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Vidya Gaems General

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Comments

  • edited 2015-02-28 23:47:34
    Creature - Florida Dragon Turtle Human
    Is there any way to distinguish the term "shovelware" from effectively meaning "games I don't like"?
  • Maybe On Earth. Maybe In the Future.
    Is there any way to distinguish the term "shovelware" from effectively meaning "games I don't like"?

    Given shovelware usually means the crappy licensed games that get shoved out in time for movie releases, I'd say that's a pretty big distinguishing factor from just being "Games I don't like".
  • Crappy licensed games and 4-month-release garbage that shows up on DS banking on deep pockets and short attention spans, yeah.
  • edited 2015-03-01 18:47:49
    Creature - Florida Dragon Turtle Human
    But is there a foolproof way of determining whether a game is shovelware, without any customers having played it?
  • BeeBee
    edited 2015-03-01 20:06:43
    Of course not.  That would require long-distance telepathy to determine how much the developers and/or publishers (usually the latter is more of a concern) give a damn.  Shovelware isn't a property, it's a mentality.  On average though, pretty much anything on a fast release schedule is probably going to be terrible.

    Good focus groups are professional researchers middlemanning for actual testers in your target audience.  Shovelware focus groups are marketing lackeys playacting as
    borderline offensive stereotypes of your target audience, have measurably worse attention spans than actual children, and force developers to interrupt development and go through multiple regressive development iterations that waste anywhere from weeks to months.

    QA that's worth anything takes at least a month or two, and near the
    end of the cycle they're supposed to do regression testing that drags
    it out another month.  Guess what the first thing to get cut from a quick release is.

    For small releases like the 5-10 age bracket, your entire development cycle from concept to print is going to be a few months -- six at the most -- because anything more costs the publisher wages they don't want to pay.  In many cases the publisher is so stingy that they don't even put artists on the project for non-placeholder art until late alpha.  QA is going to get a couple weeks with a workable beta, if that, they're going to be looking at assets and animations that were put in days before, and regression testing is often cut altogether.

    This is one of the reasons I love when professional devs do Kickstarters.  It just cuts out so much of the exploitative bullshit and artificial schedules.
  • edited 2015-10-09 07:00:14
    [user deleted]
  • Ah.  We tend to call that bloatware.
  • BeeBee
    edited 2015-03-04 17:06:51
    I'm playing Fire Emblem Awakening.  The early game balance is probably the worst in the whole series, at least the US releases -- almost nobody joins your party above level 1, and most of them are spearmen (against 10 missions of almost exclusively axemen).  Distressingly many of them just aren't worth training up because they come in so weak and the first half is so disproportionately difficult compared to the late game that it becomes overall advantageous to just use your Jeigan units all the time because you don't really need a huge late-game payoff.  And if you want one, most of the second-gen units are ridiculous no matter who their father is.

    It doesn't help that the one true "trainee" unit doesn't have a promote class at all, none of the classes he re-classes into via expensive Second Seal have his original weapon proficiency and you're back down to bronze weapons no matter what, and his only real advantage is a growth rate skill that he can pass on to one of the children who doesn't suck ass.  Coming off of Sacred Stones and its "faster than cavalry and higher passive crit than Swordmasters" trainees, it's pretty jarring to have one who just genuinely blows in every way.

    But the writing is so good.  The supports are actually interesting!  Take that, Radiant Dawn!

    Also Maribelle is Rarity.  In, like, every possible way short of hooves.  She's also the worst healer I've ever seen in the series.  I'm thinking the entire game was one big setup for an impossibly elaborate transcontinental Worst Pony joke.
  • "you duck spawn, refined creature, you try to be cynical, yokel, but all that comes out of it is that you're a dunce!!!!! you duck plug!"
    So, my elf adventurer had just died. Went to fight the zombies with a spear. Hoped I'll sneak through them and get into that tower. Didn't work. I know losing is fun in Dwarf Fortress, but damn, this one had potential. Spent some time grinding and all that lot.
  • Creature - Florida Dragon Turtle Human
    > played Aztaka

    > game is decent, soundtrack and art are excellent

    > want to get soundtrack

    > can't find way to buy it on dev's site, despite dev saying it's for sale there

    > attempt to find it via "other" means

    > apparently OST was in a bundle

    > suddenly realize I bought that bundle
  • Creature - Florida Dragon Turtle Human
    a game called "Gentlemen", not to be confused with a game called "Time Gentlemen, Please"
  • edited 2015-03-16 00:58:12
    Creature - Florida Dragon Turtle Human
    I wonder to what extent Shulk's line "I can change the future" is related to, or even possibly a jab at, "but the future refused to change", and how the Chrono series still hastn't gotten another game.
  • BeeBee
    edited 2015-03-16 03:09:51
    Have you played Xenoblade at all?  Limited clairvoyance and changing the future is a core game mechanic.  Shulk's sword interrupts combat with a vision of something horrible happening about 3-4 seconds ahead of time, and you have to circumvent it somehow -- stunning the enemy out of a super move, shielding a teammate, etc.
  • edited 2015-10-09 06:59:38
    [user deleted]
  • edited 2015-03-16 18:56:52
    Creature - Florida Dragon Turtle Human
    Kraken wrote: »
    I knew that Shulk had time powers. How the fuck did you come to that conclusion?


    By musing upon ideas that have nothing to do with each other, and then connecting ones that seem thematically or otherwise similar.

    Sorry, I should have attached a "[not serious]" tag to that.

    ^^ And no I haven't.  Actually, Shulk's being in Smash was the first time I'd heard about that particular game.  I knew he was from Xenoblade Chronicles, and I presumed that that was part of the Xenogears/Xenosaga series, but I know even less about XB than I do about XG or XS...and I know little enough about those two already.

    I figured the real reason for that line had to do with the source material, but it was still fun to think about.
  • edited 2015-03-16 19:54:38
    Creature - Florida Dragon Turtle Human
    I also tried out a game by western devs about stylized fantasy Japan, or
    something vaguely along those lines...okay, truth be told, it's because
    it's a platformer I've been curious about ever since I bought it a
    while back. Wooden Sen'SeY is a level-based action platformer by
    a French devteam called Upper Byte. You play a village chief named
    Goro who sets out to recover a lot of something called "SeY" (and is
    probably sake) that got stolen by what seems to be a gang of creatures
    with yellow eyes and -- like you too! -- squat ellipsoid bodies. You
    make your way around by using a pair of chain-axes, which allow you to
    attack things, boost off the ground (in place of the ever-popular
    double-jump), and hang onto surfaces. Gameplay consists mainly of
    platforming, with occasional arena battling. Early game there's also an
    unxpected submarine level, which actually isn't too bad.

    As with
    Oozi: Earth Adventure, I think Wooden Sen'SeY is a decent, albeit
    somewhat generic, platformer. It does have a few more controls than
    Oozi, allowing to be a little more interesting, and it's harder to
    achieve the conditions of getting all the SeY or defeating all the
    enemies on some levels, requiring puzzles like defeating enemies who are
    not above solid ground, or using your grapple swinging. Heck, the
    final boss's first segment might be a little frustrating if you're not
    good at grapple swinging (like me). Though fortunately the game stars
    you back off at the beginning of the stage even if you run out of lives
    -- and you'll accumulate a ton of extra lives during the rest of the
    game if you're even halfway competent at platforming. Also of note is a
    mid-/late-game segment where you'll need to make do without your axes
    for a little while. So yeah, a decently interesting platformer with
    several levels of action.

    Strangely, Oozi has better reviews while I find Wooden Sen'SeY to be the better game.

    ----

    So I finally got around to doing it. I started seriously playing La-Mulana,
    the remake version. I already got the Steam cards, so that not the
    point here. The point here is because it's a really good game, and I
    can't help but think that it's practically an MIT Mystery Hunt
    in videogame form (minus the pop culture references of course, but plus
    a gorgeous soundtrack), and also because I had a few friends who were
    interested in seeing the game -- and I'd really love to have more people
    to talk to about the game.

    In case you didn't already know, La-Mulana is an immense metroidvania platformer made in a style reminiscent of the MSX game Maze of Galious.
    It was first released in 2005 for Windows, as a freeware game by the
    Japanese indie circle GR3 Project (now named NIGORO, a name that's
    basically "256" spelled out). Like Cave Story, it met with huge success
    and (with the help of a fan-translation) gained a dedicated following,
    despite (or perhaps because of) its commitment to appropriately high
    difficulty level -- considering that you play as an adventure
    archaeologist trying to figure out the puzzles in a set of ancient ruins
    rife with them, and aiming to recover the fabled Treasure of La-Mulana
    -- as well as its excellent music and atmospheric theming. The game got
    a remake in 2011/2012 on WiiWare and PC, and that's the version I'm
    playing now.

    In one sitting I beat the first boss and got to but
    didn't beat the second and third bosses. Also obtained some of the most
    important items in the game -- the Hermes Boots (faster movement), the
    Knife (faster attacking), the Holy Grail (teleporting to save points),
    and a couple of the subweapons. It's only gonna get harder from here on
    out though -- as my own memory of having played the original game just
    becomes fuzzier. I hear they changed a lot of details of how stuff
    works, and that's exactly how I would have liked them to have done it.

    Probably
    gonna continue this only when I'm with that specific friend, since he's
    interested in seeing more of this game, and probably not gonna play it
    himself.

    In any case, I'm also looking forward to La-Mulana 2 -- I
    backed the kickstarter, and I'm hoping it'll be as awesome as the first
    one.

    ----

    Recently finished playing Aztaka.

    It's a game made by
    French-Canadian developer Citérémis, and apparently inspired by Aztec
    legend. You play as the son of the gods, and your mission is to recover
    a set of ancient phonograms that will restore the ability of humankind
    to reach the gods.

    It's a very interesting game. A main gameplay
    element is the ability to collect these wisps of "energy", using the
    mouse, which can be saved in appropriate containers and also used to
    interact with the game world (albeit in specified ways, but there are a
    lot of them). You play as a spear-wielding warrior, and you gain the
    aid of a hummingbird companion who can cast magic spells. The game's
    controls use left hand for all movement, while the right-hand mouse is
    used to cast spells and move energy around on-screen.

    In addition
    to being used to interact with environmental elements, green energy
    serves as portable healing, white energy serves as portable MP recovery,
    blue energy allows the casting of a certain spell, and yellow energy
    late in the game can give the player-character a rotating barrier of
    damaging orbs.

    The game's areas are laid out in a "split-level
    metroidvania" fashion, similar to Castlevania: Order of Ecclesia. The
    main paths are mostly straightforward, but you'll want to take note of
    various features to revisit, and there are a lot of them, just to get
    powerups or to complete various sidequests.

    The game's ability
    advancement systems seem to be done in (what I think is) a WRPG style.
    Curiously, there's one "skill" that can be enhanced by both spending
    skill points and drinking a potion, though this is more of an alternate
    leveling stat that determines equipment eligibility. And potions that
    increase that skill as well as stat-increasing potions are actually
    available in unlimited quantities, albeit at pretty decent prices --
    though you should be able to afford a bunch in late-game if you pick up
    the extra-large money pouch. Also, another one of these skills is
    reviving in place rather than at the beginning of the area -- though
    that's a pretty decent convenience considering the strength of late-game
    enemies.

    The game really puts an emphasis on exploration.
    Important items don't just show up in the right places. You gotta go
    find them -- and the game rewards going into nooks and crannies just to
    find stuff. For example, the last energy container is in an arbitrary
    pile of destroyable features on a side path in a dungeon. And a good
    amount of the time, you're just left to remember, "hey wait, there was
    that one odd thing that I haven't touched yet, in that one other area,
    let me go check that out". (I enjoyed this, though I can see some
    people objecting to it, and I think that having more hints might be
    useful for an easy difficulty setting.) The game also rewards thinking
    about how to use one's abilities -- most notably, late in the game,
    there's one time you actually need to "pogo" on an enemy to get across a
    gap.

    The music, a soundtrack by Marc O'Reilly, is very
    atmospheric. What makes it cooler is that it was actually performed by
    real people. While it uses classical instruments, it does have (what at
    least sounds stereotypically like) some Mesoamerican folk influences.
    The result is a very interesting mix of guitar sounds, gong sounds,
    simple flute melodies, some vocal pieces, and even a few organ pieces.

    The
    visuals -- especially the environments -- are hand-drawn and are
    gorgeous. The story is certainly intriguing, but feels a little too
    less-than-epic and mainly just mystical exploration stuff, compared to
    what it seems to be aiming to do.

    The game is certainly good and
    has lots of interesting design features. But it also feels like it
    could use a bunch of minor improvements. For example:
    * loop music in all areas, rather than having some tracks just play to completion then silence.
    *
    improve wall-jumping. For example, give a frame or two where Huitzilo
    clearly pushes off the wall. Also do more to inform players that they
    shouldn't press a direction after hitting a walljumpable wall (unless
    they want to stay on that wall).
    * a certain important sidequest
    affects whether your hummingbird friend will be present at the ending.
    Right now, the ending barely changes at all -- in fact, the same
    Epilogue text presuming that you finished that sidequest will be shown.
    *
    Having manual or multiple saves would also help -- the game doesn't
    really let you intuit very easily when you're about to reach the point
    of no return on that sidequest, and if you proceed after that point is
    reached, you've locked yourself into failing a pretty important thing,
    even if it is optional, thanks to autosaves.
    * the last thing to do
    in the game is a little unintuitive. In general the story felt a little
    weakly done. If the game could be remade with a better story-oriented
    presentation, with things like preparing climaxes and such, that might
    help.
    * I'm not sure if it was intended, but after I got the screw attack
    ability that allows me to damage enemies when jumping, I pretty much
    stopped using the basic spear attack, and just kept jumping into things,
    and never made use of the spear-dancing or multi-hit abilities.
    *
    Eliminate double-tap to dash. Just make dashing permanent (unless
    there's a great reason why -- it seems it was justified based on flavor,
    which might be a mythological reference).
    * the game is occasionally
    a little buggy. It doesn't play well with Alt+Tab if you're
    full-screened, so I suggest playing it windowed. Also occasionally got
    crashes, but restarting let me get past those just fine. Also other
    minor issues such as an enemy making its way into a cutscene and
    constantly trying to attack you, or a cutscene quote being displayed
    half off-screen if the speaker is near the edge of the screen.
    * provide a mini-map for areas. Some areas can get a little confusing. (Though I only ended up drawing out a map for one.)
    *
    the soundtrack should include all the music -- for some reason the
    (strangely major-key) theme of ominous antagonist dialogue seems to be
    missing from the soundtrack release.

    Overall, I'd recommend this
    game. Though really aren't that many choices if you're looking for
    something inspired by Mesoamerican mythology...
  • BeeBee
    edited 2015-03-16 22:43:56
    If you have a Wii U to play as Shulk in Smash Bros, then you can and should get Xenoblade.

    Like, now.

    Seriously NOW.

    Then you can join us in drooling over X.
  • edited 2015-03-17 09:56:12
    Creature - Florida Dragon Turtle Human
    I don't have a WiiU.  It was a friend's WiiU and copy of Smash.

    Also, I might try to add Palutena to my list of characters I play, which currently consists of Pikachu and G&W.  Not that i'm any good at them, of course.  I have no way to practice at all.  I guess I could pick up a copy of Melee, but whatever.

    Also the left analog stick makes my left thumb hurt.
  • My perennial favourite is Kirby. I also like Zero-Suit Samus, Rosalina, Lucina (and by extention, Marth), Duck Hunt and Lucario (played it from Brawl, though not quite used to it in SMB4 yet).

    I'm all for three stocks, no items, Final Destination, but the Final Destination part gets dull quickly. I wish my friends were more willing to play in things besides Ω stages, not necessarily chaotic stages, but something with platforms or holes or stuff.
  • Creature - Florida Dragon Turtle Human
    I find Great Cave Offensive a lot of fun.
  • Maybe On Earth. Maybe In the Future.
    Started playing the Tomb Raider Reboot today and stopped after realizing it was a Uncharted clone. Then read about the plot and realized my time would have been wasted going though it.

    At least I got it for free, so that's something!
  • Creature - Florida Dragon Turtle Human
    strange idea of the moment:

    Nowhere Man: Alchemist of Nowhere Land

    other stuff:

    [09:54:26] i just realized something.
    [09:55:06] it would be really fucking hilarious and in-character but also really, really fucking obnoxious if making a small mistake at the end of La-Mulana's Hell Temple caused the game to crash, losing all progress in the Hell Temple area.
    [09:56:11] ...now i can start to imagine an error dialog box
    [09:56:27] it says "This crash is intentional.  Hell Temple is hell!"
    [09:56:44] though if you trigger it
    [09:56:57] it should gift you the Syura and Nanako DLC for 100% OJ
    [09:57:01] because Syura's hyper is Beyond Hell
  • There is love everywhere, I already know
    Nowhere Man: Alchemist of Nowhere Land
    >A male Atelier headlining his own game
  • Creature - Florida Dragon Turtle Human
    I had thought about that, but the Beatles reference just wouldn't work without it.
  • edited 2015-03-23 10:38:45
    So I got Final Fantasy Type-0 HD. I also beat it already because I had literally nothing to do for the past week, so this is the second game with Final Fantasy in the title that I've actually beaten I guess (first was Tactics Advance). So yay?

    Things I like:
    • The story has sort of interesting ideas in it.
    • Killsight/Breaksight mechanic is neat. Attack enemies at certain points in their attack animations and you can instakill (or for really strong enemies, just do a lot of damage). Makes fights against enemies much stronger than you possible and not super tedious, just hard as they probably should be.
    • Japanese voice cast is good. By this I mean it has Aki Toyosaki in it.
    • Gameplay is fast paced and (aside from camera stuff) is a lot of fun.
    • It's super anime. 


    Things I don't:
    • The story doesn't really elaborate on any of its ideas enough so it still mostly comes across as a generic fantasy magic crystal war story.
    • Fourteen playable characters. Zero of them have more than one personality trait. Three (maybe four, or five if you are super crazy generous) of them have any impact on the plot at all. In general it's hard to be invested in most of the characters and their relationship with each other because they're pretty much all just an anime archetype, but without even the minimal amount of character development you'd expect from actual anime.
    • Targeting/camera system is bonkers and basically terrible.
    • Graphics are horrible.
    • Not much different music, so you hear the same songs constantly throughout the game and it's sort of boring?
    • The pseudo-RTS missions basically amount to the regular game but without any of the fun (and most of the game mechanics removed) and instead just a lot of "Can you one-shot all these enemies?". As a result they end up being super frustrating and no fun at all. Fortunately they're all optional, but obviously you still have to do them if you're a completionist, or something.
    • Typical JRPG issues of (feeling like you're) spending more time doing errands than saving the world.


    Overall opinion:
    It's a lot easier to point out things I don't like I guess, but basically I think the gameplay is fun and the story is functional enough to be interesting, so overall I like the game. Not sure how much though. I feel like I would really really like a game that was this but better, but obviously that's not a meaningful thing to say. So, uh... I dunno. I don't feel like it was a waste of money, and I'm probably going to be replaying it later on.

    Also I haven't played the included FFXV demo all the way through yet but what I have played was kind of terrible and actually made me not want the game, so good job Square Enix?
  • edited 2015-03-23 15:19:22
    "I've come to the conclusion that this is a VERY STUPID IDEA."
    By some fluke, I SS'd Giga Difficult in Dustforce and earned the Double S+ achievement.

    Frozen Synapse is no longer on my shit-list, because I never have to touch the single-player campaign again (unless I ever get around to doing the RED DLC). Seriously, fuck that last mission.

    Been playing a decent amount of Infinifactory lately. I'm not sure it'll ever quite reach the puzzle-high that SpaceChem gave me, but it's still quite fun, and the Steam Workshop integration is nice.

    Just started on Qbeh-1: the Atlas Cube, which looks to be an interesting puzzle game in the vein of Portal or Antichamber. I like the atmosphere.

    On the console end, I'm still chipping away at Metroid Prime Trilogy. Currently in Echoes, gathering keys to the Sky Temple. The Light Suit is awesome.
  • "you duck spawn, refined creature, you try to be cynical, yokel, but all that comes out of it is that you're a dunce!!!!! you duck plug!"

    I just want to issue a proclamation.

    Steam is a piece of shit.

  • There is love everywhere, I already know
    Targeting/camera system is bonkers and basically terrible.
    There is a very good reason for this; it's a 3D Square Enix game.
    Also I haven't played the included FFXV demo all the way through yet but
    what I have played was kind of terrible and actually made me not want
    the game, so good job Square Enix?

    Whilst I accidentally shut myself out of playing any important games by buying a PSV and then forgetting other consoles (and actually the PSV too) were a thing whilst I bought animu things (and continuing to do so because this is an Elements Garden year) I expected somebody to play XV because it has Kakihara Tetsuya in it so since you haven't set out to fulfill these demands that I've never mentioned to anybody before I will never, ever forgive you.

  • I still might get Final Fantasy XV just because 1.) there aren't a whole lot of PS4 games I actually want yet, and 2.) I still want to drive around post apocalyptic Monster Hunter in a fancy car, but really I can't deal with boring gameplay for long enough to play an entire JRPG, so... I dunno. I'll play the rest of the demo later and we'll see how it goes. Last time I bought a JRPG despite bad gameplay because I thought the story would be goofy enough to be fun was Star Ocean: The Last Hope and that was really not worth it.
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