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Author Topic: The Return of the Video Games Thread  (Read 19702 times)
bloop
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« Reply #480 on: July 27, 2010, 11:19:50 AM »

Starcraft II minimum system reqs:
    * Windows® XP/Windows Vista®/Windows® 7 (Updated with the latest Service Packs) with DirectX® 9.0c
    * 2.6 GHz Pentium® IV or equivalent AMD Athlon® processor
    * 128 MB PCIe NVIDIA® GeForce® 6600 GT or ATI Radeon® 9800 PRO video card or better
    * 12 GB available HD space
    * 1 GB RAM (1.5 GB required for Windows Vista®/Windows® 7 users)
    * DVD-ROM drive
    * Broadband Internet connection
    * 1024X720 minimum display resolution

The areas where my present computer fails in bold.   Cry
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« Reply #481 on: July 27, 2010, 12:22:14 PM »

Man the 9800 Pro is an incredible card. I bought one maybe seven or eight years ago, and it's still rock solid. My next card will likely be nVidia due to their superior Linux drivers, but for gaming on Windows, ATI is still worthwhile.

If you're a gamer, scrimping on system specs is a false economy.
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« Reply #482 on: July 27, 2010, 12:26:05 PM »

I haven't been a PC gamer in years (I think KOTOR 2 was the last game I played on it), so on the systems I game on, the system specs are correct because it is a PS3, an XBox, Wii, or whatever.  My mom bought my present computer when her aunt passed away and left her money, so I didn't want to request anything too heavy on the wallet since it was a gift.

On the bright side, new laptops for the job this next year, and they don't limit what one can install (or, at least, my job hasn't done that yet), so, who knows!
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« Reply #483 on: July 27, 2010, 02:55:34 PM »

Gaming on a laptop seems to be an exercise futility and frustration, but since I am and have always been a desktop guy maybe this is indicative more of my lack of understanding than of an inherent flaw in the laptop form factor.
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« Reply #484 on: July 30, 2010, 01:47:24 PM »

This image made me laugh.
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« Reply #485 on: July 30, 2010, 10:57:52 PM »

Holy COOOOOOW! Finally finished Shin Megami Tensei: Devil Survivor.

I really liked this game. Actually, I liked it so much that I decided to play through all five endings (there's also a sixth ending which is essentially a non-standard game over and which I also got). The game actually has a New Game + feature, which allows you to keep everything but your player levels (I'm not sure why your players drop back down to level 1; I guess it's to allow you to play the game through the "normal" way again (i.e. starting out with low-level demons and gradually building up to high-level ones) if you want to.)

My one gripe about the game is that the first five chapters play out nearly identically, regardless of what path you choose. This isn't a big deal until I reached the third playthrough, at which point I wished there were some way to just jump to chapter 5 and be done with it. There are actually a few things you can do differently which actually affect the story, but these mostly involve letting various characters die. Causing even a fictional video game character to die just for my own amusement feels wrong, though, so I didn't. However, the corollary to this is that you shouldn't get too caught up in trying to do things perfectly the first time through; even if you manage it, that just means there's little for you to improve on in any future playthroughs.

I guess to continue on with this gripe, one of the things which makes the game so monotonous is that the majority of your dialog choices actually do very little. I think there may be some point system behind the scenes which affects which endings you get to choose from, but on my final playthrough I tried my hardest to give what I thought was the most wrong answer, and the only result was that at best some dialog would change, and at worst nothing at all would happen.

These complaints only start to really manifest on the fourth or fifth time through, though. It's sort of like complaining that Chrono has to go through the Millennial Fair each new game in Chrono Trigger. Maybe so, but it's still a great game, and it only becomes a problem once you've played it enough to memorize it anyway.

Also, a couple of the endings are really depressing. For four of the endings I think the game does a decent job of not making any one end the "best", but naturally I chose the ending which seemed most appealing first, and went in decreasing order from there until I wound up with the two endings I was least enthused about on my last two playthroughs. It's funny how I actually had to tell myself "dude, you're trying to get this ending" when my natural inclination was to go a very different direction.

Fans of Front Mission games in particular or tactical RPGs in general will probably like this game; I certainly did. The music is quite good, the gameplay is excellent and challenging, the story is nuanced and interesting, and the characters inspire empathy. I recommend Devil Survivor highly.
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« Reply #486 on: August 01, 2010, 02:07:12 PM »

Apparently StarCraft 2 runs just fine under Linux using wine, given a bit of massaging.

Iiiiiinteresting.
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« Reply #487 on: August 02, 2010, 09:27:46 PM »

Suikoden is one of those series that somehow manages to fly under the radar compared to its bigger-named counterparts. I've never quite figured out why, but I think it's because, despite being made by Konami, they're a bit rougher and not as universally accessible as a Final Fantasy or a Dragon Quest. Even so, not only is Suikoden II one of the best games for the PSX (a distinction in itself), it is one of my favorite RPGs, period.

I sort of neglected the series after playing I and II about six years ago...I did play the third installment a couple years later, but I gave 4 and even Tactics (!) a miss. I do actually own Suikoden V, but I haven't even taken it out of the shrink wrap yet.

However, in 2009 another one snuck up on me; a side-story game called Suikoden Tierkreis which Konami released for none other than the DS. I decided I'd plug it in and give it a whirl.

I'm going to start off with the bad. I have two major complaints about this game.

First, the user interface is completely painful. You can use either the stylus or the buttons, and it's completely awkward with both. Even things like dialog choices are a pain to deal with, but the real travesty is the shop system. Guys, we perfected this like 15 years ago. Even earlier Suikoden games got this right, so you can't even claim consistency with the original as an excuse for being so terrible. Usability experts understand that the little frustrations dealing with clunky or unintuitive interfaces which add up to a bad user experience, and even though I could get around any one piece of the UI being so bad, in toto it feels like I'm playing a normal game with my welding gloves on.

The second irritation is the voice acting. It is downright awful. So far I have heard maybe two competent voice actors in the entire game, and even they have stilted delivery and painful inflection sometimes. For the main characters, it's as if Konami gathered several non-native speakers, taught them how to pronounce English words perfectly without bothering to explain what those words meant, and had them read the dialog from a cue sheet. I've always contended this, but for the disbelievers this game is proof that bad voice acting is actually worse than no voice acting at all. I get so distracted being angry at how the lines were (possibly literally) phoned in by the VAs.

With those rants off my chest, I can say that Suikoden: Tierkreis has promise. I have enough experience with the series to know that Suikoden games generally get off to a slow start[1], so I'm reserving judgment on how good a game it is until I feel like I've actually, you know, played the game. In any case, the beginning parts of Tierkreis are at least not annoying enough to make me give up before crossing the starting line.

[1] Much like how some RPGs are basically a scripted story interspersed with a few battles up until you get your first real mode of transportation, most Suikoden games are dialog-fests until you get your castle. This is usually several hours into the game. If you read my Final Fantasy Retrospective you'll know that I like to blame this multi-hour scripted story buildup on Final Fantasy VII, but that game deserves only part of the blame (some, for instance, might argue that Final Fantasy IV contains basically a four-to-five hour intro leading up to Mt. Ordeals. As means of rebuttal, I say those people are poopy-heads).
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« Reply #488 on: August 30, 2010, 09:26:45 PM »

This can't be good.

I mean, they're freaking Atlus.
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« Reply #489 on: August 31, 2010, 08:37:56 AM »

So apparently Atlus think this isn't going to affect them.

http://www.qj.net/qjnet/news/atlus-usa-merger-wont-affect-anything-we-do.html

I'm still saying that, if they were going to affect you, they wouldn't bother to tell you first.
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« Reply #490 on: September 23, 2010, 08:19:18 PM »

So I finally (after like two months) finished Suikoden: Tierkreis

My first criticism was going to be that it's insufficiently Suikodenish. There's no Blinking Mirror, no Vicky or Jeanne, only four-person parties, no duels or tactical battles...only a few of the series setpieces remain. However, this would be somewhat hypocritical, given that I lauded Final Fantasy for changing the formula so much each time. I dunno, though...by this point, it feels like it might if Nintendo made a Mario game without Toad, pipes, or stars. Sure it could work, and there'd be plenty of other Mario-ish things still there, but it would be hard to dodge the feeling that there's something missing.

The most gaping hole I found, however, was the lack of an investigator. One of the standard Suikoden Things is that you have 108 members in your party (not all fight, and certainly not all at once, but you recruit 108 distinct people). In previous Suikoden games, you would get an investigator who will, well, investigate and tell you how to recruit certain characters. Since often getting all the characters affects the ending, it's something to strive for. But without an investigator, it's nearly impossible to get all 108...I think at the end I wound up with 105, and I was very impressed with myself to get that many.

The overarching problem I had with it, though, is that it's not absolutely superb. I know this is a tough criticism to level against a game, but when Konami comes up with a DS installment in the Suikoden series, which contains one of the best games for the original Playstation and one of the best games for the Playstation 2, I have to admit to being disappointed that it's merely above average.

I guess ultimately, despite my complaints that it deviates from many longstanding Suikoden traditions, the problem with Tierkreis is that it follows the formula. I like it that the main character has much more personality (the traditional Suikoden main character, much like the leads in Enix' Dragon Quest games, remains mostly mute), but that personality is very one-dimensional. Really, in the end I've been there, done that, and done it better. I mean, if you're going to use the fact that this is a side story to change up a large part of your series' identity, you might as well not then go and reproduce the plot and feel of the second game nearly verbatim.

And I do have to complain about the end. I know as I said before that I probably didn't get the best ending, but that was the purpose of my rant earlier: if it's nigh-impossible to get the good ending, don't leave all the important plot threads dangling in the standard ending.

Tierkreis is a perfectly adequate game that could have been much more than adequate if it weren't so obviously the cast-off stepchild trying hard to be like its older siblings. Konami, you should know that creating a great game is hard; you can't just hand a good idea off to some random team and say "go make a Suikoden". You have to pull in your big names and your heavy hitters. If they're all busy working on Suikoden VI, well, maybe this means you shouldn't sully that good name by subcontracting out a so-so DS installment.
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« Reply #491 on: October 18, 2010, 10:46:46 AM »

Sometimes I decide to play a game without actually knowing anything about the game other than the title and publisher. Usually I stop playing pretty early on and send the game back, but sometimes I find something worthwhile. Usually these games require less caring on my part than the games I know I want to play, which is why even though I have The Four Heroes of Light, Curse of the Sinistrals, and Dragon Quest IX sitting around staring at me I found myself playing Witch's Wish this weekend.

The game is essentially an interactive adventure novel in the same vein as Hotel Dusk or Time Hollow or the Ace Attorney games, but it's designed for kids. Its juvenile focus certainly means that there are no frustrating puzzles and the mechanics are very forgiving, but there's also not a whole lot of actual game there.

Witch's Wish is a game about a young girl who wants to be a witch. This wish is--in a 'spoiler' which is already pretty much spoiled by the game's own cover art--granted pretty much immediately. The story follows her magical hijinks and the interaction between the town she lives in and the magical powers some people seem to have.

There is an interesting subtext of class struggle and social issues which is addressed in a refreshingly straightforward way which doesn't sweep anything under the rug. However, most of the game is almost sickeningly cute. This is not particularly a problem with the game, especially given that I am not its target audience, but it dominates the aesthetic so much that it would be disingenuous not to mention it.

The two game mechanics the player has control over are first movement and conversation through the town (which is generally uninspiring, as the game takes great pains to keep the player from going off-script) and second using the stylus to draw magic symbols and cast spells. Generally this involves figuring out which spell the game wants you to cast and then casting it, but there is also a "magic duel" system which is like playing Rock-Paper-Scissors with five possible throws (actually there's technically 15 possible throws because each spell type has three levels, but this can be profitably ignored because you will always be using the most powerful level of spells in your arsenal and you can assume your opponent will do the same). This means that there are about three or four times per chapter when the player is actually doing anything that remotely resembles playing, and the rest of the time is spent advancing text.

What impressed me most about WW is the level of production quality. It's a twenty-buck kids' game that takes about five hours to beat and possibly another hour to tease out all the secrets, but everything practically oozes fit and finish. I realize it's a lot easier to polish a game when there's not much game there, but I still have to say that for a game from a new developer I was amazed at the quality. Even the writing was quite good, and it didn't talk down to the player at all--something I appreciate in games designed for kids.

I can't really speak to how well an actual child would like the game, but I hope the answer is "lots", because I would like to see more of this kind of game for that market segment, given the amount of detritus flowing down the children's entertainment pipeline.
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« Reply #492 on: October 18, 2010, 01:37:08 PM »

Played through Halo 3 and most of Halo: Reach.
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« Reply #493 on: October 24, 2010, 05:59:12 PM »

Started playing Lufia: Curse of the Sinistrals.

To say that Lufia: Curse of the Sinistrals for the DS is inspired by Lufia II: Rise of the Sinistrals for the SNES is sort of like saying that BBC's Sherlock is inspired by the writings of A. C. Doyle (and if that simile is too impenetrable then I invite you to read this post, which may neither enlighten nor entertain you but is at least surprisingly apropos to the topic at hand). The characters have the same names and some of the plot events follow vaguely the same course as in the original, but everything else has been completely and utterly reimagined. Though the adaptation is obviously an homage to the original work, it is difficult to say truly whether it is a great work in its own right simply because it is overshadowed by the masterwork which it is emulating. This is a frustration because I love the original so very much, but it's also a gutsy move on the part of the developers and publishers because the game's difference from the SNES classic means that if it stands up as a great game it does so primarily on its own merits, as it is for all intents and purposes wholly separate from its forebear.

In short, this is not a situation similar to Final Fantasy IV DS, where the game was a complete revamping but remained true to the original in nearly every respect, and to expect something like that is to be disappointed.

L:CotS is--and here is the first clue that the game is going to be radically different from the SNES version--a third-person action RPG/button masher. That's right. The retooling of Lufia feels much more like Devil May Cry than a JRPG. When I first read this I was entirely nonplussed, but I think it could work. I'm going to reserve judgment until I play a bit more, and especially the boss fights[1].

One of the defining elements of the Lufia games in general and Lufia II in particular is the puzzles. Since most of those puzzles depended on the 2d three-quarters tile-based view so prevalent in JRPGs of that time period, many of them had to be retooled and redone. Again, I'll wait until I've played more of the game to comment at length on how well this retooling worked.

An element I really appreciate about the remake is that the iconic music of Lufia II--one of the original's strongest elements--is entirely unchanged. I also really love the character designs, which are done in a style completely unlike the anime style that the vast majority of JRPGs evidence. With the change in gameplay and the change in visual style, the game does not really even feel like a JRPG.

Perhaps the craziest thing, especially in light of the above, is that the game was developed by Square Freaking Enix in addition to traditional Lufia developers Neverland. I'll let you all chew on that one for a while. In the meantime, I'll try to find more time to play this game and get a firmer opinion of it.

[1] It is my humble opinion that boss fights are where this format really falls down. Real-time action battles can help reduce dungeon monotony and keep repeated dungeon runs from being frustrating, but I find boss fights to be more monotonous as a result because they devolve either to button mashing or to pattern matching, and both get old fairly quickly.
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« Reply #494 on: November 18, 2010, 11:55:03 PM »

Finished up with Lufia: Curse of the Sinistrals.

It is a very strange game, and it would be interesting to hear how it came about. It almost feels as though the game itself was developed absent any real Lufia-esque underpinnings and then the story was outsourced to Neverland and Natsume, who provided the setting, characters, and rough plot outline.

I don't say this to suggest in any way that the game is bad. In fact, I enjoyed it quite a bit. I have to say, the action-RPG format absolutely reduces dungeon tedium and makes the game overall feel more fun--indeed, more like a game. While I stand by my statement above that boss battles suffer as a result, the game very appropriately de-emphasizes boss battles in favor of puzzles (and indeed some boss battles feel like puzzles because the key is more figuring out how to beat the boss rather than just pounding away). The only boss fights which feel as such are the battles against the eponymous Sinistrals.

I also have to commend the developers for staying true to the original by retaining the absolutely heartrending final sequences. I don't know that I've ever actually cried when playing a game, but getting through Lufia II's ending required far more emotional fortitude than seeing a million Aerises run through by a million Sephiroths.

Lufia: CotS is an excellent game. It took a supreme effort on my part to see this, just because it was so hard for me to get past the disappointment over it not being a straight-up port (or, even better, a remake and touch-up), but there it is. There are some wonky and/or frustrating parts which keep it from going down as one of the truly great and enduring games for its platform (much as its namesake did for the SNES), but I am decidedly not a lover of action games as a rule, so perhaps a genre aficionado would in fact consider it to be a true gem (or, on the other hand, would possibly consider it to be derivative and poorly-done; that's the drawback to being unfamiliar with this type of game).

I liked it, and it had enough nostalgia factor to give me the warm fuzzies (or the teary snifflies, when it comes to the ending). That's good enough for me.
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« Reply #495 on: November 20, 2010, 11:25:40 PM »

Gave Super Scribblenauts a whirl.

As you may recall, Scribblenauts was my runner-up last year for "most disappointing", and I panned it, eventually giving up.

Super Scribblenauts does not solve all the problems with the original, but it solves many of them.

The biggest problem it solves is the one of fiddly control, basically by implementing the control scheme I (and no doubt every other sapient being on the planet) recommended: the buttons. This alone makes the game way, way better than its predecessor. It is difficult to describe how much improvement this one change brings about.

There are a few other changes as well: you can now use a number of adjectives, which depending on the context are important or mean absolutely nothing. There are a several adjective-based puzzles, where you have to create an object with certain properties. These range from mind-numbingly simple (combine the properties of "animal" and "dwelling"? "Fur hut".) to ridiculously obtuse (I tried "friendly doctor", "brave doctor", "helpful doctor", and several others I don't remember before coming up with "hardworking doctor", which is apparently what the game wanted). In addition, the game no longer tells you that you're bad at life after you finish a level in a way it didn't want you to, which is a big psychological boost. The hints also use a time-based system, so if you've been spending several minutes on a puzzle you can get hints for free if you so desire.

One of my biggest gripes, though, is unavoidable, and it still exists in Super Scribblenauts: you can only solve puzzles in the ways the developers expected you to. For instance, in one puzzle a kid was running around. When I clicked "inspect", it told me he was frightened. I created several things to calm him ("teddy bear", "kitty", "mom"). Eventually the game told me I needed to create something protective. I tried "helmet", "soldier", etc., but none worked. Finally I tried "armor", which is apparently what the game was expecting. Man.

Super Scribblenauts is a significant improvement over the original, mostly because it removes the awkward and stupid bits and refines the good bits. I will play through it more and report on whether it continues to hold my fancy.
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« Reply #496 on: November 20, 2010, 11:32:22 PM »

ugh, I want to play Super Scribblenauts now.

please to summon something to distract me.
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« Reply #497 on: November 21, 2010, 07:02:05 AM »

* Summons Angry Birds for the iTouch *
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« Reply #498 on: November 21, 2010, 12:46:25 PM »

oooh, shiny!

*looks it up*

reviews say the updated version is broken. Sad
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« Reply #499 on: November 21, 2010, 09:43:54 PM »

Hmm, I know they broke it for Android, but I wasn't aware that it was broken for iOS as well. I'm sure Rovio are working on a patch, though.
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« Reply #500 on: November 21, 2010, 09:57:24 PM »

I logged into itunes just now and found the free lite version. the reviews don't say anything about it being broken, so I'm going to check it out. \o/
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« Reply #501 on: December 02, 2010, 07:43:15 PM »

I picked up Sonic Colors for my DS. I'm pretty happy with it so far, haven't had the issues I had with previous Sonic games.
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« Reply #502 on: December 02, 2010, 08:24:20 PM »

I logged into itunes just now and found the free lite version. the reviews don't say anything about it being broken, so I'm going to check it out. \o/
And then she was never seen or heard from again.
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« Reply #503 on: December 02, 2010, 08:38:08 PM »

And then she was never seen or heard from again.

laugh nah, I played and played for a while but stopped.
 
(if you want to get rid of me, give me Kirby's Epic Yarn.)

(I don't have a Wii, so you'll have to give me one of those, too.)
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« Reply #504 on: December 16, 2010, 04:55:37 PM »

I'm playing through the first Mass Effect game now (on the 360, but it's also a PC game. ME2 was recently announced to release on the PS3). I think you would really like this series, Vlad.
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« Reply #505 on: December 16, 2010, 08:24:13 PM »

I'm playing through the first Mass Effect game now (on the 360, but it's also a PC game. ME2 was recently announced to release on the PS3). I think you would really like this series, Vlad.
Quite possibly. I get tired of that sort of game pretty easily, though. It's hard to shake the feeling of "I played this before". If it's first-person, it's just trying to be Deus Ex. If it's third-person, it's trying to be Knights of the Old Republic.

(This is possibly not true since those games were trying to be like System Shock and Neverwinter Nights, respectively, but the transitive property does not necessarily apply here).

In any case, I am completely done with PC gaming and don't have a 360, so fortunately it's not a choice I'm compelled to make.
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« Reply #506 on: December 16, 2010, 11:45:50 PM »

The similarity to KOTOR is undeniable (D&D rules and so forth), but the original story elements are compelling.
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« Reply #507 on: December 17, 2010, 07:33:55 AM »

I was very frustrated with Mass Effect last night, trying to take down this one particular boss over and over again - so frustrated that I looked up conversations about her to see if I could get any pointers. Turns out, I'm 20 to 30 levels low for it, but it's not like the game had any way of telling me I was trying to take on that particular world a bit early. A bit of a problem with a more open design (and, to be fair, I probably really do suck - I just now figured out that I could customize my weapons with poisons and such), but I'm back to having fun now.
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« Reply #508 on: December 17, 2010, 09:57:58 AM »

Open-world games have to be much better-designed to keep you from getting into that situation. IMO, it should be actually impossible to get to a boss that you are too underleveled for. Some games do this poorly (for instance, by forcing you to retrieve some tool or implement at the bottom of a dungeon filled with high-XP enemies) while others do it well (by providing a balanced skill system which rewards players for stepping slightly beyond their reach but prevents them from stepping too far out).

To be honest, though, most of my favorite games are ridiculously linear. If you're going to give me an open-world game, make it truly open. In this area, I think that sandbox games like Crackdown and Just Cause have gotten it more right than many RPGs.
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« Reply #509 on: December 17, 2010, 10:35:42 AM »

I think the game actually did suggest I do something else first, but I just wasn't paying attention.  :ρ

(I don't have the patience for chattiness I once had.)

I do agree with you that one shouldn't be able to reach a boss the player can't possibly handle, but I think if I was just a little better at it, I could have actually won after the umpteenth time. I made it through a few waves of enemies before I went down.
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« Reply #510 on: December 17, 2010, 01:12:48 PM »

I remember that the first time I played through Final Fantasy IV, I hadn't really mastered the concept of "levels". I kept getting pwned by EvilWall, but on something like the 7th or 8th try I finally took him down. On my subsequent playthroughs, I leveled up a lot before fighting him because in my mind he was super duper hard, and then I discovered that having the 3-level spells (Fire3/Ice3/Lit3) was pretty much the instant win.

(One of the many things I liked about the DS remake was how freaking hard the last boss was. I remember writing out strategies (Turn 1: Edge uses Bacchus Wine on Cecil, Kain jumps, Rosa casts Holy, Rydia summons Bahamut) so that I could get off more attacks before he used Big Bang. Also, the last save point was like a floor and a half above, so you had to fight your way through the super-annoying Zemus' Mind and Zemus' Body enemies, in addition to the Behemoths, Red Dragons, and Blue Dragons, all of which could decimate your party if you weren't careful. I actually felt like I had accomplished something. Compare this to beating, say, FF8, where I just spammed Lionheart.)
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« Reply #511 on: December 17, 2010, 01:22:08 PM »

I just bought a second PS3, because I found one for pretty cheap.

My current PS3 is one of the original 60GB backward-compatible models (with a 120GB hard drive, because I had one lying around), and I don't upgrade it because I don't want to lose the OtherOS functionality. My new PS3 is a 120GB slim, which I will keep upgraded and use for PSN and streaming.

So, in summary, I have one PS3 for using Linux on and playing PS2 games, and I have one PS3 for using the Internet on and watching movies. Now I just need a third PS3 for playing PS3 games on  whistle
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« Reply #512 on: December 17, 2010, 02:03:48 PM »

Consoles still have pretty crappy internet browsers, don't they? I'm pretty sure that second PS3 will do the running games job alright.   Smiley

I kind of ticks me off that they took the Other OS functionality from the new updates. I don't use it, but that's a big reason a lot of people bought the thing in the first place.

I might just have to get Mass Effect 2 on the PS3 when it comes out. Everything points to it being the best version of the game, but the 360 version is $20, so I may just do that instead.
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« Reply #513 on: December 17, 2010, 05:49:27 PM »

Probably. Actually, I don't really even play PS3 games (I gave a friend my copy of FFXIII, since he's poor and I still haven't played it. His fiancee probably hates me now).

And yes, console web browsers stink. The only thing I use the Internet for is downloading demos (to let me know which games to not play first, naturally).

I actually do kind of want three PS3s: the backward-compatible one, the up-to-date one, and one to jailbreak). I would love the ability to install emulators on my PS3 so I can play GBA and SNES games on my big screen. Also, I have a decent library of PSX games which I didn't technically actually buy so much as download and which can't be played on my stock PS3.

(I wouldn't want to jailbreak either my backward-compatible one or my new one because I'd be afraid of compromising the former's ability to play PS2 games and the latter's ability to get on the PSN. This is probably an overly-cautious and possibly an ignorant viewpoint on my part, but since I barely have time to play the games I do have, I'm unlikely to play downloaded games.)

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« Reply #514 on: December 17, 2010, 06:19:49 PM »

Quote
Probably. Actually, I don't really even play PS3 games (I gave a friend my copy of FFXIII, since he's poor and I still haven't played it. His fiancee probably hates me now).

Yeah, the kinds of games you tend to like (RPGs and tactical games) are kind of slim on all three big-screen consoles, unfortunately.

Quote
I actually do kind of want three PS3s: the backward-compatible one, the up-to-date one, and one to jailbreak). I would love the ability to install emulators on my PS3 so I can play GBA and SNES games on my big screen. Also, I have a decent library of PSX games which I didn't technically actually buy so much as download and which can't be played on my stock PS3.

Ohhhh, I didn't think of the jailbroken one, too.

I installed the Homebrew channel on my Wii for emulators (SNES, Genesis, NES, and N64 so far), and to play "backup" copies of games that were seriously damaged (my Wii itself had issues that slaughtered game discs. Eventually, I hope to get a USB hard drive and just run the Wii games directly off of that because, while I fixed the drive, I still don't really trust it.  I have some unofficial Wii games on it as well (I wish whoever did Wii Mah Jong would fix their game, though. It's open-source, I think, so maybe you could fix it.  :ρ).
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« Reply #515 on: December 17, 2010, 09:13:01 PM »

Buy me a Wii and I'll fix your Chinese Solitaire game Wink

(Given how horrifying the code is for a lot of these homebrew projects, that may not actually be a fair trade.)
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« Reply #516 on: December 18, 2010, 12:07:55 AM »

Quote
Buy me a Wii and I'll fix your Chinese Solitaire game

If I knew how to package my naked Wii without it getting damaged, I'd sell it to you on the very cheap, then get myself one with its case intact and a DVD drive that I can trust.

OK, that first part doesn't sound right at all.

I tried to click on the source for the game, and it was a dead link. Kind of a bummer.
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« Reply #517 on: December 18, 2010, 09:29:47 AM »

Found this link, but the source repository is empty :/
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« Reply #518 on: December 31, 2010, 08:03:06 PM »

Christmastime brings with it a variety of games. Among them:

Dragon Quest IX (DS)
Mass Effect 2 (360)
Halo: Reach (360)
Red Dead Redemption (360)

I'll likely be helping Isaac with Kirby's Epic Yarn (Wii).

and my brother lent me more games than I'll likely ever have time to play. I don't know how he does it.
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« Reply #519 on: December 31, 2010, 08:05:22 PM »

please to let us know how you and Isaac enjoy Kirby's Epic Yarn!
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