Cant even replay the game because of it.DevilWillcry said:MGS4: Please wait while MGS4 installs >:S.
I like the idea of tripping, but not fucking randomly. Has there been confirmation on what actually causes it, or is it in fact, random?Funchameleon said:Tripping in Brawl is HILARIOUS and instantly elevated my opinion of Nintendo after months of suffering through all the "pro" "tournament" SSB players' speculation and bitching leading up to release.
That was the best part of the game for me.Cant0na said:Killzone 2 - Controls
I don't understand how the controls bothered some people so much. I liked the way the game felt, yes it departed form typical console FPS feel but that hardly destroyed anything.Cant0na said:Killzone 2 - Controls
"buh buh Its teh realiztic" PISS OFF. All the people among my friends who played the demo stopped playing it after 2 mins cause of the controls. awesome game, destroyed by the controls
Funchameleon said:It's funny because it spits in the face of people who take that game way too seriously, on two fronts: they hate random elements and they take pride in dashing around like retards. If you can't laugh at losing to Pikachu because Solid Snake randomly tripped over, you might be one of them.
Its pretty much the equivalent of having mario randomly not jump as high in galaxy, killing you randomly. Its a bad choice in game design, especially when you have other techniques, like samus's multi ball jump, that cant be done unless you take the game seriously. I dont really understand the logic...especially from a design standpoint. I love brawl, more than melee, but tripping is pretty stupid. Maybe if it only happened once every 500 matches it would actually be funny...but jokes arent really funny when they are repeated often.Funchameleon said:It's funny because it spits in the face of people who take that game way too seriously, on two fronts: they hate random elements and they take pride in dashing around like retards. If you can't laugh at losing to Pikachu because Solid Snake randomly tripped over, you might be one of them.
Why stop there...maybe in the next zelda, there should be a 1% chance of your data being deleted when you press "Load".Green Mamba said:Wait, you like the game randomly forcing you to lose control? Can you even imagine trying to play Prince of Persia but every time you grab a ledge there's a 1% chance that the Prince will lose his grip and fall to his death? Or Super Mario Galaxy randomly having Mario fail to do a quick turn around backflip? Brawl shouldn't get a pass on an awful game design decision just because you hate how some people play the game. The nerve of those assholes, playing a very open ended game how they choose!
I really can't believe I have to argue this point. I like playing with items, I like the inherent randomness of Smash Bros. But I also like to feel I have control over my character. I suppose it would be perfectly fine to have a 1% chance of missing the ledge when you attempt to grab it too? That'd teach those tourney playing losers a thing or two, eh?
Green Mamba said:Wait, you like the game randomly forcing you to lose control? Can you even imagine trying to play Prince of Persia but every time you grab a ledge there's a 1% chance that the Prince will lose his grip and fall to his death? Or Super Mario Galaxy randomly having Mario fail to do a quick turn around backflip? Brawl shouldn't get a pass on an awful game design decision just because you hate how some people play the game. The nerve of those assholes, playing a very open ended game how they choose!
I really can't believe I have to argue this point. I like playing with items, I like the inherent randomness of Smash Bros. But I also like to feel I have control over my character. I suppose it would be perfectly fine to have a 1% chance of missing the ledge when you attempt to grab it too? That'd teach those tourney playing losers a thing or two, eh?
legend166 said:DE BLOB
I looooved this game. One of my favourites of last year. But the save system was atrocious. You could only save once you beat a level. Levels could last anywhere from 45 to 90 minutes.
azentium said:New Super Mario Bros. - I love the game, but I despise the save system. For the past few days, I've been stuck trying the get through the latter half of World Five. Every time I get to the second to last (or last?) level, I lose all my lives. This means that I have to go back and complete the three levels before that again in order to get back to the one I keep failing at. The bottom line is I should have the option to save after completing each level, at the very least.
No kidding. That shit pisses me off. Same thing with any game that starts you out on "New Game" instead of "Continue".Aeris130 said:
That still doesnt make any sense when they have advanced moves in there that must be taken seriously in order to do. Hell, even jigglypuff's counter is harder to do in brawl. Why have advanced techniques only to punish a player for...ummm...moving?Funchameleon said:Both examples are of singleplayer games and aren't exactly relevant to the party atmosphere multiplayer Smash Bros encourages. It's more analogous to fighting for a pokeball only for a goldeen to emerge and flop around uselessly, except it's a deliberate middle finger to tournament players telling them to go find another game and can't be toggled off.
I thought the aiming in Morrowind was bad, too.Giolon said:Whoa, party foul! An RPG in an FPS shell, where your aim improves as you raise your weapon skill or stand still to take a moment to aim? Simply ludicrous...
Because no concievable control setup could possibly incorporate both? You have to think about... WAIT A MINUTE, WE'RE TALKING ABOUT A NINTENDO GAME YOU'RE NOT fortified_concept!jdogmoney said:Sarcasm. How original.
...um.
The tripping thing is funny. It's a pratfall, you know, physical comedy. That game hates me in all other random elements; I like having tripping in there to even the score just a bit.
No, an awful design element would be the controls in Phourglass. I understand the need to use the touch screen, but not for everything! Not for walking! Or, as in my case, running off the edge of the map several times. Seriously, guys. There's a d-pad right there. Please let me use it. Please?
KevinCow said:Once you beat the game, you get the ability to save at any point on the overworld.
If all else fails, just go back and run through the first mini-castle real quick when you want to save.
Just be glad you're not playing the NES games. Getting a Game Over in those meant you had to restart the entire game. And they were harder and lives were far less plentiful.
viciouskillersquirrel said:Because no concievable control setup could possibly incorporate both? You have to think about... WAIT A MINUTE, WE'RE TALKING ABOUT A NINTENDO GAME YOU'RE NOT fortified_concept!![]()
Wha....?!viciouskillersquirrel said:Because no concievable control setup could possibly incorporate both? You have to think about... WAIT A MINUTE, WE'RE TALKING ABOUT A NINTENDO GAME YOU'RE NOT fortified_concept!![]()
azentium said:Thanks for the tip. It's just a shame thought that the game doesn't let me save after completing a level unless I complete another level.
Foxtail said:GTAIV - the archaic method of changing clothes. Press right - fade out, load, fade back in. Next shirt, repeat the process. Ugh. What a mess.
Hand cramping. Ever play Metroid Prime Hunters? How about Tingle's Rosy Rupeeland? It's a sub-optimal arrangement, in my opinion.jdogmoney said:That's true, I'm not! Aah!
Also.
Movement->d-pad
Everything else->touchscreen, mic, what have you.
What's the problem?
He has stolen fortified_concept's avatar. I only realised that it wasn't him when I saw that jdogmoney was talking about liking a Nintendo game.Jive Turkey said:Wha....?!
viciouskillersquirrel said:Hand cramping. Ever play Metroid Prime Hunters? How about Tingle's Rosy Rupeeland? It's a sub-optimal arrangement, in my opinion.
That never happened. There are tons and tons of community levels that are way more interesting and fun than the standard ones.RockmanWhore said:If you're referring to the big chimera getting stuck on walls it has been corrected :lol
Little Big Planet : making the standard level so awesome that no amateur will ever match the quality, which make the level creator and sharing concept obsolete.
Diamond has very few (if any) touchscreen gameplay, even where it made sense, like in using Pokemon boxes. Phantom Hourglass was built around the touchscreen and a lot of the items and puzzles simply wouldn't have worked without touchscreen control. I mean, I know it's not everyone's cup of tea or whatever, but button controls would have resulted in a broken control system.jdogmoney said:Okay, in all fairness, I have never played Tingle's Rosy Rupeeland.
That is how I played Diamond, though, for hours, with no cramping difficulties. (I guess that has a lot less, you know, actual gameplay, though.)
Stylus Zelda wasn't for me. Give me buttons any day.
EDIT: Dang, someone has NPH riding a unicorn? Sad. Away it goes.
Luma said:This alone pretty much kept me from getting through the game![]()
viciouskillersquirrel said:Diamond has very few (if any) touchscreen gameplay, even where it made sense, like in using Pokemon boxes. Phantom Hourglass was built around the touchscreen and a lot of the items and puzzles simply wouldn't have worked without touchscreen control. I mean, I know it's not everyone's cup of tea or whatever, but button controls would have resulted in a broken control system.
the best entry in the thread.Foxtail said:GTAIV - the archaic method of changing clothes. Press right - fade out, load, fade back in. Next shirt, repeat the process. Ugh. What a mess.
ZeroRay said:Add me to the people who said the spike tower from God of War. The game went from "Amazing" to "Good" for me after that.
KevinCow said:The spike tower wasn't so much poor design as poor execution. It seemed like a bit where they had to get the game out the door so they didn't have a chance to go back and polish it up like the rest of the game. And that goes with the whole Hades area in general. It's just most noticeable with the spinning towers because of the iffy collision detection.
The really poorly designed part of God of War, to me, was the bit where you have to push the dude in the cage up the slope while fighting infinitely respawning enemies. Then there's a similar bit in GoW2 where you're pushing a box down a room that's blowing fire back at you, pushing the box backwards, and damaging you if you step out of the small safe area behind the box, while fighting infinitely respawning enemies.