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[Wonderful 101] PA Team! Unite Morph Wang!
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But I'm just going to have to substantially disagree with just about everything you said.
The tells are obvious, its not hard, the attacks don't do a substantial amount of damage on normal difficulty.
There is always a tell for when an attack is coming, and 90% of the time the side the tell comes from, is the side the attack is coming from, if it's not, it's part of a pattern that can be predicted.
You are right about it not giving you a lot of time to dodge, but that's what the tells are for.
Your argument is that those segments mechanically don't work, but they do. They work just fine, and they are a lot of fun.
I wouldn't call it all that fun though it was pretty cool the first time when it was a one-off nod to Punch-Out despite my issues with it.
The shmup segments though, they're slow, wonky, and are way too long. I frequently died in them and I have no idea what I would do differently because I couldn't see the shot, once I saw it it was too late because of how slow you move, or I thought I was clear but because of the camera moving how I didn't expect or hitboxes not being how I expected them to be I got hit. I mean, I could absolutely replay the levels and get a real sense for those things and get better at them but at all points I felt like I was struggling with it.
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I just started playing TW101 again and wow do I suck. There's certain enemies that I just can't fight well after the long break...
1) Gedie Dough-Goo: just can't get the spike armor off quickly for some reason.
2) Hah-Gonay: These guys are a pain. I can't keep up a steady stream of damage, but maybe my timing just sucks.
3) Tumeekey/Koh-Tumeekey: I seriously beat the crap out of these things but they just don't die!
4) Vorkken: How do I not get so horribly damaged all of the time?
I feel like these are all problems I solved in the past but completely forgot how.
Also playing as
Hey I remembered Vorkkie.
And yeah, I remember the dragons and cubes/pyramids being giant nuisances. Dragons change up their tactics a lot, and I always seemed to have trouble getting Unite Claw to happen reliably when I needed to pry them open.
Fuck.
I couldn't go to bed last night until I was done. No idea how I'm supposed to get better scores on all of those flying parts though. Seemed like I was getting shot/hit by things that were completely out of view in the distance.
Definitely need to replay each area on normal and try to find all of the secrets and get platinum or pure platinum trophies. Most operations seem longer than they actually are... but then they throw in a few that are ridiculously long (like that last one).
http://platinumgames.com/2014/09/09/happy-anniversary/
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At least it was released.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
I am the biggest Platinum fanboy except maybe @Morninglord but holy shit do I not get this at all. It's the first time since I was babby DRX playing DMC1 for the first time that I'm considering dropping to Easy mode.
Anyone got advice for gettin' good? I am playing on the gamepad at the moment, mostly using the R stick to try and draw forms, since it seems like using the screen would break flow later on. If I am understanding it right, X is light attack, A is heavy (which changes with each Unite form?) but it seems like I have no crowd control, and the camera is so far out that I have no chance of doing the usual Platinum last second dodge or parry. Is there even a parry in this one? HOW COULD THERE NOT BE A PARRY!?
I am gonna tough it out, because Platinum deserve it, and I know damn near everyone who beat it called it their favourite game for a while, but man oh man do I understand how it reviewed poorly. It's not just hard, it's got a way heavier learning curve than usual.
And yeah, there's not really any crowd control (at least not until much further in).
3DS: 0473-8507-2652
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PSN: AbEntropy
Crowd control gets easier when you upgrade the sword users enough to learn Wonderful Cyclone.
Your crowd control is drawing a large Sword. I usually initiate with it and then kill most of the little mobs in a few swipes. Then using Team Attack (x) you can latch on/lock on to the remaining monsters and use Team Unite Morphs on them (they will launch toward locked on targets). To do this draw a Unite Morph and then hit X.
Unite Bomb and Unite Claw both have control aspects too - Bomb freezes time for enemies inside the radius, and Claw (depending on user) will freeze enemies you're slicing apart.
You do get launcher moves eventually for both fist and sword.
The big thing in fights though is usually countering the enemy attacks to make them vulnerable (like using Guts on blunt attacks).
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
Since you can use the Team morphs you can initially focus on dodging and Unite Guts deflections and think for a moment about the best Unite Morph to main (or the sequence to morph through). In the mean time you'll spend the game learning the enemy tells and timing and what morphs can defeat what attacks.
But as for getting good/started, go check out the Saur videos on YouTube that explains weapon switching, etc
Edit:
http://youtu.be/sdHbPXNJvVE
... and ...
http://youtu.be/RSAbLRnGiWg
(Original Wii U copy -> stolen -> re-purchased -> backed Kickstarter)
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It's a platinum tradition
Based on my admittedly small sampling, it came as a surprise more than a seeming tradition that there would be a dodge that wasn't standard.
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Not really. You start with your dodge in Bayonetta, and it’s automatic with your various styles in Korra.
(edit: Though I did retweet that thingy for the kickstarter campaign... I wonder if he's blocking everyone who does for fun)
They already cost little enough that finishing mission 000 should always get you enough. So we just need that second thing.
Yeah I was kind of kidding
I think the reason both abilities are things you purchase in their respective games is because they want you to learn the ability you do have first.
So in Revengeance the parry is super important and they want you to use that as your main defensive mechanic, so dodge is in the shop so you don't just dodge all the time and ignore parrying.
In Wonderful 101 dodging is real important, but I think the reason the parry is in the shop is so you don't end up favoring one or the other? Like you play through the first mission, probably figure out how to dodge, check the shop, see the parry and how it works, try it out. If the game just started you with both many people might not even try to parry.
And all of this could probably be alleviated by platinum just making tutorials and having the game stop and tell you what each thing is good for and how it works but they seem very against that from a design perspective. Generally they just throw you in and hope you mess around with mechanics and figure stuff out yourself, or do what I do and go online and learn everything from people who are smarter than me.
edit: Oh yeah, and the Bayonetta games start you with dodge and you can buy a parry as an unlockable locket thingy. Forgot about that.
But Bayo games are all about that dodge really. Parry is just risk/reward mode.
3DS: 0473-8507-2652
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PSN: AbEntropy
And yet at high difficulties its your only witch time source if I remember.
By contrast, Astral Chain goes much much heavier into tutorials so you learn how to play the game.
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I mean, 100% this was already done. I think it's been done and they've been shopping it around unsuccessfully to publishers. This kickstarter is almost certainly for additional platforms and DLC funding.
Consider that if they merely met the initial goal, they'd have $50,000 US. That is far below the standard salary of a single regular software engineer in any major city. So if the game had merely one... well software engineering intern I guess, working on it, you'd be able to get that for $50k. There's no way that initial goal has any relevance to the reality of the development of the port.