I could get on board then, but it depends on how long it is. I really want shorter jrpgs these days, and more than about 25 hours for this one would give me pause.
There has to be something I'm missing here. As soon as I increase the difficulty on the CPU to expert in Mario tennis, every single one of my shots is giving my opponent a star. What's going on?
You are hitting your shots too early. If you time your shots so the ball is right where your character/racket is at your return won't give your opponent a star point. This means giving up a lot of charge shot opportunities, but you minimize their star points. Star points basically only happen if your shot timing is too early or late. Or lobs obviously.
Did it ever communicate this anywhere? I even replayed the tutorial and the only time it mentions timing is when it's shots that can damage your racquet
The only vague mention of it is in the Tips and Tricks section of the How to Play menus about "Breaking Form". That's the extreme case of when you can't reach the ball in time so your character lunges at it, resulting in a weak return at gives a nice slow lobbing star point to smash.
I can consistently beat Expert difficulty computer opponents but when I set them to Pro difficulty I had a similar experience of all my shots giving them stars, and they almost never give me stars. All about positioning and shot timing, fight the urge to make every shot a charge shot. Still can't beat a Pro computer because they are monsters with trick shots.
Combat has a similar flow and feel. Lots of figuring out when to use a specific attack to combo with allies. Enemies appear in the world, and getting close to them triggers a battle (I haven’t run into any Random Encounter areas yet).
The art style is done in 16 bit inspired style, and as alluded to, the music is very good at conveying the atmosphere of the area, with tunes that will pleasantly get stuck in your head.
In ways it is different: the item system feels unique. Most items have a 1-per-battle (or more later on?) limit, and it recharges every fight. So you never have that feeling of “I’d better keep these potions in case I need them later” since you always know you’ll get another once this fight is done.
And while the flow of combat feels the same, it has an interesting “rest” system. In combat, some moves/spells can be used multiple times, and some can only be used once. To recharge a used skill you have to spend a turn defending, so you’re playijg this balancing game of “do I think they’re going to use a big attack on me? If so, can I kill it before it hits me, keep blasting so I can recharge all my skills at once, or defend and recharge now?”
I’ll be honest, I’ve only played about 4 hours of it (so maybe 1/4 to 1/3 through), but I’ve enjoyed my time with it.
So there's no time buggery?
I have encountered robot bugs, but no time buggery.
Hell yeah, I can't wait for Cosmic Star Heroine on switch. I bought it on PC but didn't play it for very long, cause it's not a great couch game (for me personally, I want big AAA games for what little couch time I have), but what I played was very good so I can't wait to play more of it on switch.
Hell yeah, I can't wait for Cosmic Star Heroine on switch. I bought it on PC but didn't play it for very long, cause it's not a great couch game (for me personally, I want big AAA games for what little couch time I have), but what I played was very good so I can't wait to play more of it on switch.
Hell yeah, I can't wait for Cosmic Star Heroine on switch. I bought it on PC but didn't play it for very long, cause it's not a great couch game (for me personally, I want big AAA games for what little couch time I have), but what I played was very good so I can't wait to play more of it on switch.
Hell yeah, I can't wait for Cosmic Star Heroine on switch. I bought it on PC but didn't play it for very long, cause it's not a great couch game (for me personally, I want big AAA games for what little couch time I have), but what I played was very good so I can't wait to play more of it on switch.
Hell yeah, I can't wait for Cosmic Star Heroine on switch. I bought it on PC but didn't play it for very long, cause it's not a great couch game (for me personally, I want big AAA games for what little couch time I have), but what I played was very good so I can't wait to play more of it on switch.
[img]https://us.v-cdn.net/5018289/uplo ads/editor/83/opny1joe2wh8.png[/img]
Skull girls is a technical fighter having a non stop release party since 2011
I'm kind of conflicted on Cosmic Star Heroine; though my opinion is, admittedly, strongly influenced by the green-eyed monster since Zeboyd Games feels a lot like where I could have been by today if I'd actually been disciplined for the past several years. I'm also having trouble finding a way of phrasing my specific objections (which, given what the first one is, is ironic), so have the laconic version instead:
- I've never really been fond of their writing. It isn't bad, but I can remember all of one joke in the script of Cosmic Star Heroine that actually got me to laugh. They lean heavily on explicit reference and call-out, and ever since the Portal 2 devs said "We didn't reference 'the cake is a lie' because anyone can just repeat what someone else came up with" I haven't been able to stomach that kind of thing. The character designs are in some cases a little too out there to take seriously (a "Gunmancer" for your designated caster in the party makes an attention-getting bullet point on a sizzle reel, but then kind of drags the rest of the setting down to its level in terms of gravitas). The final boss / major villain arrives relatively unannounced and without presenting much philosophical conflict other than its immediate physical threat.
- The premise of Zeboyd's game design has always been "what if we took the bullshit out of RPGs?", and I have to admit that my own game design exercises have frequently arced toward that. But it turns out that when you take the bullshit out of RPGs, what's left is honestly kind of dull. The only real randomness in the CSH battle engine is whom the enemies choose to attack and (occasionally) with what, which means that if you decide to use a particular strategy, very little is actually going to prevent you from pulling it off. That, combined with the fact that all of your resources regenerate after every battle, means that if you can beat a particular formation of enemies, when you encounter them again, you can win just by selecting the same series of moves. Ironically, this makes battles in CSH even more rote than most JRPGs. (Admittedly, I played on merely the second-highest difficulty setting, rather than the highest, so perhaps I could have wrung more of a challenge out of it than I did.) On the one hand, you'll never miss an attack at random and you'll never have to open the menu to splash healing potions around, but at the same time, you'll never find yourself in an unexpectedly disadvantageous position and have to think your way out of it, nor question whether burning more resources now to clear the current battle more easily will leave you with too little stamina to carry through the boss fight at the end of the dungeon. That's not to say there's no element of strategy or that you can just win by thoughtlessly spamming your best moves, but as I remember it most of the time it's "you put together your combo, and then you win".
I can't in good faith steer you away from CSH, and I likewise can't call it an absolute must-play or a revolution in the indie JRPG scene. It's basically, like most of Zeboyd's RPGs, pretty okay.
My favorite musical instrument is the air-raid siren.
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Mx. QuillI now prefer "Myr. Quill", actually...{They/Them}Registered Userregular
Jun Senoue, a Sonic the Hedgehog composer, is doing a Mega Man 4 medley for Smash Ultimate:
Mx. QuillI now prefer "Myr. Quill", actually...{They/Them}Registered Userregular
Splatoon v.3.2 launches tomorrow, adds Ancho-V Games, two weapons, and balances including all this for Tenta Missiles:
If only one target is selected, 10 missiles are fired and scatters around the target.
If two target are selected, 5 missiles per target are fired at a faster rate than before.
Special Power Up now also increase the coverage of missiles explosion.
Can now target the Rainmaker Shield.
Damage to the shield reduced by 50%.
Will now indicates how many missiles will be shot per target
apparently night trap is coming out on Switch. Firstly, what? Secondly, was that game actually good or is it a bad game that became infamous for silly reasons.
I think it's mostly infamous for being the prime example used in the US congressional hearing about video game morality panic that led to the game industry forming the ESRB and the rating system
and then when you actually play it it's actually not really salacious or violent anything, it's just super dumb and lame
The game’s premise is that you’re some kind of secret government employee tasked with protecting some girls’ slumber party from vampires or...generic bad guys. You do this by watching video feeds (fmv scenes) and triggering the traps when the bad guy enters it. Do it too late and a girl gets snatched and at some point your boss tells you the mission is fucked.
Now that I think about it, the game is very similar to Five Nights at Freddy’s minus the jumpscares.
Anyways, because the game used actual actors instead of graphics, people threw a fit about it and that led to the creation of the ESRB to avoid regulation. Ironically, I think one modern re-release got a T rating.
Also you might see a boob? Or maybe they're just scantily clad in it.
Yeah, there was no nudity in that game. People were just more sensitive about that kind of stuff back then.
There was a game with similar packaging that came out around the same time that had a digital boob, which was a *big deal* to one of the customers at my Software Etc. I think those two games got conflated a lot.
(Noctropolis, I think?)
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Garlic Breadi'm a bitch i'm a bitch i'm a bitch i'm aRegistered User, Disagreeableregular
Show me the video game titty
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Librarian's ghostLibrarian, Ghostbuster, and TimSporkRegistered Userregular
Posts
I never finished it cause I have a weird hangup about turn based games that don't have a basic attack though.
The only vague mention of it is in the Tips and Tricks section of the How to Play menus about "Breaking Form". That's the extreme case of when you can't reach the ball in time so your character lunges at it, resulting in a weak return at gives a nice slow lobbing star point to smash.
I can consistently beat Expert difficulty computer opponents but when I set them to Pro difficulty I had a similar experience of all my shots giving them stars, and they almost never give me stars. All about positioning and shot timing, fight the urge to make every shot a charge shot. Still can't beat a Pro computer because they are monsters with trick shots.
I have encountered robot bugs, but no time buggery.
Howlongtobeat.com estimates 12-15 hours.
https://www.youtube.com/watch?v=4NcDZmmu9FM
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Skull Girls is coming as well!
https://www.youtube.com/watch?v=fGZBjJTXGRs
I don't know what that is
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
NSFW https://us.v-cdn.net/5018289/uploads/editor/83/opny1joe2wh8.png NSFW
Skull girls is a technical fighter having a non stop release party since 2011
Oh ok I don't care then
Cool for you though
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
sometimes I browse the forums at work
What? Your work doesn't appreciate anime butts? Sounds like a terrible place to work.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
They might appreciate it, you should save it for posterior.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
- I've never really been fond of their writing. It isn't bad, but I can remember all of one joke in the script of Cosmic Star Heroine that actually got me to laugh. They lean heavily on explicit reference and call-out, and ever since the Portal 2 devs said "We didn't reference 'the cake is a lie' because anyone can just repeat what someone else came up with" I haven't been able to stomach that kind of thing. The character designs are in some cases a little too out there to take seriously (a "Gunmancer" for your designated caster in the party makes an attention-getting bullet point on a sizzle reel, but then kind of drags the rest of the setting down to its level in terms of gravitas). The final boss / major villain arrives relatively unannounced and without presenting much philosophical conflict other than its immediate physical threat.
- The premise of Zeboyd's game design has always been "what if we took the bullshit out of RPGs?", and I have to admit that my own game design exercises have frequently arced toward that. But it turns out that when you take the bullshit out of RPGs, what's left is honestly kind of dull. The only real randomness in the CSH battle engine is whom the enemies choose to attack and (occasionally) with what, which means that if you decide to use a particular strategy, very little is actually going to prevent you from pulling it off. That, combined with the fact that all of your resources regenerate after every battle, means that if you can beat a particular formation of enemies, when you encounter them again, you can win just by selecting the same series of moves. Ironically, this makes battles in CSH even more rote than most JRPGs. (Admittedly, I played on merely the second-highest difficulty setting, rather than the highest, so perhaps I could have wrung more of a challenge out of it than I did.) On the one hand, you'll never miss an attack at random and you'll never have to open the menu to splash healing potions around, but at the same time, you'll never find yourself in an unexpectedly disadvantageous position and have to think your way out of it, nor question whether burning more resources now to clear the current battle more easily will leave you with too little stamina to carry through the boss fight at the end of the dungeon. That's not to say there's no element of strategy or that you can just win by thoughtlessly spamming your best moves, but as I remember it most of the time it's "you put together your combo, and then you win".
I can't in good faith steer you away from CSH, and I likewise can't call it an absolute must-play or a revolution in the indie JRPG scene. It's basically, like most of Zeboyd's RPGs, pretty okay.
https://www.youtube.com/watch?v=uG5NSiPzfx8
It's not the game's fault! But I just... keep forgetting I own it
Ayy
If only one target is selected, 10 missiles are fired and scatters around the target.
If two target are selected, 5 missiles per target are fired at a faster rate than before.
Special Power Up now also increase the coverage of missiles explosion.
Can now target the Rainmaker Shield.
Damage to the shield reduced by 50%.
Will now indicates how many missiles will be shot per target
That is nasty.
I thought maybe I was overpowered but then I just got to the second Hornet fight and I'm never going to win
I think it's mostly infamous for being the prime example used in the US congressional hearing about video game morality panic that led to the game industry forming the ESRB and the rating system
and then when you actually play it it's actually not really salacious or violent anything, it's just super dumb and lame
Now that I think about it, the game is very similar to Five Nights at Freddy’s minus the jumpscares.
Anyways, because the game used actual actors instead of graphics, people threw a fit about it and that led to the creation of the ESRB to avoid regulation. Ironically, I think one modern re-release got a T rating.
Yeah, there was no nudity in that game. People were just more sensitive about that kind of stuff back then.
Steam: pazython
There was a game with similar packaging that came out around the same time that had a digital boob, which was a *big deal* to one of the customers at my Software Etc. I think those two games got conflated a lot.
(Noctropolis, I think?)
https://www.giantbomb.com/videos/gbe-playdate-tender-loving-care-04072017/2300-11970/
Okay but it's from a pretty old game
Mods??
From what I've seen of it, it's a very special game.
This is entrapment