Ahh, ok.Marleyman said:I have tried over the years to recapture what made them special in my youth but it just doesn't work. To each his own; just answering the question that was given honestly.
Ahh, ok.Marleyman said:I have tried over the years to recapture what made them special in my youth but it just doesn't work. To each his own; just answering the question that was given honestly.
I am currently playing [...] Mega Man 2 for the first time and I'm really enjoying it,thank you.
Majine said:Splitscreen. Kill it now.
Yeah, pretty much. Western writers tell the same shitty stories with the same shitty characters as well. It's just that bald space marine/fantasy knight is some how less cliche than emo anime girl/guy in the western press.Fimbulvetr said:Fixed.
Edit: Wait, were you calling out people who subscribed to that?
NVM then.
Shogun 2's non-campaign mode multiplayer was ruined by this. Its unforgivable in that game, considering it really limits the breadth of tactics you can implement. When I saw that I had to unlock those things I just closed out of it and never bothered trying to play anyone. It was that bad.Steve Youngblood said:I'm talking mainly about things like unlockable characters in a fighting game. I'm not talking "Metroid-style" level progression.
It's basically the point you made, it's inferior in terms of function than a traditional HUD I feel, and it does nothing to help immersion, in fact I think it hurts it. In a game things like that are abstracted for me, I don't have to reason why the character has a life bar, I know why. When you place what would traditionally be HUD information into the simulated world, I feel like I need a realistic explanation for it's appearance, why is the health on his back, that makes no sense to me, the ammo counter, I think makes a lot of sense, but then you get to the menu stuff and all logic breaks down.hey_it's_that_dog said:You're going to have specify. Is it something to do with how a HUD is supposed to be quickly and easily legible and as novel as it is to put it all on the suit it actually works against the intended purpose of a HUD despite clearing up the screen for a more immersive and less "gamey" presentation?
You don't really think the idea of an integrated HUD has absolutely no positive qualities, do you?
Majine said:Splitscreen. Kill it now.
And driving games, especially the simmish ones. I have to grind to progress to the right level to unlock the opprtunity to grind for the cash needed to actually buy the car I want.Steve Youngblood said:I'm talking mainly about things like unlockable characters in a fighting game. I'm not talking "Metroid-style" level progression.
BobsRevenge said:Seemed like tossing a bone out to the people who called out the first game for having such an every-man killing dudes like it was cool. hahaha
macfoshizzle said:call of duty
I think the correct reaction to what the dude said in UC2 is "Fuck you game, I did what you told me to do."Fimbulvetr said:This was probably what annoyed me about that the most. I think games should try to avoid gameplay/story segregation, but I was perfectly fine with overlooking it in the first Uncharted.
When they acknowledged it in UC2 in a last second attempt to alleviate people who probably didn't care that much, it became harder to un-notice.
Especially when game designers use it as an excuse to avoid any kind of balance to their encounters. COD epitomizes this problem big time, especially the Treyarch outings.Vyrance said:Also hate regenerating health. Tends to make gameplay less strategic/more run and gun, in my opinion.
Gears does this right.Sethos said:Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".
I know how to crouch, I know how to shoot, I know how to look up and down.
Sethos said:Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".
I know how to crouch, I know how to shoot, I know how to look up and down.
That's for backwards compatibility primarily.richiek said:Why controllers still have SELECT and START buttons. I understand the need of a pause button, but the advent of the Menu/Home button pretty much makes Select and Start obsolete.
ultron87 said:I just wish that JRPGs with fairly regular battles would resume the Overworld theme instead of restarting it after every battle. I can think of a few dungeon or overworld themes that get really cool a minute or so in, but you only ever hear the first thirty seconds.
Or even better, they could do some crazy dynamic transitions from Overworld -> battle theme -> victory theme -> Overworld. *swoon*
Sethos said:Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".
I know how to crouch, I know how to shoot, I know how to look up and down.
Agreed. And I think Earthbound and Mother 3 kind of spoiled me on this front.ronito said:Why do 90% of all JRPGs have only one battle theme? You spend most of the game battling.
richiek said:Why controllers still have SELECT and START buttons. I understand the need of a pause button, but the advent of the Menu/Home button pretty much makes Select and Start obsolete.
Atomski said:+1 regenerating health
I did not mind it in Halo when it was just regening shields but when it took over COD and other shooters I started to get pissed off.
ultron87 said:I just wish that JRPGs with fairly regular battles would resume the Overworld theme instead of restarting it after every battle. I can think of a few dungeon or overworld themes that get really cool a minute or so in, but you only ever hear the first thirty seconds.
Or even better, they could do some crazy dynamic transitions from Overworld -> battle theme -> victory theme -> Overworld. *swoon*
I don't really remember Tales of Vesperia having battle music that seamlessly blended with the overworld, both thematically and technically. I do remember it changed depending on how far through the game I was and what continents I unlocked. However, I always remembered the combat tracks still being a very upbeat and off putting tune that didn't match the majestic tune of the overworld tracks.Also, most JRPGs worth their salt do acknowledge this. My favorite example would be Zanarkand and Bevelle dungeons in FFX (which is a funny example, because FFX largely is a violater of having only one main battle theme.) But then for every ToV there's a Infinite Undiscovery, lol.
Felix Lighter said:Heaven dungeon in Persona 4
MattKeil said:Screw the people giving you hate for this. I spent years wishing I could have my own screen in multi and the internet gave it to me. I refuse to go backwards. Same screen or GTFO.
ultron87 said:That doesn't resume the song, does it?
Or are you giving an example of a place that could really use it? Because if so, you're totally right.
BobsRevenge said:Shogun 2's non-campaign mode multiplayer was ruined by this. Its unforgivable in that game, considering it really limits the breadth of tactics you can implement. When I saw that I had to unlock those things I just closed out of it and never bothered trying to play anyone. It was that bad.
edit: Also all of the unlocks and stuff for TF2 has kind of proved to be a barrier of entry for me. I have a hard time getting back into it since I've always been a very casual player of the game. I look around and I feel like I'm in way over my head.
Sethos said:Those mind-numbing tutorials forced upon us every single time, it pisses me off. What happened to the good ole' days with a separate menu option called "Tutorial" or "Training".
I did quit. hahahaDennisK4 said:BobsRevenge is back !!!!!!!!!!!!!!!!!!!!
I hadn't seen a post from you in a long while and assumed you had quit GAF......and I was sad because you are a good poster.
Do you seriously not understand that some types of games only work in local multiplayer with split screen? Is this concept really beyond your grasp?Majine said:No, it's stupid in its very design. Let's have an already HUD-infested screen be split in 2 or 4 pieces. Let's let everyone be able to see eachothers screen when playing against eachother. Lets downgrade the games visuals to make way for the extra screens, and lets make the sound an incoherent mess when everyone will hear evveryone shooting.
The most optimal multiplayer experience is one that either not requires splitscreen, Like Smash Bros. or LBP.
Or Online.
Because everyone loves 1up mushrooms.TheExodu5 said:Lives.
Why does Mario still use lives?
A lot of launch DLC just wouldn't exist if it wasn't DLC because the time/budget wouldn't have been allotted to it if it wasn't going to be sold separately.Ocellatus said:This. If DLC is ready on launch day, it should have been on the game disc or should at least be free.
Regenerating health encourages risk taking. It means you don't have to peek around every corner before you go into a room.Marleyman said:I can't think of an FPS lately that DOESN'T have regen health; it is insane. Regen health on a regular human being character is fucking dumb and lazy.
It'd be much easier to bitch about it if there was an equal or better alternative on the consoles. But alas...Casval said:XBox Live. I don't know how Microsoft convinced its userbase to buy it, but it happened, and I am impressed as hell.