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1801
The Flood / Re: Ten Year Challenge?
« on: January 30, 2019, 12:53:51 AM »
i want to sock you right in the face

1802
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 11:12:38 PM »
oops i don't actually know how it works

edit:
yeah i can't play this character for shit, but i think you can maybe see part of my point

if that were a battlefield platform that screw attack would've killed, it's tricky to land but i think it's a thing you should at least try, and it's not gonna work so well on FD

1803
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 11:04:59 PM »
Any tips for me to improve?
it would be difficult since i don't play samus, but one thing i can say for sure is that you need to start picking stages other than FD, because i think samus appreciates platforms so she can kill off the top with screw attack or do up air ladders which i know were in smash 4

i also think the new short hop mechanic (as in brand new, we just got it in 2.0.0) benefits her because it allows her to do short hop missiles a lot easier, on top of having better access to zair

i think samus is now officially better than dark samus, too, because they buffed her missile range and gave her bomb less recovery, whereas dark samus only got the latter

1804
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 09:37:08 PM »
so we're going from version 1.2.1 to 2.0.0 tonight

i hope that means we're getting a lot of shit

especially piranha plant
especially more online features (and improved netcode and reduced input lag online)
especially no nerfs to anyone since i really enjoy how the game is balanced so far with the majority of characters being good

inkling could be toned down a bit though i suppose
literally got everything i wanted except online features

bless sakurai

1805
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 08:30:26 PM »
oh my fucking god

https://en-americas-support.nintendo.com/app/answers/detail/a_id/43317

ACTUAL PATCH NOTES

PUFF'S BAIR IS SO FUCKING FAST NOW

1806
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 01:08:53 PM »
so we're going from version 1.2.1 to 2.0.0 tonight

i hope that means we're getting a lot of shit

especially piranha plant
especially more online features (and improved netcode and reduced input lag online)
especially no nerfs to anyone since i really enjoy how the game is balanced so far with the majority of characters being good

inkling could be toned down a bit though i suppose

1807
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 08:46:00 AM »
I play Dark Samus alright
i'm starting to think maybe she (and regular samus) are not as bad as anyone thought at the beginning

1808
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 08:45:12 AM »
man, I’m the best fucking King Dedede in the galaxy
add me and i will NOT hesitate to fuck you up

1809
The Flood / Re: Who is your favorite character of all time
« on: January 29, 2019, 02:34:18 AM »
i don't know, i've never really been a "character" person

i like characters, but to me, they're just tiny pieces of a bigger picture whose only real function is to give life to a narrative, and in a well-written story, they're all equally important, so in those cases, i just wind up "appreciating" each character's role in the story more than i care to pick favorites

it would be easier if you asked me about a specific thing—like, for example, my favorite TLA character is probably zuko, but i would never say he's my favorite character of all time

when i play fighting games, oftentimes, my main will end up becoming a "favorite" of mine, but more because their playstyle resonates with me in some way—i never really gave a shit about jigglypuff as a pokémon before i started picking her in smash, and though she's still not exactly one of my top favorites, i have indeed developed somewhat of an emotional attachment to the dumb thing because of how much time i've spent trying to get good with her

same in street fighter—i chose balrog because he's based on mike tyson, and that's cool, but because i've played him so much, i'm attached to him, and i find that his playstyle strongly resonates with my desire to physically obliterate people in that game with a big dumb boxer

but that's kinda different i think

in fact, there are many stories i deeply enjoy where having a "favorite character" would almost be missing the point, in a way—like evangelion or requiem for a dream—because you're not really supposed to "like" anyone in those stories to begin with

if you were to force my hand, i might say Link from zelda just because i think he has probably one of the coolest designs ever for a video game character, to such an extent that nobody dislikes playing as him

i'm not interested in picking characters i relate with on a personal or ideological level, i think that's kinda boring and there's no character that's a perfect reflection of who i am anyway

but yeah, bottom line, characters are cool but are kinda low priority for me when it comes to art

1810
Gaming / Re: Super Smash Brothers
« on: January 29, 2019, 01:19:03 AM »
man, i'm the best fucking jigglypuff in the world

1811
The Flood / Re: holy shit you nerds are still here?
« on: January 28, 2019, 08:42:52 AM »
Yoooo Officer Nasty, what’s up with these funky ass weed names
ngl looking at my old posts and usernames made me cringe a little bit inside

what was i thinking
the fact that you're not cringing at "dopameme" shows you haven't grown that much

1812
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 06:45:43 PM »
drama at this point in this website's life is just really corny and gay tbh

1813
Gaming / Re: Super Smash Brothers
« on: January 27, 2019, 06:35:05 PM »
Also, why did no one tell me that attacking with the stick is so good wtf
That's just normal tilt attacks. Use it as ya see fit if you want but you don't wanna get into a habit of spamming it exclusive. Your smashes and neutrals are still and important part of playing.
i assumed he meant the c-stick, surely he knew about tilt attacks before

1814
Gaming / Re: Super Smash Brothers
« on: January 27, 2019, 05:42:15 PM »
So my boy Link's apparently top tier now? Nice
i don't know about top tier, but he's the best he's ever been for sure

1815
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 01:20:10 AM »
anyway, you should reset your router if solonoid is being serious, because a ddos is when someone sends enough fake requests to your IP address to basically render it unusable to anyone who's trying to legitimately access it
resetting a router doesn't change its IP
i guess it would depend on your ISP but speaking from experience resetting has always changed mine

1816
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 01:15:10 AM »
anyway, you should reset your router/modem or whatever if solonoid is being serious, because a ddos is when someone sends enough fake requests to your IP address to basically render it unusable to anyone who's trying to legitimately access it

1817
The Flood / Re: I got banned from 4chan, can we make sep7 active again?
« on: January 27, 2019, 01:01:35 AM »
hey guys should I ddos class now or wait to see if he's dumb enough to not change his ip address in the next week
ddos me that's fine.There's nothing I've said on the internet that I'm too ashamed of people seeing IRL
That's not what ddos means
It's when you reveal all the internet posts you've made to your RL people right?
that's doxing

actually, that would be reverse doxing i guess

pretty sure there's no actual term for what you just described, but doxing is when your "RL" information gets posted on the internet by a third party if you were trying to keep it private

1818
Gaming / Re: Nintendo Switch Online thread
« on: January 26, 2019, 04:55:43 PM »
just wrote about 30,000 characters worth of reviews for the NES games that were put out for December, and then for absolutely no reason at all, i wound up losing ALL of them after an accident, so what i'm going to do is post these (extremely rough) drafts of them because that's all i have and i'm just super frustrated and wanna be done with these

not that anyone CARES but if you happen to read these and think "wow these are extremely poorly written and difficult to follow" well yeah it's because they're raw and unedited and unproofread so yeah sorry about that

in summary: all of these games are pretty good by NES standards. play them.




Originally released in 1994, Wario's Woods is probably not the kind of game you'd expect it to be based on the title. If you're at all like my childhood self, you're probably imagining some kind of cool platformer like Wario Land 3, but if that's case, prepare to be disappointed. It's actually a tile-matching puzzle game where you play as Toad (you know, everyone's favorite Mario character), and Wario himself spends the vast majority of the game completely offscreen. Yeah. How fucking lame is that? If they had called it "Toad's Tree Tumble" or some shit, I would've known not to bother, but they knew that putting a cool character like Wario in the title would make the game seem all the more enticing. And it was, so I bought into it. It was probably the first time I had ever been disappointed with a Mario game—and yes, just in case this all sounds a little familiar, they pulled the exact same shit with Yoshi four years earlier.

My perception of Wario's Woods has always been negatively biased because of my childhood disappointment, but having it available on the NSO NES service has inspired me to give it another look from an adult's perspective.

I've concluded that it's an okay game. It may not have the catchy, memorable music of Dr. Mario or the sheer addictive simplicity of Tetris, but it's a passable effort nonetheless. As mentioned before, you play as Toad inside of a large tree hollow—which is to say, unlike a traditional tile-matcher, you do NOT have direct control over where each tile gets placed. Instead, bombs are dropped haphazardly by a fairy above, and Toad has to run around at the base of the tree, catching the bombs as they come, so he can place or stack them wherever they need to go. Unlike in Mighty Bomb Jack, the bombs actually have a function. The tree hollow is infested with these cutesy little monsters of different colors; they're completely harmless to you, and can even be picked up and stacked in the same way that the bombs can. The object of the game is to clear out the hollow of these monsters using the bombs.

Matching any three tiles of the same color together (in any direction) will cause them to disappear, and "tile" encompasses both monsters and bombs. So, if there's one red monster, you need two red bombs. Two red monsters, one red bomb. Typical tile-matching mechanics apply here—chain reactions are a thing, and of course, you get a few neat bonuses for matching more than just three tiles at once—but the primary difference, and what makes the game especially unique, is having to scamper around as Toad as he physically carries each of the tiles over to where they need to be.

Pressing "A" will have Toad grab the tile (or the entire stack of tiles) directly in front of him, or have him set it back down. Pressing "B" allows him to grab just a single tile, in case he doesn't need the whole thing. Pressing down will make the fairies start dropping bombs faster.

Toad's maneuvers in this game are surprisingly extensive and satisfying to operate. He can't jump, but he can run up walls, so if he finds himself in a position where he's between a wall and a big stack of monsters/bombs, just hold right or left as you would normally, and he'll be able to run all the way up to the top (unless he's already carrying shit). When climbing up a stack of tiles, the "B" button becomes very useful for selecting individual pieces that you need, since Toad will carry it back down with him. If he gets buried by tiles, he can force himself to the top as well (which is weird, but whatever). Finally, Toad can kick tiles so that they slide over and fall, in case you need them to, which has its occasional utility.

As the game takes place, a portrait of Birdo can be seen, but if the player takes too long to finish a level, this portrait will get replaced with Wario. When Wario shows up, he'll start bashing his shoulder against the portrait, causing a large block to come sliding down the tree hollow, which threatens to box the player in. If this happens, the game is over. Additionally, an annoying-ass bird will appear to spawn more monsters for you to get rid of, just to undo all your hard work. Having to clear each level before this shit starts happening adds a nice layer of tension to the experience.

Later levels will introduce monsters that are trickier to get rid of, such as monsters that have to be bombed twice before disappearing, monsters that change color, and monsters that only disappear when bombed diagonally. There's a billion trillion levels—I've only made it as far as level 40, and apparently I'm not even halfway there. Thankfully, this is one of those rare NES puzzle games that records your progress (there's even a basic name entry screen, which is kinda nifty, if completely unnecessary), so there's no fear of ever losing your progress (though, of course, having access to suspend points makes all of that redundant anyway).

There's also a "Game B" where, every ten levels, the player gets to engage in a weird boss fight. A boss character will appear inside the hollow, you have to match tiles against it repeatedly to drain its life. It's kinda weird, clunky, and awkwardly paced. I'm not sure if I'm that into it, to be honest, but it's certainly creative. Naturally, there's also a 2-player vs. mode which is good solid fun for five minutes if you're able to find someone willing to play this shit with you.

This game is also notable for being able to win you at least two points in a Nintendo-themed trivia game: not only was it the last officially-licensed NES game to be released in North America, it's also the first and only NES game to have ever received an ESRB rating ("K-A," back when that was still a thing).

In general, it's not one of my all-time favorites, but it's quite decent. It has the polish that you'd expect from a game released so late into the console's lifespan, but the gameplay isn't horribly exciting and it does get quite old after a few minutes. I would only continue playing it on the basis that the game does have a story with an ending, and I'm trying to beat every game on the service at least once. Beyond that, though, I wouldn't recommend spending too much time with this one unless you're a fanatic for old puzzle games.

Overall rating:
3/5




Originally released in 1989, Adventures of Lolo was once the flagship franchise of HAL Laboratory—at least, until Kirby came onto the scene in the early '90s. In fact, dedicated Kirby fans will no doubt recognize Lolo, because he (along with his female counterpart, Lala) tends to show up as a boss in several Kirby games (albeit renamed as Lololo and Lalala, for whatever reason).

Yet another member of the puzzle genre (but thank god, it's not another tile-matcher), the game is actually a rebranding of an older series of MSX computer games also featuring Lolo called Eggerland, released throughout the mid-'80s and spanning four installments. Adventures of Lolo compiles all (or most) of the puzzles from these games, and doesn't actually contain any new or original levels of its own; therefore, the game can be thought of as an Eggerland "best of" collection.

This one's gonna be rather difficult for me to describe, as Lolo is easily one of the more unique puzzle games I've ever played. It's similar to Solomon's Key in the sense that the levels do not "scroll." Each and every level (or room) only takes up a single screen's worth of space, which means you get to see the entirety of each stage (and everything that's happening in it) at all times, all at once, and from a bird's eye perspective. That probably seems like an awfully mundane detail, but bear with me. I think it's an important thing to note, given how the game is played.

In each room, your goal is to unlock the door to the next until you reach the top of the castle, where the damsel Lala is being held captive by the Great Devil. There are ten floors, and each floor has about five rooms. You'll know you're about to make it to the next floor if the current room you're in doesn't have any doors; so, naturally, a staircase going up to the next floor will appear in these rooms instead.

Every room has a chest containing a jewel that grants access to the next room when collected, but the chests will only open once you've collected all the room's "Heart Framers" (as the manual calls them), which are just squares with hearts on them, and basically serve as the game's primary collectible—only, you must collect all of them to proceed. As you could imagine, every room is guarded with enemies, but Lolo doesn't really have any means of defending himself. So, the game is all about figuring out how to safely collect each Heart Framer when the enemies are strategically placed to make this task as much of a science project as possible.

Unfortunately, this is one of those games that basically requires you to read the manual going into it, because if you jump in without knowing how the enemies work, you're practically guaranteed to have a bad time. For me, this is the game's biggest flaw. Once you do learn the basic rules, though, the game actually becomes quite fun and addictive, where each solved level feels like a genuine accomplishment. Yet even after reading the manual, there are still certain minor quirks about the game that seem fair enough from a gameplay standpoint, but are not always immediately intuitive and can take some trial-and-error just to learn. I'll try to go into some of these later.

The enemies themselves are very interesting in terms of their behavior. There's Rocky, a cute little grey square-shaped golem monster thing that walks in a set pattern and will quickly rush up to Lolo if he happens to cross its line of sight. It can't actually hurt Lolo; instead, it will just try to push him against the nearest wall in order to box him in. He's too heavy for you to push back, so if you're not careful, and it manages to shove you into a corner, you're gonna be stuck there.

In the event that Lolo does get permanently stuck, either because of a Rocky or because you fucked up a puzzle beyond repair, the developers were kind enough to implement a catch-all solution for these snafus: A fucking suicide button. By pressing "select," you can sacrifice one of Lolo's lives so you can start the puzzle over again. He literally just dies, right then and there, at the push of a button. And you'll be pressing this button very often, too. I don't know, maybe I'm alone on this, but I just find that incredibly amusing. Fucking up a puzzle is one thing, but there's something very cruel and sadistic about obliging the player himself to personally commit to the demise of his own player avatar.

Other enemies, like Medusa, are completely stationary, but fire these full-range projectiles in all four directions (think of a rook in chess) that will instantly take Lolo's life if he dares to step anywhere in its sights without sufficient cover (normally a boulder, block, or another enemy). Don Medusa, a scarier variety, does the same shit, except it slides back and forth rather than being stationary, increasing its range further.

Some enemies will only awaken and become dangerous once all the Heart Framers in the room are collected, like Skulls and Gols. Otherwise, they're harmless and stationary. One enemy, Snakey, doesn't do anything at all. It's just... there.

My favorite enemy is the Leeper. It runs about all over the place, gravitating towards the player, but similar to Rocky, it cannot kill you directly. Instead, if it makes contact with you, it'll fall asleep on the spot and never wake up. It can't be moved, so it does have the potential of trapping you, making it a real nuisance. But with a bit of cleverness, you may be able to lure him into sleeping in a spot that actually gives you an advantage.

As Lolo, your powers are quite limited. Movement is gridlocked in four directions (including half-steps), and you have no special attacks or maneuvers to defend yourself with beyond your own wits. As such, enemies in general must be strategically avoided altogether. A select number of rooms will give Lolo single-use power-ups for collecting a certain number of Framers, such as bridges for crossing rivers or hammers for smashing boulders. Most rooms have green blocks called Emerald Framers (which I'm just going to call "blocks") which can be pushed around as a means of trapping enemies, or giving Lolo some cover. Some levels have special Heart Framers that give Lolo the ability to fire a couple of Magic Shots, which can turn enemies into eggs that can be pushed around just like the blocks, but will hatch after a set period of time. Eggs can even be ridden on if you push them into a ravine, at least until they sink.

Your Magic Shots are limited, of course, and shouldn't be used frivolously. They shouldn't even be thought of as an offensive technique at all, really; just another piece of the puzzle. There are no roundabout solutions. Every room seems to have only ONE very specific and watertight solution, and fucking up the smallest thing often means having to press the suicide button. That might sound irritating to play, but the game is actually built rather intelligently around this.

You see, even though the game does utilize lives, they don't really matter that much, because you have infinite continues. Losing a life just means getting to redo the puzzle. "Game over" just puts you back at the title screen, where you can select "continue" and be right where you left off anyway. If you have to stop playing, every room in the game has a simple 4-digit password associated with it, so there's no chance of you ever losing your progress (and yes, suspend points render this totally redundant, but still). They gave you a suicide button because they knew you were gonna fuck up a lot; it's okay. There's no pressure.

The way the game is built heavily encourages you to take your time planning out what you're gonna do for each room, and this ties back to the observation I made earlier about each room only taking up a single screen's worth of space. Not only that, but at the start of each room, all the moving enemies will be completely frozen, allowing you to slowly and carefully take in and parse all the information on-screen at once and plan out exactly what you're gonna do. doing this will become necessary for 75-80% of the game's puzzles. It's a very slow and meticulous process, but you'll find that bumrushing through the room like a dumbass will do nothing but frustrate you. You have to take your time; unlike Solomon's Key, the game doesn't have a timer, so you can literally examine each room for as long as you want.

It's this style of gameplay that I look for when it comes to puzzle games. It's incredibly satisfying to go into each room with a plan, only to have it all fall into place as a reward for my patience and observation. There are still a few minor hiccups here and there, though, and it has to do with some of the game's internal logic and its more obscure rules. Some of the manual's enemy descriptions, for example, are pretty piss-poor and don't accurately describe how the enemy behaves at all. It's never explained that it's possible for Lolo to stand over a chest, which becomes an important tidbit of knowledge for at least one room, and it's also never said that enemies can be used to block projectiles in the same way that boulders can. Among other things.

The manual does an okay job of explaining the bare basics, but as for the finer details (which become increasingly important in the game's later floors), it's left up to the player to figure out for themselves. Which isn't necessarily bad—in fact, that's normally good—but it's not always intuitive, and that's the issue. Players want to learn shit on their own, but the only way they're gonna do that (generally) is if the game's rules are logical and make sense intuitively, and this is just one of those games were not everything makes perfect sense. You just kinda have to roll with it at times.

That being said, I think this might just be my favorite puzzle game on the service right now. It could easily be better than Dr. Mario, but I'm gonna rank it one step below for now in case I don't change my mind later. The music is pretty good (but not AS good), and visually, it's rather nice as well. I like the cute and cuddly aesthetic that HAL is known for. I'm iffy on the story being a stupid damsel in distress plot, but I'm also inclined to not take that aspect too seriously.

In terms of overall quality of gameplay, I'd say it's about on-par with Solomon's Key, but in terms of ranking, I think I probably have to give the edge to Lolo on the sole basis that it allows you the luxury of infinite continues and has a nifty password system. On the off-chance that someone is opposed to using suspend points, knowing that Lolo has an in-built failsafe for players who are interested in actually progressing through the game is worth acknowledging.

This game is a test of patience in the best way possible, but if that doesn't sound particularly fun to you, I'd stay away.

Overall rating:
4/5




Originally released in 1988, Ninja Gaiden was probably Tecmo's most treasured property of the NES era, before it was picked up and reimagined by Team Ninja in 2004. The NES game was released very shortly after the arcade version of the same name, but whereas that version was a Double Dragon-style beat-'em-up, the better-known NES version is a high-octane action platformer that focuses less on mindless combat and more on speed, momentum, and finesse. It's easily my favorite title of the December batch.

The player takes control of Ryu Hayabusa, a young Japanese ninja who travels to America to avenge his fallen father, whose life was lost during a duel with an unknown shinobi shown in the opening cutscene. It's a well-known fact by now, but Ninja Gaiden was one of the earliest games to extensively feature cinematic cutscenes to engage the player in its narrative, with a directorial style and aesthetic that, according to James Rolfe, combines aspects of anime and film noir, which I think is an apt description.


This scene in particular is synonymous with the word "iconic."

Another well-known fact about this game has to do with its unforgiving difficulty, but we'll get into that later.

I know a lot of people seem to have issues with how the game feels to play, but to me, it feels orgasmic and extremely similar to Castlevania in several different ways. It's easy to sum it up as a more fast-paced version of that title, where rather than being rewarded for playing extremely cautious all the time, you're encouraged to focus more on fast and aggressive (yet smooth, attentive) play. You still can't be sloppy if you want to win, but infinite continues means the game never really ends, so even if you're constantly getting fucked up, as long as you keep working on your mistakes, you'll eventually see yourself slowly improve over time. You might even enter this zen flow-state where you're flying through entire levels without taking a single hit—and that's REALLY fucking fun.

Ryu's Dragon Sword has a deceptively long reach, and unlike Simon Belmont's whip, it comes out near-instantly, so it's extremely satisfying to cut fuckers down with it. It does stop him in his tracks when he swings it for a brief moment, but when used in conjunction with his jump, it's possible to get attacks out on the first frame. Sometimes, though, it's not quite enough, which is why the game provides you with secondary weapons like shuriken and fire spells that you can find by breaking objects in the background (again, just like in Castlevania). Ammunition is limited, of course, and most enemies have a tendency to respawn if you try to sit there and camp, so the weapons must be used very wisely. Mastery of the secondary weapons will become essential if you want the levels to become a breeze.

The game is quite short at six areas, with anywhere from two to four levels per area, so with patience, it's possible to beat it entirely in less than an hour—but only if you're really good at the game, and you're probably not.

With respect to the game's difficulty, I actually don't think it's that bad. The first five areas are very doable, and while they do get exponentially harder, the fact that you get infinite continues means you're never in a position where you can't get better at the game. A lot of people aren't into the trial-and-error of it, and that's understandable, but I think whenever the game's enemy placement seems like unfair bullshit, the solution always ends up being fairly obvious, and it's almost always on the player for not being able to pick up on it.

For example, there are several moments in the game where you're having to cross a gap between two platforms by making a leap of faith. However, doing so blindly will often result in a bat or some other flying enemy popping up out of nowhere and knocking you back into the pit, killing you instantly. The first time it happens, sure, it's annoying, but literally all you have to do to adapt to this is just wait at the edge of the platform for the bat to come, and as soon as it appears, THEN make the jump, and you'll be able to make it. This also teaches the player to cross gaps carefully and to pause for a brief moment before just rushing into things like an idiot.

That said, there are some legitimate grievances to have with the game. As cool as the graphics are, and as fun as wall-jumping is, it can be a little bit janky at times. The level of detail in the graphics can actually make it kinda difficult to tell what you're able cling onto in the first place, and this can result in some deeply frustrating scenarios where you're sticking to walls without even wanting to do so. This has never been a game-breaking issue to me, but I can definitely see why it could be seen as cumbersome. It's also kinda awkward how the ladders in this game still use wall-jump mechanics, so when you make it to the top of a ladder, you have to jump OFF of it rather than climb up to the top. But that's a nitpick.

There are also some issues with the game's collision detection and overall polish. I mentioned how Ryu's sword has deceptively long reach, which is true, but only horizontally. The vertical hitbox of the weapon, especially when using his aerial slash, does have this annoying tendency to completely whiff grounded opponents when it counts, usually as a result of imperfect timing. This issue doesn't rear its ugly head all too often, but it sure sucks when it does.

My biggest personal issue with the game is how boss fights are handled. None of the bosses are particularly difficult in and of themselves; their difficulty arises from the extremely questionable design choice of having you go back to the beginning of the entire area just for losing against them. To understand the implications of this, let me try to illustrate in detail exactly what happens when you die in this game. If you're on stage 6-3, and you die in a particular section of that level, you'll start again at the beginning of that very section. Not 2-1, or the beginning of 2-3, but the specific section of 2-3 that you made it up to. However, if you get a game over, you then start at the beginning of 2-3. That's your punishment for losing all your lives.

If you die against the boss, however, you don't start again from 6-4. You start from 6-1. That is some cockamamy horseshit right there. Not only is it simply obnoxious to have to start back from that point in the game, it also makes every subsequent attempt at the boss a clean slate, because whatever you may have learned or picked up on during the fight (which probably lasted around ten seconds anyway) will either be forgotten or not enough to have a substantial chance against him. In other words, there's no way to practice. And since there are no passwords or anything like that, back in the '80s, that means you have to be prepared to beat this game all in one go from 1-1.

Lucky the game is so fun and engaging anyway, otherwise that mechanic would be nearly unforgivable. And, again, it's hard to bitch about a game that gives you infinite continues, even if it is heavily flawed. The game's excellent soundtrack has a way of pumping you up with enough adrenaline and willpower to get better at the game, just as it should, and the cutscenes also provide a great incentive to keep trucking along against all odds, even if the story is very cheesy and predictable (in a way that I find charming). If this game's bigger issues were ironed out, this would be an easy 5/5 for me.

Overall rating:
4/5



1819
Gaming / Re: Resident Evil 2 remake
« on: January 26, 2019, 02:29:53 PM »
i've yet to play any REs, since i dislike horror games, but i've recently decided i'm gonna try to man up and try a few horror games over the summer, RE included, since i'm tired of feeling like i'm missing out

1820
The Flood / Re: you guys arent even fun
« on: January 25, 2019, 11:28:27 PM »
The whole fucking point is not to have an identity.
which has always been a mind-numbingly stupid concept

but if it's such a big deal, then why don't they just take away the option to give yourself a name

every single board should be like the ones that put a code on your post that's tied to your IP

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Gaming / Re: Tfw you buy the Metroid Prime Trilogy
« on: January 25, 2019, 04:12:26 PM »
Well if Nintendo themselves were unhappy with the game I'm pretty sure they had good reasons to restart development.
for sure, this is obviously a good thing in the long run

still a rough thing to have happen though

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Gaming / Re: Tfw you buy the Metroid Prime Trilogy
« on: January 25, 2019, 11:27:50 AM »
YouTube

fucking hell

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The Flood / Re: you guys arent even fun
« on: January 25, 2019, 08:41:18 AM »
Oh Jesus Christ they’re teaching Class about AGP too.
it's actually a pretty cool forum

I didn't know you could register usernames
just know it's extremely frowned upon to do so, because the whole point is to be anonymous

biggest shithole on the internet

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Gaming / Re: Quake 2 Mod - RTX ON
« on: January 23, 2019, 04:06:48 PM »
fair enough

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Gaming / Re: Quake 2 Mod - RTX ON
« on: January 23, 2019, 03:56:30 PM »
looks like fucking shit

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The Flood / Re: Addicted to my phone
« on: January 22, 2019, 06:31:06 PM »
in what ways is it negatively affecting your life

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The Flood / Re: Sportsball Thread
« on: January 21, 2019, 05:48:40 PM »
i'm so upset that this person i don't know failed to accomplish this thing that doesn't matter

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Gaming / Re: Zelda Breath of the Wild
« on: January 20, 2019, 07:52:00 PM »
The degradation just doesn't make much sense and simply isn't very fun. You say there's a high emphasis placed on resource management but also that there's such an abundance of weapons that you'll never run out, which kind of defeats the entire point of having to manage your weapons. All you can really do is save your best kit for the strongest enemies when they could've done so much better. It's not as if the degradation forces you to be clever or inventive either since the combat mechanics are relatively shallow (not bad at all, just not very deep) and you don't get a drastic gameplay difference depending on the weapon you're holding. There's just so many ways they could've done it better, imo. Add some RPG elements to using weapons so that you "level up" with a certain type when you use them to become more proficient at them. This would incentivize fighting enemies and using different combat styles. Instead of just saving your weapons with higher damage per hit for stronger enemies, make the effects of weapons more pronounced and have you change them around mid-fight or something. The current degradation just feels pointless and like a chore while nothing of value is added. Lots of missed opportunities.
I wouldn't say it defeats the point, because while everything I said is true, if you happen to be in a situation where all your good weapons are broken, it can still be a pain in the ass (in the fun and engaging way) to recover from that.

I don't really see a big difference between a weapon level-up system and simply finding stronger weapons as you progress throughout the game (and I won't break the illusion of what the game considers "progression" for you just yet). The former method is decidedly un-Zelda-like, and while it's not a bad suggestion, I don't know if it's a necessary change or something that would even change the gameplay all that much.

Instead of getting stronger weapons by finding them, you're getting stronger weapons by using them. Effectively, they're the same thing, but you're saying that the latter would incentivize you to fight enemies more than the former. I'm not sure I understand why. I suppose it's merely a matter of preference.

I also believe the three basic weapon types have enough differences between them to warrant having preferences (spears have range, claymores knock down and have a powerful spin attack, boomerangs are sick, elemental rods are sick, bombs have potential clever uses in combat, arrows open up a whole WORLD in terms of combat, etc), and some of them indeed have special advantages against certain enemy types, so not having X-weapon when it would be nice to have one forces you to come up with an alternative solution, or, if you only have one in poor condition, encourages you to make those last strikes count.

You also have limited space in your inventory, so if you wanna have any utility non-combat weapons (like torches, axes for woodcutting, sledgehammers for mining and crate smashing, etc), you'll have to make some room for these, too. Not to mention, certain weapons have elemental properties that provide extra warmth for cold regions or vice versa. Once you progress more, weapons will also start having stat bonuses, as well (strength boosts, increased durability, shooting two arrows for the cost of one, and more) to make finding them perhaps a bit more exciting for you.

The only thing I sort of agree with is that the combat can seem a bit "shallow" (I'd call it simple), but Zelda has never really been about deep combat systems anyway. As much I'd love to play a Zelda game with a Souls-like combat system, I also respect that Nintendo would rather keep things safe and accessible.
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Menu management really isn't that good. Being unable to drop things directly is a pain (yeah you can throw them but it's not as fast for multiples). You don't have an option to automatically swap weapons when one breaks. Having to hold everything before cooking is a mess, especially at lower levels when you want to make one or two item dishes. Sideways scrolling instead of a wheel as a quick menu is a poor choice... I mean, it's not horrible. But there's definitely lots of room for improvement.
Direct dropping would've been nice, I suppose, but I don't recall it ever being an issue for me.

Everything else you mentioned, I consider to be good. The sideways wheel is sick and intuitive. I like having to carry food while cooking. When a weapon breaks, I enjoy having to manually choose what I'm equipping next. I even wish they took it a step further, and made it so that the gameplay doesn't freeze as you're switching weapons (and, say, make it so you cannot equip weapons while pausing) to heighten the tension further.

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Not wanting to engage in fights is pretty problematic for a game like this. I'm only a few hours in and already decided to avoid several fights. Unless I just sit back and use my abilities to take them out, all I'll be doing is breaking my weapons and potentially take damage I have to heal away for what? A few goblin horns to add to my collection of dozens and a wooden club or two, with maybe something slightly above average from a chest. Just doesn't seem worth it more often than not. Something like an exp or proficiency mechanic would be a much better incentive.
Is it problematic though? If I'm at a point where the enemies are no longer providing me with useful spoils, and fighting them is a waste of time and resources, I typically take that as a sign to make some actual progression. It's not problematic for you in Pokémon to progress beyond Viridian Forest when your party is too strong for all the Caterpie, right? I know it's two different games, but I think the principle still applies.
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And yeah, the exploration is fun but the world sometimes seems strangely empty. I know I'm not too far along yet but veering off the path hasn't been all that interesting. Other than some shinres I have yet to find any side quests, good loot, additions to the story and stuff like that. Just not terribly impressed so far but maybe it'll get better.
I'll allow the game to speak for itself on this one.
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It just feels like abilities aren't very integrated into normal play or combat. You either use them to solve puzzles exclusively, to open a fight with a bomb or to just take them out with abilities by smacking them with heavy stuff. There's unfortunately not much else. Stasis arrows or projectiles in midair. Magnetise a weapon out of an enemy's hands. Hookshot someone and pull them into you for a combo or pull yourself towards a platform to get away from danger. Fuck it, statis yourself while running in place to build up Sonic style momentum and speed ahead or up, or slow down your bow so that you can fire off a bunch of arrows which float in the air until they all release together. Throw a weapon into an enemy's face, stasis it as he falls back, run up to him, snatch it again from the air and combo into another hit. You can even make it so that you need to get a combo of successful and undamaged hits going before you can this kind of stuff so that it's not too OP. There's so much more they could've done to further integrate abilities into combat / normal gameplay.
None of these are bad ideas. A lot of them wouldn't work for a variety of reasons (using Magnesis to disarm monsters seems OP), but I do agree that more could have been done on this front. Still happy with what we got, though, and I wouldn't underestimate the creative things people have been able to do with what we've been given. Speedrunners in particular found out you could launch yourself great distances by latching onto a Stasis'd tree trunk after chopping it down with an axe and whacking it a bunch of times in the desired direction (as of a couple weeks ago, it's possible to beat the game in less than 30 minute by doing this).
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Don't get me wrong, I'm liking the game. This is just the stuff I wish was better. The game looks beautiful, plays pretty well (although 30fps is such a disgrace for the title), is filled with lots of content in a nice open and fully accessible world, has great physics, solid combat and so on. But damn, it just feels like it could have been so much more.
I'm glad you're having a good time overall. I have sexual relations with the game on a nightly basis, so I'm romantically obligated to come to its defense.

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The Flood / Re: So where did everyone go
« on: January 20, 2019, 02:25:14 PM »

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