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Messages - Fjurbanski

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126
It's definitely a interesting game. I'm constantly conflicted while playing it, lol.


Oh, me too, definitely. I rag on the level design, but there are certain parts that I think are really well done. I like this, I don't like that, etc.

127
Quote
The problem is that, as you say, it doesn't make for fun bosses. Although I'm inclined to think that, with a bit of creativity, they could have improved on those. They could have made the enemies' patterns more complex, or involved environmental factors, or made the objective to dodge the bosses' attacks while attempting to reach certain checkpoints scattered throughout a large room, or something more involved than a single boss in a single-screen empty room.


But they DO do that, and for a game from 1990, they do enough to keep me interested. I'll put it in spoiler tags for people who haven't gotten there yet, but...


The very first boss in the game has environmental factors. The boss itself won't hurt you at all, but the fire pillars will. So you dodge the fire pillars and attack the boss whenever he appears.


The two masks is a very interesting boss battle. They both have protective orbs surrounding them, and you can only hurt the orange one. So you attempt to attack the orange one, while at the same time dodging the orbs. And then the masks will switch places. Sure, they're patterns aren't that complex, because they're symmetrical, but let's be honest, I think people would be complaining a lot more if that boss battle were overly complex. Then it really would be very hard.


The last boss in the game is plenty complex and gets even more complex as the fight continues. Every time you hit him part of the arena is taken away, giving you less room to maneuver. And first there's one orb trying to attack you, and later there's two. Once again, if the pattern the boss followed wasn't at least somewhat predictable, the boss would be a lot worse.


Quote
If the boss battles had more indicators or feedback to the player I think that would go some way towards resolving the problems that people are having with them. Jokes are often made about the fact that boss battles in video games often have glowing sections on their bodies, or giant eyes, or an exposed underbelly etc. The use of those types of indicators are perhaps a little trite, but at least they feedback information to the player. When games fail to provide that information they can become really frustrating for some people.


I kind of agree and disagree with this. Yes, the bosses had little indication of where to hit them, but that's because, for most of them, their entire body is where you need to hit them. Its just a matter of when. There are a few exception like the centipede boss, because he is attacking with a part of his body, therefore you must attack the part of his body that is not attacking you. But even then, its pretty obvious that you should not run into the giant pincers trying to bite you, but instead hit his backside But most of the bosses do not attack you with their bodies, but with something external, meaning whenever you do get the chance to attack their bodies you know you can do it without getting hurt. And whenever you land a successful hit, the screen flashes, you here that "hit" sound, and you see their life bar go down. That's a pretty obvious indication that you're hitting them at the right time.


Now, this does take some time and some experimentation, but that's not a bad thing, is it? Besides, at least this game encourages experimentation. Like I mentioned earlier, if you have the heal ring and save right outside the boss door, then you can fight the boss over and over without wasting any time. You don't have to save at a save point and slog all the way back to the boss door. That would discourage experimentation. With the system Ys I has, you can try several different approaches without being harshly punished for it.


So, do the boss fights have some issues? Sure, but I think they do plenty of things both outside of the fights and within the fights themselves to leverage those problems. In the end it makes for boss fights that are no better or worse than boss fights in any other game. And as far as this game is concerned, I find them way more fun then running around poor, maze-like level design, steam-rolling enemies with no thought.


128
While the boss fights are a little more involved than regular fights, the issue I have with them is that the additional complexity generally isn't that well done. Most of the time it boils down to running away while the boss is invincible, then briefly charging in during the limited vulnerability periods.


Well yeah, but what else do you do when your primary means of damage is to throw yourself at the enemy, always risking damage to yourself every time? With combat like this, every fight will boil down to dodging the thing that can hurt you until you have the chance to hurt it. Which to me sounds like almost every boss fight in almost every video game ever, so what's the real problem?


The boss fights in this game aren't amazing by any means, but I think to say that they suck is too harsh. Especially when the rest of the fighting in the game is boring at best, and mind-numbingly monotonous at worst. I think the bigger issue is that the combat itself is bad, not the bosses. Take any of these bosses, and put them in a 2D zelda game, and i doubt we'd see anybody complaining.


So, with generally bad level design (with a few exceptions), egregious back-tracking, and enemy variation equal to 1, I do feel that the boss battles were the highlight of the game. They took the most strategy (what little there was) and were a good challenge, while having the least amount of annoyance possible, since you could save right outside with full health. Also, they had the most variation and the most character out of anything in the game. No enemy or NPC is as interesting or memorable as the bosses.


Were they amazing? No, I don't think the combat system doesn't really allow for that. Were they terrible, or the worst part of the game? Not to me. The exact opposite in fact.

129
So, I just beat Book I. I obviously had to use a guide for a few parts (which I'll get into in a minute), but I'm into Book II now.


First off, I love the fact that you can save anywhere. There are a few horrible moments of annoying backtracking, and some of the dungeons are incredibly long. So, not having to worry about save points, like I was expecting to, is a nice change of pace from other games from this era.


Another thing I absolutely love is the heal ring. It's a genuine life saver. Having the ability to heal yourself at any time makes the game much more manageable. It's great to be able to put on the heal ring right outside a boss door and save there. Then if (when) you die to the boss, you're right back into the fight with full health in no more than 5 seconds. It makes the bad parts of the game much more bearable.


The bad parts, I think, are the maze-like level design, the backtracking, and not having any kind of map. This is the main reason why I had to look up guides for the game The worst offender, obviously, is the Mine. Paths snake out in every direction, and you can only see what's right in front of you? Ugh... Add to this the fact that certain main storyline items (harmonica) are acquired by finding them in some random chest. The game makes you search every nook and cranny of the area, but doesn't give you any indication of whether you've already searched an area or not.


Finally, I'm surprised that a lot of you guys didn't like the boss battles. I felt like they were the best parts of the game because, unlike other enemies, the bosses actually have different move-sets, and you actually have to approach them in unique ways. Sure, you still just have to run into them, but it's when and how you run into them that matters. Every other enemy in the game was just the same thing with a different coat of paint: steamroll, rinse, repeat.

130
Nintendo Gaming / Re: Does Pikmin qualify as a strategy game?
« on: March 01, 2013, 11:48:08 AM »

That's kind of my point though. For me Pikmin resembles Wonderful 101 more than it does a strategy game. So if we're saying that 101 is an action/adventure game then surely Pikmin would be also.
 


Pikmin only resembles W101 in that there are multiple characters on screen at once that you control. From what we've seen, what you're doing in W101 is nothing like pikmin.


In pikmin, you have specific types of pikmin that can do specific jobs, you can divide them up to complete different tasks, you can take resources back to a base, etc. It's not high strategy, but the tasks one would do in a strategy game are present in pikmin.


In W101, aside from the main characters, doesn't look like it has unique units, just a mass of characters. And no matter who or what you have you can transform into a gun, or sword, fists, or whatever. Then you just attack, while every once in a while solving rudimentary puzzles through a linear course. It looks more like a beat 'em up, just with a facelift. You walk down the street, fight this guy or that guy, then get to a boss.


Yeah, if you took a picture of pikmin and compared it to a picture of W101, they would look the same, but if you took a picture of Metroid Prime and compared it to Halo they'd look the same too. And we know they aren't. The type of enjoyment one would get out of both games seems to be completely different. So I wouldn't say they fall into the same genre at all.


I'd say pikmin is adventure/strategy (once again, you can debate how much strategy is there, but it's there), whereas W101 (from what we've seen of it) is just a brawler.

131
TalkBack / Re: Roundtable Discussion: PlayStation 4 Unveiling
« on: February 23, 2013, 01:11:27 PM »
Yeah, the no backwards compatibility for digital games is really making me angry. As cumbersome as Nintendo's methods were, at least the let me transfer everything to the Wii U. And this is a great opportunity for Microsoft to come out and say, "We'll let you transfer/download all your xbl arcade games for free", and win some gamer's hearts. I suppose they have no choice since they're moving away from the Cell, but still.


As for the conference, it was ok. Like you guys said, they checked a lot of boxes. The games were a big problem for me though. The new ones looked fake (Capcom's game), I don't care about Killzone, and the best looking games are coming out for the current gen anyway (watch dogs, destiny).


And ultimately, I'm not that interested in this upcoming gen because we're just gonna keep playing the same games, with the same controls, and the same corridor shooters. Bethesda's games will still be buggy messes because they bite off more than they can chew, Activision and EA will still annualize everything and come up with more elaborate ways to get money out of you, and only a handful of games will be anything truly special.


Sure, I'll get excited about certain games, because I love certain franchises. But for the industry as a whole? Even if you give me all the RAM in the world, I can't get excited about the next step the industry is taking when it's just a prettier version of what we've done before.

132
TalkBack / Re: Need For Speed: Most Wanted U Video Demonstration
« on: February 22, 2013, 03:21:57 PM »
You know who was also very passionate? The guys that made Aliens: Colonial Marines.


Haha, very true. I think we can rest easy with this game though. Unless for some reason the video on this page is a fake, this game won't turn out to be another Colonial Marines.

133
TalkBack / Re: Need For Speed: Most Wanted U Video Demonstration
« on: February 22, 2013, 01:54:23 PM »
He seems very passionate. I like that. I hope any other devs that make games for Wii U take them as seriously as these guys.

134
TalkBack / Re: Rumor: Destiny Could Be Coming to Wii U
« on: February 20, 2013, 11:02:15 PM »
Even without knowing about this source code, I would think the chances of this game being on Wii U are pretty high. The game will be on PS360, so obviously the Wii U can run it, and the game is being published by Activision. They put out everything on everything. It's just what they do.

135
TalkBack / Re: Watch_Dogs Confirmed for Wii U
« on: February 20, 2013, 10:58:09 PM »
This game, and what it could mean for 3rd parties on Wii U, may have just made the PS4 irrelevant for me for a few years. If this game is technically viable, aka no huge issues, and it has proper and interesting Gamepad support, then I will get it for Wii U.


Which means that if the Wii U is able to get more 3rd party support, and it doesn't degrade as time goes on, then I will always choose the Wii U version of these games simply because of the Gamepad (unless they don't put in the effort).


The PS4 version may have the most beautiful graphics in the world, but no Gamepad may end up meaning no buy.

136
TalkBack / Re: New Miiverse Update Makes Filtering Content Easier
« on: February 20, 2013, 02:40:49 PM »
That's a good update. Miiverse is getting better and better. Just need colors now............

137
TalkBack / Re: Donkey Kong Country Returns 3D: An Unnecessary Remake
« on: February 19, 2013, 11:12:41 AM »
It would probably be best for us if they made an original DK game for 3DS, buuuuuuuuut, how long would that take? I'm sure the whole point of this game is just to get something out quickly to bump up the summer releases (not that it looks like the summer needs it).


Unnecessary? Yeah, probably. A waste of time? Money? Not for me. Never played the Wii version, so I'll pick this up.

138
Podcast Discussion / Re: Episode 326: A Big Bowl Full of Smart
« on: February 19, 2013, 01:55:24 AM »
An action/rts describes it nicely


Pretty much. Seems kind of silly that these guys are denying the RTS elements right in front of their faces just because it also has action or adventure elements.

139
In one sense, it sucks because we know the full game is ready, and this is like rubbing salt in the wound.


In another sense, this looks like more fun the the main game anyway. And it's update weekly/daily? And the devs are gonna get involved? Guess I'll have to get this.

140
Podcast Discussion / Re: Episode 326: A Big Bowl Full of Smart
« on: February 18, 2013, 03:42:16 PM »
You may not consider Pikmin to be an RTS, but it certainly isn't anything else...


Adventure? Sure, but that's too generic and doesn't tell you anything about how the game plays. The game plays like an RTS on one level or another. You make units to gather supplies or defeat enemies, and those supplies can make more units. You separate those units into teams and have them complete different tasks. Sure, it's a simplified version of the RTS genre, but that doesn't make it something different. It's like Mario Kart compared to Gran Turismo. We acknowledge the differences between them and refer to Mario Kart, et al. as "kart" racers, but we don't call them by a completely different genre. Just a sub genre within the larger racing genre. GT is a racing simulator, trying to be realistic. Burnout is an arcade racer, trying to be over the top. Mario Kart is a kart racer, with items, etc. They're all still racing games.


The RTS genre doesn't have as many derivations (as far as I know) as the racing genre, so the term for what Pikmin is may not exist. However, you can't just say, "Nope. It's an adventure game. Not an RTS." It shares far too many similarities with RTS's to just throw it in another genre that it still doesn't fit in and call it a day.


Besides, how is it not strategic to split up your pikmin into different groups to get the ship parts in just the right order to save you just enough time so you can get a bunch of ship parts in one day? While at the same time having another group building a bridge, while at the same time having another group breaking a wall. Giving your other Pikmin a faster path back to the base. Getting every area done as fast as you can, while also losing the smallest amount of pikmin possible, while also making more pikmin, takes "real time strategy".


And the bullets in a clip comparison..... come on... ¬_¬


Honestly, Jonny said it best. You're viewing it differently because of its single player. If Pikmin had Starcraft style competitive multiplayer (which they could do without changing anything), there wouldn't even be an argument.

141
TalkBack / Re: Wii U Sells 57K Units in January
« on: February 16, 2013, 12:59:32 PM »
The only reason Nintendo would need to drop the price is if the ps4/720 are priced the same as the Wii U. They won't be, though. They'll be higher. So as long as the Wii U is the cheapest option, and it starts pumping out must have games, there won't be any need to drop the price and sell it for even more of a loss.

142
TalkBack / Re: Nintendo Direct: Cautiously Optimistically Cautious
« on: February 15, 2013, 04:47:32 PM »
Yeah, it was a great Nintendo Direct. Plenty of good stuff, barely any technical junk, and best of all, new games.

143
Sounds great. It'll obviously be pretty expensive, but it's substantial. I like the idea of getting 1 substantial NSMBU pack a year. I think it would be better for us (and them, maybe) if they just extend the life of this one game, rather than making more NSMB games.

144
I'm wondering if you switch between controlling each character, or if you only control one and just throw out items at the right time. Either way, it's a good idea that needs to be explored.

145
TalkBack / Re: Nintendo Direct Coming Thursday
« on: February 13, 2013, 12:56:38 PM »
I think we'll mostly get a bunch of release dates. Maybe some localization if we're lucky.

146
TalkBack / Re: LEGO City: Undercover Impressions
« on: February 12, 2013, 12:41:28 AM »
Sounds like they're doing a good job with the Gamepad. Very encouraging.

147
Podcast Discussion / Re: Episode 325: Something About Tingle's Chest Hair
« on: February 11, 2013, 05:37:31 PM »
I don't really see what else Nintendo can do to get 3rd party support other than making a console that's a carbon copy of what Microsoft and Sony are doing.

They're being extremely nice to 3rd parties, but still aren't getting anything out of it. What else can they do but get into a bidding war with Microsoft (which is stupid)?


Not to mention companies are so stupid that they don't understand the real reasons why their games fail on nintendo consoles. Hint, it's because the games they put out aren't good enough (like all the shovelware they put out on the Wii), or they do something utterly stupid (like the Rayman Legends delay), and then blame everyone but themselves.


When Rayman Legends doesn't sell well on the Wii U this September, do you think Ubisoft is going to say, "Man, guess everyone was right and we should have released in Feb..."? No, they're gonna say that the Wii U instal base isn't a viable market.


The phrase "damned if they do, damned if they don't" couldn't be more apt when it comes to Nintendo.

148
TalkBack / Re: Nintendo Needs to Stop Caring About What Other People Think
« on: February 11, 2013, 01:13:17 AM »
I am not sure where to put this but if one thing about the Wii U that needs a price cut it is the Pro controller. Nintendo needs to cut that thing down to $29.99 and let more people purchase them. This way more third parties can just port over their games and use only the pro controller.


Maybe Nintendo should drop the price on the pro controller, i don't know. But third parties just need to suck it up and use the gamepad. If it's that hard to pop a map/inventory down there, or just support off-screen play, then you're not good at your job.

149
TalkBack / Re: Nintendo Needs to Stop Caring About What Other People Think
« on: February 09, 2013, 10:50:33 PM »
I can pretty much agree. What I want to see is Nintendo expand on what they're doing right now. They've got the tried and true, they've got 3rd party exclusives that they're paying for, and they've got some experimental stuff.

So we get 3D Mario, Mario Kart, etc. We get Bayonetta 2 and W101. We get Shin Megami X Fire Emblem and who knows what those new IPs Miyamoto is working on. Add on to that the eshop, and indie devs have been saying for a while that Nintendo is treating them very well. All they have to do is keep doing what they're doing right now, just do it more and maybe a little faster. And keep localizing great games like Xenoblade and Fire Emblem. Then there will be a ton of great, unique games that you can't get anywhere else. They just need to build momentum (which should be built this year) and then keep going. Don't stop. That was my main problem with the Wii. The Wii had great games, but eventually they just... stopped. Why? They can't do that again.

And then who knows, maybe they'll also figure out a way to get good 3rd party support. But I'm confident they can satisfy people if they just increase the pace and then remain consistent.

150
TalkBack / Re: Rayman Legends Delayed To September
« on: February 07, 2013, 05:01:05 PM »

There are very good reasons to not want to release on Wii U several months before they plan to release on other platforms. Look man, I'm no damn analyst. All I'm saying is that I can see why this decision may have been taken. I still think it's a bummer that it's being delayed, but I have to disagree that it's a bad financial decision.
Haha, you don't need to be an analyst for me to take your thoughts seriously (God knows most of them aren't very good at their job anyway).

And at the end of the day.. I feel like none of this talk of business and sales matters much. Rayman will be mostly fine, and Ubi certainly isn't going under after this. But, sometimes its better to just please your fans and give them the game you promised, instead of taking it away from them weeks before it comes out. Especially since they're blatantly lying to us when making this announcement.


From IGN:


"When we saw all the comments when we announced the game would be focused on Wii U, all of the people that have both the PlayStation 3 and 360 were really disappointed,” Poix told IGN. “So we thought it was making more sense to also bring the game to where it was originally from. That means Xbox 360 and PlayStation 3. So we decided to go for a multiplatform launch simultaneously."


and


"As for the reason for the delay, Poix explained that 'it’s really about the fans. It’s really about having a very interesting universe, a mix of craziness and poetry mixed all together. We are very happy that we can bring that to many, many Rayman fans and the more we can, the better.'"


It's not about the fans, it's about the money. If it was about the fans, you wouldn't screw over one group just to please another group. So if they wanna do all this fine, but they're either lying, or they genuinely don't understand how a 7 month delay could anger people (which is obviously not true).

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