shantae could bounce up out of a bottomless pit a few times. Also, in that game, you'd get checkpoints every time you went through a screen transition. There's also at least one instance in Henry Hatsworth of a moving platform not coming back if you accidentally trigger it and fail to get on.

bosses are wait and dodge affairs that in addition to their difficulty, feel as if they drag on and on, especially since they posess kill room elements to give you enemies to fuel the puzzle with. It's tedious, especially considering that the enemies are at best distracting juggle fodder and at worst hyper-durable menaces wo stand at a distance hucking projectiles from behind the safety of a projectile blocking shield. sometimes this is set up so that these bullet sponge enemies camp ledges where melee attacks are ineffectual and often times you are playing the waiting game to shoot them. Even at it's most assholish, I cannot think of a single Megaman game that has ever perched a Sniper joe on your only platform forward  without any room for Megaman to platform around him without facing instant death from a pit. Further, the frequency of enemy spawns in the kill rooms in The Puzzling Adventure tends to make the fights hard to handle because Hatsworth lacks the proper swiftness or effective crowd control without seriously leveraging the puzzle.

Which is the worst part of the pace-breaking thing in this game; the puzzle. I can't help but mess around with it to top off energy or clear blocks in an OCD sort of manner. Even still, as a Tetris Attack clone, it fails to keep the Panel De Pon frenetic feeling thanks to the fact that when you pause the game, the puzzle doesn't go invisible. This lets you do any of what normally would be mental gymnastics to figure out what active chains I can and cannot perform given the current state of the board.hiding power ups in there is nice and all, but overall, it's pace breaking over... y'know, picking up a power up and just getting instant use right then and there as you find it.

Mix all of this with the steep money grind to improve so many small little bits of the character in any hope that the melee or bullet damage up stuff will expedite the exploration of a normal stage, and... no. Henry Hatsworth is a disjointed mess with bad checkpointing to boot.

Podcast Discussion / Re: Episode 576: E3 2018 - Daisy Deviants
« on: June 13, 2018, 01:24:14 PM »
The changes made to Super Smash Bros. Ultimate are too subtle for James' trolly brain who thrives on playing Super Smash Bros. like he's the fucking Joker.

Things like Wave Dashing are (Kinda) back! speed has been increased and defensive options have been changes and limited. Damage and UI have been amplified to make the 1 vs. 1 game far more dynamic. Stages having a Battlefield form is something that was specifically requested by the community. This game has Street Fighter 3 style throw-techs. they spent a portion of the stream highlighting that they put in a button combination specifically to make short hopped aerials easier to throw out without accidentally getting normal jump instead of short hop in the heat of the moment!

No, James. I posit that the way YOU play Super Smash Bros hasn't been catered to, and that is why you leave this demo deflated, unable to see the difference like you're an adult in a Cinnamon Toast Crunch commercial. Even the new stages shown in detail at the show (Moray Tower, Great plateau Tower)are the sorts of stable, stage-hazard and major transformation free environments that tend to be legal stages to play in Tournament.
in today's (Wednesday) treenhouse stream, the treehouse people actively talked about Directional Influence in detail and used Directional Influence to refer to it, which is a community term to describe the mechanic!

That being said, there are things that lend lots of credence to your theory. yeah, characters have gotten a lot of changes (some they didn't even talk about, like Donkey Kong's Up+B is now Super armored?!?), but it was clear from yesterday's tournament that characters like Bayonetta still have combos to carry foes to the top Blast zone from 0%. Even after the invitational, the 2-time invitational and 56 major Smash 4 tournament winner ZeRo said if he could make any one change, it's that Bayo still needs more nerfs, which paralells what the Smash 4 community has said about that game.

I do think it speaks volumes that ZeRo and MkLeo were able to play Smash Ultimate on stage with such comfort and ease, that most of Mario's Smash 4 combos still seem to work, etc.

I don't know if you guys will have the time to read this talkback, but I'll leave comments regardless.

A lot of what I'm interested with this game is the granulars. Changes to defensive options are rampant between the dodge frame decay, perfect shielding occuring when you let go of shield rather than on the frame you activate, and that... really weird directual influenced air dodge. if you can do that at the ground, that brings back the specter of the Wave Dash, although I saw no such tech being used at the invitational, even in the AMAZING Sets that ZeRo and MkLeo.

Unfortunately, it does seem that Bayonetta still has her incredible recovery and blast-zone carries that 'kiss of death' sort of style to her as demonstrated.

the biggest change though, is SELECTING STAGE BEFORE CHARACTERS!

it is now possible to factor stage into your matchup pick before anything else. you might pick characters who have easier times KOing off the top in stages with a lower blast zone or one that requires less platform movement for their combos if you ended up getting Final Destination as your stage. it's the little granuals that i think make this game have what i would call "Super Smash Fighter 2 Turbo" feel. To the outsider, it may be "oh, there's a little bit of balance tweaking and like... 4 characters that weren't there but it's largely the same game!" when little things like being able to tech out of a throw for partial damage or "the game runs a little faster and your opponents get punished for too much defensive play!" are HUGE deals!

Also they're adding a shitload of items. I've seen so many new assist trophies and having Bomber (kirby enemy that gives Kirby the Crash Ability) as yet another explosive with an alternative explosion type is ridiculous.

Also, The combat on Pokemon Let's Go! Is NOTHING like the combat in Pokemon Go. Pokemon Go's Combat, for the record, consists of your pokemon knowing one move, and you swiping awkwardly left and right on the screen to make your pokemon awkwardly dodge attacks, and then thrusting forward to make them perform their one attack until one of the pokemon fall dead. you then, if you captured the gym point, get to essentially plop an AI controlled version of your pokemon to hold that point until someone beats it in the shitty pokemon punch-out!! garbage.

The Combat in Pokemon Let's Go! consists of your pokemon having 4 attacks, that all employ the standard weakness and resistance charts. systems are still in place like the way stat buffing and debuffing, as well as status afflictions work.

Now, if you were to say... tell the people that "Capturing Mechanics are lifted straight from Pokemon Go", then you would be factually correct. I get that you are in a highly stressful situation and you got a microphone shoved in your face in a locker room, but... if you want to use a wrestling metaphor, this is about as about as bit of a factual flub that misrepresents the game you are covering as Sid Vicious telling Kevin Nash that he has half the brains that Big Sexy does on Nitro as an insult.

Also, I kinda marked out that they got Ember Moon on stage for the Smash Invitational, speaking of NXT.

TalkBack / Re: Defoliation (Switch) Review
« on: June 08, 2018, 12:26:53 AM »
This was fun to watch you stream if only because I had to pout out the way unto which the game's translation borked a puzzle.

Pokemon Black and White for Retroactive. Let's go people.


Someone has never played the second set of Pokemon Mystery Dungeon games.

I have not, but like... I really don't like Roguelites. I do like the premise of PMD though. it's a weird little push and pull.

Also, Odeo, I suppose you do have N who comes to his own conclusions, come to think about it.

They most certainly are, Ejamer. They also made Epic Mickey: Power of Illusion on 3DS.

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