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Post by GenericSoda on Oct 27, 2016 14:43:23 GMT -6
That leaves us with the option of Ninty sponsoring 3rd party support and I honestly doubt they have the cash to pull that off after the Wii U disaster. Nintendo literally has enough money that they could make losses on par with what they've had the past few years and it would take 100 years for them to go bankrupt. Plus, the 3DS is still dominating the handheld market, so Nintendo's at least making money from that.
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Post by GenericSoda on Oct 22, 2016 15:30:04 GMT -6
I picked up Gunvolt on Wednesday (after gamestop stonewalled sending to me for two weeks THANKS GAMESTOP) and wowwww I didn't think the first one would be as good as I thought it would be. I kind of picked up the dual pack because I felt like it would be a good deal but Gunvolt is an absolute slam dunk of an action game and that the developers are working on Bloodstained gives me a rock-solid belief that Bloodstained will be amazing.
Gunvolt's gameplay focuses entirely on the tagging enemies and activating your Flashfield to shock them, and that alone makes for interesting combat situations, putting the emphasis on not directly shooting enemies it puts more of a focus on avoiding damage and dodging. You get neat rewards for doing so, so dodging attacks feels good on multiple levels of gameplay. The Flashfield slowing your fall to extend jumps but having the downside of making you easier to get hit mid-fight is brilliant, the game really forces you to get a handle on when to use the Flashfield and when to power down.
Gunvolt also gets a quadrillion bonus points for not forcing me to dash everywhere like Mega Man X does and just binding a toggled run to the L-button. Ideally, Gunvolt would break out into a run after a moment of running or dashing once would put him into top speed, but I guess certain situations could get tricky or something.
The boss battles kick ass, every enemy has like a dozen attacks and you can interact with a lot of them in interesting ways - Viper's gunshots leaving behind explosions for you to bump into if it touches the Flashfield is a great example - and the special attacks in particular are really fun to figure out.
My only complaint is that things can get a bit too frantic - still fine, I think the crushing difficulty is a perfect fit - but if you play with the Japanese voices on, the admirable attempts at translating everything via way of subtitles can cover up the edges of the screen that I really would have liked to see during certain fights.
10/10, Gunvolt is a game entirely built upon rock-solid gameplay and design that doesn't overstay its welcome and presents enough interesting situations with its core mechanic that I can replay a lot of the game's situations and boss fights in my head to a T.
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Post by GenericSoda on Oct 22, 2016 15:03:27 GMT -6
I know you mentioned in the original post that you're not super confident in Yamada's compositions, but I'm playing through Gunvolt now and there's an impressive amount of diversity on display. I wouldn't say that any of the non-cutscene music is particularly moody or brooding but I wouldn't be surprised to hear something Yamada composes fit the bill in that department. Keleidoscope is a good example of a song that sets a mood.
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Post by GenericSoda on Oct 7, 2016 21:51:14 GMT -6
Ok so since I backed the Wii U version and don't have a PS4/XBone/recent PC, I think I can provide an adequate perspective on the situation.
It sucks, but I've been mulling over getting a PS4/better PC/maaaaybe NX so I feel like on that end it's no skin off my nose if I change my mind. That being said, I'm not sold on any of them outside of the PC and I kiiiind of don't want to play on my PC because of lack of a supported controller, so I'd feel a bit pressured if I end up not getting a PS4 or NX. Right now my Wii U is kind of a Paper Mario/Earthbound machine that I'd love some more current games for. I guess it's up to the developers at the end of the day though.
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Post by GenericSoda on Oct 1, 2016 16:58:22 GMT -6
I scrolled through really quickly to check general opinions, and I'm going to write off "Yamane is past her prime" as only being judged off of one or two songs. That being said, I'm super glad that Ippo Yamada's contributing as well, as it'll lighten the strain (In my opinion the only composers that can really carry a soundtrack entirely on their own are Koji Kondo and Motoi Sakuraba, but that's neither here nor there).
Voyage of Hope is my favorite piece so far, but I also really like Holy Wisdom. Luxurious Overture has a great bassline to work with too. I like the new sound for Cursed Orphan, but it sounds a bit too busy towards the beginning.
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Post by GenericSoda on Aug 23, 2016 19:29:06 GMT -6
I think you guys are right that the hunger aspect isn't necessary. Just a few simple recipes that you can buy or find to be able to combine more or different cooking ingredients for better restorative food/drink items should be enough. Don't worry, I got what you were going for. But... my puns... everybody sandbagged them... every last one of them...
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Post by GenericSoda on Aug 19, 2016 19:32:23 GMT -6
It would be fun to combine foods to make better healing items or stuff for quests akin to the ones found in OoE and PoR, but I agree that it would feel like empty calories in a game with a money-hungry merchant waiting to sell you potions. Too much crafting in an IGAVania of all things would really detract from the meat of the game, that being the combat and exploration gameplay. We've already been promised a lot of prep work when it comes to alchemy recipes, so too much mixing and matching of ingredients means more grinding which would water down the flavor we know and love. I guess as long as it's not half-baked though, cooking could turn out to be a savory addition to the IGAVania formula.
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Post by GenericSoda on Jul 12, 2016 17:29:16 GMT -6
I think if any kind of extended supplemental material comes out alongside the game, it would be fine in the hands of somebody else, like a comic or 30 minute OVA. Inticreates should focus on the game, and any pre-launch hype should be handled elsewhere.
Building the IP into something else should wait until after the game's release, once it's been received well and an audience for such a thing has been confirmed.
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Post by GenericSoda on Jul 12, 2016 17:22:43 GMT -6
I'd kind of prefer gameplay references to flip the norm on its head; instead of seeing Gebel teleport and shoot a triple fireball, but I'd also love if, say, he teleported in an obvious reference to Dracula before beginning a suspiciously lengthy animation similar to Dark Inferno, only to teleport away if you hit him and then begin an attack from a different angle.
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Post by GenericSoda on Jul 6, 2016 20:29:51 GMT -6
the key to the whole channel is woolie
Liam is a super hardcore fan of Castlevania so I'm completely unsurprised that he jumped on a playthrough of this. I went in at the $100 level and went with the Zaibatsu, so I hope we get a dumb rope whip with electric powers as our clan item.
On that topic, since Shovel Knight has Baz in it, and Miriam has Gunvolt's Voltic Chains, that means that Divekick, Bloodstained, Gunvolt, and Shovel Knight all exist in the same universe, right?
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Post by GenericSoda on Jul 3, 2016 20:33:13 GMT -6
I'd really love an astral observatory. Give me a desk with a comfy chair to relax at while waiting for the evening to clear up before observing the stars... That's the kind of room I'd like.
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Post by GenericSoda on Jun 26, 2016 19:20:15 GMT -6
GUILTY GEAR XRD
...REVELATOR
im embracing my inner edgelord and learning raven and im buying shirts with skulls on them please kill me im almost 27
I'm playing through Paper Mario (64) to balance it out though. Zero Time Dilemma comes out this week and I'm really REALLY looking forward to it. Shame the watches got delayed though, Aksys can't catch a break when it comes to publishing.
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Post by GenericSoda on Jun 26, 2016 19:16:56 GMT -6
The reason why developers want to appeal to western audiences at the moment is because Japanese console sales are kind of tanking, and since the US is a gigantic country it makes sense to make up for lost revenue there. Sales in the US have traditionally always been higher, even for weird stuff you'd think is niche. Persona and Fire Emblem were really obscure in the past and now they're basically mainstream after the advent of P4 and Awakening.
I appreciate the weird Japanese flair of Castlevania though, and I'm glad that it's staying for Bloodstained.
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Post by GenericSoda on May 10, 2016 5:00:57 GMT -6
Fucking lame..... I expected better for the money I shelled out for physical stuff. I'm in the same boat as you because I went for the physical copy tier, but I'll be the first to remind you that Kickstarter is a platform for funding projects rather than a platform for getting rewards. I'm fine with staggered content because I'm pretty much dead inside about Mighty no. 9 at this point, and Bloodstained's focus is on its main game anyway. I've enjoyed replaying every handheld Castlevania to an absurd degree to this day, and I doubt Bloodstained will be any different.
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Post by GenericSoda on May 7, 2016 17:09:28 GMT -6
Momodora: Reverie Under the Moonlight.
I went into this expecting a cute IGAVania-style game with Japanese-inspired visuals but it ended up being Bloodborne, haha.
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Post by GenericSoda on Apr 16, 2016 21:06:14 GMT -6
I guess it depends on how many buttons we can expect to see. If we're getting a four button layout, I'd be fine with special attacks be bound to weapons and just be done by pressing two buttons. That would mean each weapon could have four unique abilities, which is pretty generous. The issue with having quarter-circles in an exploration game versus a fighter is that doing a half circle means you're going to turn around, which is incredibly off-putting to me. Fighters don't have this problem since A: you're always facing your opponent and B: auto-correct can help out.
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Post by GenericSoda on Apr 16, 2016 21:00:58 GMT -6
Just remembered I've brought this up a couple of times; a Musou game starring a bunch of Tatsunoko characters. Casshern and Polymar could get really big dumb transformation attacks, you could have classic characters like Gold Lightan, and we could see some of Tatsunoko's newer stuff like Gatchaman Crowds represented. I'd eat it up.
Also if Sega ever decides they can afford to make another Virtua Fighter they should just put Kiryu in as a playable character.
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Post by GenericSoda on Mar 26, 2016 20:01:18 GMT -6
Given the alchemy theme in Bloodstained, elementals seem like the most likely on this list to appear as higher-end enemies. Demons are a given, but elementals, chimeras, and other alchemical monstrosities are the ones I'm most interested to see.
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Post by GenericSoda on Mar 26, 2016 19:54:57 GMT -6
I kind of feel like 999 and VLR have a Persona 4 to Persona 3 relationship in terms of cast. 999 and P4 have a great cast all around, but VLR and P3 trade in weaker all around characters for single great characters. Luna's ending was such a rollercoaster, and I really enjoyed Tenmyouji's, even though I was expecting a bit more.
My most vivid memory of playing 999 was stopping at the chapel before going to work, where I spent the entire shift wondering what would happen next, who the traitor in the midst could be, and then when I got back home, I got the knife ending. At the time it blew my mind.
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Post by GenericSoda on Mar 20, 2016 13:08:39 GMT -6
The first trailer for Zero Escape: Zero Time Dilemma dropped on Thursday, and I'm incredibly excited for it. It's a game Ive been anticipating for years, so it's great to finally see a conclusion to the series.
I'm sure that some people already know what Zero Escape is, but I'm also pretty sure lots of people don't. Zero Escape started with the visual novel/puzzle game Nine Hours, Nine Persons, Nine Doors in 2009, releasing for the Nintendo DS. Its English release followed just under a year later in November of 2010. The curious thing about this series is that its release in Japan was kind of a flop despite good critical reception. However, despite releasing to relatively little fanfare (I didn't know the game exited until a month after its release) its first review overseas at Destructoid netted it a perfect score, and it sold better than expected. The attention 999 received overseas garnered enough attention to get a sequel for the 3DS and PS Vita called Virtue's Last Reward in 2012, being rebranded as the Zero Escape series outside of Japan. Series director and writer Kotaro Uchikoshi actually noticed the attention received overseas and developed VLR around the idea that it would be released for an international audience. The sequel sold reasonably well, but despite being created with a sequel in mind, didn't quite get the same amount of acclaim that 999 did, leaving its potential successor in limbo until 2015, when Zero Time Dilemma was finally confirmed for a summer 2016 release.
So what is Zero Escape? In general, the series follows a formula: you are (on the surface) the most boring person of a group of nine people who all wake up wearing a strange bracelet in an unfamiliar, hazardous location. The bracelet is both your enemy and your ally: it's a necessity to solve the puzzles laid out for you, but it's also the trigger to kill you should certain conditions be met before you escape. There are multiple endings depending on who you choose to work together with out of the other eight victims, and all of the endings are necessary to complete the game. There will be somebody with amnesia. There will be somebody plotting to kill everybody else. There will be somebody wearing skimpy clothes. And there will be somebody who is the true identity of Zero, the organizer of the game's events. Most of these caveats seem to apply to Zero Time Dilemma, though who knows what could happen at this point. Zero Escape is VERY good at keeping the twists coming, and also very good in tying gameplay into story. I can safely say that the Zero Escape games have no possible way of working as anything other than a video game due to the ways that their mechanics, story, and more all weave into one another.
If you've never heard of Zero Escape before and this post piques your interest, give it a shot. There are a lot of good names associated with the series, like writer Kotaro Uchikoshi, character designer Kinu Nishimura, and composer Shinji Hosoe. If you don't recognize these names, look them up and I guarantee you'll see something familiar in their list of works. Uchikoshi less so, unless you're already a fan of visual novels or Pepsiman. Even if you don't like visual novels, Zero Escape manages to be so much more that it's more than worth it to check the series out.
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