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Messages - KDR_11k

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1176
TalkBack / Re: Miyamoto: 'Zelda is Bland'
« on: March 04, 2011, 09:25:17 AM »
Also someone needs to tell them that "use hookshot with grapple point, repeat 40 times" is not a puzzle.

1177
Nintendo Gaming / Re: Shoulder Button Failure
« on: March 04, 2011, 09:20:46 AM »
My DSi has the same issue.

1178
Nintendo Gaming / Re: Nintendo 3DS Discussion
« on: March 04, 2011, 09:19:47 AM »
Epic just claimed that there's no middle ground between 50 million dollar AAA games and indie titles made in a garage. They're just close minded.

1179
Nintendo Gaming / Re: Nintendo 3DS Discussion
« on: March 03, 2011, 11:02:44 AM »
I got to play a demo unit with Kid Icarus at CeBit. The 3D effect seems pointless to me, while I could indeed see it all it did was make it feel like Pit was in front of my face while I was aiming at stuff which was just annoying. The Steel Diver rolling demo also suffered from the 3D look, it amplified the effect of the weaker graphics and made it look like the sub was tiny (instead of merely seen from far away).


I still don't get why the press was so amazed by it.

1180
TalkBack / Re: Nintendo EAD Tokyo Working on 3DS Super Mario Title
« on: March 03, 2011, 02:47:33 AM »
An important part of the tanooki suit was its rarity. But unlike the kuribo's shoe it wasn't just issued to you on a specific level, you had to get it from secrets and then got one use out of it. If you lost it that's it, it's gone. You could use it anywhere if you wanted to. Galaxy's powerups stand in stark contrast to that, you get a powerup issued in the level they want you to use it in and afterwards they take it away, if it's something that actually makes you more powerful rather than just letting you progress the intended way they'd make it timed (fireflower, anyone?). SMB3 allowed you to break the game with the rare items (P wing!), SMG only handed them out exactly when the level was designed for it.

We'll see if this marks a return to the old powerup mechanics where powerups actually made you more powerful.

1181
Podcast Discussion / Re: Episode 233: Don't Try Too Hard
« on: March 02, 2011, 01:47:34 AM »
If you'd like better gliding than Crackdown 2 try Prototype. Alex Mercer can fly like an emo Peter Pan.

1182
Nintendo Gaming / Dealing with a scratched touch screen?
« on: February 28, 2011, 01:20:05 PM »
My mother (who got my ooooooooold original DS to play Layton and Ace Attorney on) is reporting that her DS's touch screen is getting so badly scratched that it affects the touch accuracy. Is there any somewhat easy way of fixing it enough to make the taps accurate again?

1183
General Gaming / Re: XBox Live Indie Games
« on: February 28, 2011, 10:05:50 AM »
Fortresscraft doesn't have the survival aspect. That's the reason I play Minecraft, to delve deep and kill nasty monsters.

1184
General Gaming / Re: Accessiblity and the Fighting Game Genre
« on: February 27, 2011, 11:24:19 AM »
Street Fighter and Smash Bros are the mainstream fighting games, the games Broodwars was complaining about were MvC3 and BlazBlue. Pretty sure that especially BB is a fairly niche fighting game. I guess we derailed the thread a bit by talking about SF4 and Starcraft.

Anyway, the Bleach DS games let you use special moves with touchscreen buttons, the only drawback is that moving your thumb over there can take longer than inputting the move.


Oh and speaking of Smash Bros, remember "no C-Stick" rules?

1185
TalkBack / Re: Ubisoft's We Dare Brings 'Spice' to Party Games
« on: February 27, 2011, 10:54:11 AM »
I hear the board game version is played with a six sided die. And one side says "RAPE".

1186
General Gaming / Re: Accessiblity and the Fighting Game Genre
« on: February 27, 2011, 04:58:24 AM »
Quote
KDR_11k posted:
While I can input most regular special moves (I consider anything more complex than 3-5 directions stupid, it's just a barrier to entry, not a skill) even that isn't enough to understand most fighting games. They vomit a list of convoluted mechanics at you, stuff like Roman Cancels, desperation moves, crossover combos, various breaks, etc. Most of which the manual just mentions as existing but never mentioning why you'd want that. Shmup scoring these days is similarly convoluted with various combo systems and stuff. It's what happens when you make your games for an extremely small niche that does not want changes to the core mechanics even after 20 iterations and instead wants stupid **** bolted on. Having extremely simple core gameplay doesn't help, in most games your player character can do way more than move left, right, jump OR attack.

>extremely small niche
>sells millions

How much of that stuff is actually in SF4? How many of those millions of people know how to use every system in the game? How many just mash buttons and are proud if they manage to do one hadouken?

1187
General Gaming / Re: Accessiblity and the Fighting Game Genre
« on: February 26, 2011, 01:21:59 PM »
To be fair you can play them fine without a stick but I agree, the genre as a whole needs someone experimenting with how it can be developed further and the answer is not to staple a ton of mechanics and bars onto the game.

1188
General Gaming / Re: Accessiblity and the Fighting Game Genre
« on: February 26, 2011, 11:07:48 AM »
Except not using your hands is a fundamental rule that would completely break the game if ignored while the things that annoy me about Starcraft are arbitrary restrictions that exist merely to appease the pro players and hamper newbies. Removing the queue and zoom restrictions from starcraft would not alter the game at high level play, removing the no-hands rule from football would turn it into handball.

1189
General Gaming / Re: Accessiblity and the Fighting Game Genre
« on: February 26, 2011, 03:27:00 AM »
I'd guess the button naming comes from the ability to rebind the keys easily but then again computers can easily replace the displayed button too. Maybe it's supposed to give people a common terminology no matter how they bound their controller or whatever.

While I can input most regular special moves (I consider anything more complex than 3-5 directions stupid, it's just a barrier to entry, not a skill) even that isn't enough to understand most fighting games. They vomit a list of convoluted mechanics at you, stuff like Roman Cancels, desperation moves, crossover combos, various breaks, etc. Most of which the manual just mentions as existing but never mentioning why you'd want that. Shmup scoring these days is similarly convoluted with various combo systems and stuff. It's what happens when you make your games for an extremely small niche that does not want changes to the core mechanics even after 20 iterations and instead wants stupid **** bolted on. Having extremely simple core gameplay doesn't help, in most games your player character can do way more than move left, right, jump OR attack.

The basic elements of fighting games are so primitive that they have to tack stupid **** on there to add some variety. In an FPS you can move and shoot but you have 3D movement and completely analog aim so both elements have many nuances to them. In Super Mario Bros your jump can do so many different things. In fighting games none of that is there, everything is digital and adding depth merely means adding more states to the finite state engine that is the player character.

In football all you can do as a player is run around the field and hit the ball (or people if you're Dutch) but since there are many players in play, the ball can be in many positions and hitting the ball can move it into many other positions there's a lot of depth to the sport. Simple rules, complex gameplay, good tournament sport. Fighting games have insanely complex rules with very limited applications each.

Fighting game fans are worse than the people who like **** like the limited queue sizes and lack of zoom in Starcraft. You should be fighting your opponent, not the interface.

1190
Nintendo Gaming / Re: Official Wii Sales Thread
« on: February 25, 2011, 05:15:01 PM »
The problem with Kinect is the lack of good games. All it's getting is ports of Wii shovelware.

1191
General Gaming / Re: Dear Rockstar, WTF?
« on: February 25, 2011, 05:11:36 PM »
Hell, most gamers never even heard of the company (then known as DMA Design) until GTA III came out.

Yeah but they'd still recognize Lemmings.

1192
Reader Reviews / Re: Rate The Last Game You Played
« on: February 25, 2011, 05:08:44 PM »
They never released Sigma Star Saga here, I was pretty interested in that back in the day.

1193
Podcast Discussion / Re: Episode 41: Is It Me You're Looking For?
« on: February 25, 2011, 05:03:51 PM »
Choice is an attempt to add gameyness to the parts of the game that don't involve putting bullets into people. Most of the time in an RPG is spent on the story so it should be more than just a non-interactive sequence.

Glory Days TD is based very closely off the Pop Island engine, some assets haven't even been changed (like the transition effect of the giant cartoon mouth closing or the "for maximum joy" intro screen) to fit the game's theme better. The military vehicles have been thrown into Pop Island with Paperfield which looks inconsistent in that regard (but since it plays the same as the regular Pop Island the 200 point price may still make it more attractive). I'm hoping for a proper Glory Days game next.

1194
TalkBack / Re: You Don't Know Jack Review
« on: February 25, 2011, 01:16:13 AM »
The console versions have around 70 episodes.

1195
TalkBack / Re: The Last Story Impressions
« on: February 24, 2011, 03:05:47 PM »
Only thing I can find wrong with that is that you aim the crossbow with the analog stick when you have a Wiimote in your hand.

1196
Nintendo Gaming / Re: Official Wii Sales Thread
« on: February 24, 2011, 02:33:43 PM »
PlayStation Move, on the other hand, is not. It's very easy to find

Meh, the Kinect is piling up everywhere as well, that's not a metric.

1197
Podcast Discussion / Re: Episode 232: The Opinion Leader
« on: February 22, 2011, 11:25:45 AM »
I believe they demoed some giant hamsterball thing at E3 or something that was used to let you run around in virtual reality. People reported that they didn't like it.

1198
TalkBack / Re: North American 3DS Launch to Boast 16 Different Games
« on: February 22, 2011, 11:23:20 AM »
Raising the US prices makes sense, the fall of the US Dollar made 30$ much, MUCH cheaper than what those games cost in the rest of the world and likely resulted in a lot of importing. DS games launch at 40€ here which is almost twice as much as your cheapass 30$.

On the other hand raising 3DS game prices compared to the DS makes no sense in Europe where that would make them more expensive than Wii games (also 40€).

1199
Nintendo Gaming / Re: Official Wii Sales Thread
« on: February 22, 2011, 11:20:27 AM »
On the Player One Podcast they just talked about how the non-Kinect bundles are sold out everywhere, might even be a hint of desperation in those bundle sales.

1200
General Gaming / Inside a Star-filled Sky: Recursive Gauntlet!
« on: February 22, 2011, 06:56:24 AM »
http://insideastarfilledsky.net/


It's a game about procedurally generated creatures in a procedurally generated world that is another creature which is in...


The gameplay is that of a top down shooter, using the mouse to aim, shooting enemy creatures and grabbing powerups. The trick is that powerups don't apply to you but to the thing you're inside of. By default you're inside the next higher player creature but you can also enter powerups and enemies (kinda like Disgaea's item world) to affect their properties by grabbing powerups in there. Don't like that lv1 corner shot that's blocking your path? Dive in and turn it into a lv15 health boost or something by replacing its powerups with health powerups! Can't find health powerups inside the powerup? Dive into a different powerup in there and replace its powerups with health powerups! It's powerups all the way down! And hey, if that enemy is so annoying just go in and replace its range attack and dodging AI with sticky shots!


Shot powerups combine, kinda like the stages in the Blast Works editor. Stick a burst and a spread powerup on your creature and you shoot a spreadshot that explodes into even more spreadshots! Of course if you invest all three powerup slots into shot powerups that means one hit will send you packing so maybe you'd want a health powerup instead.


If you get killed you get dropped into your current player creature so fix it up, stick some better powerups on there and go back into the fight!

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