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BlueYoshi

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Everything posted by BlueYoshi

  1. [color=darkred]I don't want to sound arrogant or stubborn in saying this, but I don't want a PSP simply because it doesn't appeal to me. I just don't get the vibe that everyone else seems to be getting. Right now, there's way of a lack of games, and again, no future releases appeal to me. I'm more attracted to the DS more than anything, and I've had my heart set on it all the while. Having said that, though, I'd still be willing to try it out in some way or another, or maybe even buy it, but there's the issue of the price. To tell the truth, if I had the money then I wouldn't hesitate in buying a PSP despite my impressions, but I have other priorities, which is pretty much the situation that most people are in.[/color]
  2. [color=darkred]As of yet, I still don't have a DS, but I'm hoping to get one before the end of the year, or at least to coincide with Animal Crossing DS. The only games that have got me interested in the system so far are Super Mario 64 DS, Mario Kart DS, and obviously Animal Crossing DS. I want Super Mario 64 DS for obvious reasons; a great game that's been updated with loads of new features, and the fact that there are now 150 Power Stars to collect in total as opposed to the original 120 is good news. Mario Kart DS is one of the games that I'll only be hyped up about if I did actually go online with my DS, because of the multi-player mayhem that usually comes with it. I'm the only person who plans on getting a DS any time soon around my area, so not having access to any of Mario Kart DS's multi-player capabilities would be a big let down for me. As for Animal Crossing DS, I want it purely for the interaction element involved within. I love comparing my town with my friend's towns, and trading items and stuff, and providing I do go online, this interactivity will be stretched farther for me. Also, it's great that Animal Crossing is making its way to a handheld system. One of the main reasons why I didn't keep up with my town on the GameCube version was because I found it to be a chore all of a sudden, and I just couldn't keep up with it. So hopefully being handheld will turn all that around, seeing as I'll be able to play at more convinient times.[/color]
  3. [color=darkred]For multi-player, I'd go for LoZ: Four Swords Adventure. It has a very competetive drive to it that's a scratch above most other multi-player games, because as well as the competetive edge it holds, it also forces you to team up with your fellow players via puzzles and battles, which causes the game's gameplay to fluctuate in many ways. It seriously averts from the cliched hack and slash, though. The limited amount of items and weapons you get will urge you to think about different play tactics all the way throughout levels, seeing as each level is like a fresh start to the game.[/color]
  4. [color=darkred]There's a website that hosts a couple of decent Twisted Metal: Black flash videos. They weren't created using the Twisted Metal engine, or any game engine, but they provide some cool insightings to a few of the characters' story lines. Actually, the dude who created them was sponsored by Sony to do so, as kind of a promotional thing. Just thought I'd bring that up.[/color]
  5. [color=darkred]Sage has a point. For me, when it comes to puzzles, I prefer one that's challenging, but no where near impossible, because then you'd get no where fast, which pretty much achieves nothing. LoZ: LttP had some decent puzzles, I thought. Of course, they're no where as near as complex as those in OoT or TWW because of the restrictions that come with a 2D game. But, out of the simplicity of LttP came a bunch of tough puzzles -- the type that has you kick yourself after realising just how simple they really were after completing them. Even though TMC is superior in terms of graphics to LttP, it just doesn't provide the goods. The puzzles in that game are seriously as simple as ABC. Goes to show that great puzzles are the results of innovation, and not graphics. As for Resident Evil, I find some of the puzzles amongst the games to be good past timers, but most of the time you're just required to back-track your routes. You know, find item X to acquire item Y in order to retrieve item Z. That kind of thing.[/color]
  6. [color=darkred]There aren't any decent arcades around where I live, just one or two bowling alleys that have a DDR platform each. They're usually empty, but that's only because the competitive gaming scene where I live is completely dry, however, that doesn't go to say that arcades are dying. In Europe, arcades are still extremely active. But, they aren't filled with people who go there to play Crisis Zone or House of the Dead, they go there mostly and specifically for the fighting games, i.e: Tekken 5, Tekken Tag, SCII, Virtua Fighter, and the massive variety of Street Fighter games. Rather than play these games at home on console, they'd rather create a community gathering in which an unlimited number of players can attend. Consoles are used in private parties, where just a few players would be invited to one's home so as they, and only they, can play together, because after all arcades are public places. It's not just down to the players who regularly attend arcades to keep them alive, though. The arcade managers are also in charge of promoting the venues, by organising tournaments and putting up special offers in order to keep them coming back, though it's usually the quality of the platforms (sticks, buttons, screens, etc.) that decides this. But, as I said, arcades are more like community gatherings; it depends on what game you want to play and whether there's a community for it in which you can compete with, or simply enough just play with.[/color]
  7. [color=darkred]At the end of the day, video games are an escape from reality. A form of stress relief. In this escape, one should be able to do whatever he or she pleases without going through the fuss of controversy or government interventions. You may want to have sex or kill a cop in GTA because you may never get the chance in reality. Video games are like a world of make belief, where anything you could possibly want to exist or happen happens, and it's there for you to enjoy. Bottom line.[/color]
  8. [quote name='Kamuro][SIZE=1']Voice acting is also becoming increasingly complicated. Actors have requested a 37% or so increase in pay for their voice-overs within games. Now I'm sure that the actors and actresses are stressed for money *rolls eyes*, but I think it's ridiculous paying them overwhelming amounts of money to simply talk with some luster for characters within a video game, I mean c'mon.[/SIZE][/quote] [color=darkred]Money isn't always the motivation that drives actors and other celebrities to take part in voice acting in games. 50 Cent was offered to provide the voice for CJ in San Andreas, but turned it down because he said that if he ever wanted to provide voice acting in a video game, then he'd act as himself, like he will be in his upcoming game 50 Cent: Bulletproof. For one, I see famous people doing voices for video game characters as a sort of added bonus. Most of the time I never really notice who's acting as who when it happens, (take Ray Liotta as Tommy Verceti, for example), but still, it wouldn't kill for it not to happen, so either way I'm not particularly bothered.[/color]
  9. [color=darkred]I've played Metal Slug Advance, and completed it the night I started it. Of course, I didn't bother trying to rescue all the hostages or collect all the cards, because in a game like Metal Slug, you want to get down to the nitty-gritty shooting and grenade-throwing, and leave aside all that malarkey for the RPGs. The length of the game didn't make it all that worthwhile anyway. Perhaps if each character's scenarios were different rather than the same, then I would've taken more interest. About Metal Slug 3, I've never played it, but being an arcade fan I'm certainly aware of it. After playing MSA, I've pretty much given up hope on the MS games, simply because they fail to deliver the goods, i.e: they're repetitive. However, there was an attempt to make MS3 slightly more difficult through its continue system, where you'd use a continue whenever you'd die, but start at the beginning of the level you died at, and not the exact same spot where you died. From what I've heard, this is an annoyance, as the game has a tendency of getting too difficult at times without the system being put to work, meaning you never get anywhere due to the continues. So, in contrast, if I was to get into another MS game, I'd look for reasonable length within, fair difficulty (to an extent where the game would actually be playable at the same time), and creativity, because with as many instalments as the MS games have, they're long past the point of repetitive, so new ideas would be nice... for a change.[/color]
  10. [quote name='Generic NPC #3']Unless they plan on just rehashing the gameplay model from RE4, they'll have a lot to do.[/quote] [color=darkred]While on that note... rehashing won't be a problem. There's always room for improvisation and innovation in every game, it's just a case of the developers fishing it out. Sure, the gameplay will be based on that of Resident Evil 4, but there will most likely be changes to it to fulfil the cause for innovation. Whether they're changes for the better, who knows.[/color]
  11. [color=darkred]The PAL version of MGS3 is a lot slower than the NTSC version, because we're stuck on 50 Hertz, I'm guessing, so it'd be nice if Subsistence cleared that up by giving PAL players the choice of 60 Hertz. Anyway, it's good news that Subsistence will make use of 3D camera angles on a wider proportion of the game. MGS2 didn't use them enough, even in areas where they would've worked so well.[/color]
  12. [color=darkred]Sorry about the double-thread. I was typing up the thread and my net connection mysteriously got cut off and wouldn't reconnect for another half hour, which is kind of the gap between both threads. Sorry boys. It won't be completed for a while yet, as the development stage is lengthy -- Resident Evil 4 took almost four years. Regardless of how long a wait we all have, I'm just happy that it's finally been announced and so far confirmed. I'm not too fussy about which console it will be released on because I'm fairly confident that all three systems will be able to provide the goods, it's just a case of which consoles people are willing to buy. But again, I don't think that will be an issue as a Revolution release is bound to happen. I sincerely hope the game is a lot less painful to play this time around, though. I loved the new style of gameplay in Resident Evil 4, and I'm happy it's to return, but the constant rotation of the plot (save Alex, lose Alex, get her back, lose her again lol) took the life out of me and replaced it with utter and sheer boredom. That's probably one of the main reasons why I played The Mercenaries a lot more than the actual game.[/color]
  13. [color=darkred]So far is set for a PS3 and 360 release. Nothing yet about a Revolution release, as it's too early to say. The dude who produced Resident Evil 1 and 2, Jun Takeuchi, is involved in the project, which suits me fine considering how well they turned out. It'll be interesting to see the end result of RE5, though, considering that the game is going to be set in a completely different environment, which is somewhat strange for a Resident Evil game; steering away from its trademark dark and gloomy atmospheres. Resident Evil 4's gameplay is expected to return in RE5, and hopes to take full advantage of the new system's capabilities, and aims to make use of the high definition graphics of the 360 and PS3 to the full extent, though RE5's main trump-card is yet to be revealed.[/color]
  14. [quote name='ThoraxtheImpaler']Hm... it worries me that it may be to easy. If its anything like Mario Power Tennis, Home Runs will be way to easy to get. Who knows, they might be able to pull it off. Two player mode is the real selling point of the series, so if Home Runs are easy to get, multiplayer will get boring quick. Ill wait till I read some revies. Mario Strikers (soccer) looks promising.[/quote] [color=darkred]Yeah, I see what you mean about it being too easy. Double Dash!! was incredibly easy in terms of difficulty, and was a great let down for me. I'll always put gameplay before anything when judging a game, which is why I prefer Mario Kart: Super Circuit over Double Dash!!, and Mario Tennis over Mario Power Tennis. The thing is, though, Mario Superstar Baseball is a fresh attempt at innovation. Unlike Double Dash!! and Power Tennis, there are no games that precede Superstar Baseball which can be used as a sort of "skeleton" on which to base the game on, as it's a first attempt. Looking at the GameCube Mario sporting games, they've been disappointing so far, but with a bit of effort, perhaps Superstar Baseball could pose as the turning point for them and other games to come.[/color]
  15. [quote=SilentSecurity]OK so some people think it's a good idea, but if it's too expensive what's the point? It's not like a car or something where everyone on the highway can see your new customized hood or something, only you and anyone who comes to play the console will really appreciate it. So will their purpose be to make the owner feel good knowing he has the coolest looking XBOX 360 in the neighborhood? ~Wes~[/quote] [color=darkred]From that perspective, I think it'd have more to do with the feel-good factor, which is a pretty strong determinant of demand. It could have something to do with conformity, but that depends entirely on the trends that certain communities would follow. Personally, I'd customise my 360 simply because the opportunity is there, and that I'd like to do it, hence the feel-good factor.[/color]
  16. [color=darkred]They'll be in a reasonable price range, most likely, no where near expensive. I remember it was Nintendo Official Magazine that use to give out free circular disks that could be clipped onto the black circular part of the GameCube with the logo on with each issue for a few months running.[/color]
  17. [color=darkred]Yeah, I can see myself customising my console in the future, but I'm hoping that the idea is practical. Dust is my main problem with these sorts of things, though. The amount of dust that I find in my mobile phone is traumatising, and I hardly ever open it... in fact, I only ever open it to blow off the dust gathered. Shocking. Anyway, the way I see it, this is very different to the whole mobile phone clip-on customisation thingy. It's the same concept and all, but different in a few aspects. I've never been into mobile phones. Sure, I have one, but only to make and receive calls. Styling it out like some people would has never appealed to me, but then again I don't really care as to how my phone would appear to other people. With a product like a gaming console, however, I'm all ears, because it's something I actually take an interest in and would be willing to give a try... if not for the practical value then at least for the aesthetic value. Simply put, this could target many different types of consumer; those who just want their consoles to look good, those who have a weird fetish with tweaking and customising things, or even those who just want to spend money on brand products.[/color]
  18. [color=darkred]Well, I don't see how not being able to change weapons when ever you like to in Final Fantasy Tactics would be a problem, because the most probable reason why any one would have a certain weapon equipped in the first place would be for the ability that comes with it. For example, I only stuck with the Ninja's double Masamune after I mastered the Ninja job class, only switching weapons after learning each ability.[/color]
  19. [QUOTE=RiflesAtRecess]It doesn't sound like you've played one of the NIS games (Disgaea, La Pucelle, Phantom Brave, etc.). ^_^ Just letting you know.[/QUOTE] [color=darkred]Heh, you're right, I haven't played any of them. Phantom Brave has been my most wanted game since I first heard about it, but it hasn't hit the UK yet. I'm always strapped for cash so Disgaea is also on my to-do list. I thought about renting it at one point... but what good would that do me.[/color] :animesmil
  20. [color=darkred]My favourite RPG battle system is the one in Final Fantasy Tactics, although I wouldn't go so far as to call it the best. I mainly like the fact that the system makes you think ahead, and that you can't just get away with constantly selecting the standard "Attack" option without getting punished severely for it. The style of its battle system is mostly based around skill, where the character's levels play a minor role. Another thing that I like about the system is that it doesn't make random battling a chore as it usually is in other RPGs. The layout of the battle perimeter is very lively and colourful (well, in FFTA, anyway), and the skill aspect involved leads to less slacking off, which means the player is more and more aware of what's going on. Also, the different job classes available for each race or character -- though this mainly accounts towards character customisation -- give them different abilities which prove useful in different positions and circumstances, thus keeping the game balanced and less tedious. Anyway, I find it fun to try and master all the abilities for each job class... all these little things add up. :D Moving on, third person battle systems in RPGs aren't really my cup of tea. Many of them are pulled off badly and just let the game down in whole. Zelda has a great track record for good battle systems. Some of them are with their flaws, but they're still worthy. PSO's battle system on the other hand, was awful. My major argument against it, amongst other things, is that the movement just felt too stiff despite the fact that I was playing on 60 hertz mode, so I didn't really enjoy it because I felt somewhat restricted. In general, I'm not overly fussy about battle systems. Just as long as they're kept glitch-free, then I'm happy. Innovation isn't a major issue, as I tend to use most RPGs as time killers.[/color]
  21. [color=darkred]Hmm, well, looking at screenshots the sprites look very crisp and distinct, but those are opinions from people who have played the game, which I haven't. I feel that there's something more to them, though, which I'll only be able to judge after having played it and seen them in action.[/color]
  22. [color=darkred]Yet again, another wacky sport related Mario game hits the scene. Namco are developing it, so it should be interesting, The game offers a range of characters, as in Mario Power Tennis and Mario Golf, each with their own special skills and attributes to balance it out, though there is said to have been some complaints relating to how broke the game actually is regarding certain characters. Obviously, there will be a range of different pitches, each with stipulations and added "craziness", and a wide variety of mini games, which is usually the selling point of the genre. I'm not a fan of baseball at all, and I've got absolutely no idea how the sport works, but one thing that I know for sure, is that Mario Superstar Baseball will soften the blow for me, seeing as how user-friendly these games seem to be, so my incompetence in Baseball shouldn't and hopefully won't be an issue for me.[/color]
  23. [color=darkred]Bad voices and dialogue are two things I've never had any problems getting used to, so hopefully that shouldn't be an off-putter. I've heard a lot of complaints about the world map, mainly about how painful it is to just look at, but from what I know, it doesn't seem to detract from the gameplay in any way. It's not just the world map that everyone's hating on, though, as some have said that the sprite designs on some of the characters could have been made more clear and refined, but eh, I'm not expecting the game to be perfect in every aspect.[/color]
  24. [color=darkred]TWW is an awesome game, there's no denying that, but yes, in comparison to other existing Zelda titles, there's quite a bit to be desired. My thoughts on the dungeons in TWW more or less reflect James' opinion; while they were great to play through, they weren't anything special compared to its predecessors' dungeons, meaning that there's still room for improvement. I found this a little disappointing, but the worst case scenario was the fact that we'd still be living in the past by the time the next Zelda title rolled along... as in, all the tweaks and improvements that were needed in OOT that we expected to be in TWW would now have to wait until TTP. Confusing, yes, but I hope you get where I'm coming from. :animeswea As for the whole Triforce quest debacle, I feel that that was TWW's way of trying to add something new to compensate for the lack of motif in the dungeons' designs. Even though it was executed poorly, it's still appreciated. All that's left for me is to hope that these rather big nook and crannies get the attention they need during TTP's development.[/color]
  25. [color=darkred]It's hard to find a well balanced RPG these days; one with an in-depth battle system, extras, and side quests, and it seems that Atelier Iris only holds the latter two attributes. However, a simple battle system is better than a flawed one in my opinion, no matter how basic or complex it may be. I'm yet to play this game, but when I do I'll definitely post my thoughts, because from what I've heard about it (and the sequel for that matter), it'll be well deserved.[/color]
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