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Everything posted by Desbreko
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[color=#4B0082]From [url=http://www.n-sider.com/articleview.php?articleid=512][u]N-Sider.com[/u][/url]:[/color] [quote]While the camera does a pretty good job of pointing in an advantageous direction by itself, you also have the (often undiscovered) option of manually controlling it with the d-pad. It functions similarly to the C buttons in Mario 64, with taps left and right rotating the camera, and taps up and down zooming it in and out. You can also center the camera directly behind Mario at any time by tapping the C button on the Nunchuk attachment.[/quote][color=#4B0082]And my worries are put to rest. Though I'd hope there's also an option for smooth rotation by holding down left/right instead of tapping a direction to rotate the camera a set amount like in Mario 64. And, of course, I also hope the camera actually stays where I put it until I center it again with the nunchuk's C button. (Rather than letting it drift like in Mario 64.) If they do it that way it'll be really similar to Zelda: The Wind Waker's camera, which I liked a lot.[/color]
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[quote name='Boo][size=1']Hush, you had some woman in your avater for like, forever! Everyone thought you were a woman, unless they had spoken to you ¬¬'[/size][/quote][color=#4B0082]The ironic thing is, if that's the one I'm thinking of--the first avatar of his that I remember confusing people--then that was actually [url=http://chrono.lunar-net.com/cc/cross/characters/nikki/][u]a man[/u][/url].[/color]
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[color=#4B0082]It's probably not letting you connect the new one because you've still got your old account linked. If the current connection info was cleared out of your OB profile, however, I think it should let the new connection go through. I can do that for you if you'd like.[/color]
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Writing Final Fantasy VIII: Orior Palam Deus - FINAL CUT [M-VSL]
Desbreko replied to Doublehex's topic in Creative Works
[color=#4B0082]To be fair, it would be impossible to post all of that as a single post. With the character limit at 60,000, and the total count of the three posts adding up to 76,462, a double post would be necessary and allowed. (Double posting under those circumstances is the only time it's allowed here.) So, what I'm going to do is merge the first two chapters into a single post and then this thread will be able to continue along happily. Just remember to make sure you've hit the character limit before you double post in the future, or else this'll just get closed again. Thread Opened[/color] -
[color=#4B0082]I may be able to manage this. I'm looking at the code for the pop-up right now, and while I'm not incredibly familiar with JavaScript (I can work with it, but I haven't written much myself), I think it should be possible to switch it over to a checkbox under the Additional Options. [b]Edit:[/b] After digging through the board's code for a while and then looking around for information on customizing this sort of thing, I've come to find out it's already been changed for Virtual Bulletin 3.5. Instead of a JavaScript pop-up, they switched the option over to a checkbox under the Additional Options, just like I was looking into doing. So I would suggest that we just wait until we upgrade to the latest version of vB rather than jumping through hoops to change it now.[/color]
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[quote name='Papa Smurf']Desi...we have got to get together some time and play SSBM against each other. I'd love to show you what Ice Climbers can do in the hands of a skilled player. ~_^[/quote][color=#4B0082]You buying the plane tickets? :p However, I'm fully aware of how good the Ice Climbers can be. I've actually used them quite a bit and gotten fairly good on them. But no matter how good you get with them, you still become heinously crippled as soon as Nana gets KOed. Player skill can make up for that, but on an even playing field it hurts you a lot.[/color] [QUOTE=Papa Smurf]Thing about G&W, though, is that some of his moves aren't designed to "stop" players. The sausage thing, particularly. It's added damage infliction from range. G&W already has some insanely powerful smash attacks (his fully charged >+A can kill players fairly easily), his counter is one of the truly devastating counters in the game (absorb three fully charged shots...muaha), the 6-9 for >+B have killing power. He's a bit slow, yeah, but he's got a nice downward spike, not to mention a solid neutral A that can provide a very effective multi-target snare. His recovery jump is one of the better recoveries in the game; it has a great height to it, solid range potential, and generally, when you can recover jump from near the bottom level to the upper platforms of most of the stages? Yeah, that's good stuff. And his throws are insane. Peach's forward throw and Mario's reverse throw are the only ones that really match them.[/quote][color=#4B0082]As a straight up damage move, I have to laugh at the bacon/sausage/whatever it is. Like with Young Link, my brother played on G&W a fair bit, and he'd get maybe 15-20% on me before I'd run up, smack him, and hurt him just as much. And at longer ranges, it's so easy to dodge (mainly because only a few pieces ever fly that far) it's not even funny. His smash attack is powerful, I'll give him that. It's one of his best moves, but it's also slow, so it's hard to combo into. That and the Side+B (which relies on luck, making it risky to use) are his most dangerous moves, though the light Down+A ground attack isn't bad either. The throws are okay, but also hard to catch people with (yay for animation culling). He does have a great Up+B for recovery, true. But on the other hand, it's almost useless as an actual attack. And considering how easy he is to smack around, he really needs a good recovery move. Overall, he's a wacky character that's good for annoying the crap out of your opponents, but as a straight up fighter he just isn't that great. And that makes it hard to get KOs with him, unless you can get some opportunistic kills in a four player free-for-all.[/color] [quote name='Papa Smurf']I agree G&W is a weird character, but his moveset is pretty diabolical. As is Mewtwo's. And Pichu has some of the strongest smash attacks in the game. ~_^[/quote][color=#4B0082]I've never played against a good human controlled Mewtwo, but from playing him myself he does seem similar to G&W--only worse. He's even slower, is even more lacking in KO moves, doesn't have as good recovery jumps, and is horribly floaty and predictable in the air. You can annoy people with him, but I just can't see any viable way to play him seriously. Pichu, sure, his side smash is really powerful but only if your opponent is practically on top of you; otherwise it's crap. His down+A ground smash is good, since it's just two powerful kicks to either side--like Pikachu's down+A ground smash in SSB--instead of the stupid spinny thing Pikachu does, and it's one of the few powerful attacks he has that doesn't hurt him. The down+B Thunder is pretty powerful if you can hit with it, but again, you take damage as well. Oh, and he's about the lightest character in the game, so all that incidental damage from simply using your moves actually hurts you a lot. Pichu has a couple good moves, while everything else about him is crap; the pros of playing Pikachu instead far outweigh the cons.[/color] [quote name='Papa Smurf']Of course, the only character I'm truly annoyed about losing is Ice Climbers. They're adorable bundles of destruction.[/quote][color=#4B0082]Agreed. I do wish they had opted to fix Nana instead of ditching the character entirely. But I also prefer ditching them over leaving a broken character in the game, as that frees up a spot for one that isn't broken.[/color] [quote name='Papa Smurf']I am looking forward to Ridley, though. Let's hope online function stays intact so we can do some tourneys. ^_^[/quote][color=#4B0082]Yes, I really hope we'll be able to do at least 1-on-1 matches online. Sakurai has talked about alternate modes for online play if four player free-for-all is too laggy, but really, all I care about are the standard multiplayer game setups. If the game is online, but I can't play my friends in a straight-up fight, what good is it?[/color]
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[color=#4B0082]You're refering to this part, correct?[/color] [quote]Nintendo has opted to deliver a Cube version of Legend of Zelda: TP for its North American audience. The Cube version will be the only one to feature use of the traditional control, but it comes at the sacrifice of widescreen presentation.[/quote][color=#4B0082]It doesn't actually say anything about PAL releases, though, so I wouldn't take it to mean Nintendo definitely isn't going to release a GCN version in PAL regions. All this is saying is that they'll be releasing both GCN and Wii versions in North America. So I still kind of doubt that Nintendo is going cut the GCN version from other regions.[/color]
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[color=#4B0082]Well, yeah, you can still use a solo Popo in the same way you'd use both Popo and Nana together. But then the only thing that makes the Ice Climbers appealing in a technical sense--the fact that they get two attacks with one move--is gone. And you're left with a subpar character lacking in both strength and speed, as well as the ability to recover after being knocked away from the platform. The concept is great, but no matter how you think of it, the execution is lacking. You're simply forced to rely too heavily on an easily KOed CPU counterpart just to bring the character as a whole up to par. With that being the case, I think the character either needs to be fixed, or they should get the boot. I'd love to see a better version of the Ice Climbers in SSBB, but it looks like Sakurai and the team chose the other option.[/color]
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[color=#4B0082]Which is why I hope they have options for both camera styles, similar to the Mario and Lakitu cameras in Mario 64. Some people want an auto-camera? They have it. Others want a full manual camera? Switch over to it and there you go. Considering that they came very, very close to doing just that ten years ago in Mario 64, I know they can do it now for SMG. From what I've been reading about the control scheme it seems like mapping camera control to the control cross would work just fine (unless I've missed something and it's already being used), so I'm going to be disappointed if they don't give us any options at all. As for side views, I actually use them all the time in Mario 64 and Mario Sunshine. You can see plenty far enough ahead if you zoom the camera out, and the perspective can help a lot when you're trying to jump over obstacles and such. (Pretty much the entire Rainbow Ride level in Mario 64 is a great example of this.) I do expect the spherical environments in SMG to reduce the need for side views somewhat, but I doubt they're all going to be plain enough to eliminate the need entirely. And I agree, I also think it's likely that Nintendo will use a more automated camera, to make the game easier for anyone to pick up and play. Which is exactly why I'm worried, since I've always prefered manual camera control whenever I have the option. Making the game easy to get into is great and all, but I don't think they should sacrifice greater control for it when it doesn't seem like it would be that hard to provide options for both.[/color]
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[color=#4B0082]I never liked G&W. Other than a couple hard hitters (one of which is random), his moves are just an annoyance. Bacon? Wow, that's really going to stop me--for five seconds until I get past and bash you while you're putting that frying pan away. The parachute, while being completely cheap and stopping almost every move in the game, isn't actually that dangerous when you know to watch out for it. And the list goes on; he has tons of annoyance moves, but he's not much of an actual threat against a decent player. Ice Climbers were fun and actually not bad, provided you could get Nana to actually stay with you and attack at the same time. But that was the trick--the CPU was about like a level 3 and way easier to kill that the human controlled Popo. And once Nana is KOed, you're basically playing half a character until you get KOed, which sucks pretty hard. Young Link is dangerous if you try to fight him like you would the normal Link, because he is faster and can mess you up if you're not expecting that. But his moveset, being copied almost directly from Link, isn't suited to his speed and range. Link is a medium to long range character, with his sword and projectiles, and trying to fit a moveset designed around those ranges into a short range character just doesn't work. Young Link wants to strike from medium range, but due to his shorter sword, he's forced to get up in people's faces where he can't compete with the speed of characters like Fox, Falco, and Mario. Young Link is faster than Link but his attacks still don't match up against those of other short range characters. Which is why I'm looking forward to the Celda Link. Considering that he's also a younger version of Link, I expect him to have a similar attribute balance, but hopefully he'll have moves better suited to that playstyle. More reliance on secondary weapons for slower, more powerful medium to long range attacks (Skull Hammer anyone?) would be cool, while the sword could be used for quick, light little slashes and combos at short range. And speaking of Pichu and Mewtwo, I hope those two get the boot as well. Pichu shouldn't need any explanation; Mewtwo is just plain bad. He's horribly slow and floaty in the air and his moves are about the same speed as Bowser's, but he lacks any decent power aside from one or two moves. It's like playing a bigger, slower, and more awkward version of Kirby (who also sucks in SSBM, but I'm hoping they'll fix him for SSBB) but without the extra jumps.[/color]
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Anime What anime character resembles you most?
Desbreko replied to PaganAngel's topic in Otaku Central
[color=#4B0082]Out of all the anime characters I've seen, I think I look the most like Ryouji Kaji from Neon Genesis Evangelion. I've got the dark brown hair tied back in a ponytail, the shape of our faces is similar, and I even have stubble most of the time as well (I'm lazy about shaving). The biggest difference is that I don't wear my bangs loose, but instead pull them back into the ponytail. Compare: [URL=http://img148.imageshack.us/my.php?image=evakaji7kf.jpg][IMG]http://img148.imageshack.us/img148/1491/evakaji7kf.th.jpg[/IMG][/URL] [URL=http://img107.imageshack.us/my.php?image=desbreko6oo.jpg][IMG]http://img107.imageshack.us/img107/1639/desbreko6oo.th.jpg[/IMG][/URL] As for personality, I haven't found as good a match. Perhaps Zelgadis from The Slayers would be the closest I've yet seen. We're both somewhat aloof and to the point, but I've got more of a sense of humor than he does.[/color] -
[color=#4B0082]When the PS3 was first unveiled back at E3 2005 Sony showed a tech demo of the FFVII opening sequence rendered in PS3-quality graphics. Since then there have been rumors floating around about Square Enix remaking FFVII on the PS3, but they've never announced that it's in development. You can find a video of the demo [url=http://ps3.ign.com/objects/748/748460.html][u]here[/u][/url], on IGN.com. It looks pretty awesome, and I wouldn't mind seeing an FFVII remake with updated graphics and translation. But I'm not getting my hopes up.[/color]
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From [url=http://www.1up.com/do/newsStory?cId=3151290][u]1UP.com[/u][/url]: [quote]According to the French-based site LiveWii, Super Smash Bros. Brawl director Masashiro Sakurai commented on Japanese radio's "The Gaming Show" about various changes to the game's roster. Sakurai announced Bowser Jr., the "Celda" version of Link, and Ridely, the archenemies of Samus, would all be joining the cast of characters for the Wii release. This makes sense considering Bowser Jr. has had more prominent placement in various Mario sports titles, as well as being his dad's right hand man in New Super Mario Bros., and the "Celda" version of Link was seen on GameCube and now on the Nintendo DS in The Legend of Zelda: Phantom Hourglass. Plus, with both Samus and Zero Suit Samus appearaning in SSBB, it makes sense her foe would get a chance to fight back. We've also, unfortunately, learned of three current characters that will not be returning: The Ice Climbers, Mr. Game & Watch, and Young Link have no home in SSBB. We don't know who exactly will take their place just yet, but Sakurai stated he wants a roster 40 deep, with 1-2 more non-Nintendo characters. Time to start the guessing game.[/quote][color=#4B0082]So it looks like we're getting a "Celda" version of Link after all. Here's to hoping he differs from the Twilight Princess style Link more than Link and Young Link differed in SSBM. Ridley, from Metroid fame, should be a popular addition. I've seen him suggested more times than probably anyone else, short of maybe Pit. Personally, I can't wait to see what kind of attacks he has. Though I hope they don't make him too floaty in the air, and that they give him a good balance between speed and power. Considering that, in the Metroid games, he's plenty fast but also really powerful; it wouldn't seem right to have him weighted too heavily in either direction. I can't say I'm terribly excited about Bowser Jr. I've never really liked the character to begin with (the old Koopa Kids from SMB3/SMW were so much better), and I can't really see how much different he could be from Bowser except in size, speed, and power. . . . But, then again, maybe that'll make him more like the classic SSB Pikachu. I'll have to wait and see on that one. As for Young Link, Mr. Game & Watch, and Ice Climbers getting the boot, I can't say I'll really miss them. Out of the three, I used Ice Climbers the most. And while they were amusing to play on, the reliance on the CPU controlled Nana really just broke the character. About the total number of characters: Wow--just wow. 40 characters. Even if 1/5 of those are clones, like in SSBM, that's still leaves 32 originals and 18 new characters. And I thought SSBM had a large roster.[/color]
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[color=#4B0082]We've known since E3 that the motion sensors will be used to perform the spin attack, down strike, and shield bash. (Though I'm wondering if you can still perform them with the analog stick and buttons as well.) Pretty much all first-hand impressions articles I've read have made note of that. Unless motion sensor control of the sword gets to the point where moving the controller directly corresponds to how you move your sword in the game (with varying levels of sensitivity, of course), I don't think I'd want the motion sensors to be used for normal swings. Using it for special attacks is fine, but having to constantly swing the controller around for your standard 1-2-3 combo would get old fast. So that's something I might expect to see in the next Zelda game, since it's being developed specifically for the Wii, but it would just get annoying in Twilight Princess. As for the GCN version not being released in PAL regions: Where did you hear this? I haven't seen anything about that, and I find it a bit hard to believe that Nintendo would cut out all the GCN owners in Europe and Australia for such a big release.[/color]
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[color=#4B0082]I don't know of any sites dedicated to supplying avatars, and if you've searched a lot on Google, I'd say you're out of luck. What you can do, however, is use [url=http://images.google.com/][u]Google Image Search[/u][/url] to find a picture you'd like to have made into an avatar, then head over to the Art by Request subforum in the Art Studio here. In there you can post a link to the picture with a request that someone make it into an avatar for you. (Be sure to specify what dimensions it should have if you're going to be using it elsewhere, as the default avatar size here is 150x80.) Most of the time someone will help you out, especially if you've provided the picture so they don't have to find one themselves.[/color]
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[color=#4B0082]Most of what I've seen was fine, but there've been a few bits I've seen where the camera goes at a certain angle and I know I'd be irritated if I were playing and couldn't move it to a better one. Which is exactly the sort of thing I got annoyed at in Mario 64, where I'd move the camera somewhere and it would shift back to where it was originally, completely on its own, and not let me get the view I wanted. In some places I just ended up having to memorize when, where, and how far the camera was going to shift so that I could compensate for it, or else my jumps would get screwed up and I'd miss wherever I was trying to get to. As for the spherical environments, that doesn't even factor into my concerns. I'm talking about basic camera angle control that's relevant no matter what the environment is like. Say the camera is following me from behind like it does, but then I want a side view. Can I move the camera to get that view? Or say I'm moving forward, but I want to rotate the camera a little off center from my destination so that I can get a better sense for how far ahead of me things are. Can I do that? With SMS's manual camera I could do those sorts of things no matter where I was, [i]even whilie running[/i]. With Mario 64's camera . . . not always. Could I if all I could do was center the camera behind me and zoom in/out? Kind of, but it would be slow, awkward, frustrating, and I definitely couldn't do it while moving. Sphere or no, these issues are going to come up, and if there's no manual camera control then there's no decent way of dealing with them. What I'm really afraid of is a camera like the one in Super Mario 64 DS while you're using the standard control scheme. The one where you use the control cross to move and the L button to center the camera behind you, and there's no other camera control short of reaching down and pressing on the touch screen. (Which isn't viable while using both the control cross and face buttons.) Even just on the flat areas of Bob-omb Battlefield, where there aren't any structures to obstruct your view, running around with that camera is horribly awkward and limiting. Sure, you can play and beat the game with that camera. But it's going to suck a lot of the fun out of it when the auto-camera doesn't give you the angle you want and you have no decent way of moving the camera yourself. And if that happens too often, it gets to the point where you put the game down and play something else. I very nearly did that with Mario 64 DS, until I got good enough with the touch screen movement; that control scheme gives you manual camera rotation on the X and Y buttons.[/color]
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[quote name='James][font=franklin gothic medium']I don't think SMG has a "hub" system (thankfully) and I also don't think it has a manual camera (it doesn't need one, because all levels take place on spheres - you'll notice that the camera always maintains a specific distance from Mario). Perhaps you can center the camera behind him or zoom in/out, but I'd say Nintendo is being very careful about camera control this time. The level design has been partially dictated by the need for a clean and effective camera system.[/font][/quote][color=#4B0082]I don't see why everything being on a sphere would negate the need for camera control. Sure, you can't fall off the edge and plummet to your death, but that doesn't mean it's fun to run around without being able to see what's in front of you. From watching those gameplay videos, there were some pretty horrible angles in there where you couldn't see anything in Mario's path on the spheres until he was right on top of it. And there were also times when the camera would be at some funky diagonal pointing off away from where you're running, but not far enough to give you a decent side view. Or, in other words, there were camera angles in there crying out, "fix me!" with a very loud voice. Now, I understand that the game is still in development, so the auto-camera may not be as good as it will be at release. But, no matter how good they get it, I doubt it can ever be as good as a full manual camera in the hands of someone who's good with it. And, for those people (i.e. me), being forced into the mercy of an auto-camera will only cause frustration, the same as it did in Mario 64. Maybe not as much as with Mario 64, since they've no doubt improved since then, but since an auto-camera can't read people's minds, it's not going to get it right all the time. I'm not opposed to the inclusion of an auto-camera; I think the option should definitely be there for people who aren't good with manual control. I just also want an option for full manual control, like how you could switch between the Mario cam and Lakitu cam in Mario 64. Mario was more automatic and Lakitu allowed greater control (though still not fully manual). But the thing is, once you got good with the Lakitu cam it was always and without fail better than the Mario cam.[/color]
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[color=#4B0082]The thing to remember is that TP isn't actually a Wii game, so you can't expect full support for the Wiimote. It's still a GCN game, so anything they add for Wii control has to be in addition to the normal GCN control scheme. Taking that into account, I'm still overjoyed simply by the fact that I'll get to shoot the bow with the pointer. As for jumping, the only things I've seen are the standard auto-jump that's been present in all the 3D Zeldas when you run off a ledge or jump to grab an edge and pull yourself up, and the down strike which is an attack, like the jump attack, rather than an actual jump. I haven't seen or heard anything about plain, on command jumping--did I miss something?[/color]
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[color=#4B0082]Well, I was replying to Tatsubei's comment about Mario breaking various scientific laws (hence the reason I quoted him, you know), rather than why Mario would be in space in the first place. About that, I haven't a clue. Of course, I don't really much care, either; it's a Mario game, so the story is kind of inconsequential. But it does seem kind of odd.[/color]
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[b]Update: 06/06/06[/b] [list] [*][b]Categories Added:[/b] Fafner, Full Metal Panic!, Gundam, Kingdom Hearts, Martian Successor Nadesico, Warcraft, X, Yami no Matsuei [*][b]Categories Deleted:[/b] 08th MS Team (moved to Gundam), Fire Emblem (moved to Video Games), Gundam Wing (moved to Gundam) [*][b]Avatars Added:[/b] Bleach (8), Chrono Trigger (8), Death Note (31), Fafner (10), Full Metal Panic! (12), Gundam (7), Kingdom Hearts (22), Martian Successor Nadesico (15), Naruto (3), Trigun (2), Video Games (5), Warcraft (9), X (8), Yami no Matsuei (6), Zelda (2) [/list] [list] [*]Updated names in the Final Fantasy and Zelda categories to match the format used elsewhere, such as the Movies category. [*]Deleted low quality and overly similar avatars in various categories. [/list] [color=#4B0082]Well, that was a good three hour update right there, but I got a lot done in that time, as you can see from the update notes above. Speaking of which, I decided I'm going to write up update notes in list format from now on, so people can see what exactly is being added and changed, rather than just rattle off what I did. I've no idea if anyone actually cares, but at the least it'll help me keep track of what I've already done.[/color]
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[color=#4B0082]I read through your thread in the Art Studio and I like the idea. And if it gets popular enough that it outgrows a few threads in there, then a sub-forum for it might not be a bad idea. It takes quite a bit for something to support its own forum, though, so I wouldn't hold your breath.[/color]
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[QUOTE=Tatsubei Yagyu][COLOR=Navy][FONT=Comic Sans MS]I remember the first thing I thought when I saw this with all the other E3 stuff: "Holy Crap! Mario has finally found a way to shatter the laws of gravity, physics [B][I]AND[/I][/B] whatever field of science breathing goes into!!!"[/FONT][/COLOR][/QUOTE][color=#4B0082]I think Mario has been throwing biology out the window since the original SMB. I mean, since when could somebody double their height by eating a mushroom? Or grow a raccoon tail and ears--and fly with them--by holding onto a leaf? And I won't even get into the absurdity of turning into solid metal. If Mario can do all that, what's a little vacuum going to hurt? Anyway, I've read impressions and watched videos, and SMG looks like it will also be one of, if not the first Wii game I buy. (But still after Twilight Princess, of course.) I still love Mario 64 to death and I'm really looking forward to Mario getting back to pure platforming--no FLUDD attached. SMS was fun to play through once, but I just haven't felt like going back to it again, as opposed to having played through Mario 64 four times. I just hope they give you an option for manual camera control. I know a lot of people didn't like SMS's full manual camera, but I loved it. Going from Mario 64, where even on the Lakitu mode I had to finagle the camera into giving me the correct angle, to SMS were I could move the camera and have it actually [i]stay there[/i]--that was absolutely wonderful. Never once while playing SMS did I have complaints about the camera, since I could always move it to the best possible position.[/color]
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[color=#4B0082]Snake's appearance in SSBB, even though he hasn't had many games on Nintendo consoles since the NES, is a good thing for Nintendo, considering it can only draw in more people who may not have played Super Smash Bros. before. (Like all those people who got a PS2 instead of a GCN.) So I'm not at all suprised that Nintendo agreed to put Snake in the game, and I wouldn't be suprised to see Nintendo add other third party characters either in SSBB or future SSB games, provided other developers are interested in having their characters in Smash Bros. As for Samus, the official site has this to say:[/color] [quote]This isn't a pure character addition. Rather, under certain conditions, Samus will "remove" her Power Suit.[/quote][color=#4B0082]So it's definitely a transformation like Zelda/Sheik. But what I'm wondering is if you can switch between standard and Zero Suit modes at will, also like Zelda/Sheik, or if once you switch you're stuck as Zero Suit Samus for the rest of the fight. I'm hoping for the first (or at least for some way to get your power suit back), especially if the suit is removed simply by firing a fully charged beam shot.[/color]
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[color=#4B0082]Welcome to OtakuBoards. Unfortunately, we don't allow introduction threads here, as they usually don't generate any worthwhile conversation, so this will have to be closed. Feel free to introduce yourself as you join in on discussions around the forums, though. If you have any questions you can PM any of the moderators and we'll help you out as best we can. The [url=http://www.otakuboards.com/rules.php?][u]Rules[/u][/url] and [url=http://www.otakuboards.com/faq.php?][u]FAQ[/u][/url] pages are also useful for getting to know how things work around here. Enjoy your stay. :)[/color]
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[color=#4B0082]It was basically just one fight scene after the next, strung together by the necessary bits of dialogue, true. But I still think it was better than a lot of other action movies I've seen that are basically the same thing. (The recent Aeon Flux comes to mind. Ugh.) Taking that into account, though, I think the length of the movie is fine, and I didn't have too much of a problem with the pacing. The breaks in the action were decently spaced and the story layed out in them was actually somewhat interesting (at least to see the tie-ins to FFVII), so I'm content with how things turned out. Personally, my biggest disappointment with AC was that, besides Tifa and Vincent, we barely got to see the other main characters from the game. Having them thrown together for that one fight sort of came out of the blue and seemed like it was tacked on just so they wouldn't be completely absent from the movie. Back before its release, I was looking forward to seeing the whole cast back together again, but that only happened for maybe five minutes. Oh, and I'm also disappointed that they made Kadaj's summon materia green instead of red how it should've been.[/color]