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News Submissions / Re: Translations: Translation for Ys 5 Finally Released
« on: December 06, 2013, 12:46:12 am »
I remember my password specifically so I could post this.

This is a game I've been wanting to play in English for slightly more than half of my life now.  It's strange as hell to wake up one day and check romhacking; something I rarely do anymore, and find this news posted front and center, mere minutes before my checking the page. I was (and still am, a little bit.) stunned. Jaw, meet floor. Patched the rom I downloaded in 1998 from some obscure, long-forgotten website. OML? Cherryroms? Plasticman? I don't remember which one; it might've even been one of those crappy geocities websites that came and went. Back when finding stuff to download was still challenging and rewarding. And painfully, painfully slow.

This brings the whole thing full circle; digging a lot of good and bad  memories from that time period. That was the year I developed my first crush, got my computer taken away for looking at porn (ONE FREAKING TIME. This is by far the most irrational thing my parents ever did, happy to say.) almost failed the grade I skipped forward to...

Sorry. Getting hit hard with a nostalgia tsunami.

A couple days later; I'm actually a little bit scared to play it now. Am I ready to give up the mystery? Do I hold onto the memories of awkwardly navigating through menus I did not understand, making significant progress despite not know what I was doing or why? That palpable sense of adventure associated with doing so?

Yep. I think it's time. The remnants of my 13 year old self demand satisfaction.

Sincere thanks, to everyone involved with this project.
It might sound lame, but...If for only symbolic reasons, this is significant to me. Does my jaded heart a fair amount of good.

Dimahoo lets you, in lieu of blowing shit up, charge for a larger attack. This also functions to change your ship/shot color which acts like ikaruga lite - Same colored shots don't kill you, but lower your power, and your magic shots won't damage same-colored enemies.

Aside from the end of the game being extremely cheap, its one of the better CPS2 shootemups out there. Fantastic presentation and sound.

Kingdom Grandprix adds a racing element, where you can give yourself a speed boost, but you can't do this and fire at the same time. However in this case, it just makes the game harder, and doesn't add much strategy since you need to be accelerating for *most of the stage* if you want to place 1st.

Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 16, 2013, 01:25:48 pm »
Hm. That wasn't quite my intent to convey that, so much as that 4th wll breakage doesn't actually diminish the quality of a game unless you just hate that as a function. Which I don't. Realism can be good, but often the attempts at realism fail pretty miserably; just aren't all that realistic.

 In a roundabout way, my sentiment stems from the notion that, if you remove the HUD, and give visual cues as opposed to more abstract representations of condition and other game statuses (showing, rather than telling.) it's just another mechanic, and can work pretty well under certain circumstances. However, the type of game you're trying to play/make should determine  how you approach the issue. A very fast-paced game should have a way to quickly tell you how you're doing - Be it a life bar, a hit-point counter.... Something as sensory/visceral as visible battle damage is nice, and may assist in suspension of disbelief, but it's also a much less direct way of addressing the subject - slower and without some obvious physical feedback, like disabling certain game functions while injured, is no more arbitrary than a lifebar or HP counter. And in cases where the visual detail is limited, can be burdensome on the devs. Ghouls and Ghosts handles it elegantly, but it's part of the protagonist's character that he isn't particularly resilient, unlike say Megaman, which within the restrictions of the system, or even modern, self-imposed restrictions-,damage would be not only difficult to convey without a lifebar, but also a total waste of time for the developer(s), for comparatively little benefit to the overall game experience - if any at all given how patently subjective the reception to such features will be.

But maybe I don't *always* want to suspend disbelief?
I don't play chess and visualize it as being an abstraction of a real battle. Chess is chess. It's a game. It's a great game. I suck at it.

Of course, chess doesn't have life bars. The mechanics are such that it doesn't *need* them since the condition of a given piece is absolute - it's either there or dead.

Immersion is great, immersion is good. i love immersion, atmosphere, etc. but, the 'metagame' can be just as fun as the game-game, and is often so well-ingrained that it doesn't occur to me that the lifebar, and a more literal representation of damage aren't the same thing.

Is it done to death? yes, but doing something new and different just to be new and different, while novel, isn't going to do much to improve the actual experience, IMO. And in most cases, is going to be just as arbitrary as a lifebar.

Banner Saga: Factions handled the subject of health and injury well - A character's current health is not only an indication of how close to death they are, but also how well they perform in a very direct and meaningful fashion - 1 health equates to 1 damage, 17 health equates to 17 damage. The numbers are small enough to where in some cases, having a difference of one health can make or break a strategy and totally alter the way you approach  a given set of conditions. Armor is handled similarly, and if a character has health lower than the targets armor, they incur a penalty in the form of a chance to miss. Is it numerical? Yes. Is it sensorily immersive? Not particularly, but it works, and gives you a more direct sense of injury, even without more literal depictions of the damage.

Gaming Discussion / Re: The 8 bit through 16 bit era
« on: March 15, 2013, 09:59:33 pm »
Realism is overrated. Give me 4th wall breakage any day.

Gaming Discussion / Re: Modern Game Design
« on: March 02, 2013, 04:51:18 pm »
I just want to point out that I read this entire thread, and that it was an enjoyable and zesty discussion, and all the personality flare-ups just made it all the more entertaining. Good points all around. 10/10.

Only thing I really have to add is that the desire for sex is less likely to manifest as sexism than it is to manifest as the actual act of sex.

I can't think of a phrase that quite encapsulates how badly I want to make fun of you for being enraged by a game's mostly throwaway script. Even if it is even more awkwardly written than it's predecessor.

I actually liked Demon's Souls better. Dark Souls is definitely a more refined experience, - being able to *see* is nice, the controls feel a wee bit more realistic, things feel a lot more balanced, overall better visual and sonic presentation, and the 'gifts' at character creation are a great touch... but there's just something -missing- from it that I can't quite pin down. It definitely feels a lot less isolated (partly due to the fact that if you're in human form, you are going to get invaded within seconds.), rehashes a lot of the same level features, and adds an honestly baffling granularity to some essential elements, like leaving messages, and learning gestures. It also sports a much less intuitive interface that seems to take up a lot more screen space, but that might be subjective. Wish there was a way to shrink it.

And even though Dark's narrative isn't exactly thick, compared to Demon's, it practically clubs you over the head with it. I have a thing for minimalist narrative, especially when there are things that can be shown rather than told. I don't Have very high hopes for dark souls 2.

I could say that it feels more game-y to me, but that doesn't really mean anything.

Man, you're just flabbergasted by humanity in general aren't you? I don't think it that strange that such an extensive collection could be used as a preservation/documentation resource at all. A thorough and pristine trip through the history of a hobby I've been nursing since I was 5? Yes, please.


I generally don't bother with polls like these, since my favorite characters/games tend to get neglected pretty hard. and I also don't really see the point.

I'm with Kaio for the most part though, and tend to prefer KoF to SF - though I do really enjoy SF: Alpha 2 and SF4.

*Actually its Gen.

Gaming Discussion / Re: Games and Categories
« on: February 10, 2013, 10:14:35 am »
Genre classifications are pretty arbitrary. At some point, it will simply fail to accurately describe the object in question.

However inaccurate, the "RPG" label is useful, in that with the exception of genre-bending games anyway, most people will know what you're talking about. the "J" and "W" are further abstractions, but are still useful for the same reason.

Adopting more accurate naming schema is awesome, but often, suggested rebrandings are just as arbitrary (even downright silly) and as they have not gained any measure of mainstream acceptance, are not particularly useful when in casual conversation. Now, if you're having to describe what "RPG" means in terms of video game lingo to someone who isn't familiar with the genre, the genre classification is going to flat-out fail, and you're going to need a fairly extensive description of content and subsystems.

And fuck that noise son, i'm just going to keep calling them RPGs. I also see no real problem with identifying media by the culture that spawned it. (And IMO, this is only a -problem- when its being used in a pejorative fashion. Acknowledging an obvious difference is not the same as negatively discriminating against it.) I could make the argument that games developed in Germany have a distinct cultural identity from one developed in the US, and the difference is marked enough to warrant national or cultural subclassification.

Gaming Discussion / Re: Help getting PS2 Slim to recognize external HDD
« on: January 26, 2013, 06:12:51 pm »
AFAIK, PS1 games can't be played using any HDloaders.

Also, be careful when taking advantage of some features. I actually busted my mcboot by doing a controller reset. (rare, but documented.)

I have everything I need to redo it, but I'm feeling extremely lazy about it.

Gaming Discussion / Re: Did anyone play Pier Solar
« on: December 25, 2012, 07:18:06 am »
Why is that such a bad thing?

So I sat down this morning to give it a try.

I'm just going to stand what I already said, particularly the 'forced tedium' comments, since it feels like your definition of 'challenge' was inspired by Phantasy Star, a series I utterly loathe and despise.

Please, whine more.

And I happen to like them, so based on your -intensely- emotional, borderline psychotic negative reaction to them, as well as this hack, I feel compelled to give it a shot now.

Well this seems to be really impressive and all and I can only remark that it's too bad the Japanese don't have the vigor for their cultural products to see exposition here that the Chinese do.

But wait a second... why all the attention from the Chinese? Why is their fan community so eager to see their cultural product over here?

I think the correct answer to all of your questions is "you are asking the wrong questions" They are based on incorrect and/or incomplete understandings of the data that inspired them. The whole point is that chinese-to-english translations, professional or otehrwise are rare, due largely in part to the fact that chinese games are negatively (and unfairly) stereotyped. This translation project likely has little to do with politics, or a desire from the "Chinese fan community" to spread "cultural product" on other people (considering that no evidence of such ridiculous presumptions seem know. actually exist.)

Perhaps it's much simpler, and that the creators simply want to release what they perceive to be a good game to an english speaking audience? Is there some reason there -needs- to be some sinister ulterior motive?

 if you need pixel artists, I happen to be one (proof? my avatar.). PM me if you want to see some of my work, or if you want to, send me a list of what needs to be done and what limitations if any(color count, dimensions) need to be observed. I really should have a portfolio, but I...aagh...laziness...

News Submissions / Re: Translations: Dracula X retranslation complete
« on: September 09, 2009, 12:57:26 am »
At what point did I explicitly state that I thought it had devolved into mudslinging? Just because something *seems* a certain way, it doesn't mean that it *is* that way.

I didn't accuse you of being aggressive, I said your posts *come off* as aggressive, and looking back, I could probably add "accusatory".

First he never *pegged* the PP project, he merely stated that his project started earlier than most people thought. Second, he never claimed that his project was *free* of the same problems the other was having, you put those words in his mouth.
"seeing as it's the only one released, i'm not so sure it's the redundant one"

This isn't an accusation of the other project being redundant, it's a defense of his project *not* being redundant.

I've got more examples, if you'd care for me to share them, but for brevity's sake, i'll move on.

I don't personally think it's fair to call -anyone's- project "redundant", which is exactly what you called Gemini out on for practically no reason. Tongue-in-cheek or not, it was unprovoked; what kind of reaction did you expect, anyway?

My entire point is that whether you are intending to or not, your posts *SEEM* accusatory and attack-oriented. I am not saying that they *ARE* i'm just saying that they *SEEM* that way. I dunno, maybe you're being deliberately confrontational?

There's such a thing as good criticism, and bad criticism, most of what you're offering up here is response-oriented and in a thread that has little to do with ToP, so one might -assume- that such out-of-place criticisms aren't exactly voiced with the purest of intentions.

and just so i'm making myself absolutely clear here, i am stating what these things might look like to someone else. I am not saying that these are my exact thoughts and feelings. I'm trying to look at it from an outside perspective.

News Submissions / Re: Translations: Dracula X retranslation complete
« on: September 08, 2009, 09:45:21 pm »
I can see what you're saying but even in saying so your post honestly comes off as rather aggressive. I'm pretty certain though  (or at least i'm hoping) it's not something you're doing intentionally, but when offering crits tone is important lest people get the idea that you're attacking them, which naturally puts your target on the defensive. And I apologize If I misinterpreted, but it *looked* like a sincere honest-to-god attempt at a skirmish.

News Submissions / Re: Translations: Dracula X retranslation complete
« on: September 08, 2009, 06:41:07 pm »
no, it's just that i made a tongue in cheek comment
To be honest, I don't really believe what you're saying here. To me it looks all like a gigantic and poorly masked attempt to attack my work. ::)

Right, that's kinda what I got out of this whole discussion, only reason I asked was because I wasn't 100% sure and I'm still not that familiar with the community dynamic here, but I imagine that's how it would look to any casual passers-by. Not saying everyone should be playing grab-ass but c'mon. ease up.

Truthfully, I don't understand it, from the user-end of the spectrum why anyone would openly *complain* about someone's work (I'm reminded of when a lesser-known group released an english patch for an SNES fire emblem game; the backlash here was positively astounding, and not a little bit embarrassing to witness. I can only Imagine how the creators felt!).

No translation/hack is truly redundant, because at the end of the day, the umpteenth SMB hack that has mario moonwalking in the nude or "CastlePAINia II: Penis quest" is someone's first forays into it, the 10th square RPG retranslation is practice for a person of lesser experience, hell even two teams producing a translation for the same game at the same time gives the user an option if there's something they didn't particularly like about team Q's work - the competition might even drive the speed and quality of work forward, in spite of the inevitable and unfortunate drama that would be thereby generated.

Maybe someone can better explain to me why there's so much negative backlash against positive work? I get that everyone's a critic, and constructive criticism is fine, but people don't seem to be able to draw the line between that and ceaseless nitpicking.



News Submissions / Re: Translations: Dracula X retranslation complete
« on: September 08, 2009, 03:18:58 pm »
Kajitani-Eizan, are you being surly just for the hell of it?

News Submissions / Re: Translations: Dracula X retranslation complete
« on: September 07, 2009, 06:46:19 am »
Man I'm never translating anything ever again if this is the only kind of reception that people are giving now.

It's rather unfortunate, that this sentiment seems to be on the rise on the user end. I don't think people ought to complain unless the work itself is objectively bad.

This hack in particular interests me because it enables me to play the game and pick up the handful of things left out in the US release sans the language barrier.

Generally speaking, we are truly ungrateful little shitheads and rarely deserve what we get.
(ToP and Persona)

I finally got around to grabbing Persona 2: IS, and i have only one thing to say:

Fuck the naysayers.

With a battering ram.

News Submissions / Re: Translations: Dracula X retranslation complete
« on: September 06, 2009, 06:48:45 pm »
I think I'm d'ling this based on the availibility of the nose goblin alone.

News Submissions / Re: ROM Hacks: Mortal Kombat II Unlimited
« on: September 04, 2009, 03:28:18 pm »
This looks pretty neat. Just out of curiosity, I remember this game's violence being toned down for the Genesis version compared to the SNES version. Was this addressed in your hack?

I thought that was the other way around?

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