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I actually just ordered the 3DS version of Abyss. Hopefully it won't have the bugs.
On the other hand, it probably won't have that infinite combo either...
Okay, I just finished Bastion. (It took about four hours to complete.)
Yeah, Bastion just overtook Dragon Age as my favourite game of all time.
That game is beautiful. Everything just... works. It was put together really well.
Got Rayman Origins for the Vita. Man, this is a fantastic platformer! The level designs are great and fluid.
Of course, it also becomes horribly difficult later on. Yay for infinite lives!
Yay for infinite lives. That's how I've managed to beat Action Fist.
Interview with the lead producer for Castlevania: Mirror of Fate for the 3DS.
A few choice excerpts, and my thoughts on them:
Great to see some of the classic characters returning in the new Lords of Shadow canon!
Holy crap, that's awesome! Castlevania III happens to be my favorite in the series! Don't get me wrong, I really like the Metroidvania titles, but I'm certainly glad to see a return to the pure action-based gameplay the series started out in.
Here's hoping it's just as frighteningly hard as the classic NES titles.
Dear god yes!
I just hope the storytelling doesn't get in the way, though.
So I finally started Catherine. I'm still trying to decide if I want to be a dick or not.
This happened to an early attempt to localize a raising sim.
Seems like the game is legally trapped in limbo on this side of lake, with no one quite having or not having the rights.
But at least there's an unofficial official translation that got leaked out, according to this post.
Let's hope it's not and just uses a difficulty setting menu like most normal games.
I'm not fond of difficulty settings. I prefer modular difficulty, where reaching the end of the game is reasonably doable, but truly completing it is difficult. For example, in Assassin's Creed Brotherhood, there are additional side objectives on each mission, like "don't be detected" or "lose no health." Failing doesn't lose you anything, but if the game seems too easy, you can try to do them.
Some RPGs use the option of grinding to get a similar effect. You can go ahead and rush to the boss and have a difficult fight, or grind for a bit and have an easy one.
Either works, I suppose. But I detest fixed difficulty, especially of the "this game is insanely hard and if you can't beat it neener neener neener neener" see: the developer of the Ninja Gaiden series, who claimed to be insulted when people asked him to make his games less controller-throwingly insane.
So he added an easy mode and called it what is usually translated as "Dog Mode". Dog Mode, now hmm, what common insult is tied to dogs....
They're dirty, they're sloppy, and they sniff people's crotches.
No, the implication there is that he's calling you a bitch.
Because see, female dogs.
It also originated cuz then you could sell cheat guides.
I think people forget that, fake difficulty was the first form of padding. Not some kind of art.
Things that I would like to never see in a video game ever again:
I consider these reasonable demands, but many do not.
Hope my PS2 will work with me.
As much as I dislike artificial difficulty, I do have to say that I haven't seen many people who claim it's "some kind of art" and not simply a preference on par with liking exploitation movies with shitty fight scenes.
It's freaking letters and numbers is what's wrong with ASCII.
I cannot tell you how many roguelikes I've downloaded only to have to download a graphical tileset. It's stupid, there is no freaking reason you should be using colored letters and punctuation marks as your graphics in the 21st century. Not only that, but people do this on top of tileset systems. Meaning it's not even really ASCII, it's PICTURES of ASCII.
I assume you don't go to video game forums much?
I have seen plenty of people say that video games are bad, not "less enjoyable", bad, because they're "not hard enough".
They're not a majority of people, but they exist.
It has its place.
In a tile-based game, everything takes up one tile. If you draw everything, you run into a problem wherein a dragon and a mouse are the same size. That's...kinda stupid. With ASCII, it's all abstract.
Then can you explain to me how tilesets circumvent this problem? (Good ones do, anyway)
Other reasons: Some people just plain suck at drawing. ASCII is a convenient workaround, as it does not require you to draw anything.
Other reasons: It takes less power to show a comma on the screen than it does to show a picture. This is very important in massive games like Dwarf Fortress.
It was an example of a massive game, as it's far larger than any other game I am aware of. I only know of a few ASCII-based games, sorry.
It was a purely theoretical benefit, but it is a benefit nonetheless.