This is what $4 million in crowdfunding gets you.

 
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No it wasn't.  It was just mindlessly running forward and spamming the shoot button without stopping.
LOL

here's a 20 minute video analyzing precisely why you are wrong


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Here's a video showing exactly why you're jumping to conclusions about a game for watching a speedrunner power through the first 3 minutes. (to 2:35)
Which doesn't invalidate the level's nuance at all, whatsoever.

The footage shown for MN9 isn't anywhere near as nuanced. Just fucking look at it.
I don't care about the fucking guy who played it.


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You're trying to compare the nuance of the level using one guy who's hyper analyzing every nook and cranny in one game, from a complete beginner's point of view, with some other guy who's skipping half of the other one.

Egoraptor is praising the game communicating not to go left using walls, learning to jump over obstacles, letting the floor fall on him to show what's down below, and giving enemies a chance to throw attacks at him to see what they do.  The other guy isn't even giving anyone a change to see any of that, because he's just barreling through everything...because it's a speedrun. 

Would you have preferred the speedrunner walk into the boxes for 2 minutes and mash buttons, and wait for the enemies to attack him, so you could admire the subtlety of the tutorial?
Last Edit: July 31, 2015, 02:01:16 PM by Cocos


 
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Egoraptor is praising the game communicating not to go left using walls, learning to jump over obstacles, letting the floor fall on him to show what's down below, and giving enemies a chance to throw attacks at him to see what they do.  The other guy isn't even giving anyone a change to see any of that, because he's just barreling through everything...because it's a speedrun. 

Would you have preferred the speedrunner walk into the boxes for 2 minutes and mash buttons, and wait for the enemies to attack him, so you could admire the subtlety of the tutorial?
No. Like I said, I don't give a fuckity shit about the guy playing it, at all. You, the viewer, can observe for yourself what's going on in the level. And what you should see is that the level isn't nearly as well-crafted as the intro stage in Mega Man X. It just isn't. Would you like me to walk you through exactly why? Because I really don't want to bother, but if you're still having trouble with this...


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You should give a fuckity shit.  One guy takes it slow and shows you everything, and the other skips everything, including chunks of the level, and doesn't show what the enemies even do.   Makes a difference...

One player makes the level look like it has a lot of depth to it and approaches everything like a normal person would, the other one makes it look like the level is just spamming jump and shoot to hit enemies before they even enter the frame, while walking around with a charge shot ready.  You know, the entire concept of "you make it look easy"?

Yes, I'd like you to tell me what MN9 colossally fails at in level 1 that MMX seems to do just so brilliantly.  Because both speedrunners skip the chunks of the level where the floor falls apart (except in MN9, where it's supposed to happen the second time): other than that, they're both just flat walkways with a pitfall here and there, where you run forward and shoot practically motionless enemies.

I bet those giant bees in MMX play differently when you don't unload 30 shots while sponging damage to get behind them at the same time, and skip the falling platform altogether.  I bet those enemies in MN9 aren't as mindlessly simple when you haven't clearly played the level at light speed a bunch of times and know exactly what to do. 


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My god, Half Life 2 is such an overhyped shit game.  I mean, I've only ever watched a speedrunner play level 1 while looking backwards and jumping the whole time for the speed-boost, but man those levels are unintuitive.


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Did he say glass of juice or gas the Jews?
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How engaging do people normally expect level 1 to be?
In the same level as Halo CE and Cod 2. Unless the game is like Half Life 1 and 2 which builds up to it when it comes to a gameplay game I want to get into the action fast. With FTL you would get raped if the starting sector is like the latter ones but for a gameplay game like this it makes sense for the first level to be engaging. It doesn't have to be hard at first but there could be more on screen.


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IGN gameplay demo for anyone interested.
There's a lot of translating (more time to process the gameplay, right?).

YouTube


 
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You should give a fuckity shit.  One guy takes it slow and shows you everything, and the other skips everything, including chunks of the level, and doesn't show what the enemies even do.   Makes a difference...

One player makes the level look like it has a lot of depth to it and approaches everything like a normal person would, the other one makes it look like the level is just spamming jump and shoot to hit enemies before they even enter the frame, while walking around with a charge shot ready.  You know, the entire concept of "you make it look easy"?
Or you could focus on the things that are actualy in the level, and not the player, like I keep fucking saying. Fuck.

Quote
Yes, I'd like you to tell me what MN9 colossally fails at in level 1 that MMX seems to do just so brilliantly.
1. Pointless dialogue at the very beginning.

No one cares. In an intro stage, dialogue should either be in the middle, towards the end, or at the very end. Not at the beginning. The game hasn't even welcomed me in yet--what makes them think I'm already gonna be invested in the game's story? It hasn't done anything to make me care about what's going on through the gameplay.

Sometimes, dialogue at the very beginning can set the mood. Maybe there's an important or cryptic underlying message being said that'll only start to make sense after your second playthrough. That's okay.

How does this game do it?

"Wow, the city is under attack! I wonder what happened! Beck, you need to head to this location, because if I didn't tell you that, you wouldn't have any idea!"

What was the point of that? The player really couldn't have inferred for himself that the city is under attack and that something needs to be done about it? You have to be told that? For fuck's sake.

2. Button tutorials.

It literally just tells you what the buttons do at the very beginning. "Press this to jump, press this to shoot."
Why not just let the player figure it out on his own?

I understand that when it comes to new mechanics that are introduced over the course of the game, it's sometimes necessary to drop little hints here and there, but when it comes to basic game functions, I don't understand why we need to be told about those.

It matters because it makes the game feel less like an experience in itself.

In Mega Man X, there's no dialogue. You walk to the right, and there's enemies right away, and you have to figure out for yourself how to deal with them.

Not to mention, the graphics suck and it doesn't feel nearly as fast-paced as it should. He walks slow and everything looks so floaty. It looks bad.


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Talk about complaining about nothing


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Focusing on what's in the level is a bit different when it's all being skipped, exploited, killed off-screen, or blown up in 2 frames.  My god.

MN9 is a digitially distributed game for several platforms, some with input devices with way more buttons than a SNES controller, and doesn't ship with a manual.  You're making a big deal out of nothing on that.

Pointless dialogue
the graphics suck
doesn't feel nearly as fast-paced as it should
He walks slow and everything looks so floaty

Thank you, legitimate criticisms.  All I was asking for.
Last Edit: August 01, 2015, 03:46:17 PM by Cocos


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How engaging do people normally expect level 1 to be?
In the same level as Halo CE and Cod 2.

By "level 1" meaning the tutorial, or the first few minutes...so the cryo room?  Yeah, super engaging.  Heart racing and palms furiously sweating.


 
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Talk about complaining about nothing
Except it's not nothing?

Focusing on what's in the level is a bit different when it's all being skipped or exploited.  My god.

MN9 is a digitially distributed game for several platforms, some with input devices with way more buttons than a SNES controller, and doesn't ship with a manual.  You're making a big deal out of nothing on that.
The player should still be able to figure it out himself.

Quote
Pointless dialogue
the graphics suck
doesn't feel nearly as fast-paced as it should
He walks slow and everything looks so floaty
Thank you, legitimate criticisms.  All I was asking for.
They should've been intuitively obvious to any casual viewing, even under a speedrun. And I barely even scraped the surface.

The dialogue boxes in the middle of the action are a huge distraction. You're trying to focus on killing these robots, and Dr. White is yammering on about bullshit down there. Very unnecessary.


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A flower which blooms on the battlefield
Talk about complaining about nothing
Except it's not nothing?
It really is


 
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It really is
So you think the game looks good.


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His eyebrows sparkling, his white beard hangs down to his chest. The thatched mats, spread outside his chise, spread softly, his splendid attos. He polishes, cross-legged, his makiri, with his eyes completely absorbed.

He is Ainu.

The god of Ainu Mosir, Ae-Oine Kamuy, descendant of Okiku-Rumi, He perishes, a living corpse. The summers day, the white sunlight, unabrushed, ends simply through his breath alone.
Talk about complaining about nothing
Ikr, why are people even talking about Mighty Nothing 9.


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A flower which blooms on the battlefield
I don't know how you came to that conclusion


 
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I don't know how you came to that conclusion
You wouldn't be defending it.


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His eyebrows sparkling, his white beard hangs down to his chest. The thatched mats, spread outside his chise, spread softly, his splendid attos. He polishes, cross-legged, his makiri, with his eyes completely absorbed.

He is Ainu.

The god of Ainu Mosir, Ae-Oine Kamuy, descendant of Okiku-Rumi, He perishes, a living corpse. The summers day, the white sunlight, unabrushed, ends simply through his breath alone.
I don't know how you came to that conclusion
I didn't, I edged to it.


 
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Sure, I could've typed up five paragraphs talking about what most people consider important (the graphics) but I don't really think graphics are all that important, to be honest. So I relegated it to a small mention at the end, while focusing on what I consider to be important--especially when the game is supposed to be yet another callback to the oldschool side-scrolling platformers of the '80s:

Heuristics-based gameplay that doesn't hold your hand. That's really important to me.
Last Edit: August 01, 2015, 03:57:14 PM by Verbatim


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A flower which blooms on the battlefield
I don't know how you came to that conclusion
You wouldn't be defending it.
i'm not though
you don't have to like a game to tell someone they're complaining about such a non-issue


 
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you don't have to like a game to tell someone they're complaining about such a non-issue
newsflash

what you may consider "non-issues", someone else may consider BIG issues

maybe you're also overly concerned about the bad artstyle
i'm not


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Praising a game for making players sit for a minute in front of some boxes to figure out the jump button is nitpicking.  Such an experience.

I'm still not going to judge the pacing of the entire game by its tutorial.  That's just ridiculous.


 
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Praising a game for making players sit for a minute in front of some boxes to figure out the jump button is nitpicking.
>a minute

if it takes you more than ten seconds to learn what the jump button is for yourself
stop playing games

how is that a nitpick


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A flower which blooms on the battlefield
you don't have to like a game to tell someone they're complaining about such a non-issue
newsflash

what you may consider "non-issues", someone else may consider BIG issues

maybe you're also overly concerned about the bad artstyle
i'm not
and those people are making a deal out of non-issues.


 
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and those people are making a deal out of non-issues.
graphics is a non-issue

not wanting a game to hold your hand is a big issue
maybe it isn't for you--maybe you like it when games hold your hand--but i don't
Last Edit: August 01, 2015, 04:10:45 PM by Verbatim


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A flower which blooms on the battlefield
To a point, yeah