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Messages - azeke

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2126
...that totally looks like a strategy game:


2127
Nintendo Gaming / Re: Miiverse Screenshots
« on: August 29, 2013, 12:46:48 AM »
Reposting Wonderful 101 screenshots (with links) from my personal blog:








2128
A few things that worry me, Nintendo needs to work on it's pacing--releasing ... two strategy games atop of each other
Is Nintendo suddenly releasing Advance Wars or something?

Or have they announced Rome: Total War 2 port? If so, i am going to buy Rome II day one so hard.

Joking aside, seeing people who show that they know next to nothing about the best game of the year is sad. Because that totally looks like a strategy game:

2129
TalkBack / Re: Nintendo of Europe Announces Their Fall Line-Up
« on: August 29, 2013, 12:23:01 AM »
I waited for Scribblenauts. I waited for it so long.

Then i got the game for 3 bucks on Steam.

Shibata, why. WHY DID YOU MADE DO IT?

2130
Nintendo Gaming / Re: Official Sales Thread
« on: August 29, 2013, 12:09:17 AM »
Wonderful 101 is one of the greatest games i ever played, so not only i get enjoyment from game itself i also get to think i am one of the very few to do so.

Win-win for me.

I envy americans who will get to play W101 soon and will curse and go WTF at first. Because after that initial shock they will reach that G-spot of action gaming nirvana and the game will start hitting it and ramming it and drilling it repeatedly for many, many, many hours and won't let you go.

2131
Main news for me is that Mario 3D World is now coming sooner.

Also Wii Party U bundled with wiimote. Hmm, i have to make a decision if i really want fourth wiimote or should i seek for cheaper release with just the game (if that's going to be available at all).

2DS looks stupid, but i totally get it why they did it.

Meh on everything else.

And i shake my head at NoE announcing that they're gonna release Scribblenauts Unlimited in December. A full year after it was released everywhere else and even THAT is a huge IF, because i believe they will just never gonna release it.

2132
TalkBack / Re: Wii U Price Drop Announced Alongside Wind Waker HD Bundle
« on: August 28, 2013, 11:52:48 PM »
Doesn't that always happen with price drops?
Companies should always announce price cuts a bit in advance. It's to prevent people who bought it literally day before the announcement from having a sever buyer's remorse.

2133
TalkBack / Re: Nintendo Unveils New Entry Level Handheld, the 2DS
« on: August 28, 2013, 01:06:51 PM »
It looks stupid.

But considering i already bought two 3DSs and lost one, i'm not in the market for this. They probably want to kill all that predisposition in parents minds about 3D.

But jeez, how stupid this looks.

2134
Nintendo Gaming / Re: What can Wonderful 101 learn from Bayonetta?
« on: August 27, 2013, 11:51:04 PM »
Daily update.

I finished operation six and story has delivering in a big way. Definitely better and more coherent story than in Bayo. Great characters and dialogue.

Operation 5 was tributes galore: it had Zaxon segments, Starfox segment and a few other non-brawler gameplay segments which were either original or i couldn't get the reference.

And the boss in that operation was absolutely hilarious. It spoofs a very popular Nintendo series, and i had to pause to laugh for a minute when i realized that. I won't spoil what it is, but it's absolutely amazing that they did that.

Too bad that (again...) gameplay in these gimmick segments wasn't up to par with the rest of the game in terms of system depths and variety. It's kinda disappointing that this boss who is a tribute to series that started on NES can't really match a fraction of depth first game had.

2135
Nintendo Gaming / Re: What can Wonderful 101 learn from Bayonetta?
« on: August 27, 2013, 02:21:51 AM »
Probably the most important change/improvement form Bayonetta to Wonderful 101 is the way how it handles continues.

When you die, you resume from the exact same moment, with all damage you already dealt to a boss still there and you can keep trucking on through like nothing happened. Where in Bayo when you died you were dragged back to the last checkpoint and you had to repeat the sequence from the start.

This guarantees anyone can advance through this game as long as they're determined enough, of course you'd be killed million times, and your score will be pitiful but you'll still beat the game, eventually.

Also, have a bit more miiverse picspam:





As per usual for Kamiya games, the hardest enemies in the game are not huge bosses, but enemies of your own size and the same abilities as you. Jeanne boss fights were incredibly hard in Bayo, it was like you hit an impenetrable wall at first. Same with Prince Vorkken in W101 who has the same Unite Morphs abilities as you plus some more abilities that you yourself will get only later in the game.

I remember how satisfying it was to replay Jeanne fights having a full arsenal and thinking: "how do you like that ******, now i have all the tricks you have and we're even".

These encounters really force you to actually start learning combat system, because you won't move past these characters if you don't.

Okay, you actually can get through Vorkken fights by just button mashing, because of continue system in W101, but it will take a long ass time and will be very painful to see yourself getting thrown constantly all over the place.

2136
Nintendo Gaming / Re: What can Wonderful 101 learn from Bayonetta?
« on: August 26, 2013, 02:02:23 AM »
Okay, now that i spent almost two days playing the game and initial shock and awe settled down a bit. It feels like i'm half way into the game (collected 48 of Wonderful Ones) and some things may change in later levels, but it's enough to collect some thought and write down more impressions about comparing this game to Bayo.

So let's resume this personal blog of mine.

First of all, i want to note that i will talk a lot about issues in W101 and there are even more that i will mention only in passing. Occasionally problematic isometric perspective, enemies attacking from outside the screen, control issues (reviewers didn't lie, hammer is definitely hard to pull of), confusing aiming (in aiming segments my aim sometimes goes right when i press left -- wtf?). Thankfully the game doesn't any have actual bugs, but it definitely lacks focused polished feel that Nintendo games have.

Other than legitimate issues, the game is also of acquired taste, because the game will often leave you with no hints about what to do. Some forum hipsters who hate Nintendo and their "tutorialising" despite that never even play these games might like the sound of that, but believe me, you WILL get lost many, many times not knowing what are you supposed to do. Which is okay by me, because realizing things by my own is pretty fun but i still got annoyed a few times about some puzzl-ish segments.

Still, the game is still positively WONDERFUL, despite numerous minor issues. It's amazing and funny and tense and sexy and challenging and delightful. It's cinematic without removing player out of the equation. You will say wow, woohoo, holy crap constantly. Quoting NeoGAF poster who said this about "Kid Icarus: Uprising":
Quote
I've never played a game that was so happy just to exist. So much of this game is just a pure joy to play and experience...
With Wonderful 101, we're getting a second game just like that.






With gushing out of the way, let's talk comparisons to Bayo.

Music:
In the first three levels alone Bayo was already killing it with tracks like: One of a Kind, Fly me to the moon and Battle for Umbra Throne. Apart from metrioned wonderful march song , W101 didn't impress me as much musically. Hopefully it will get better in later levels. And final credits song better be as awesome as "Let's Dance, Boys":

Score ruining sudden deaths and QTEs:
My main grief with Bayo were quick time events when you had to press designated button in the exact moment or you will DIE (and ruin your score and will have to start the level anew from beginning). Now with W101, there are many type of QTEs actually and button pressing QTE is just one of the many and all these events are for jumping out of the way so you're really always pressing B button. You're still gonna die if you fail button press, but the timing is more forgiving this time.

So i guess this is a definitely improvement from Bayo. Also, the game has a "Retry" option, so that definitely makes things easier if you tend to restart levels when you're not doing too good.

Gimmick levels
Shooting segments aren't too bad, same with starfox type level(s). One particular part was awful though. The game switched to gamepad and i entered into a maze filled with fog, where it was hard to see, hard to navigate and almost impossible to control your camera because you had to use tilt for that. Oh and you have to fight enemies and draw figures to enlist people hidden in this maze. So frustrating. I gather it will go much better on next playthroughs, but jeez...

Drawn out boss levels
As i got better at the game, i started to finish bosses faster. The problem was that i was missing some cues, and when you miss them the game just loops a bit and starts the the same sequence. So when you don't know what you're doing it might seem repetitious.

It still takes about 15 minutes at the very least to finish any boss level but at least they're extremely varied and filled all kinds of craziness.

UI
A lot of minor problems about interface and menus. Like descriptions for stuff only appears on gamepad, but what if you're playing on Classic Controller? You can enable picture in picture mode for this, but it's a hassle.

In-game shop where you buy unlocks, has short videos demostrating you the effect of the item. But if you buy unlock, you can't watch the video anymore. You can read the text description in the menu but there is no video. It's gone, i guess.

Operation select screen and mission results screen look the same but they're not. "Next mission" option does different things: when you just finished a mission it proceeds to next mission, but when you're in operation select screen (which looks identical as i said) you can select your mission.

But what about if i finished the mission and want to replay it? I am in mission results screen and have to pick "operation select" option, wait for it to load (as i said both screens looks absolutely the same why does it have to load?), press "Next mission" and then pick the mission i just finished in confusing menu where pressing left moves you cursor to the right.

I still can't find a quick shortcut to skip cutscenes like in Bayo (RT -- select) and some cutscenes are unskippable for some reason.

At least they now have "Retry" menu option so that's a plus.

With all that said, i still love the game so much.

2137
The amount of forum drama here has gotten absurd.

2138
Nintendo Gaming / Re: Odd Wii U Glitcch: dialog audio during cut scenes
« on: August 25, 2013, 12:04:32 PM »
Have you checked audio volume on your gamepad?

Many game separate channels to make characters' voice sound only on gamepad.

2139
Nintendo Gaming / Re: What can Wonderful 101 learn from Bayonetta?
« on: August 24, 2013, 09:38:17 AM »
Okay. Now that i spent half of my day playing the full game, i will summarize the results.

Briefly, because i want to spend the rest of my day playing it.

Basically, Kamiya didn't address any of my concerns. Mainly, UI got even more confusing, and that gets even worse when you're playing on Classic Controller because you have to manage two screens.

QTE deaths are still very much there but nothing as bad as Bayo had, thankfully.

I played "gimmick level" where i hijacked enemy ship and controlled it from within while simultaneously fighting enemies inside the ship. It was awesome, but similar to how gimmick levels felt in Bayo -- somewhat shallow and slightly drawn out. Still IT WAS AWESOME.

Overall, everything i wanted to fix from Bayonetta was largely ignored.

Thanks, Kamiya.

Seriously, thanks, because outside of my issues the game is awesome.

Overall feeling is very much like Kid Icarus: Uprising -- lighthearted adventures while ****'s going down on cosmic scale.

2140
General Gaming / Re: Fighting Games: JOIN THA WULFPACK
« on: August 22, 2013, 04:25:15 AM »
Just played Divekick with a pal.

It's hilarious. Special moves are confusing though.

2141
This twin stick shooting... not so grand.
No wiimote control option?

It's like third parties actively going out of their way to prevent me buying their games.

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Nintendo Gaming / What can Wonderful 101 learn from Bayonetta?
« on: August 22, 2013, 02:32:49 AM »
Bayonetta is an amazing game. I bought Xbox360 for this game not really knowing what i'm going into, and it surpassed all expectations and basically opened my eyes to yet another videogame genre i never even knew existed.

Now, Bayonetta's creator is releasing his next game and it looks just as amazing and judging from the demo it's primed to be my favourite-est game of 2013.

So what did Kamiya learn from Bayo and is now doing right in W101 and what he should have avoided?

With W101, Kamiya's crazy action is back, yes perspective is different but it works very similarly: combos, launchers, air combos, cancels, dodge offset. Enemies have specific attack animations and sound cues that one should study to dodge or counter properly.

Dodging and parrying felt so satisfying in Bayo and in W101, dodge and block are basic abilities that are put to triggers. Parrying like in Bayo is an unlockable item in W101 and works the same -- jerk the stick in the direction of the incoming attack right before it hits and you will parry it.

Just like Bayo W101 also has outlandish characters and story and a very specific style that it holds throughout.

What is missing so far?

It's hard to say from demo, but maybe music doesn't feel as good? Song that ended the demo was great, but main background music felt too repetitious and generic in the demo.

Bayo was not perfect though. There are definitely more than one spot on her face.

Sudden deaths in the middle of long levels (esp. QTE)
Extremely annoying when you go for platinum and do one single mistake that kills you instantly and then you kiss your platinum rank that you worked towards for the last half an hour goodbye. Especially grueling when it's stupid QTE.

W101 demo had something like it and but the time limit to execute the required motion was pretty generous and at least failures should be pretty amusing by it's own. We'll see how the final game does it, but it's looking okay so far.

Anything is better that spening 20 minutes in one level and then you mess up one QTE and you have to start all over again.

Gimmick levels
Bayo had two levels that were tirbutes to Outrun and Afterburner. Tributes are fine and all, but these levels just lasted way too long and got too boring. Especially when gameplay variety in them was strikingly shallow compared to the rest of the game.

Judging from trailer, W101 is gonna have it's fair of gimmick levels and segments: turrets section, 2d shmup section, starfox tribute and very intriguing parts where you go inside some vehicles/device and control it from inside with gamepad and tv showing inside and outside of the vehicle. I gotta admit the part where you make a metal cube go by smashing it's walls from inside is very ingenious.

Hopefully these levels or segments will be given enough variety to stay interesting for entire duration this time around.

Boss levels that are just too long
Similar issue with all HUEG boss levels. They just got too repetitious and way too long. That was sadly emphasized by the fact that you were fighting some of the bosses again and again. Jeanne as a boss was fine, hell, her parts were amazing. But taking down these monsters just took way too much time.

Clunky UI
This is a minor issue, but it just bugs me as a software designer. I remember how completely lost and overwhelmed i was when i opened start menu in Bayo. Loads of tabs, confusing navigation (whose idea was to place items and weapons in one tab and then you have to switch between them by pressing left right?), unintuitive button layouts and weird names for everything. Even in Angel attack game, i was very confused because i thought i am spending points instead of earning them.

As i can tell from demo W101 has a start menu that is nearly identical to Bayo's. At least they separated items into separate tab this time... Though items tab looks too empty, cause there isn't much there now.

Huh, it appears to be W101 has all the same elements that bugged me about Bayo... Well at least it looks they improved on them somewhat...

PS. I can't believe it's just one day till i will play this game. I am so psyched!

PPS. Anyone has thoughts about comparing W101 to Kamiya's other games (Viewtiful Joe, Okami). I only played Bayo so far.

2143
TalkBack / Re: Retro City Rampage Coming to the 3DS Later This Year
« on: August 21, 2013, 09:45:13 PM »
I'm going to wait for reviews because I'm hoping for it to be gameplay with spurts of 80s references instead of the other way around.
Don't hold your breath.
I got this game on Wii, because i absolutely had to after so many years of waiting, but it was rather disappointing.
Hopefully someone else will enjoy it more than i did on 3DS.

2144
While i have no interest in buying Wind Waker (game looks fine as is), i'm pretty sure this bundle is not worse than Hitler.

2145
General Gaming / Re: What are you playing?
« on: August 21, 2013, 02:46:16 AM »
Last Sunday, my friend came over for a few hours. He wanted to check out my 3DS, and i gave him

Kid Icarus
He said "wow!" during intro video of the game, so i guess Iwata was right in the end.
He got the hang of controls easier than me, being right handed and everything. He played most of the Viridi level (probably the most visually stunning level in the game) and died in the middle of TPS segment.

I also keep thinking about "switch the dialogue off" option that you get after beating the game. It's probably easier to concentrate fully on the game to pull of higher difficulties and/or beat some hard treasure hunt challenges with no dialogue, but i feel like i miss the banter a lot.

He also played a bit of Gunman Clive, Ducktales and because it got him all nostalgic i mentioned i have that Contra game that is very similar to NES game and we can play it together. So we played some Contra 4. So good.

Find Mii II
It's annoying how limited this game is. It's free and i don't mind it much, but it's quite fascinating how limited they made party management in these games. Sword - magic - next and that's it. You can't even view your party fully before battle starts. When battle starts you might want to use poison magic or buff magic first, but if respective cats are in the tail of the line i have keep pressing next rotating the line to get to them.

II is still much better than I because they added team ups and potions. Team-ups are great addition, i've got fifth level green Iwata and it's very handy when i get green cat to pair him with it. Didn't do much with potions, because when i start a battle i am already all out of coins i get from daily walks.

Overall, both games feels like F2P bullshit mobile games, only they extorts streetpasses and footsteps from you instead of actual money. You can only play them a few minutes a day and they're about as shallow these IAP infested mobile games.

Ducktales: Remastered
Love it. When i watched Quick Look i thought i will hate super long cutscenes, but i ended up loving them. They added to nostalgia feeling massively and added even more character to already colourful game. Cutscenes even managed to get emotional when Scrooge decides to give up all treasures to save his nephews closer to the end.

Have absolutely no beefs with design of the game, people may call it outdated, but i play NES games all the time and this game felt more natural to me than many modern games i played in the last two years.

Spending your money in gallery feels like monkey work. Why do i have to press a bunch of buttons to get all these hundreds of individual art pieces one by one? It's still a cool thing to have, i just wish it was all there in one piece without the hassle of buying everything individually.

The biggest problem for me is spotty hit detection (?). I'm not sure if it's by design or it's a bug, but it seems you can't kill enemies by pogo jumping when they're in certain animations. Like when skeleton starts to stand up, and you jump on him during that animation, YOU will take damage instead of him. It just feels weird.

Game is pretty hard, i remember how in the first two days i set it to hard and couldn't beat a single level, on third day i gave up and set it to normal.

Pikmin: New Play Control
When i got Pikmin 3 i played about an hour of it and then stopped because i wanted to play previous games first.

I beat first game and started second one. It took me one weekend and two workdays. Watching speed run helped me a lot, guy was getting four parts in one day, i felt good about myself when i was getting two parts in one day! Before watching this i didn't even used horn/march ability, but it's actually crucial. Pressing A so much to do mass attack is annoying.

Camera rotation in P3 felt too jerky, almost gave me motion sickness. First thing i noticed in first game that camera controls much more smoothly.

In diary it's quite funny how serious and no bullshit Olimar is despite his cutesy appearance.

Took me awhile to get the trick for the final level, i think i wandered around it for a good hour or so...

Final challenge has that humming background noise which with lively tune makes for a unsettling eery feeling, similar to how Majora's Mask town music feels in final hours.

It took me three game days to beat final level. At first i tried to set up bridges and fight final boss, but it became apparent that defeating the boss might take entire day. So i set up bridges in one day, went to sundown and had entire next day to defeat final boss.

That boss is hard. Took me like four or so replays. I guess you're supposed to feed him bombs (or yellow pikmin carrying bombs, heh) and when he swallows it and it detonates inside, shocking him for a few seconds, and then use LOTS of regular, no-bomb pikmin to do usual tackle attack while he's dazed.

Anyway i beat him, he gives up the final piece of the ship (piggy bank! really?) and i'm out of time. Had to use third day just to pick up the last piece.

Interesting that ending video showed me entire bestiary and there were monsters i never saw, i looked them up and apparently they're only available in certain locations for limited period of time, don't think it's worth replaying some levels just to see them especially when i know they're still in sequels.

Monsters in Pikmin get scary at times, but these two bonus monsters were especially unsettling: smoke monster that comes crawling to your base and leaves poisonous trail behind it and that rock thing with eyes.

Overall, Pikmin 1 feels kinda barebones in presentation, options and content, but it's still a great, charming game. It feels like that time constraint mechanic was put in to force player to replay levels again and again and inflate playtime that way. And it worked, i think i replayed every day at least two times, first time just for reconnaissance and to plan my actions in second playthrough.

Pikmin 2: New Play Control
Just started this. Played until day 4.

Right from the start, from the intro logo game looks tremendously better visually. Intro has different seasonal variants and even the game's logo is alive. Lots of options in main menu compares to measly three in first game -- i didn't even checked them out yet, but i guess it should tell you this game is more fully featured than first.

Jump in production quality between 1 and 2 was huge. Starting cutscene looks much more elaborate, the entire game looks much better.

I like Piklopedia, it pretty neat that you can interact with illustrations in it by throwing carrots and controlling camera.

They've also touched on a game mechanics a bit, like plucking pikmins from the ground takes less time because you have two characters and throwing pikmin feels a bit faster.

2146
General Gaming / Re: Fighting Games: JOIN THA WULFPACK
« on: August 21, 2013, 01:18:37 AM »
So Street Fighter II, Street Fighter II Turbo and Super Street Fighter 2 are all coming to the Wii U VC this week. Which flavor is everyone getting?
I've got Genesis version with online. I am waiting when they make it working on Wii U.

Yeah, fat chance. And i will have to pay for that, too.

It's aggravating that all VC and WiiWare games don't just work on Wii U and you have to enter Wii ghetto to play them.

2147
Nintendo Gaming / Re: Wii U browser is just awesome
« on: August 20, 2013, 11:11:35 AM »
Anyone having issues playing Youtube videos from PC lately?

It keeps buffering when you rewind video even if it's already cached, it constantly keeps pushing flash plugins even if i specifically opted for HTML5 option and it started nagging me some BS how they want me to me to use my real name. Flash plugin mixes up monitors when you go fullscreen (i have HDTV connected as second display) and even hangs up the browser occasionally.

This evening when i was making my dinner i took gamepad to watch (more like listen to) some Chrontendo while i cook, and oh my god the experience is so much smoother - no glitches, no nagging messages, rewind/fast forward is instant.

Just a random observation.

PS i was still watching Chrontendo while typed this post on gamepad, he's talking about Akira game now.

2148
General Chat / Re: Why does Pixar keep making Cars movies?!
« on: August 20, 2013, 04:36:15 AM »
And then they will do a cross-over.

It will be called "Planes, trains & automobiles cars".

2149
General Chat / Re: Nintendo Free Radio 21: Exciting Jazz Hands
« on: August 20, 2013, 02:09:10 AM »
Beginning reminded me of this great pic i got from 4chan:


I even remade it with Spectacular Spider-Man cause its' intro is similar to EMH in the same earworm way.

JL: Flashpoint -- what a fun movie, but oh my god, art-design is absolutely atrocious. Even if you try to look past how everyone have that "anime made on 2$ budget" look, the original designs are bad to begin with (sorry, Phil Bourassa, but what were you thinking), CGI parts stick out like a sore thumb and to make things ever worse animation gets off model constantly.

Extras on Blu-Ray were kinda decent though.

JL: Crisis on Two Earths felt like a part of longer series because it was one, it was supposed be a tv special or something between second season of JL and JLU (we see watchtower being built, WW's invisible plane that suddenly appeared in JLU with no explanation, and absence of Hawkgirl due to events of JLs2 finale).

On Avengers: EMH. Such a great show. Such a great show. Rotating characters in the opening trick was in first season too.

On the last topic. As a professional, i get criticisms all the time, and i take it as a professional -- i fix my ****.

I am not twelve, and noone's opinion about my work can't even slightly sway my feelings about myself and my skills. I've also long overgrown thinking i'm a fricking genius (though i am still very, very good as programmer) and i never feel like an "artist" who's being told how to do "my art" by "ignorant rubes". There are not "rubes" you moron, these are people who provide you with work and ultimately put bread on your table.

I didn't understand last part and i am not interested enough to investigate further.

2150
TalkBack / Re: Atlus Announces Summer Sale, $10 Off Select eShop Titles
« on: August 19, 2013, 11:31:49 PM »
Europe pls

pls

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