And yeah, it's pretty good. I'm enjoying the dash system, and the fact that the boss weapons recharge energy over time, negating the need to be judicious with them. Some of the platforming has been a bit clunky, leading to some possibly-undeserved deaths in 1's and especially 2's stages, but otherwise it's been alright.
I am a bit annoyed with the game having a lives system, and for having pity-items for repeated deaths. But since the pity items include a 1-up, the former sort of cancels out the latter, amusingly enough.
Played 2 stages so far. No big mechanical issues that I've noticed, aside from some framerate drag in 1's stage.
So, yeah. So far, I've been having a good time.
As such, I'll duck out of the thread; save everyone some time.
You can go into options and increase the amount of lives as well as turn off the pity items.
And yeah, it's pretty good. I'm enjoying the dash system, and the fact that the boss weapons recharge energy over time, negating the need to be judicious with them. Some of the platforming has been a bit clunky, leading to some possibly-undeserved deaths in 1's and especially 2's stages, but otherwise it's been alright.
I am a bit annoyed with the game having a lives system, and for having pity-items for repeated deaths. But since the pity items include a 1-up, the former sort of cancels out the latter, amusingly enough.
Played 2 stages so far. No big mechanical issues that I've noticed, aside from some framerate drag in 1's stage.
So, yeah. So far, I've been having a good time.
As such, I'll duck out of the thread; save everyone some time.
You can go into options and increase the amount of lives as well as turn off the pity items.
Ah, good to know.
...I kind of like having that 1-up option for boss fights, though. I think the recent Rayman games spoiled me with its discarding of the lives system.
And yeah, it's pretty good. I'm enjoying the dash system, and the fact that the boss weapons recharge energy over time, negating the need to be judicious with them. Some of the platforming has been a bit clunky, leading to some possibly-undeserved deaths in 1's and especially 2's stages, but otherwise it's been alright.
I am a bit annoyed with the game having a lives system, and for having pity-items for repeated deaths. But since the pity items include a 1-up, the former sort of cancels out the latter, amusingly enough.
Played 2 stages so far. No big mechanical issues that I've noticed, aside from some framerate drag in 1's stage.
So, yeah. So far, I've been having a good time.
As such, I'll duck out of the thread; save everyone some time.
You can go into options and increase the amount of lives as well as turn off the pity items.
Ah, good to know.
...I kind of like having that 1-up option for boss fights, though. I think the recent Rayman games spoiled me with its discarding of the lives system.
Yes Rayman takes the knees out from under the "lives make games harder" argument. I'd be glad to only see them in SHMUPs or what have you from now until forever.
Honestly, I couldn't have agreed any harder on every single point made in the Ocarina of Time video. It wasn't nitpicking, it was completely spot-on.
A lot of it's subjective. For instance, I think the treasure chest animation/music is magical and I have never thought "hurry up" while watching it. The game gets the timing and suspense down right. But I can see how someone might not enjoy it.
On the other hand, he complains a lot about how long it takes to defeat enemies, but a large part of this is because he only uses his sword and shield. If you're a more aggressive player and actually use items at your disposal, many enemies have alternate, more expedient ways to dispose of them. This isn't explicitly telegraphed to the player, but the lack of explicitly telling the player how to play the game is what so many people point to in earlier Zelda's as the factor that makes them better than more modern entries, so I don't think that criticism applies in this case. In this case, I don't think his opinion is founded on anything substantial at all, and its a big point he harps on in the video.
I think he totally has the right to not enjoy Ocarina of Time, and honestly before the video came out I felt like Ocarina of Time was vastly overrated and its probably my least favorite 3D Zelda (yes, including Skyward Sword), but his Sequelitis video isn't some pure standard of truth descended from the heavens to benefit us mortals.
Until this popular video OoT was held as sacred and no criticism, actual deconstructing tear into the damn thing, was accepted, it was the justification of Nintendo's drop from Gaming King afterall and was rather fine.
After its become more prevalent and safe to take a stab at it and with his analysis I'd say in areas its actually weak and with damn good reason. So much like OoT itself its suffering a halo effect of being a pioneer and so standing out better than it may actually be or not hold up as well.
As such I don't "hate" on the video. And he has a point on how some choices don't work. His more recent OoT lets play he out and out admits he was more taking a hard stance PLUS comedically exaggerating. But yeah, even if he doesn't play to super optimized perfection some of his complaints are born out of having his own rhythm and not wanting to match the game's. Admittedly how he plays for Game Grumps isn't how he plays personally. Likely not as much backtracking, avoid, instruction, etc. People like to look awesome in front of an audience, afterall. As such some of his complaints that were really yelled in the video were more chides in the let's play, or almost praised. But I can also get those complaints. Some of it is the lack of intuition. The idea of switching up tools being critical, especially with expendables or late pickups, seems 'unfair' compared to a game where twitch and skill may be more supreme (dmc, GoW, fighting games) where the limitation is your own skills and approach and not the powers the game metes and gives.
That said some of his points are off. The Sands of Time trilogy and its successors in Arkham Asylum and AssCreed have shown a nice middle ground, mostly, to the whack and wait versus the super-elaborate combat of Platinum, Ninja Gaiden, DMC, and God of War. Majora's Mask and arguably Wind Waker improved IMMENSELY on the Zelda 3D combat in ways I didn't even think I would want (boomerrang, the various levels of stun and tells and interactions of the enemies, combat roll) and randomly start jonesing for. That said the OoT combat is not "just fucking waiting" or if it is.. that IS fun, making timing and so on more of thing, with a point to "is there a way to taunt?" but getting into OoT as the blueprint for how 3D zeldas went wrong he had a point. How the 3d focus necessitated changes that would become more apparent. But as I mentioned the immediate spinoff and hte sequel ALREADY addressed those issues in combat, weapons, item swapping, and more. So he blew up a minor subjective 'flaw' that was already resolved versus his other points in ways that drew too much focus and thus may have undermined the value of the whole argument.
2D Zelda will always be more puzzle and maze like. The structure facilitates that. 3D will have a more stark divide with gameplay styles even if there isn't a sudden switch in modes as in God of War and Zelda itself or other games that just drop all pretense and go "combat area nao, then explore like its a real world, maybe" Prince of Persia in the Sands of Time managed a more... blended style of running, three dimensional platforming, and combat (sorry Zelda) and that went on to the AssCreed and similarly influenced franchises.
That said I don't consider LttP to be THAT good. Its fun and such. but the best Zelda eva! It certainly is a sign of them getting the '2D' more advanced but it seems LA, the Oracle series, the Capcom handhelds, Four Swords, Phantom Hourglass, Spirit Tracks, and so on still brought a great game and thats even including his recommendation of Link Between Worlds. I can see it being held as uniquely advanced in gaming as 2d overhead action-puzzle-adventures-plus story too aren't as crowded as 3rd person action adventure titles in fantasy large worlds. AssCreed, Nier, Witcher, Fable, God of War, and on seem to do that and bring something better or new and more advanced while not being notably deficient at the appeal of 3d Zelda games. 2D Zeldas, if they have competition, isn’t as readily apparent or as outperforming.
While there are parts of later 3D ones, WW and TP, that show notable gaps and deficiencies as 3d action games (dummied out temples, too long travel, difficult to use charts, one use items)
So overall I like the more.. measure take (some 18 years after) on OoT as to "best game evarrr" and can appreciate it has been improved on by Majora's mask and SPANKED by other franchises not Nintendo and innovated and improved on.
Honestly, I couldn't have agreed any harder on every single point made in the Ocarina of Time video. It wasn't nitpicking, it was completely spot-on.
A lot of it's subjective. For instance, I think the treasure chest animation/music is magical and I have never thought "hurry up" while watching it. The game gets the timing and suspense down right. But I can see how someone might not enjoy it.
On the other hand, he complains a lot about how long it takes to defeat enemies, but a large part of this is because he only uses his sword and shield. If you're a more aggressive player and actually use items at your disposal, many enemies have alternate, more expedient ways to dispose of them. This isn't explicitly telegraphed to the player, but the lack of explicitly telling the player how to play the game is what so many people point to in earlier Zelda's as the factor that makes them better than more modern entries, so I don't think that criticism applies in this case. In this case, I don't think his opinion is founded on anything substantial at all, and its a big point he harps on in the video.
I think he totally has the right to not enjoy Ocarina of Time, and honestly before the video came out I felt like Ocarina of Time was vastly overrated and its probably my least favorite 3D Zelda (yes, including Skyward Sword), but his Sequelitis video isn't some pure standard of truth descended from the heavens to benefit us mortals.
Until this popular video OoT was held as sacred and no criticism, actual deconstructing tear into the damn thing, was accepted, it was the justification of Nintendo's drop from Gaming King afterall and was rather fine.
After its become more prevalent and safe to take a stab at it and with his analysis I'd say in areas its actually weak and with damn good reason. So much like OoT itself its suffering a halo effect of being a pioneer and so standing out better than it may actually be or not hold up as well.
As such I don't "hate" on the video. And he has a point on how some choices don't work. His more recent OoT lets play he out and out admits he was more taking a hard stance PLUS comedically exaggerating. But yeah, even if he doesn't play to super optimized perfection some of his complaints are born out of having his own rhythm and not wanting to match the game's. Admittedly how he plays for Game Grumps isn't how he plays personally. Likely not as much backtracking, avoid, instruction, etc. People like to look awesome in front of an audience, afterall. As such some of his complaints that were really yelled in the video were more chides in the let's play, or almost praised. But I can also get those complaints. Some of it is the lack of intuition. The idea of switching up tools being critical, especially with expendables or late pickups, seems 'unfair' compared to a game where twitch and skill may be more supreme (dmc, GoW, fighting games) where the limitation is your own skills and approach and not the powers the game metes and gives.
That said some of his points are off. The Sands of Time trilogy and its successors in Arkham Asylum and AssCreed have shown a nice middle ground, mostly, to the whack and wait versus the super-elaborate combat of Platinum, Ninja Gaiden, DMC, and God of War. Majora's Mask and arguably Wind Waker improved IMMENSELY on the Zelda 3D combat in ways I didn't even think I would want (boomerrang, the various levels of stun and tells and interactions of the enemies, combat roll) and randomly start jonesing for. That said the OoT combat is not "just fucking waiting" or if it is.. that IS fun, making timing and so on more of thing, with a point to "is there a way to taunt?" but getting into OoT as the blueprint for how 3D zeldas went wrong he had a point. How the 3d focus necessitated changes that would become more apparent. But as I mentioned the immediate spinoff and hte sequel ALREADY addressed those issues in combat, weapons, item swapping, and more. So he blew up a minor subjective 'flaw' that was already resolved versus his other points in ways that drew too much focus and thus may have undermined the value of the whole argument.
2D Zelda will always be more puzzle and maze like. The structure facilitates that. 3D will have a more stark divide with gameplay styles even if there isn't a sudden switch in modes as in God of War and Zelda itself or other games that just drop all pretense and go "combat area nao, then explore like its a real world, maybe" Prince of Persia in the Sands of Time managed a more... blended style of running, three dimensional platforming, and combat (sorry Zelda) and that went on to the AssCreed and similarly influenced franchises.
That said I don't consider LttP to be THAT good. Its fun and such. but the best Zelda eva! It certainly is a sign of them getting the '2D' more advanced but it seems LA, the Oracle series, the Capcom handhelds, Four Swords, Phantom Hourglass, Spirit Tracks, and so on still brought a great game and thats even including his recommendation of Link Between Worlds. I can see it being held as uniquely advanced in gaming as 2d overhead action-puzzle-adventures-plus story too aren't as crowded as 3rd person action adventure titles in fantasy large worlds. AssCreed, Nier, Witcher, Fable, God of War, and on seem to do that and bring something better or new and more advanced while not being notably deficient at the appeal of 3d Zelda games. 2D Zeldas, if they have competition, isn’t as readily apparent or as outperforming.
While there are parts of later 3D ones, WW and TP, that show notable gaps and deficiencies as 3d action games (dummied out temples, too long travel, difficult to use charts, one use items)
So overall I like the more.. measure take (some 18 years after) on OoT as to "best game evarrr" and can appreciate it has been improved on by Majora's mask and SPANKED by other franchises not Nintendo and innovated and improved on.
Design and technology are two really different things at times, and it leads to all kinds of interesting oddities.
OoT was absolutely a pioneer in a lot of ways, and it's also absolutely the case that a lot of what it has done others have done better in the literal decades that have come afterwards. Some of what it did at the time was clumsy. Some of what it tried to get people to do nowadays seems boring, but had novelty back then. Some of what it did was excellent, and manages to be strong even today. If games made decades after it weren't able to learn from it and improve on it, then that would be kind of awfully sad.
Back then, there were a lot of challenges with how the camera worked in a 3D adventure game, and some of those challenges remain today. But with the tech limits of back then, the problems were way more extreme. If you think about Metal Gear Solid 1, being able to look down a corridor in 3D was a hugely powerful thing because you could see really far! You could see much farther than the enemies were allowed to! MGS1 had a particular camera perspective most of the time because it played towards the design of the stealth in the game, towards building and presenting interesting sneaking around detectors within the context of the limitations of their technology.
Zelda has always had solving puzzles and finding hinted at hidden things as a major element of the game. OoT's camera has all kinds of rules for dealing with trying to present the room to the player. Whenever Link enters a room, there is always one particular camera position and angle that is used to present the room, often with a shot composed to present something vitally important in the room in relation to Link. The sense of "needing to look around" as an extension of "exploring" seems a little crude today, but at the time it was an interesting idea: what other ways are there to observe and explore in 3D, other than just moving around? To what extent can act of observation be turned into an activity in the game? OoT has a bunch of different camera modes with the intent of each camera mode being used to convey a different kind of activity. This isn't a radical new idea, but there are times when it clashes and it has a tendency to result in activities that seem a little too compartmentalized. How and what we're able to see, and how familiar we are with the action of seeing can have radical implications as well as consequences for the design of a game.
Today, we take for granted that we have freelook with a camera on a mouse or another analogue stick. In OoT, one of the main camera modes when you are just running around with Link is having it tail him. If you want to reset the camera to Link's facing direction, I remember that I mostly would go and activate one of the tools that has a first person view, and then immediately toggle it off. There are plenty of hardcore action games today that mostly throw the burden of pointing the camera onto the player (see: Monster Hunter and Dark Souls), where the lock-on camera trying to do the best job it can, but with all of the players openly acknowledging that there are plenty of times when you absolutely have to take manual control of the camera. Dark Souls couldn't care less if you enter a room and aren't looking at the mission-critical things or have the camera the camera at a crazy useless angle that doesn't make the zone you just entered look good at all, and nobody today thinks that's inconsiderate/poorly-made of the designers or otherwise weird. The fact that any given screen of Zelda 1 didn't scroll was hugely powerful, because any given element that might be interacted with in that scene... was visible in that scene! Maybe somewhat hidden, like a bombable wall or a burnable bush, but every potentially interactive element in a given screen was there in front of you.
But back on topic, I find it deeply ironic that Gunvolt's sequel is shaping up to be even more Megaman-esque, together with a character that has a Megaman-style power-stealing gimmick, and that it's having some kind of an anime production, and all told it's coming across as much more appealing than MN9.
I do like some of the fundamental ideas of MN9's dash-focused game, what with it encouraging speedy play and giving you mechanisms to finish the game faster if you are good. The whole business of "being able to get through the game faster if you are good" coincidentally/ironically touches on that point of "needing to wait" that is such a sore spot for that video criticism of OoT.
I wonder how people will find Copen's gameplay in Gunvolt 2 compared to MN9. Since, instead of shooting the enemy then dashing into them, he does the reverse; dashing to lock on and then shooting.
Thinking about Gunvolt today, I realized that the game's setting and plot has several parallels with Mega Man Zero's backstory, the Elf Wars.
- MMZ: Maverick reploids have brought society nearly to ruin. ASG: Adepts have brought society nearly to ruin.
- MMZ: Reploids are discriminated against. ASG: Adepts are discriminated against.
- MMZ: Dark Elf is created by Dr. Weil with the intention of asserting total control over the reploids. ASG: Lumen is created by Nova with the intention of asserting total control over the adepts.
- MMZ: A reploid (Elpizo) tries to use the Dark Elf to force all reploids to destroy humanity. ASG: An adept (Asimov) tries to use Lumen to force all adepts to destroy humanity.
Thinking about Gunvolt today, I realized that the game's setting and plot has several parallels with Mega Man Zero's backstory, the Elf Wars.
- MMZ: Maverick reploids have brought society nearly to ruin. ASG: Adepts have brought society nearly to ruin.
- MMZ: Reploids are discriminated against. ASG: Adepts are discriminated against.
- MMZ: Dark Elf is created by Dr. Weil with the intention of asserting total control over the reploids. ASG: Lumen is created by Nova with the intention of asserting total control over the adepts.
- MMZ: A reploid (Elpizo) tries to use the Dark Elf to force all reploids to destroy humanity. ASG: An adept (Asimov) tries to use Lumen to force all adepts to destroy humanity.
Not surprising since it's basically the spiritual successor of Mega Man Zero.
Nintendo Console Codes
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
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...yeah, I like it. The gameplay was solid, and the dialogue and story were amusing. I like the gameplay flow of trying to get as much xel as possible when bearing enemies, and the quick-switch system was fun.
If I had serious complaints, one would probably be the fact that the running-from-the-drill segment in the mine was a framerate destroyer, and there's a nasty glitch in aviator's stage. And like most games of this nature, some weapons are definitely better than others. The missile is probably the best one.
Otherwise, I think it's a good game. I'm not at all regretting my backing the game.
I'm just sad that the backlash (which is not invalidated by my liking the game.) means that this is probably going to be the only game in the series, and so we'll never see anything in the way of expansion or refinement of this.
I'd imagine if after Red Ash and w/e else is in their pipeline they may make a MN10 or w/e... they probably won't use Kickstarter again though, as it would surely fail imo.
“I used to draw, hard to admit that I used to draw...”
Also because he is Yahtzee and his thing is shitting on all games indiscriminately. Maybe it's because of that though his review isn't quite as negative as other reviewers.
Also because he is Yahtzee and his thing is shitting on all games indiscriminately. Maybe it's because of that though his review isn't quite as negative as other reviewers.
I think it's more because he decided to review the game for what it was, and not based on the development around it. Which is how any game reviewer worth his salt should.
Delphinidaes on
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Mighty No. 9 had 67,226 backers. Granted the NPD figures this guy's citing doesn't include digital, but that still puts sales at between 100,000 to 150,000.
Which would be a little disappointing for a normal mid-tier game and horrible for something that got as much attention as this game did.
Okay, since Mighty No. 9 pretty much damn near killed the thread, Azure Striker Gunvolt 2 has received absolutely no attention here since it was released, and this? This I cannot abide.
First, Gunvolt is back in a new sequel, and he's not alone. Also playable is his rival Copen, who plays sort of like an inverted version of Beck from Mighty No. 9, insomuch as you need to use his dash ability to bounce off of enemies, stunning and tagging them for the homing shots from his gun to finish the job.
Didn't play the first one? That's okay; Gunvolt 2 is a great place to start, but this also means you're a prime candidate for the 2-in-1 Striker Pack published by Yacht Club Games for retail:
So yes, let's strike the earth with some much-needed discussion about this seemingly overlooked new release.
With apologies to Hexmage for reposting some of the same videos already posted on this page; I know people don't tend to read up in old or new threads, and since I'm already at home, I figured I had to go big here.
LBD_Nytetrayn on
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Has there yet been an update for the 3DS version that adds the in-stage dialogue that was cut from the English version and re-added to the Steam version?
Has there yet been an update for the 3DS version that adds the in-stage dialogue that was cut from the English version and re-added to the Steam version?
Has there yet been an update for the 3DS version that adds the in-stage dialogue that was cut from the English version and re-added to the Steam version?
lol nah
Supposedly October 20 though.
I hope so. I have the steam version, but the 3DS version is just so much easier to play.
Posts
Same here, though my excuse is not enough time while playing Tokyo Mirage Sessions.
Switch (JeffConser): SW-3353-5433-5137 Wii U: Skeldare - 3DS: 1848-1663-9345
PM Me if you add me!
This is not a recording issue, it sounds like this out of my speakers.
https://www.youtube.com/watch?v=97Jh9tiDwo0
You can go into options and increase the amount of lives as well as turn off the pity items.
I have to get to that too :P I refuse to remove Twilight Princess HD from the tray until I finish it because I know I won't go back if I do :P
Ah, good to know.
...I kind of like having that 1-up option for boss fights, though. I think the recent Rayman games spoiled me with its discarding of the lives system.
Yes Rayman takes the knees out from under the "lives make games harder" argument. I'd be glad to only see them in SHMUPs or what have you from now until forever.
There's a new game coming out! The rival character, Copen, will be playable and has the ability to absorb the bosses' powers.
https://www.youtube.com/watch?v=Cgl_h2eORLw
Those of you with a Shovel Knight Amiibo will be able to scan it to unlock a battle against Shovel Knight himself.
https://www.youtube.com/watch?v=16F3v_Bgbco
And there's an Azure Striker Gunvolt OVA coming this winter!
https://www.youtube.com/watch?v=CTQgwT0oWNo
I'm crying like an anime fan on prom night, but from joy!
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There was a Steam release, and although I haven't actually checked, I imagine it has controller support.
Steam: TimIsOnSteam
Battle.net: TimIsOnBnet#1745
Switch: SW-7012-4788-7410
PSN: TimIsOnTheNet
Steam ID: Good Life
Uh...you sure about that?
EDIT: Wrong pic.
Hmm, all I can find is a 3DS code that was emailed 9/8/14
Steam ID: Good Life
Until this popular video OoT was held as sacred and no criticism, actual deconstructing tear into the damn thing, was accepted, it was the justification of Nintendo's drop from Gaming King afterall and was rather fine.
After its become more prevalent and safe to take a stab at it and with his analysis I'd say in areas its actually weak and with damn good reason. So much like OoT itself its suffering a halo effect of being a pioneer and so standing out better than it may actually be or not hold up as well.
As such I don't "hate" on the video. And he has a point on how some choices don't work. His more recent OoT lets play he out and out admits he was more taking a hard stance PLUS comedically exaggerating. But yeah, even if he doesn't play to super optimized perfection some of his complaints are born out of having his own rhythm and not wanting to match the game's. Admittedly how he plays for Game Grumps isn't how he plays personally. Likely not as much backtracking, avoid, instruction, etc. People like to look awesome in front of an audience, afterall. As such some of his complaints that were really yelled in the video were more chides in the let's play, or almost praised. But I can also get those complaints. Some of it is the lack of intuition. The idea of switching up tools being critical, especially with expendables or late pickups, seems 'unfair' compared to a game where twitch and skill may be more supreme (dmc, GoW, fighting games) where the limitation is your own skills and approach and not the powers the game metes and gives.
That said some of his points are off. The Sands of Time trilogy and its successors in Arkham Asylum and AssCreed have shown a nice middle ground, mostly, to the whack and wait versus the super-elaborate combat of Platinum, Ninja Gaiden, DMC, and God of War. Majora's Mask and arguably Wind Waker improved IMMENSELY on the Zelda 3D combat in ways I didn't even think I would want (boomerrang, the various levels of stun and tells and interactions of the enemies, combat roll) and randomly start jonesing for. That said the OoT combat is not "just fucking waiting" or if it is.. that IS fun, making timing and so on more of thing, with a point to "is there a way to taunt?" but getting into OoT as the blueprint for how 3D zeldas went wrong he had a point. How the 3d focus necessitated changes that would become more apparent. But as I mentioned the immediate spinoff and hte sequel ALREADY addressed those issues in combat, weapons, item swapping, and more. So he blew up a minor subjective 'flaw' that was already resolved versus his other points in ways that drew too much focus and thus may have undermined the value of the whole argument.
2D Zelda will always be more puzzle and maze like. The structure facilitates that. 3D will have a more stark divide with gameplay styles even if there isn't a sudden switch in modes as in God of War and Zelda itself or other games that just drop all pretense and go "combat area nao, then explore like its a real world, maybe" Prince of Persia in the Sands of Time managed a more... blended style of running, three dimensional platforming, and combat (sorry Zelda) and that went on to the AssCreed and similarly influenced franchises.
That said I don't consider LttP to be THAT good. Its fun and such. but the best Zelda eva! It certainly is a sign of them getting the '2D' more advanced but it seems LA, the Oracle series, the Capcom handhelds, Four Swords, Phantom Hourglass, Spirit Tracks, and so on still brought a great game and thats even including his recommendation of Link Between Worlds. I can see it being held as uniquely advanced in gaming as 2d overhead action-puzzle-adventures-plus story too aren't as crowded as 3rd person action adventure titles in fantasy large worlds. AssCreed, Nier, Witcher, Fable, God of War, and on seem to do that and bring something better or new and more advanced while not being notably deficient at the appeal of 3d Zelda games. 2D Zeldas, if they have competition, isn’t as readily apparent or as outperforming.
While there are parts of later 3D ones, WW and TP, that show notable gaps and deficiencies as 3d action games (dummied out temples, too long travel, difficult to use charts, one use items)
So overall I like the more.. measure take (some 18 years after) on OoT as to "best game evarrr" and can appreciate it has been improved on by Majora's mask and SPANKED by other franchises not Nintendo and innovated and improved on.
Design and technology are two really different things at times, and it leads to all kinds of interesting oddities.
OoT was absolutely a pioneer in a lot of ways, and it's also absolutely the case that a lot of what it has done others have done better in the literal decades that have come afterwards. Some of what it did at the time was clumsy. Some of what it tried to get people to do nowadays seems boring, but had novelty back then. Some of what it did was excellent, and manages to be strong even today. If games made decades after it weren't able to learn from it and improve on it, then that would be kind of awfully sad.
Back then, there were a lot of challenges with how the camera worked in a 3D adventure game, and some of those challenges remain today. But with the tech limits of back then, the problems were way more extreme. If you think about Metal Gear Solid 1, being able to look down a corridor in 3D was a hugely powerful thing because you could see really far! You could see much farther than the enemies were allowed to! MGS1 had a particular camera perspective most of the time because it played towards the design of the stealth in the game, towards building and presenting interesting sneaking around detectors within the context of the limitations of their technology.
Zelda has always had solving puzzles and finding hinted at hidden things as a major element of the game. OoT's camera has all kinds of rules for dealing with trying to present the room to the player. Whenever Link enters a room, there is always one particular camera position and angle that is used to present the room, often with a shot composed to present something vitally important in the room in relation to Link. The sense of "needing to look around" as an extension of "exploring" seems a little crude today, but at the time it was an interesting idea: what other ways are there to observe and explore in 3D, other than just moving around? To what extent can act of observation be turned into an activity in the game? OoT has a bunch of different camera modes with the intent of each camera mode being used to convey a different kind of activity. This isn't a radical new idea, but there are times when it clashes and it has a tendency to result in activities that seem a little too compartmentalized. How and what we're able to see, and how familiar we are with the action of seeing can have radical implications as well as consequences for the design of a game.
Today, we take for granted that we have freelook with a camera on a mouse or another analogue stick. In OoT, one of the main camera modes when you are just running around with Link is having it tail him. If you want to reset the camera to Link's facing direction, I remember that I mostly would go and activate one of the tools that has a first person view, and then immediately toggle it off. There are plenty of hardcore action games today that mostly throw the burden of pointing the camera onto the player (see: Monster Hunter and Dark Souls), where the lock-on camera trying to do the best job it can, but with all of the players openly acknowledging that there are plenty of times when you absolutely have to take manual control of the camera. Dark Souls couldn't care less if you enter a room and aren't looking at the mission-critical things or have the camera the camera at a crazy useless angle that doesn't make the zone you just entered look good at all, and nobody today thinks that's inconsiderate/poorly-made of the designers or otherwise weird. The fact that any given screen of Zelda 1 didn't scroll was hugely powerful, because any given element that might be interacted with in that scene... was visible in that scene! Maybe somewhat hidden, like a bombable wall or a burnable bush, but every potentially interactive element in a given screen was there in front of you.
But back on topic, I find it deeply ironic that Gunvolt's sequel is shaping up to be even more Megaman-esque, together with a character that has a Megaman-style power-stealing gimmick, and that it's having some kind of an anime production, and all told it's coming across as much more appealing than MN9.
I do like some of the fundamental ideas of MN9's dash-focused game, what with it encouraging speedy play and giving you mechanisms to finish the game faster if you are good. The whole business of "being able to get through the game faster if you are good" coincidentally/ironically touches on that point of "needing to wait" that is such a sore spot for that video criticism of OoT.
- MMZ: Reploids are discriminated against. ASG: Adepts are discriminated against.
- MMZ: Dark Elf is created by Dr. Weil with the intention of asserting total control over the reploids. ASG: Lumen is created by Nova with the intention of asserting total control over the adepts.
- MMZ: A reploid (Elpizo) tries to use the Dark Elf to force all reploids to destroy humanity. ASG: An adept (Asimov) tries to use Lumen to force all adepts to destroy humanity.
Not surprising since it's basically the spiritual successor of Mega Man Zero.
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Of course, no incarnation of Mega Man or even Zero was as much of an edgelord as Copen.
...yeah, I like it. The gameplay was solid, and the dialogue and story were amusing. I like the gameplay flow of trying to get as much xel as possible when bearing enemies, and the quick-switch system was fun.
If I had serious complaints, one would probably be the fact that the running-from-the-drill segment in the mine was a framerate destroyer, and there's a nasty glitch in aviator's stage. And like most games of this nature, some weapons are definitely better than others. The missile is probably the best one.
Otherwise, I think it's a good game. I'm not at all regretting my backing the game.
I'm just sad that the backlash (which is not invalidated by my liking the game.) means that this is probably going to be the only game in the series, and so we'll never see anything in the way of expansion or refinement of this.
Also, the credits?
https://www.youtube.com/watch?v=8mv5NC0HvJ8
I think it's more because he decided to review the game for what it was, and not based on the development around it. Which is how any game reviewer worth his salt should.
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Mighty No. 9 had 67,226 backers. Granted the NPD figures this guy's citing doesn't include digital, but that still puts sales at between 100,000 to 150,000.
Which would be a little disappointing for a normal mid-tier game and horrible for something that got as much attention as this game did.
Hardcore Gaming 101: Mega Man Legends (part one)
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First, Gunvolt is back in a new sequel, and he's not alone. Also playable is his rival Copen, who plays sort of like an inverted version of Beck from Mighty No. 9, insomuch as you need to use his dash ability to bounce off of enemies, stunning and tagging them for the homing shots from his gun to finish the job.
https://www.youtube.com/watch?v=Cgl_h2eORLw
https://www.youtube.com/watch?v=afribHvLrq8
Didn't play the first one? That's okay; Gunvolt 2 is a great place to start, but this also means you're a prime candidate for the 2-in-1 Striker Pack published by Yacht Club Games for retail:
https://www.youtube.com/watch?v=I0ZeKAJtbt4
Wait, "Yacht Club Games"? Why does that sound familiar?
You know why, and it's because Gunvolt isn't the only who is going to do some striking here:
https://www.youtube.com/watch?v=v4DlaJNeusc
So yes, let's strike the earth with some much-needed discussion about this seemingly overlooked new release.
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lol nah
Supposedly October 20 though.
I hope so. I have the steam version, but the 3DS version is just so much easier to play.
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So... love Mega Man X? Well great! Get reading.
http://www.rockman-corner.com/2016/12/official-rockman-x-novelization.html
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