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Everything posted by Desbreko
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[color=#4B0082]Heh, yeah, whenever I start playing Tetris it sucks me right in. Maybe not for hours on end, but I definitely get that feeling of "just one more game." Animal Crossing is another good candidate. I played it for about four months straight when I first got it, then for another month straight after taking a break. Then for another month or so a while later when I started a new character in my village. Must've put well over 100 hours into the game, though it's gotten kind of boring now that I've done pretty close to everything there is to do. I can't wait for Animal Crossing DS to come out so I can relive the magic of AC, though. And I see that one staying fun for a lot longer since it'll have online play, too. Maybe I'll even be able to visit some other OB members' villages. That would be really awesome. I'm having a hard time pinpointing a single game to point at and say, "This is the one I find most addicting," though. Problem is, some games really suck me in for a while, but then grow old. So I'm not sure if I'd count something like that if it's not [i]still[/i] addictive. And then there are games that I find really fun to play, no matter how old they grow, but that I only get the urge to play every now and then. Those I think would better be described as "timeless" (and I think there's a thread about those, too), rather than "addictive." There aren't really any games that fully meet both criteria. I think the game that's done the best for being highly addictive for long periods of time, though, would be Super Smash Bros. Melee. (And also the original SSB, though not quite to the same extent.) I don't play it [i]all[/i] the time, but I do pick it up pretty regularly and play for about a couple weeks out of every few months. So it gets my pick for the most addictive game I've ever played.[/color]
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[color=#4B0082]Actually, it's not the rate at which you move your finger/stylus that determines how fast you run with the touch screen, it's simply how far you move it from the point where you first touch the screen. So it works in the same way as an analog stick, but without actually being one. If it were simply how fast you were moving along the screen, like a computer's mouse works, you'd quickly run out of screen before going very far at all and the game would be completely unplayable that way. I find the stylus to be a lot easier to use than the thumb nub, though. With the nub, you really have to stretch your thumb around, given how big the "control stick" area is. Using the stylus, you don't have to move your hand/fingers nearly as much. Once I started getting good at using the touch mode control scheme, the game became much, much easier. No more having to struggle with imprecise directional movement and no more struggling with bad camera angles -- one or the other isn't too bad, but both together really made the game frustrating at times. Analog control is nice, but just as helpful is manual camera control mapped to two of the face buttons. It's just not practical to use the touch screen for it in standard mode; the touch panels are too far out of the way and take too long to push. Oh, and I got on top of the castle roof yesterday, just by using Mario's wall jumps. It's crazy how easy it is to do now that wall jumps no longer require precision timing. If you know where to line up, and the timing for the triple jump, it's a piece of cake. And it has been a while, hasn't it? Nice to see you around again, Mei. :)[/color]
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[color=#4B0082]Okay, so they aren't required for browsers to recognize the tags, but it's really sloppy coding to not use them. HTML is [i]supposed[/i] to require them. But an easier way to get around this, I've found, is to simply use single quotes instead of double quotes. (Use ' instead of " in the tags.) Using single quotes is still proper HTML, but myOtaku won't mess with them.[/color]
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[QUOTE=Charles]Nope. I never said that Link talked. However, other characters such as Zelda and the king of Hyrule provide some verbal sparring with Ganon before and during the final battle. I really think that the series is moving in the direction of complex relationships too. Just look at the seperation of Link and his grandmother. Or his relationship with his sister. Even his relationship with Zelda was more complex in Wind Waker.[/QUOTE][color=#4B0082]That's a pretty small segment of the game, though. So still, unless they significantly add to the depth of the character interaction, voice acting seems like it would pretty much be a waste. Why bother when there's so little material to work with? Personally, I can't see Ganon and the rest having voices in TWW doing much for me; I thought the mood of the situation was conveyed just fine through the text, cinematics, and music. Not that I would object to more depth being given to the characters, but again, only if it doesn't end up taking away from the action. And as things are, I think they already need to focus more on the action than the characters/story. TWW's gameplay improved over OOT/MM, but it still falls short of the best of the 2D games in the series such as LTTP and FSA. So I'd much rather see more time spent on the core gameplay -- the action -- rather than on secondary aspects such as character depth and interaction, let alone something as superfluous as voice acting.[/color]
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Anime Best Anime Girl Tournament: Qualifiers *56K warning*
Desbreko replied to Bloodseeker's topic in Otaku Central
[color=#4B0082][b]Belldandy[/b] from [b]Ah! My Goddess[/b] Sweet, caring, loving, innocent, honest. ... All the qualities you'd expect in a goddess, Belldandy has. She puts others' happiness and wellbeing above her own, and is pretty much perfect in every way. Plus, she's beautiful in a pure and modest way, without a trace of vanity. How can you not love her? [img]http://img140.exs.cx/img140/8319/belldandy6gn.jpg[/img] [b]Nabiki[/b] from [b]Ranma ½[/b] Nabiki knows what she wants, and is good at getting it through whatever means necessary. Quick and cunning, she has a sharp mind, and finds a way to profit from nearly everything. Don't cross her, or you'll end up paying for it -- literally. [img]http://img140.exs.cx/img140/6994/nabiki8nt.jpg[/img] [b]Mink[/b] from [b]Dragon Half[/b] I'm not really sure how to describe Mink. She's ... well, a dragon half; half human, half dragon. So even though she's a ditzy teenage girl, she also kicks butt. And looks cute/deformed/super deformed in the process. All the fanservice doesn't hurt, either. [img]http://i140.exs.cx/img140/3731/minkdance3vy.gif[/img][/color] -
[color=#4B0082]Well, after reading your post there, I sat down and forced myself to use the touch screen. It was horribly unituitive for a while, but eventually I got used to it. Now I've beaten the game with 144 stars and I'm using the touch screen pretty much exclusively with little problem, except for a few things. It really is way better than the control cross once you get used to it; especially considering the fact that you get manual camera control with the X/Y buttons while using the touch mode. I do still have a couple gripes with the touch control, though. The main thing is that there's a huge area of "slow/walk" area with only a narrow little rim for "fast/run." Now, considering that 95% of the time I want to be running, that gettings annoying. But even worse, it makes small, quick, and precise movements a pain in the butt since you have to move over so much "walk" area before you get to the "run" area. Mainly this is a problem in levels such as Rainbow Ride, where you need to quickly go from a standstill to running/jumping quite often. With a control stick, you can snap it all the way over in the blink of an eye with no problem, but you can't do that with the touch screen. Another little annoyance, mostly unrelated to control issues, is the fact that they made the end Bowser fight way easier. I say mostly unrelated since I could see them making Bowser turn a little slower to make up for the control cross/touch screen being harder to use for running in tight circles. ... Except that you're still limited more by your running speed than anything else, which didn't change from the original game. So basically they made it a piece of cake to grab Bowser's tail before he ever gets a chance to attack. Overall, though, I've had a lot of fun with the game. I'm not sure whether I prefer the N64 or DS version yet (I need to play through once or twice more and use the other three characters more before being able to make a choice), but dealing with the DS version's quirks hasn't been any worse than my struggling with the camera when I first played the N64 version. Mario 64 is still as fun as ever, despite the change in hardware.[/color]
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[quote name='Gravy Train']Unevitably, this has turned into a PSP vs. DS war.[/quote][color=#4B0082]Unfortunately, yes, both the PSP and DS threads tend to err that way whenever people start posting in them again. ... Even though we have a separate [url=http://www.otakuboards.com/showthread.php?t=40830][u]PSP or Nintendo DS?[/u][/url] thread for comparisons. Please use it instead of posting your PSP/DS bashing in here, people. Anyway, the way I see it, the PSP has two main things going for it: Portability for games that would otherwise be limited to consoles, and its multimedia functions. The first, I don't really care to spend $250 on, since I don't play games away from home [i]that[/i] much. And the second, I just don't care about. I rarely get the urge to listen to music while I'm out somewhere, and I don't think I've ever wanted to watch a movie outside of the theater and home. I'd nearly always prefer to play a game, so the multimedia functions on the PSP would be near useless to me. So even regardless of its problems (easily scratched screen, etc.), I'm just not at all compelled to buy a PSP. I'm sure if I did get one, I'd have fun with it. ... I just don't think it would be worth it to me. I am, however, looking forward to seeing the games that will come out for the PSP. No doubt there will be PSP exclusives that I'll really want, so I may end up buying a PSP a while down the road. (Like I did with the PS2.) Just not right now. ... See? I didn't mention the DS even once in those three paragraphs. You don't need to bash one in order to say you like the other, or vice versa. :p[/color]
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[quote name='Charles']In Zelda, however, there's a heavy emphasis on storyline and communicating with people. Unlike the confrontations between Mario and Bowser, when Link confronts Ganon, there's often a lot of dialogue exchanged before the battle.[/quote][color=#4B0082]While I probably wouldn't mind voice acting in the Zelda series so long as it was done well, I think you're a bit off with this point. If you pay attention, Link still doesn't talk, even through text. I can't recall a single time in the series where he does, unless you count things like choosing yes/no options while people are talking. So if you were to give Link a voice ... when would he use it? The way the character interaction works in the series would have to be changed simply to incorporate Link speaking at all, be it through text or voice acting. So as things are, the Zelda series actually is very much like the Mario games in that regard. Your character gets talked to, but doesn't do any talking himself. Giving Link a voice would be a decently significant change, then, rather than just going from written text to spoken voice. Like I said, I might not mind it, and I may even enjoy it, were it to be done. But I still like the way it is now, and I imagine a good number of people simply don't want it to change for whatever reasons. Myself, I'd be a bit afraid of the Zelda series focusing too much on character interaction and having it detract from the action. (MM suffered from this. It had good character interaction, but not enough focus was placed on the action; the four meager dungeons in the game were rather boring compared to OOT's.) Zelda has never been about a deep storyline or complex character relationships. It's always been about going on a quest to save a princess or whatever; a simple story to facilitate the action. That's one reason why I'll never consider Zelda an RPG, and also a reason why I don't think voice acting is really necessary.[/color]
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[color=#4B0082]My original reason for creating a myOtaku account was just to reserve my screen name. I didn't think I'd do much with my myOtaku page, considering that my Blogspot page sat inactive most of the time. But then James threatened to "come after me" if I didn't post updates. ... How could I refuse? At first I did the stupid little "I did such as such today" posts, along with the quiz results thing (back before those got their own section of your myOtaku page). Not much changed from my Blogspot account in regards to what I posted, though I actually did post more often than on Blogspot. Getting feedback (i.e. comments) on the posts was nice, so I abandoned Blogspot and moved exclusively over to myOtaku. Then I started experimenting with the use of HTML in my introduction and posts. Most of the fun of that simply came from seeing how much I could do, like with the post borders and background, then with the various sections in the introduction. That was about the same time I really started being interested in learning HTML, so it was a fun way to practice writing my own HTML instead of using Dreamweaver. About the same time, I started the weekly rotation of midi music files on my site that's been going on for about a year and a half now -- 83 midis and counting. Yes, it was gimicky, but I liked using it as a way to share some of my favorite songs (mainly video game themes) and talk about them. As for why midis and not mp3s, I chose them because I try to be at least somewhat considerate of 56K users. And more recently, I started using a little flash mp3 player called Flam Player on my site, after seeing Tony use it on Wrapped in Plastic. With it, I was able to put up mp3s on my page for people to listen to, but wouldn't load until clicked on. An embedded midi isn't all that bad to load automatically for a 56K user (since most browsers will load the rest of the page, then start loading the midi), but an mp3 is a but much for that. So Flam Player gave me a good way of sharing mp3s with those who have broadband (and those who are patient), which is good because I'm not limited by whether or not I can find decent midi versions of songs. As for what I actually post about now, most of it falls into one of three categories: thoughts on whatever video game I happen to be playing, various ideas or concepts for things I might do (RPGs, websites, etc.), or completely random crap. (An example of that third category would be my latest post, titled [i]Desbreko's Recipe for Instant Ramen that Will Kick Your ***.[/i]) My comments on the various music I put up on the site now has its own section in the introduction. The frequency of posts basically just comes down to "whenever I feel like it." Sometimes I post three or four times in a week. ... More often, only once or twice. I try to make my posts as interesting or as entertaining as I can, but mostly they're for my own amusement or to formulate my thoughts in a more organized way. Or sometimes they're just shameless plugs; those are fun too. Oh, and my site is, and forever will be, [url=http://www.myotaku.com/users/desbreko/][u]all about the rupees[/u][/url]. Take a look if you're interested.[/color]
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Please Burn the "What Made You Cry?" Thread
Desbreko replied to AzureWolf's topic in Help & Feedback
[color=#4B0082]I'm pretty sure this used to be directly addressed in the rules, though it doesn't seem to be anymore. Something along the lines of saying that the frequent posting of spoilers without the use of spoiler tags would result in a warning and, if the member persisted, a ban. Personally, I wouldn't mind seeing that added back into the rules. Also, the sticky thread in Play It did seem to help a fair bit. I still have to add spoiler tags to posts every now and then, but not all that often -- not enough from any individual member to warrent a warning, at any rate. So I'd definitely recommend putting one up in the Anime Lounge.[/color] -
[color=#4B0082]Well, James and Dagger aren't the only ones who can edit/delete threads. All team leaders and any normal moderators of that forum also have the ability. So there's a few people you could ask, myself included; feel free to PM/IM me any time I'm on OB if you need something done.[/color]
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[quote name='shadowmatrix']Casual Gamers are what keep the industry afloat. Casual gamers have the money instead of you hobbit nerds who buy one game, spend 6 months on it and be no better at it than day 1.i hate hardcore hobbits who think theyre so great just cause they made an arcade machine. i took my game boy apart and parted the oceans!!!!!!!!!!!!!!! its because of smart people like us who buy the hyped games. we buy hype games. they make money. we get more hype games. and if i had an online connection or something, i'd kick anyone's *** who disagrees with me in a hardcore game of Tekken 5. now deal![/quote][color=#4B0082]I'm not sure whether this was meant seriously or not. ... But either way, it makes me laugh. :p The thing about the super hyped up games, though, is that they aren't always good. I'd say the smart people are the ones who actually read up on games before buying them, and avoid those the crappy ones. So personally, "smart" isn't the word I use to describe people who make blind purchases. Neither is it the word I use to describe people who won't buy a game simply because it's not highly publicized.[/color]
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[quote name='Sage]I don't fully agree with you on this, Des. There were actually several occassions during FFVI where you could split up the party: [spoiler]at least to my memory the places were the Narshe Battle, the Phoenix Cave, the Hidon's cave and Kefka's Tower.[/spoiler'] Those events seemed really imaginative to me, something I haven't seen in the more recent FF-games. The dungeons were much more creative and puzzle-like, and it allowed the player to use (almost) the whole array of characters at once.[/quote][color=#4B0082]Yeah, I know that the game does have parts that let you use multiple parties. (There are five times, I believe: [spoiler]While Locke is rescuing Tarra, the Narshe battle for Tritoch, the Phoenix Cave, Hidon's hideout, and Kefka's Tower.[/spoiler]) I also thought the three different scenarios that you get to play through, [spoiler]to guide each character back to Narshe after getting split up at the Returners' headquarters,[/spoiler] was neat. But the thing is, those are only a handful of occasions scattered throughout a huge game. So I'm not really complaining all that much, as the game at least tried. Also, like I said, the storyline also makes you use some characters you might not otherwise pay much attention to. ... Though this can either be a nice bit of variety or an annoyance, since you don't get any choice. But at any rate, I'm saying it just could've been a lot better.[/color] [quote name='Sage']Besides, leveling up or boosting stats for the characters is what you do in every single FF-game and most other RPGs as well, so there's no reason to complain about having to do that in this game. ;)[/quote][color=#4B0082]I might not mind, except that leveling in FFVI happens to be pretty boring for me. Some games I really don't mind leveling up in, but FFVI just isn't one of them. I'm pretty patient with mindless sorts of things like that, but really, it would take an insane amount of time to get every character I'd be interested in using up to a decent level and have the useful magic. Not something I care to do. :twitch:[/color] [quote name='Sage]FFVI is the kind of a game where you have the option to choose your favorite members for the party from a large variety of characters, thus you don't even need some of the characters, so why even bother with them? Some of them aren't even worth leveling up [spoiler'], like Gau, Sabin and Umaro IMO.[/spoiler][/quote][color=#4B0082]That's actually kind of my point. You have all these characters, but you really don't need most of them except for those few parts in the game where they're required. Which can actually create an annoyance, if you've just been focusing on one main party for the whole game. You can either use your main, strong party and one/two other weak parties, or you can mix up your main party members with the others and have two/three mediocre parties. Neither of those cases make for an especially great setup. And I can't believe anyone would think Sabin is worthless. He's one of my most used characters! Seriously, his Blitz abilities are awesome if you're decent at pulling them off. And later in the game, his final Blitz, the Bum Rush, regularly does 9999. That's basically Ultima against a single enemy, but without any MP cost. How could you not like that? Also, I happen to like a majority of the characters in FFVI. I have enough "likes" to make at least two full parties, plus one or two others to go in the third party. So I [i]want[/i] to use them, even if it's not really necessary except for a few situations, but I don't get any sort of practical way to do it for the majority of the game. That's why I was saying it's the opposite of FFX, which gives you a feasible way to use every character throughout the entire game. Maybe not the complete opposite, since there are those times in FFVI where you get to use multiple parties and such, but there's still a big contrast.[/color]
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[quote name='Daermon_Nashabe']Crono Cross does have a good amount, especially for a Snes Game ( Fairly Sure this one was the SNES one)[/quote][color=#4B0082]Chrono Cross is a PS1 game. (And a two disc PS1 game, at that.) Chrono Trigger is the one on the SNES. But about FFX, I agree that it was nice to actually have the possibility to use every character in nearly every battle, should you choose to. And each character was actually useful in nearly every battle, too. I'd really like to see more RPGs do things like that. Being able to manage a large party effectively can be a lot of fun, I find. Also, FFVI was brought up, and that's a good example of just the opposite. While FFVI is one of my favorite games in the series, I think it would've been a lot better if you actually had a decent way of using more than just a few characters for most of the game, short of the times where you're forced to use others because of storyline events. I mean, you could change your party around all the time if you really wanted to go to the trouble, but the game just isn't designed to accomodate that. And in the end, you'd have a lot of weak characters compared to where your main party is supposed to be at in terms of levels, which would force you to do a lot more leveling than should be necessary. To get the most out of FFVI's multitude of characters, you really just have to play through the game multiple times, using a different main party each time.[/color]
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[color=#4B0082]There's already a thread about this game, which you can find [url=http://www.otakuboards.com/showthread.php?t=45013][u]here[/u][/url]. In the future, please remember to do a quick search to find out whether there's already a thread for the game you'd like to talk about. Also, be sure to take a look at the [url=http://www.otakuboards.com/showthread.php?t=37270][u]How to post in Play It[/u][/url] sticky thread for guidelines on how threads are handled in this forum, if you haven't already. Thread Closed[/color]
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[color=#4B0082]Indeed, I can't wait to see what this new game's theme is. Certainly the horseback fighting will be a big part of the game, like sailing was in TWW. But beyond that, what the game will focus on. LTTP had its dual worlds, OOT and MM had their time traveling effects, and TWW had the controlling of the wind and all that, and TMC had its shrinkage. ... So I wonder what they're going to do in the new one. I've also wondered if they'll ever run out of interesting themes for the games. Which also leads to the question of if/when the Zelda series will end. ... Though I try not to think about that too much, or else I start to get teary eyed. :p[/color]
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[color=#4B0082]For me, it really just depends on what the game is trying to do. Though it also depends on how well it pulls that off, of course. For a game like FF Tactics Advance, the characters really aren't the main focus of the game, so I don't care if they're well developed. I played FFTA entirely for the battling and leveling up; the characters I only found good for mocking because of their cheesy lines. A game such as FFVII, which has a lot of character interaction and has a big focus on the characters, though, I'd expect a lot more. Not every character has to be highly developed, but the main few of the party I expect to be good. As for straight number of characters, I prefer a middle ground. I like being able to field four or five characters at a time, with a total party of around twice that to choose from. Or something like what FFIV does, where even though you don't get to choose what characters to use, your party cycles through various characters throughout the game. Without any variety at all, I find the character interaction within the party gets a bit boring. A good game to bring up for the side of have tons of characters, though, is Chrono Cross. (It has 35 playable characters, I think the number is.) The thing about CC is that, while there are a lot of completely random and undeveloped characters that are thrown in just for the heck if it, there are also those core party members who have well developed backgrounds and whom the story revolves around. So I think CC manages to strike a nice balance in that regard. It gives you a few main party members who you can stick with, but also gives you the option to play around with other funky characters who you might take a liking to. On the side of having only a few characters, I think the closest game I've played for this would be Skies of Arcadia Legends. Though the main reason the character interaction didn't get boring there was because the characters were actually funny. Not something you see in many RPGs anymore, which is a shame.[/color]
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[quote name='RahXephon']Can i join all of you in waiting for what seems to be the BEST GAME TO HIT THE GC SINCE REZI 4??!?[/quote][color=#4B0082]Just so long as you post something that adds to the discussion in some way. So, sorry, but posting along the lines of, "OMG, this looks awesome!" is spam. If you have some thoughts or comments on the game beyond that, you're welcome to post them, but that in itself doesn't quite cut it.[/color] [quote name='SunfallE']I mean they did it in the final battle with Majora's Mask. It made beating the game that much harder.[/quote][color=#4B0082]Wow, really? I didn't notice, since I never got hit during the final battle in MM. (Fierce Deity's Mask for the win. :animesmil) I keep thinking I should go back and fight Majora without the Fierce Deity's Mask some time, but I just never get around to it. MM just doesn't really do it for me in the way of dungeons and fighting; best thing about the game is the character interaction. And yeah, you can tell from the trailer that the targeting is happening, there's just nothing to indicate which enemy is being targeted. I've no doubt the targeting will be there (the game is running of the same engine as TWW, after all), it's just how it will be displayed. Something I've always thought would be cool, though, is playing through OOT without ever using the targeting. Maybe I'll try it the next time I play OOT. Seems like it would add quite a challenge for some things. (Dark Link? Bongo Bongo? Yeah, I can see those being a pain.) No doubt it would vastly improve your aim with the slingshot and bow, though.[/color]
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[quote name='Generic NPC #3']That's hard to judge considering there's no display whatsoever in this entire video. I'm sure that will be in the verisons people can play.[/quote][color=#4B0082]Yeah, that's true. ... Though I'd actually prefer it if Link didn't flash when he gets hit. The little animation and voice clip is enough to tell me I've taken a hit, and I think it just looks better without the flashing. Kind of funny, since I never even really payed attention to that in the previous 3D games, but now that it's not there in the trailer, I actually prefer it that way. And to kind of go with that, I also think they should get rid of the temporary invinciblity after you take damage, as well as removing it for monsters. (They headed in this direction with TWW, since you could do some nice sword combos and actually do damage with each hit. You just couldn't damage enemies that were knocked over.) If something manages to hit you 2+ times in quick succession, every hit should do damage, and the same when you're attacking enemies. That could help quicken the pace of combat and add some difficulty. The former was improved on in TWW (and I hope it's further increased with this new game), but the latter is still sorely lacking in the 3D games. But I still want some sort of indicator for which enemy I'm targeting. Would really be annoying without.[/color]
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[color=#4B0082]Well, I finally went out and got myself a Nintendo DS today, with Super Mario 64 DS as my first game. So far I'm pretty happy with my purchase, though I can't wait to get some of the upcoming games like Animal Crossing DS. But about Mario 64 DS, the first thing I really noticed about the game was the control. At first I thought it was just that Yoshi "handles" a bit different from Mario -- which he does -- but once I rescued Mario it still didn't feel quite the same as the N64 version. By now I've gotten pretty used to using the control cross instead of the N64's analog stick, but it's almost like the game's physics have been tweaked. (Before I adjusted, there was much swearing going on during the first Bowser level as I tried to collect all eight Red Coins. Pissed me off that I died something like a dozen times before getting it, since that was something I could do with no problem on the N64 version.) The movement, mainly with momentum and how fast you can stop/turn, still seems a bit odd to me. I think I'm going to have to try and find a copy of the N64 version to check the DS version against. I also tried the touch screen control with the thumb nub thing, but like I thought, I prefer using the control cross. Maybe if you could place the "analog stick" area on the screen and have it stay there, I'd like it more. But as it is, with it always moving the area around when I slide my thumb a bit too far, I never really know where or how far to slide it to move how I want. There should've been an option to have a static circle for the sensitivity range, where if you were to slide your thumb outside the circle a bit, it would just register as it being at the edge of the circle. I dunno. ... I think I'll play around with the touch screen control some more, but I really doubt I'll ever prefer it over the control cross. At least not for Mario 64. Though that reminds me, I still need to try out the Metroid Prime Hunters: First Hunt demo. As for actual gameplay additions, I've gotten 50 stars so far, so I'm a decent ways. I've rescued Mario and Luigi so far, and the characters' various abilities are neat. I just wish you could bend Yoshi's yongue like you could in Super Mario Sunshine. As it is, you have to be facing straight at something to catch it with his tongue, which can be a bit hard while using the control cross for movement. I've still mainly just been using Mario, though; I love the wall jump and Wing Cap too much to give them up. Though I'm disappointed that they noobified the wall jump like they did in SMS -- it used to actually take skill to pull off cool wall jump acrobatics, and I liked it that way, dangit! Oh, and though I've caught a few rabbits, I haven't tried out any of the minigames yet. I'll probably end up getting all 150 stars before even bothering with them, since it's been way too long since I played through Mario 64. ... I actually ended up playing through Super Mario World on the GBA twice in about a week's time before getting my DS today. A nice temporary fix, but what I really wanted was Mario 64.[/color]
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[color=#4B0082]I merged this with the original FFIX thread. In the future, please use the search function to check if there's already a thread about the same game. Thanks. But anyway, there should be a little island in the string of them there by the Chocobo's Lagoon with Chocobo tracks on it. It's a decent ways away from the island with the Lagoon, but you should be able to get there by crossing over the shallow water connecting the string of islands. I think you need the Blue Narcis (or whatever the boat you get is called) to get to the island with the tracks, though.[/color]
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[color=#4B0082]Holy crap this game is gorgeous. Those fort shots, with the light filtering down through the trees, is absolutely beautiful. The blazing sun blazing out from behind the Goron, the heat waves above flames, the misty rain. ... Wow. I knew this game was going to look good, but just ... wow. Like the first trailer, I now have this one playing full screen on loop up on my second monitor as I type this. Some things I noticed in particular, though: The down strike is back, in all its glory. I really hope this is something you can do at pretty much any time, like the jump attack. Enemies look to attack you pretty much constantly, rather than standing around for five seconds, attacking once, and repeating. I'm thinking I'm going to love combat in this game even more than TWW. And finally, the bomb-tipped arrow returns! I've been waiting for that to make a comeback ever since it was introduced in Link's Awakening. It's so much more useful (and cool looking) than those stupid Bombchu. And some other little things I thought were neat/cool: Weather effects; we see sun, rain, lightning, fog, and even snow in the new trailer. There's no reticule for L-Targeting it doesn't look like, and Link doesn't flash red when he gets hit. Cats are the newest addition to the Zelda series' collection of friendly animals. Link actually glances behind himself while the big spider is chasing him. And finally, that cool little animation when Link sheaths his sword. I can't wait for this game.[/color]
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[color=#4B0082]The only title I've ever been at all jealous over or proud to have is that of Moderator. Because I wanted to be one, and was happy James thought me worthy of the position, respectively. Other than that, the Member status that granted a custom avatar back during v3-5 was just something to work towards gradually. And now we don't even have anything related to post count other than the two titles, which I like. Though now, I actually kind of miss blending in with the masses of other Newbies, which I experienced when I first registered. It was kind of nice to be the new guy and not have to worry about leading by example. Whenever I start posting at a forum where I'm not already known, I get this sort of feeling of freedom that comes with being "just another newbie."[/color]
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[color=#4B0082]Am I the only one here who doesn't find Navi from OOT to be overly annoying? Really, the "Hey! Look! Listen!" isn't all that bad of a voice clip (the Cucco sound byte while you're carrying one is way, way worse in my opinion), and unless you're extremely slow with things, you don't get all that many of her little reminders. Personally, I think her useful information about enemies more than makes up for any annoyance she might cause. Which is more than can be said about Tatl, the fairy you get in Majora's Mask. I swear, most of what she has to say is either insults about Link's knowledge or overly obvious information that you don't need to be told. She's the one I want to stick in a bottle and toss into the Southern Swamp; I'll take Navi over Tatl any day. Also, I found Rikku to be cute rather than annoying. Especially during the sequences when you first cross the Thunder Plains. That has to be one of my favorite parts of the game, watching Rikku and Auron interact. :animesmil[/color]
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[quote name='Aiyisha][COLOR=Indigo][SIZE=1][FONT=Arial]Though, could I suggest you don't have it apply everywhere? In the arena it could just become annoying, frankly.[/FONT][/SIZE'][/COLOR][/quote][color=#4B0082]I got used to typing out color=indigo (and more recently, color=#4B0082, because hex color codes are so much cooler) pretty fast after I started doing it in every post. Now it seems strange to not put the color tags in when I post on other forums where I don't use specially colored text. But yes, if this gets put in, it would be nice if another little check box could be added to the "Miscellaneous Options" section beneath the text field on the reply page, for disabling your preset styles in that post. Just like you might want to disable your signature in a post.[/color]