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King of Paradise Vice Captain
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Posted: Tue Sep 21, 2010 11:55 am
This is the thread to take your debates to so as to not clog up any other threads with your petty squabbles.
Same rules apply here as the Guild Rules, so in short, don't be a douche (Oh the irony xd ).
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Posted: Thu Oct 07, 2010 12:22 pm
ElenaMason Thirdly, there is only a select amount of styles in graphics that games use today, but one that has particularly caught my interest is the Capcom vs Marvel 3 game coming out. Not only are they using cell shading, but they're mixing in realism type of coloring with a splash of comic book rigid black shadowing. You'd think something like that with a combination of three styles wouldn't fly, but they pull it off really freaking nicely so it inspired me to give the style a try and draw a picture of Wesker and this is the result That Wesker FellowThe thing is, what MVC is doing is not an art style, it's a rendering style. Yes, it creates a specific artistic DIRECTION. But there are only so many rendering syles one could have without completely chugging the system. My point is, that you don't need to change a rendering style to have an art style. Like, look at Tomb Raide and Uncharted. Technically, they're both stylized in their own ways, so both of them would be considered different art styles. It's the way you go about creating the characters, and the features you want to accent. Like, I always say that Remake is one of the most photorealistic games I've ever played. And it's true, more so than most of the games that are out on the current gen consoles. Even if you look at games like God of War, or Army of Two, and Dragon Age Origins, for example... You cannot just splice all those character models into one game and pretend like they belong there. Not because of their clothes, but because of the art style. Going back to Remake, you can't even put characters from Remake and characters from RE0 together. Even though they clearly used the same rendering ENGINE, their artistic styles are far too different. RE0 is very stylized. Silent Hill is another amazing example. Look at the way the characters from Silent Hill 1 and Silent Hill 2. They're consistent. Sure, they look 'real' in a sense, but there is still something about the way they're made that makes it look just so incredibly unique, that specific art style. And it's a little less present in SH3 and 4. And since Origins was made by a completely different company, that artistic style isn't there at all. Same with Homecoming and Shattered Memories. I mean, especially Shattered Memories. Look at the characters. Sure, they're 'real' in a sense. But you put one of them among the SH2 characters, and they'll stand out. And you'll say, "That one doesn't belong there." Because it's a different art style. There's virtually as many styles as there are franchises. So to say that there aren't enough different art styles is a little unfair. Now, that's my problem with games like Soul Calibur 2. I mean, Link somehow worked well with that semi-anime art style they had. And Heihachi on the PS2 version. But putting Spawn into the Xbox version, awesome as Spawn is, he clashes. Unless they made SPAWN himself semi-anime, then it would work. Same with things like The Apprentice in SC4. Now, that's another problem I've always had with MvC. The art styles clash. They do. You have Street Fighter anime, Mega Man anime, Marvel comics, and now Resident Evil to boot. Now, in MvC2, it was different, because the sprites for Jill were drawn from scratch, and yes, they made them anime, which was more consistent with the Street Fighter style. With MvC3 though, Christ looks the same. Christ actually looks more consistent with the Marvel characters, and still, completely clashes with the SF characters. And just because he's in the same kind of semi-comic, semi-real rendering style as everyone else, doesn't make him the same art style.
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Biohazard EXTREME Captain
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Biohazard EXTREME Captain
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Posted: Sun Oct 17, 2010 7:25 pm
Thee Stranger I don't see that at all. I see it as an Ultra, ripped straight from SFIV. And that's exactly what it is. Sure, it's presented in your typical gory MK style, but it's the same thing. This MK vs DC thing I'm seeing in this video is nothing like it. Well, to me, it just seems like the next step in the "Klose Kombat" feature. I mean, you can interpret it as all kinds of things. I could say they're ripping off DBZ just as easily. But I'm sure they didn't sit there saying. "Hey, let's do it like THEY did it." If I were to make a fighting game and I decided to put some kind of a super guage into it, I probably wouldn't have even remembered that Street Fighter had one. The way you make it sound is like Ed boon says, "Okay, go play Street Fighter IV, and we'll see what we can take away from it." Thee Stranger The character models look a lot more stylized than they do in MK vs DC. No, it's not cel-shaded. But it's, like, right on the line between realistic and cartoony. The form may be different, but the spirit is the same. I don't find that at all. The artistic direction isn't very different from MK vs. DC at all. They stated that the game will run on an all new graphics engine. So maybe what you're seeing is the effect of not being run on the Unreal engine anymore. But the way they're modeled and textured seems pretty much identical to MK vs. DC to me. If anything, certain aspects about them look even better and more realistic, just look at Sub-Zero. But like I said, all that can be attributed to having more time for polish. And I certainly don't think the new MK looks any more cartoony than MK vs. DC did. Thee Stranger "Gone, though, are Mortal Kombat’s crazy long input strings. This version more closely resembles Street Fighter, as far as control goes. Most actions require one input, usually some form of direction and an attack button. This goes for Fatality moves too, which in my case (playing as Sub Zero) meant pressing RB and RT. That seems like a simple command for the brutal cutscene that followed, but I still felt pretty badass." The long input strings have been gone since Armageddon. As for the fatalities and special moves, I'm fairly certain that by the time the final product comes out, they'll actually be programmed with the typical inputs. It's not like this is the final build. Hell, they're like 6 months away from completion. Thee Stranger Do I care? NO. I support MK ripping-off Street Fighter. It means that MK9 will be a better fighting game. Honestly, as a fighter, I always felt the MK series was pretty clunky and nowhere near on par with something like Street Fighter. The main draw was the cheesiness and the Fatalities. Last one I played was Deception, and I thought it was horrible. I haven't touched the series since. Well, that's a damn shame. Because I thought Deception was the best out of the previous Generation trilogy. The mechanics might not have always been polished, but it was still always a lot of fun. Like I said, as long as you're not sitting there counting frames, and measuring exactly how 'unbalanced' it is. Look at Dragon Ball Z: Tenkaichi series. They unbalanced it on purpose, and it made it more believable. If you take your weak a** Krillin against Buu, chances are, you're gonna lose. My point is, I can't freakin stand all these nit picky "fighting game fans" who prefer techincal polish over actual fun. Many will talk about how much they loved MK2, and how it was the best 2D MK. But you know what? MK3 and its spinoffs were a LOT more fun, so screw that. Thee Stranger This will most likely bring me back to it. Fact of the matter is, SFIV revived the fighting genre this gen. And MK9 plays the way it does specifically because of SFIV. People can deny it all they want. But it's the truth. Yes, well, when Ed Boon says, "We made it faster and more technical because of SFIV," then I'll stop denying it. What about Mortal Kombat 3? I mean, that game was hella fast. Does it ever occur that since they are trying to bring MK back to nostalgia, maybe they're trying to recapture the way THAT game felt, rather than theway SFIV feels. Sidenote: I erased the quote about Virtua Fighter, but now I wanna comment on it, so I'm not gonna bother fetching it, I'll just say this. Yeah, maybe Virtua Fighter is more technical than Tekken, but you know what? Tekken has a better selection of characters. And a lot of them are less generic. Which is ironic, because yes, I can believe that certain characters like Nina were ripped off Virtua Fighter, but yet, she has so much more personality than... What's her face? Sarah? I'd play Tekken over VF any day.
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Posted: Thu Nov 11, 2010 9:51 am
The King of Misery You see,this is a conversation of opinions,you're still talking at me as if I'm terribly wrong and you're trying to prove me so.When there aren't any facts and we're taliking opinions nobody is wrong.Pardon my french,and I mean this in the nicest way possible,but it seems like you're the one who's bitching.You are stuck on what Re4 doesn't posess,and looking past everything it does have. And then you go and list the 3 biggest poroblems with the whole game. The King of Misery 1: A Solid Plot. After Re3 what did you expect them to do,another Mansion,or another clunky,over-crowded city type atmosphere.Yes I'm exaggerating because I really do love all the other games,but you have to give them some credit for trying to bring something new into the series.After four games it gets a little played out. The plot wasn't solid. It was one dimensional, with horrible choices for the settings. I mean, Rescue President's Daughter, go from a village, to a castle with lava pits, to an island with giant, walking statues. You spend the whole game trying to protect the one character you'd like to see dead. There are no surprising allies or bad guys. Right away, you know who's good and who's bad. I don't know where you saw solid plot, but you really should be a little more picky about your storylines. The King of Misery 2: Villians. Alright,the Baddies in four were good villians in my opinion.They had the errie character traits,and fantastic Mutations.On hte downside they could have been a bit harder to kill,but whatever. Who? They were TERRIBLE. I mean, the characters themselves were annoying at best. Salazar was one of the worst characters, period. Their transformations were stupid as well. I mean, Saddler turns from a 180 pound man into a 400 pound spider in a matter of seconds? Yeah, that's fantastic. :eyeroll: The King of Misery 3. Parasitic Virus The Plagas could have been done better,but it does indeed get the job done.Maybe if instead of having the "Better,faster-moving enemies" and added the Plagas to the original enemies,Prehaps we would have recieved the new breed of enemy that would have been exciting.The Plagas is almost like a G-T Virus type of thing. Parasites are little bugs, they're not a virus. So no, no virus in this one. And I wouldn't care so much about them, if the enemy designs were actually good and the premise was half decent. I can't remember a single enemy that was good. The worst of it was El Gigante and Saddler. The least worst I'd say would be maybe the dogs, but even they had those tentacles flailing around way too much. The worst of it was the whole premise for it. "Oh, Las Plagas is just this thing that has been buried in the ground for hundreds of years, and now they resurfaced. But it's actually naturally occuring." You know, the cool thing about T-Virus and G-Virus, and whatever other kind of virus that Umbrella had was that it was DEVELOPED in a laboratory. It wasn't like, "Oh, here's this new virus that's always existed, nearly impossible to cure, affects EVERYTHING, but that nobody in the world has ever heard of." No, it wasn't like that. It was a conspiracy of a friendly company working in bioweapons. Not a CULT of miners possessed by parasites they accidentally discovered after those parasites have been buried beneath ground for hundreds of years. Dumbest premise ever. I mean, if you were gonna list good things about RE4, you could've said gameplay mechanics, graphics, maybe even atmosphere here and there. But you just listed practically the three worst things about it. ElenaMason [edit] sorry forgot to add. the fact that the RE games have gone from survival horror to action adventure is not necessarily a bad thing. you say that if the RE games continued to be in mansions that it would get stale over time and i totally agree. Yeah, but it doesn't always have to be in a mansion. Have you played RE: Dead Aim? It starts out on a big tanker. Which is a completely new location for Resident Evil. Now, if Capcom took a setting like that and made it into RE4, for example, actually spent some effort and created a big, 7 - 10 hour Survival Horror game out of it rather than the way Dead Aim actually turned out, 1.5 hours worth, they would've done so much more with it. The point is, there are plenty of locations that could be explored that aren't castles and villages. And it's not all about location, either. Like you mentioned, take Silent Hill. What if they took Silent Hill and changed it from Survival Horror to an action shooter? What if every Silent Hill game from here on out played like the Arcade. Or if you took Homecoming and loaded Alex up with tons of ammo and gave him backflips and a smartass mouth? It would completely ruin the experience, don't you think? It's one thing to switch a genre temporarily, just for a spinoff, and it's another to completely change a game's genre. Let alone STILL try and call yourself "Survival Horror." Mortal Kombat is a great example. Yes, it made quite a few Adventure games, Sub Zero, Shaolin Monks, even the Konquest modes in the main games. But it always, always comes back to 1 on 1 fighting. Because in spite of all those spinoffs, it's still a fighting game series. And yes, they could easily make MK into an adventure game. Where you don't get to choose your character, where you run around doing puzzles and fighting minnions, then bosses at every level, like Shaolin Monks. But that's not what Mortal Kombat is about. It's about two people choosing Raiden, or Sub-Zero, or Jax, or whoever, and duking it out against one another, one on one. The same thing with Resident Evil. What it USED to be, it was about viruses, zombies, counting your resources, including bullets AND how many times you could save, or if you even have any ink ribbons at all, or whether you need to go and find one if you're out. I was watching Spaced the other day, and the main character was playing Resident Evil 2, and when asked what he was playing he said, "It's a mix of lateral thinking and extreme violence." And that's a pretty good description. Well, with RE4, any hopes of lateral thinking went right out the window. It had like 2 puzzles, and there was no thought put into them whatsoever. They just said, "You know how there was that brain teaser you used to play as a kid? Just put something like that into the game." No creativity whatsoever. My favorite puzzle in the entire RE franchise is that Water Purifier puzzle in RE3. It was challenging, it was cleverly designed, and it was really different from any other puzzles I've dealt with in games.
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Biohazard EXTREME Captain
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Posted: Thu Nov 11, 2010 12:23 pm
FACT: RE4 is not a Survival Horror game.
I cared about the story, hence why I hated RE4 and hated the movies too. But it's pretty clear that since Code Veronica, they weren't quite sure what the hell they were doing with the storyline or where they were taking it. I would have no problems whatsoever with RE4's plot, enemies, setting, characters, gameplay mechanics, etc. if it were not a Resident Evil game. I would still not find the story particularly good had it not been an RE game, but surely I would have less contempt. On a side note... I brought RE4 Wii Edition over to my friends house for him to play, and it scared the crap out of his 5 year-old. xD
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Posted: Thu Nov 11, 2010 2:10 pm
But Bio that was the point I was trying to get at xD I'm sure you read the rest of my paragraph, but you only responded to the first sentence of it before I completely went on a tangent of how Capcom could have kept going, but still could have kept it survival horror.
You're words aren't going to waste, at least with me because we're already on agreement.
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Biohazard EXTREME Captain
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Posted: Thu Nov 11, 2010 6:53 pm
I wasn't arguing your point, more like I was elaborating on the level factor. You said they could bring in new story elements, characters, and things of that nature, and while I agree with you, even the levels themselves could be changed, and I was simply elaborating on that. Besides, technically speaking there were only 2 RE games with a mansion in them. RE1 and Code Veronica. In RE2, it was a police station, in RE3 it was a clock tower, in RE0 it was a military training facility. Yes, they all had that mansiony feel, but so what? Look at Silent Hill, every SH game has a hospital in it. And frankly, I think it's become a staple of the franchise. A Silent Hill game without a hospital is like a Final Fantasy game without a character named Cid. And just the same, Resident Evil had these beautifully crafted, old structures that vaguely resemble a mansion, and labs. I don't see why people bitched about things like that. But even still... Like I said, if Dead Aim wasn't so short, and didn't have such a retarded antagonist, it could've been a great installment in RE franchise. Point being, it starts on a big tanker out at sea... That tanker still had certain parts that looked very classy and mansion like, which, like I said, is (was) a staple in the franchise.
Not castles, not villages, not LAVA pits.
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Posted: Thu Nov 11, 2010 10:44 pm
Excellent responses,I feel like I've been knocked on my a** by a Verbal RPG.
Well now.How should I put this?Maybe perhaps I was trying a bit too desperately to get my point across.Evidently it was all for not.
Alright,where should I start?The Plagas.Little bugs,can't argue there.They weren't just dug up and injected though.They were recovered,and studied.The Plagas had to be altered in a Laboratory before it was able to be used the way that God-awful Cult used them.You are correct it isn't necessarily a virus in the least.Although it wasn't dicovered by accident,Salazar knew of it because of something to do with it's occuring history in his family,which is why Saddler selected him as a devoted follower.
Now,siding with you against myself-yes I know I'm a hypocrite at times-the major thing I can see Plagas Lacking is a cure,or some sort of otherwise opposite,and more in-depth desription of the origins,and development.
How about villians now.The best thing the Plagas did in the whole damn game was mutate bosses.The regulars were clunky and cheap,but the bosses were almost the best part,as far as the Parasite goes.The Only let-down boss-wise for me was the fact the Saddler was no harder than the El Gigante.After all that work,there's no challange?I nearly cried.
Merchant-Weapons-Inventory space.Holy hell,there's no way I can win this one,but I'll give it a shot.Lol.
The weapon overflow was added to pretty much keep all the new wave action shooter fans amused,once again adressing that Re4 was trying to bring in new fans.In my honest opinion I agree with the lot of you,and I think that RE4's weapons should have consisted of: The Standard beginning handgun,the standard Shotgun,and at the very most maybe the Bolt Action rifle.There also should have been no upgrades,and the your ammo intake probably should have been lessened by at least half.
The merchant is absolutley ridiculous.Not to mention how ludicrous it is to have an inventory the size of an item Box.In short you win on that.
I don't know what else to add.Really what it comes down to is the key differences in how each of think.What I've been trying to say is,look at RE4's heart and soul,not the raw details.Sometimes to can't judge a book until you fully comprehend the unprinted tale.They may not have made a lot of sense,but it sounded alright in my head.
Otherwise,this whole thing as been enlightening,I won't lie.It would seem I lost,but i'd like to think it was almost a draw.I'm done if you are.
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Biohazard EXTREME Captain
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Posted: Thu Nov 11, 2010 11:04 pm
The King of Misery Alright,where should I start?The Plagas.Little bugs,can't argue there.They weren't just dug up and injected though.They were recovered,and studied.The Plagas had to be altered in a Laboratory before it was able to be used the way that God-awful Cult used them.You are correct it isn't necessarily a virus in the least.Although it wasn't dicovered by accident,Salazar knew of it because of something to do with it's occuring history in his family,which is why Saddler selected him as a devoted follower. Well, if he knew of it, then it still makes them naturally occuring. Maybe the more advanced ones had to be altered, but I'm pretty sure that the ones inside the villagers were just normal spore plagas that they inhaled while in the mines. It did say something about that I believe. So that basically means that there were these parasites naturally occuring in our world, just resting in the mines dormant. Again, I can see this passing off if the game had nothing to do with Resident Evil. But if this is happening at the same time as there is Umbrella developing T-Virus... AND, Leon gets caught up in BOTH affairs? That's just ridiculous. They sent him to save the President's Daughter. It wasn't like, "We're sending you because you had experience with monsters." The King of Misery How about villians now.The best thing the Plagas did in the whole damn game was mutate bosses.The regulars were clunky and cheap,but the bosses were almost the best part,as far as the Parasite goes.The Only let-down boss-wise for me was the fact the Saddler was no harder than the El Gigante.After all that work,there's no challange?I nearly cried. I'm not talking about how they played or how challenging they were, though. I'm talking about how they looked, how they acted, and the fact that they transformed four times their size in a manner of seconds, creating matter out of nothing. It physically makes no sense, just like El Gigante. Even if you look at the whole game as its own separate thing, El Gigante STILL jumped the shark on it. The King of Misery The weapon overflow was added to pretty much keep all the new wave action shooter fans amused,once again adressing that Re4 was trying to bring in new fans. Again, that's not an excuse. If they went through such drastic measures to rake in new fans, then they clearly had no respect for their existing fans. And frankly, I don't see why said existing fans sat there taking that s**t. "Well, everything here sucks, but I'm gonna play and like it anyway because I'm a DEDICATED FAN!" No. That's not a dedicated fan. That's a sheep. The King of Misery I don't know what else to add.Really what it comes down to is the key differences in how each of think.What I've been trying to say is,look at RE4's heart and soul,not the raw details.Sometimes to can't judge a book until you fully comprehend the unprinted tale.They may not have made a lot of sense,but it sounded alright in my head. You know what though? All that bullcrap. The gameplay mechanics, the cameras, the ammo count. I could have let all of it go if they only did justice and stayed true to what the storyline of Resident Evil should have been about. If Leon went into this Spanish village to look for someone more relevant, like, say, Sherry (blond girl in her late teens fits the physical description), and then discovered that the villagers are infected by parasites that were CREATED by Umbrella or Wesker's corporation, and that it was that corporation that was in fact behind the whole thing, not some dumbass cult. Then the game would have already been ten times more redeemable. But the fact that they took the storyline and flushed it down the crapper, that's what pushed RE4 over the line. That's why it's my most hated game of all time.
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Posted: Tue Nov 16, 2010 9:41 pm
kenshiro28 There's a podcast I listen to called Active Time Babble where they talk about RPGs and they pointed out something that I had not yet realized: as soon as we entered the PS2-era, so many dang RPG franchises felt the need to be all cinematic and talky. Alot of earlier era PS1 games were also noted to be originally in development for the SNES before switching development to PS1. Limitations really strengthened JRPGs back then, (though WRPGs in comparison had to rely almost completely on gameplay, freedom, and writing alone, getting a nice big boost now that you can have big flashy lightsaber battles and real-time gun fights and s**t) Well, 'talky' isn't a bad thing. I mean, FF7, 8 and 9 had tons of dialogue, and I consider them to be the best of their generation. Heck, FF5 and 6 had lots of dialogue too, and they were the best of the SNES generation, or at least the majority will stand by that statement. Honestly, I'm not gonna lie, it is hard for me to get into a JRPG with a silent hero, such as Chrono Trigger. Persona is a major exception much like Fallout 3 is an exception on me not playing first person games. But aside from that, I do like my RPGs with dialogue. And even the Cinematic factor. Again, going back to Final Fantasy 7 - 9, they were cinematic as hell, but that did not compromise the integrity of their storylines. Back then, flashy cinematics were probably expensive and time consuming, so they were only used to spice up the storyline. Like the train sequences, and the Garden battles in FF8. But with the PS2 generation, you could still have great visuals with real time 3D graphics, which meant they could go crazy with the realtime cinematics and more disk space meant the possibility for voice overs. But that might not even be the problem. It just seemed like with the turn of the century, Japanese pop culture in itself changed, and as a result, it somehow reflected on the character development and storytelling in their writing and cinematography styles. It's part of the reason why I don't like Kingdom Hearts. I hate it that people just assume that it's because I don't like Disney. That's complete bullshit. I love Disney. But you take Disney characters and put them into the kind of narrative that Squenix had in KH, and that's what ruins it. So I don't know what it is. But frankly, even if you say that FF 7 - 8 were among my first JRPG experiences, and as a result I have a bias, that doesn't change the fact that something WAS different within the next generation, and to put it lightly, I almost gave up on RPGs as a result. But frankly, the simple truth is, vast majority of them sucked. Other than Persona and Shadow Hearts series, I can't think of a single JRPG worth owning on the PS2. There might be some I'm forgetting, but if they're that forgettable, then they're probably not worth owning anyway.
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Biohazard EXTREME Captain
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Posted: Tue Nov 16, 2010 10:06 pm
I was referring to a more literal increase in "talkiness". As in "enjoy some awkward and/or long/slow cutscenes everyone!" It almost feels like alot of Japanese directors feel that a video game is their chance to live out their fantasy of being a movie director...especially the cases of guys like Kojima who actually WAS in film school before working on the original Metal Gear games....which reminds me of (Bio let's not talk about RE4 here I'm just referring to this one bit of whatever) Mikami and his quote about how that first scene between Leon and Ada where they're fighting around...well, he felt like he was directing a romantic sequence or some bull like that. I dunno, just various interviews and stories you hear about Japanese developers...it's not just the pop-culture because the old guys are doing this too. They want to make movies but don't actually know how....though that has me really really curious as to how future collabs between East and West will work out.
The recent Front Mission Evolved seems to be a negative example where Double Helix is tapped to make a turn-based-strategy-rpg series into a generic 3rd-person shooter with a terrible story by a Japanese writer (supposedly the same guy responsible for the stories in FF13 and the more turribull bits in the KH series).
Then we have that new Mikami/Yamaoka/Suda joint published by EA and Bethesda acquiring Mikami's new development studio...
Though it'd be nice if one of these were an RPG...
Speaking of which, has anyone here played that western developed Vandal Hearts on Xbox Live? Or Breath of Death? I haven't played either but I'm curious about those western takes on Japanese RPGs.
Oh, and did you ever try out Rogue Galaxy for PS2, Bio? I've never played a Level 5 game but they seem to have this excellent magical reputation.
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Posted: Tue Nov 16, 2010 10:27 pm
kenshiro28 I was referring to a more literal increase in "talkiness". As in "enjoy some awkward and/or long/slow cutscenes everyone!" It almost feels like alot of Japanese directors feel that a video game is their chance to live out their fantasy of being a movie director...especially the cases of guys like Kojima who actually WAS in film school before working on the original Metal Gear games....which reminds me of (Bio let's not talk about RE4 here I'm just referring to this one bit of whatever) Mikami and his quote about how that first scene between Leon and Ada where they're fighting around...well, he felt like he was directing a romantic sequence or some bull like that. I dunno, just various interviews and stories you hear about Japanese developers...it's not just the pop-culture because the old guys are doing this too. They want to make movies but don't actually know how....though that has me really really curious as to how future collabs between East and West will work out. Well, the other part of it is what kind of a game you're making though. I mean, Metal Gear Solid might have some long, drawn out cinematics, but it was the first game to ever have them that long. And let's face it, nobody complained about it when MGS1 came out. And without them, you'd have like two hours of gameplay. But when we're talking about an RPG, we're already talking at least 20 hours of sheer gameplay. 60 if you count the level grinding. If you add slow cinematics to that, then yeah, the game can probably drag like hell. But like I said, to me that's not even the problem. The problem is the actual quality of storytelling. I mean, the weird thing is that the RPGs of the SNES - PS1 Era were LOADED with Cliche's but we still loved them. I mean, in how many of them do you meet the "Princess" who doesn't reveal to you the fact that she is indeed a princess? Etc. Etc. But still, they were charming, and awesome, and the characters were interesting, and even when we hated them (Cough. Irvine.) the games still ended up being very, very fond memories. But then you take a game like Final Fantasy X... Man, I couldn't even get THROUGH it. Not because it was difficult, or long, but because it was not interesting. The beginning was awesome. The futuristic Zanarkand, and then going into the actual "Future" that looks like the past. That was cool. But as the story went on, it got less and less intriguing. And by the time I reached that big green field, I cared so little that I started letting all of my friends borrow it. And when my friend brought over Kingdom Hearts... I couldn't even get into it from the beginning. Suikoden III beginning dragged as well. From all 3 scenarios. Magna Carta was pretty cool, from what I remember. It didn't drag. But the voice overs were pretty bad, and the storyline just wasn't interesting at all. Like I said, the only semi-conventional JRPG of the previous generation that I found really interesting was Shadow Hearts 2. That game kicked a**. I so wish I hadn't traded it off. kenshiro28 The recent Front Mission Evolved seems to be a negative example where Double Helix is tapped to make a turn-based-strategy-rpg series into a generic 3rd-person shooter with a terrible story by a Japanese writer (supposedly the same guy responsible for the stories in FF13 and the more turribull bits in the KH series). Well, Double Helix seems to have a reputation for turning awesome franchises into generic 3rd-person shooters. Homecoming, anyone? Homecoming only lucked out with its storyline, if it weren't for that, I'd consider it a failure to the franchise, and probably wouldn't consider it a part of the canon. kenshiro28 Then we have that new Mikami/Yamaoka/Suda joint published by EA and Bethesda acquiring Mikami's new development studio... Wait, Bethesda acquired his new studio? That's like Square buying Eidos, only good. kenshiro28 Oh, and did you ever try out Rogue Galaxy for PS2, Bio? I've never played a Level 5 game but they seem to have this excellent magical reputation. Ah yes, Rogue Galaxy. I've heard some really good things, but haven't had the chance. The fact that it had real time battles kind of put me off. Which sucks, because it's probably Kingdom Hearts that made me have a bad preconception (I don't think that's the right word) of real time JRPGs. Maybe if I stumble across it I'll give it a try.
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Biohazard EXTREME Captain
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King of Paradise Vice Captain
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Posted: Tue Nov 16, 2010 10:58 pm
Rogue Galaxy was awesome for the first three hours I played it. Then I realized that it was too tough for me. A shame, because sky/space pirates are the shi*.
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Posted: Tue Nov 16, 2010 11:03 pm
Well, I can't speak for Rogue Galaxy, but by beating the first 3 Jak & Daxter games, I am happy to say that I've possibly beaten some of the most challenging games I've ever played. And I mean genuinely challenging. Not the lazy kind of challenging where it's like, "We'll make it more difficult by increasing Enemy strength and plopping down a whole lot more of them." There are some tough a** missions in Jak games.
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Biohazard EXTREME Captain
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King of Paradise Vice Captain
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Posted: Tue Nov 16, 2010 11:09 pm
The mission in Jak 2 where you were in a forest and had to kill a bunch of baddies without dying was one of the biggest pain in the mother fuc*ing as* moments in recentish memory for me. Took me effing FOR EV ER!
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