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Messages - noname2200

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1451
Nintendo Gaming / Re: 2009: The year of the doorstop
« on: December 29, 2009, 01:07:38 AM »
The thing is i know stuff is on the way for 2010 so selling my Wii isn't an option.

I wanted some more racing games and platformers in particular. I have nearly nothing but those in my PS3 collection. With PS3 games i will hold out for the price to drop, but for Wii they drop fairly quickish.

I can't help you with the racing game part, but platformers? I'd say 2009 was a pretty good year for those, especially the 2D kind. NSMBWii's the obvious one, and it quickly became one of my favorites. This year also saw the release of Klonoa and A Boy and His Blob, both of which are cheap at retail. Winter of the Melodias is another great game that you can get at a budget price. Download the demo for NyxQuest and see if you like it: I know I sure did.

In addition, get Little King's Story. If you don't, you probably have no soul. True story!  :cool;

1452
Podcast Discussion / Re: Radio Free Nintendo: Episode 176
« on: December 29, 2009, 12:44:19 AM »
I'm glad that you guys sacrificed your Thursday for our listening pleasure: thanks, and great job as always.

On the main topic of this podcast, I have to opine that much of the reason that the Wii hasn't lived up to its promise is that Nintendo doesn't seem to know what that promise really meant. Iwata admitted, even before the system's release, that they have no idea how the system would do, or if the market would embrace their product. NCL didn't think that Wii Sports would take off so immediately (Reggie had to push to make that game the tie-in, not Wii Play), and it also thought that Wii Music/Animal Crossing were a great way to keep the momentum going.

You guys touched on this, but I'm confident that the biggest reason that Nintendo's had a poorer output than everyone expected is that they're completely baffled as to why people are buying Wiis in the first place. In early 2007 they said that "bridge games" were the next step, but as you pointed out Super Sluggers certainly wasn't a successful bridge game: only Mario Kart Wii and NSMBWii seem to be the hits that Nintendo envisioned, which means that they've spent the past two years stumbling to fulfill Phase Two.

Iwata even publicly admitted that they fervently believed that their holiday games would keep things going, and that while he acknowledges that he was wrong, he hasn't offered any clear vision of where Nintendo needs to go next. I think they're completely paralyzed by this indecision: I have no doubt that they've put dozens of ideas on the drawing board, only to realize that none of them would really work as planned. I was excited about Motion+, because I thought it meant that they had finally picked a direction to go towards...but now they're focusing on making new Classic Controllers. Dynamic Slash is probably the best example of what I'm talking about: it simultaneously supports Wiimote+Nunchuk, Classic Controller, and Motion+, which tells me that Nintendo's attitude is "let's throw everything at the wall, and hope one of those sticks."

I know I sound bitter. Perhaps I am. I really like the Wii. I've bought more games for it than I have for any other system, and it's only been three years. It's one of my favorite systems of all time. And yet I can't help but feel that it could be so much more. And that's the part that frustrates me.



Too long, didn't read version: great system, but it could be better if Nintendo had a clearer idea of what it wants to do.

1453
Nintendo Gaming / Re: Advise me on a new Sudoku/Puzzle DS Game for my Mom?
« on: December 29, 2009, 12:23:32 AM »
A quick update: he's really, really, REALLY taken to the game. I'm pleased: this is the first real videogame he's ever tried, and the results are quite encouraging.

1454
Nintendo Gaming / Re: Advise me on a new Sudoku/Puzzle DS Game for my Mom?
« on: December 26, 2009, 12:44:56 AM »
Thanks for making the topic: I actually just encountered the same problem, but for my dad. I wound up getting some game that has Sodoku, crosswords, and other newspaper games. "Puzzler Collection." Can anyone tell me if I f***ed up now, before I give it to him for Christmas? Thanks!

IGN gave it a 7.3

Quote
There are plenty of crossword and Sudoku games already available forthe DS, but Puzzler Collection is another respectable offering. It'sgot a clean interface, thousands of puzzles, and the touch screencontrols have been implemented well (for the most part). The lack ofwireless multiplayer is disappointing, but there is enough content hereto keep you occupied for a while. This is a no-frills, perfectlycompetent casual game.

Just writing to (belatedly) thank you for the response: it set my mind at ease, and it looks like the game's paid off. Thanks, and hope you enjoyed your Christmas!

1455
Nintendo Gaming / Re: Blaster Master confirmed for VC
« on: December 19, 2009, 01:23:57 PM »
I was determined to be the Level 2 boss without using the grenade trick.

I am not so determined anymore.

I've actually tried to pull off the grenade trick just to see how it works, and so far I can't do it successfully.  Thankfully, I had a full Gun meter when I took on the Level 2 boss, so he died without me taking a single hit.  It took several tries and lots of grenades, but I finally managed to beat the Level 3 boss with only a sliver of health left.

Unfortunately, I now have the Hover Pack, and I have to use it to reach the next area.  I loathe how Sunsoft coded the Hover Pack, forcing you to gather up these "H" symbols to fill it up instead of using a recharging meter.  It's amazing, but up until I got the Hover Pack every other enemy was dropping those H power-ups.  Now that I have the Hover Pack, no one drops them so I have to keep going into dungeons to find them.  When I get back to the tank and try going for that specific ledge, my meter's empty in less than 2 seconds (and when I'm about to land on the platform, suddenly an enemy spawns there to knock me off) and then I have to go back and get more power-ups for another attempt.  It's just sheer monotony.

Ugh, I remember the part about the hovering. It was such a stupid decision on their part to do that. I'll never understand why they did that.

And I actually had a nearly-fully-powered gun the last time I fought the Level 2 boss, but he hit me quickly, and before I knew it I only had a popgun left. I used to be so good at this game too...:(

1456
General Gaming / Re: Torchlight
« on: December 19, 2009, 01:21:18 PM »
I requested this game for Secret Santa. Fingers crossed that I get it!

1457
Podcast Discussion / Re: Radio Trivia: Podcast Edition - Episode 63
« on: December 19, 2009, 01:19:29 PM »
I only guessed the second one. And I was feeling so cocky after nearly sweeping it last time!

1458
Podcast Discussion / Re: Radio Free Nintendo: Episode 173
« on: December 19, 2009, 01:18:32 PM »
You know, I hate 1000 Wii Points sitting there after I got NyxQuest, and last night I got Star Fox 64 after hearing Jonny recommend it on an older episode of Radio Trivia Podcast. And hell yeah, it's fun. I don't really care for the dogfight missions, though.
I agree wholehearedly. It's a great game, but the rails portions are much tighter, and therefore more fun, than the free-roaming sections. The only time I cared for the latter was during the Independence Day level, and even that one doesn't measure up to the on-rails levels.

1459
Nintendo Gaming / Re: Final Fantasy IV DS
« on: December 19, 2009, 01:15:27 PM »
So what're the best skills to assign to party members, so as to make the third playthrough an Ultimate Playthrough?

1460
Nintendo Gaming / Re: Advise me on a new Sudoku/Puzzle DS Game for my Mom?
« on: December 19, 2009, 01:13:35 PM »
Thanks for making the topic: I actually just encountered the same problem, but for my dad. I wound up getting some game that has Sodoku, crosswords, and other newspaper games. "Puzzler Collection." Can anyone tell me if I f***ed up now, before I give it to him for Christmas? Thanks!

1461
Nintendo Gaming / Re: Blaster Master confirmed for VC
« on: December 19, 2009, 01:08:12 PM »
I was determined to be the Level 2 boss without using the grenade trick.

I am not so determined anymore.

1462
Nintendo Gaming / Re: Rune Factory Frontier
« on: December 19, 2009, 01:07:07 PM »
I'd completely forgotten how annoying Runeys really are. If only they'd taken that stupid system out...ah well, it's still a fun game.
I can't tell if you're mocking me or not, but either way, I still share that thought.
I wasn't.

Talk about a missed opportunity!  ;)

1463
Podcast Discussion / Re: Radio Free Nintendo: Episode 174
« on: December 16, 2009, 02:04:34 PM »
Wait, when did you guys get a fourth member on the podcast?

Seriously though, great podcast. I really liked hearing Cory's story. Hope he lands on his feet quickly!

1464
Nintendo Gaming / Re: Amazing Deals for DS & GBA
« on: December 16, 2009, 02:03:12 PM »
Target is having a $25 Sale on select DS games

Mario & Luigi: Bowser Inside Story
Zelda: Spirit Tracks
Kingdom Hearts 358/2

listed among the 26 games.

Thanks man! M & L get!

1465
Nintendo Gaming / Re: Blaster Master confirmed for VC
« on: December 16, 2009, 02:02:05 PM »
I'm behind on the news; thanks for the heads-up folks. Blaster Master awesomeness for me!

1466
I think that this thread may offer us some insight as to why only Nintendo's games sell on the Wii.

Because everyone else drops their price a week after release? That's why I wait anyways...

I'm getting Silent Hill tomorrow though. If anyone can tell me where to save a few bucks, I'd appreciate it!

1467
Nintendo Gaming / Re: Rune Factory Frontier
« on: December 16, 2009, 01:57:57 PM »
I booted the game up again for the first time in a while. I'd completely forgotten how annoying Runeys really are. If only they'd taken that stupid system out...ah well, it's still a fun game.

1468
Podcast Discussion / Re: Radio Free Nintendo: Episode 173
« on: December 08, 2009, 09:07:38 PM »
Kohler's appearance was a pleasant surprise: I've always enjoyed his articles. Too bad I have a final tomorrow, or I'd attend his event.

1469
Nintendo Gaming / Re: Rune Factory Frontier
« on: December 08, 2009, 09:01:25 PM »
The only thing I've used GameFAQs for is the Runeys. And that's a smart thing to do so I'm not wasting time.

That sounds like defeatist talk to me.

1470
Podcast Discussion / Re: Radio Free Nintendo: Episode 167
« on: November 02, 2009, 09:21:25 PM »
Mine would have to be F-Zero GX. Brutal, but always fair. Beating everything on Master, and all the staff ghosts, is probably the biggest "accomplishment" I've ever had for a video game. My favorite part is the mission in story mode where you rescue Jody: on the easiest difficulty it's borderline impossible at 50 seconds, but when you complete the hardest difficulty setting (under 40 seconds) you realize that the previous stuff was only hard because you weren't good enough at the time. I could sing the praises of that game forever.

I'm not sure SC2 does it in the missions, I only noticed it in the Arcade mode.

Thanks for trying, but my parents have already innoculated me to the part about being a failure. :P

1471
Podcast Discussion / Re: Radio Trivia: Podcast Edition - Episode 60
« on: November 02, 2009, 09:17:49 PM »
Oh, and I keep meaning to write this in response to your request for Ys III info:

III is the bastard child for a reason. While I still like it, I think that's mostly because of its awesome soundtrack, and because it's my first Ys game. Comparisons with Zelda II are warranted: the game is hard as hell, and for much of the same reasons, i.e. strong enemies and very limited attack range. You only ever get the sword though, and the one ring that could be useful on the masochistic boss fights (the time ring) doesn't do jack against bosses. And the bosses tend to be something else. Going from full health to death in roughly a second is not uncommon. Strangely, the early game tends to be the hardest, so if you can ride that part out you should be okay for the rest of the game.

The levels are not linear; there's a fair amount of branching in all but the final level. Indeed, you have to revisit a portion of the first level later in the game, after you unlock a portion that you couldn't get far into before. That said, the exploration is pretty limited. The branches tend to be fairly short (although there's invariably loot at the end), and the ones that are lengthier stop you a short ways in until you do something to unlock the later portion.

What I suggest is skipping Ys III and ordering the remake (Oath in Felghana) from Falcom or eBay, and then applying the translation patch. Falcom's actually the better choice. They love their overseas fans, and they often give us extra goodies for ordering directly from them. I'm talking full official OSTs and bits of official artwork here, which for this series is a nice bonus indeed!

At the very least, make sure you find a way to listen to Felghana's soundtrack. It's possibly my favorite video game soundtrack ever.

Oh, and play Little King's Story! :-P

1472
Podcast Discussion / Re: Radio Free Nintendo: Episode 167
« on: October 31, 2009, 01:20:35 PM »
I remember the adjusting difficulty in Soul Calibur 2, each loss would reduce the enemy's AI strength a lot so it'd make sure you'd never grow, any time you lost you were given the easy route and in the end could beat it all with button mashing because eventually the enemy would sink below your level.

I was so proud of myself for finally beating all the missions, after many, many attempts, until someone told me about this feature.  :-[

Although I have to give props to Resident Evil 4 for having a similar feature. I think the way they pace the difficulty is actually well done, so it's always challenging, but never frustrating. Of course, the difference is that RE4 is a 20-hour orgy of awesome, while a game like Soul Calibur 2 is more pick-up-and-play. Maybe that's the difference for me? Shorter games can be harder but still fun, while longer games just get dull if I have to keep retrying them over and over again? I know Greg alluded to this idea on this podcast when he talked about NES games. Something for me to think about.

1473
Podcast Discussion / Re: Radio Trivia: Podcast Edition - Episode 60
« on: October 29, 2009, 07:58:40 PM »
Don't be so hard on yourself. It's not your finest work, sure, but it's still quality.

1474
Nintendo Gaming / Re: Rune Factory Frontier
« on: October 29, 2009, 07:57:44 PM »
Me and Kanno, we like 'dis.

1475
Podcast Discussion / Re: Radio Free Nintendo: Episode 167
« on: October 29, 2009, 07:57:25 PM »
On the subject of gaming difficulty, I've played a number of games that have tackled this in different and interesting ways:  the Sly Cooper series had dynamic difficulty, where the game got gradually just a bit easier if you continued to die in particular parts of the game.  In Sly Cooper 1, the game would start giving you up to 2 magic horseshoes so you could get hit up to 2 times without dying if you kept dying at one section of the game.  In Slys 2 and 3, the game would gradually decrease the damage enemies did to you while gradually increasing the damage you did to them until you cleared the checkpoint.  At no point was the overall difficulty of these games compromised (with its 1-hit-kills, Sly 1 is actually a pretty hard game), just that for that moment in the game the game would adjust itself to allow you to clear it and move on.

Then you have a more modern example with Prince of Persia, where it is impossible to lose and your penalty for screwing up is to have to repeat a section of platforming or combat until you get it right.  That was fine by me, and watching my best friend play the game now I can say it was exactly the right move for them to make.  He still dies quite often, but the penalty for failure isn't especially large so you can just enjoy the game and get into the flow.

When it comes to games with difficulty levels, my favorites are those where the higher difficulties (as mentioned in the podcast) force the player to adapt to new techniques and strategies they never even considered before.  Take for example Bioshock, a game which on normal difficulty is impossible to lose.  Anyone can pick up the game and eventually beat it, even if they have to continually die and respawn at the Vita-Chambers.  But for those who want a bigger challenge (or are trophy hunters like me), you can increase the difficulty 2 more levels and turn the Vita-Chambers off.  This radically changes how you play the game.  For example, on Normal Difficulty Big Daddies are more of a major nuisance since you can just respawn nearby until you kill them off.  But on Survivor Difficulty with the Vita-Chambers off, those things can easily kill you in one hit.  So I had to think more about the level design and using the environment to my advantage: setting traps, hacking turrets, using weapons I wouldn't ordinarily use (like the Electric Buckshot in the Shotgun), and just improvising in general.  It was truly a fight for survival, it was thrilling, and it gave me a much greater appreciation for the options the game gives you.

I agree. Some of my favorite games are the ones where the higher difficulties change how you play the game. Tyrant Mode in Little King's Story is my most recent example, where you learn the enemies' patterns in more depth, and your own army's abilities and limitations, because you have to just to advance in the game. It's seemingly a minor change, but one that results in a very different play experience.

But for my money, I have to nominate F-Zero GX as a game where the difficulty was very high, but very fair, which made you learn the game more and more as you moved on. The only reason I ever got to be as skilled in it as I am is because the game's difficulty forced me to. The thing is, few games have that magic quality that makes you want to keep butting your head against that wall;if most games had that level of difficulty, I wouldn't play as many games.

So yes, difficulty can increase my enjoyment of games, but only if I feel that the game itself is fun enough to be worth mastering it. As someone who's been gaming for two decades now, and cares enough about the hobby to post on an internet forum, I have to say that those games are few and far between: I can only imagine that the vast majority of the population will never be interested enough in games to humor the difficult games. Simply put, they've got better things to do, which is why I'm A-OK with easy difficulty settings in games, and even with in-built systems that help the gamer get further.

I was disappointed though that no one brought up how the superior processing power of the HD systems in particular are rarely being utilized to beef up the AI. Or did I just miss that part? It's true that some games have better (not necessarily "harder") difficulty due to improvements in AI, but it saddens me that the leap in, say FPS AI since Goldeneye has been a mere hop compared to the Olympic-class triple-jump made in graphics. I wish more developers took a cue from Civilization IV, and focused on making the game more fun by making a better AI system.

One game that has been praised for its excellent AI is Killzone 2.  I can vouch for this; its bot AI is noticeably better than virtually any FPS I've ever played (especially on the hardest difficulty setting, geez).  Heck, the fact that it even has bots says something.  But you're right on the money when you say that AI hasn't progressed much.  I honestly think that there just aren't that many good AI programmers out there.  It's still a new frontier in programming, really.

With the rise in multiplayer online gaming, you also have to think that many companies don't want to spend money on good in-game AI, since the majority of players will wind up playing other people online anyways.  Take CoD4 for instance; you play through the single-player maybe once or twice, and then spend months and months playing online multiplayer exclusively.  It's just not worth the effort to have killer AI, because it'll go unappreciated for the most part.

Yeah, I remember you mentioning Killzone 2 a few times for this purpose. I haven't played it myself yet, but when I get a PS3 I'll give it a go (sometime after Valkyria, Demon's Soul, and Infamous, anyways).

I think you're right that online gaming retarded the growth of AI in many ways. And for the RTS and FPS genre, I'm willing to accept that, since no AI can be as fun to play as a human. My problem is that this attitude has bled into other, more single-player genres and games as well. The example that comes to mind is Empire: Total War (which is technically an RTS, but a mostly-single player one). I haven't bought it, and won't until it hits $20, despite sinking hundreds of hours into the Total War games, and despite my fondness for the time period.

The AI in Medieval II was so terrible that it made the whole game un-fun, and from the sounds of it, Empire's little better. I remember people asking at the TWCenter forums if Empire would have a passable AI system. Someone from Creative Assembly tried to assure everyone that it would: they now had two whole people devoted the game's AI, which has to handle three completely different sets of extremely complex systems in real-time. Awesome! Of course, they likely assigned more folks to create the art assets for just the lowly peasant militia unit...

What annoys me is that it doesn't have to be this way. I remember being blown away by the AI for the marines in Half-Life (and in more ways than one!). Taking cover, flanking, covering fire, throwing grenades... that made for a fantastic experience at the time. But for the most part we haven't moved much in the past ten years. Why have so few games taken things to the next level? Why, for instance, is the AI in The Conduit so atrociously bad that I dropped the single-player mode four missions in? Aren't we better than that by now?

Argh, I'm rambling now. It just frustrates me that such an important element of gameplay is so ignored by most developers. Still, I'll give Killzone 2 a look. It had better be good!  :P

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