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Post by Scars Unseen on Aug 6, 2016 16:54:26 GMT -6
As LunaClefairy said, the real difference is far more arbitrary than what you listed. Anime is just a Japanese loan word for animation. There are anime for all demographics, and several include traits you listed for cartoons(Anpan Man being a popular example). On the other hand, although less common due to differences in markets, there are western shows that have traits you listed for anime such as Avatar. The important thing to remember is if it was created by a Japanese animation studio, it's anime. If it was not, then it isn't. Wow, I guess there are no real mega fans here, to a hard core anime fan that statement would be "blasphemy" ...and I'm done here. I enjoy anime quite a bit, but this is exactly the sort of elitism that drives people away.
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Post by Scars Unseen on Aug 6, 2016 13:05:51 GMT -6
As LunaClefairy said, the real difference is far more arbitrary than what you listed. Anime is just a Japanese loan word for animation. There are anime for all demographics, and several include traits you listed for cartoons(Anpan Man being a popular example). On the other hand, although less common due to differences in markets, there are western shows that have traits you listed for anime such as Avatar.
The important thing to remember is if it was created by a Japanese animation studio, it's anime. If it was not, then it isn't.
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Post by Scars Unseen on Aug 6, 2016 7:13:04 GMT -6
1. When will console betas come out? There isn't going to be a console beta. The beta is only available to people who pledge for the PC version, as per the Kickstarter FAQ.
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Post by Scars Unseen on Aug 5, 2016 19:22:08 GMT -6
- What is your name?
- What is your quest?
- What are the chances that we'll get a customizable "Miriam's room?"
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Post by Scars Unseen on Aug 1, 2016 12:21:16 GMT -6
The PSVR is actually the heaviest of the three, so if you don't have a problem with it, you shouldn't have one with the others either. Most comparisons suggest that the Rift is the most comfortable, though of course the PSVR needs its chance out in the wild before anything conclusive can be said about it. In store and trade show demos rarely make for an ideal experience on the user's part. Well they're all in the 1 pound range it's more about how it feels on your head. I heard the PSVR feels the best because it doesn't use a typical strap for the back of the head and other little things. At the same time it's not as powerful as the other two head sets. So any headset is win win. Oh absolutely. I'm loving my Rift so far, but there are good reasons to get any of them, and I think that if someone is going to get into VR, there's really not a wrong choice to make right now(well, at least not among the three primary competitors).
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Post by Scars Unseen on Aug 1, 2016 12:02:12 GMT -6
A lot of the criticisms seem more levied at Oculus and Vive. PSVR is pretty dang light and comfortable, and the version of it playing demos at best buy are with the normal system and it looked pretty dang nice visually. I'm sure a stronger system would help it further but i didn't get the feeling it NEEDED it. The PSVR is actually the heaviest of the three, so if you don't have a problem with it, you shouldn't have one with the others either. Most comparisons suggest that the Rift is the most comfortable, though of course the PSVR needs its chance out in the wild before anything conclusive can be said about it. In store and trade show demos rarely make for an ideal experience on the user's part.
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Post by Scars Unseen on Aug 1, 2016 11:56:54 GMT -6
I've tried Oculus Rift \ HTC Vive \ PSVR at SIGGRAPH 2016. I'd say there are almost no major differences in hardware aspect, they almost share the same resolution. Somehow I got some difficulties trying to correct the focus on Oculus Rift, it's like no matter how I adjust the knob the image is still somehow blurred. The demo is a racing game which I forget the name lol I prefer Vive more because the controller are just natural to use and fun to play with, don't know how Oculus Rift's touch controller would perform comparing to it. There's a little bit leaking of the light at the bottom the device, but I managed to ignore that very soon. The demo I tried is a Funhouse (much like a circus while you can't shoot things with arrows/guns, whac-a-mole or something like that), and Home (a space exploration demo, which is astounding) PSVR is more or less similar to the Oculus Rift, but with a much more cooler appearance, but the demo they choose is Rex∞ which is a very old game, yet fun. Anyway, my opinion is, these devices are the first generation of VR devices, the WOW factor is very huge. The VR contents still aren't that much, the devices are still bulky and heavy and requires a top-tier PC (or a new generation of console considering PS4 Neo) for running smoothly. But don't get me wrong, VR is really the next generation of experience, it's very VERY immersive. If you don't care all these requirements and have extra hundreds of bucks to spend, don't hesitate, just try it out. Otherwise I suggest just skip this generation altogether. I just got my Rift in a week ago. Half of ensuring good focus is in the way the headset sits on your head. Chances are you had it sitting slightly too far down and needed to tilt it up. Adjusting the straps properly is also a factor, both in clarity and comfort. The adjustment slider is more for fine tuning once you've got a good fit. I don't have many VR games yet, so not a lot of input from me on the experience yet. Here's what I've tried so far: Eve Valkyrie is a lot of fun, but the experience reminds me of a more immersive version of one of those arcade pods for Gundam(though the actual gameplay itself is considerably different). It's more something to pick up and play for a few sessions now and then than an in-depth game to play all day. That said, the immersion really is amazing, and when I was waiting through the launch sequence, I found myself unconsciously mimicking the pilot's hand movements as he adjusted his grip on the stick. If CCP ever expanded this to be something more than an arena shooter, I'd definitely be up for that. Lucky's Tale gave me chills when I started playing it. It's not the best platformer ever, but the feeling I got from it was the same one I got when I first played Mario 64 and thought to myself " this is how a 3D game is supposed to play." Everything just feels right about it, and it convinced me that there's definitely room in VR for third person games. Big Screen is exactly what it says on the tin. It let's you create a virtual monitor screen with user controllable size distance and curvature. It's better for some things than others since you're losing a fair bit of resolution, but one thing it is perfect for is playing 2D games, particularly old SNES era and earlier titles that weren't meant to be played on a high resolution monitor in the first place. Playing Super Metroid on a screen that filled my vision was a blast. As for other content, anime works out well enough, but live action movies lose too much detail for my taste. Similarly, trying to play a an even remotely modern game with detailed 3D graphics is a wash. It's like watching a let's play that someone recorded using an SD camcorder pointed at their monitor. Comfort-wise, I have had no problems, being able to play for hours with no sense that it was too heavy or unbalanced. The built-in headphones are good, but I think I like my Beyerdynamic DT 880 Premiums better(which makes sense seeing as they cost me $250). I have some plans to experiment with creating alternate audio solutions, but I've got to order some stuff before I can get started on that. Overall, I'm thoroughly pleased with my purchase, and am looking forward to the Touch being released so I can give that a go as well.
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Post by Scars Unseen on Jul 31, 2016 10:57:42 GMT -6
That's not really necessary. Although more common in fighting games, animation cancels have a pretty strong tradition in Japanese games. It's hard to say where they are and aren't intentional, but making them look good is exactly the opposite of what makes them effective. The whole point is that they cut the assigned animation short in order to execute a new action quicker. Relevant TVTropes Entry
As for preventing it, that's not really possible without adversely affecting normal gameplay. Being able to cancel a backdash to attack is intentional and necessary for responsive gameplay. Being able to cancel an attack in order to backdash is also intentional and necessary for responsive gameplay. Taking advantage of these two features in order to quickly chain attacks together is likely not intentional(because enemies weren't designed around it), but eliminating that exploit will naturally also decrease responsiveness for people playing normally. As someone who doesn't take advantage of exploits, I'd hate for my gameplay experience to be diminished for the sake of a side effect I don't care about. I don't think your gameplay experience would be 'diminished' if something like this was taken out. Unless you happen to be a NEW IGAvania player, and have only played the DS installments that started adding them. Aria of Sorrow, Circle of the Moon, and Harmony of Dissonance didn't have these features incorporated into them, and I think they played just fine. (Aside from the obvious awkward movement that Harmony had ahaha) Unless you plan on speedrunning the $hit out of Bloodstained, I'm sure that your gameplay experience won't be tarnished and you'll still enjoy the game, if that feature DID happen to be cut. :] When I say diminished, I mean from the demo's current form. The current implementation has some issues that have been noted in the feedback thread, but the ability to attack from a backdash and backdash from an attack are definite positives in terms of responsiveness.
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Post by Scars Unseen on Jul 31, 2016 7:10:26 GMT -6
It's a speed run thing. I've never taken such blatant advantage of BDC and other glitches/exploits in normal play, but the whole point of speed running is to find every little exploitable glitch that you can to beat the game just a little bit faster. It's not a challenge to beat the game mechanics, but rather to beat the programming itself. I'm okay with this exploit because it is an exploit, but the moment you add an intentional combo system, you're changing the base assumptions that level and enemy design are based on. And that would be changing the heart of what makes an IGAvania what it is. I wasn't asking why people would take advantage of it -- it's obvious that people will exploit whatever is possible to exploit, particularly when competing. What I'm asking is why people would argue that the developers should intentionally allow for it. And people have, repeatedly, claimed that BDC is an Igavania staple, and should be intentionally implemented. The demand is for an intentional combo system that isn't an intentional combo system, and for the game not to be balanced around it. Essentially, people are just begging for a way to cheat that they're familiar with. I'm saying the developers should either prevent it, or implement it in an intentional way that looks good and is explained to the player as intentional mechanics, and balance around it, rather than just turn a blind eye. That's not really necessary. Although more common in fighting games, animation cancels have a pretty strong tradition in Japanese games. It's hard to say where they are and aren't intentional, but making them look good is exactly the opposite of what makes them effective. The whole point is that they cut the assigned animation short in order to execute a new action quicker. Relevant TVTropes Entry
As for preventing it, that's not really possible without adversely affecting normal gameplay. Being able to cancel a backdash to attack is intentional and necessary for responsive gameplay. Being able to cancel an attack in order to backdash is also intentional and necessary for responsive gameplay. Taking advantage of these two features in order to quickly chain attacks together is likely not intentional(because enemies weren't designed around it), but eliminating that exploit will naturally also decrease responsiveness for people playing normally. As someone who doesn't take advantage of exploits, I'd hate for my gameplay experience to be diminished for the sake of a side effect I don't care about.
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Post by Scars Unseen on Jul 30, 2016 4:18:42 GMT -6
I don't understand how people can be ok with this, and yet be opposed to an intentionally designed combo system or chain attacks. The ability to exploit the engine like this devalues any depth the rest of the combat mechanics might have, and invalidates much of the claims about the virtues of the simplistic combat system. What does pacing, spacing, striking and retreating, etc. matter when you can just go in and destroy an enemy within seconds by breaking the animations? I can understand complaints that command-inputs or complex attack chains focus too much on dexterity, technical skill, and reflexes, while diminishing the importance of space management and tactical play, but how is this any different? Cancelling is about practicing frame-level timing and button sequences. The main difference is that it's "secret", and not intentionally designed, and therefore unlikely to be well balanced, with complex choices or tradeoffs. It's simply practice the skill for an advantage with no downsides, and ignore the rest of the intentional mechanics that would otherwise have depth, but are rendered useless in comparison. I can only guess that people like the feeling of "cheating the system", or using "advanced techniques" that are counter-intuitive, and therefore unlikely to be discovered by a normal player, giving the elites an edge that they can take pride in. Players look for whatever advantage they can, trying to "beat" the developer. The thing is, it's the developer's job to make something fun and engaging. Their work just seems wasted and unappreciated if people just go and break it. It's like children and cats, preferring to play with the box the toy came in rather than the toy itself. Why bother making or buying toys, if people just want to play with boxes? It's a speed run thing. I've never taken such blatant advantage of BDC and other glitches/exploits in normal play, but the whole point of speed running is to find every little exploitable glitch that you can to beat the game just a little bit faster. It's not a challenge to beat the game mechanics, but rather to beat the programming itself. I'm okay with this exploit because it is an exploit, but the moment you add an intentional combo system, you're changing the base assumptions that level and enemy design are based on. And that would be changing the heart of what makes an IGAvania what it is. Mad Lust Envy Are you the same Mad Lust Envy from head-fi?
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Post by Scars Unseen on Jul 18, 2016 2:05:18 GMT -6
How about a Miriam mouse pad? We can always use more fuel for the "Are Miriam's boobs too big" debates.
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Post by Scars Unseen on Jul 17, 2016 9:52:54 GMT -6
Yeah, the black lines are good, because the other way makes the grouping look weird. The way the gradient is placed makes it look the time of posting is above the rest of the post rather than right below it.
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Post by Scars Unseen on Jul 16, 2016 20:16:10 GMT -6
So, the updated Demo... I'm finding it hard to read the subjects on the forum and subforum pages now. That black gradient draws more attention to itself than the text, so my eyes keep getting drawn to it, even more so if I scroll the page down.
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Post by Scars Unseen on Jul 15, 2016 11:36:29 GMT -6
Morte-shaped jello molds
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Post by Scars Unseen on Jul 15, 2016 9:31:19 GMT -6
I'm actually amazed that Konami gave the green light to Nintendo to put Castlevania, Super C and Gradius in the bundle. Konami's license greenlighting process: - Can we make money from it?
- Do we actually have to do anything?
- Does one of our execs have a weird grudge against the people asking?
- Has our lucky horse crapped on the blue square or the green today?
Thank god today was a blue day.
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Post by Scars Unseen on Jul 14, 2016 11:42:09 GMT -6
Walter's a good name.
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Post by Scars Unseen on Jul 14, 2016 8:27:52 GMT -6
It would be very weird for us not to get both. Usually when that happens, it's a licensing issue that occurred because the developer didn't know they were going to be porting the game to the west when they made the original agreements. Re-licensing for future releases can apparently get really expensive(which is why you see stuff like voice DLC for visual novels on Steam and no Japanese voices for the PC port of Dragon's Dogma). Since this game is being made with all regions and platforms in mind from the start, it shouldn't be an issue.
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Post by Scars Unseen on Jul 14, 2016 5:46:16 GMT -6
Got my key for Muv-Luv, and I have to say that the new translation is much easier to read.
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Post by Scars Unseen on Jul 13, 2016 20:46:10 GMT -6
Actually, I think I just realized I wasn't engaged in the honest discussion I thought I was.
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Post by Scars Unseen on Jul 13, 2016 20:37:28 GMT -6
crocodile I think I'll be okay as long as Miriam doesn't go all Nep Nep on us.
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