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Messages - KaioShin

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Gaming Discussion / Re: Grandia: What did you like so much about it?
« on: November 25, 2014, 03:43:57 am »
I really hated that you build up characters only to have them leave the party all the time. That's the only thing I remember about it, haven't played it since it was new. Oh, and there was same uber corny voice acted battle quote "Hey, ho, fluffy, go!" or some such.... oh god.

Programming / Re: Visual Studio Community and .NET Core
« on: November 22, 2014, 04:03:24 am »
One just can't appreciate how great Visual Studio is until one had to work a larger project with Eclipse.

So yeah this is good news.

Gaming Discussion / Re: Secret of Mana's wasted potential
« on: November 13, 2014, 10:48:07 am »
I doubt they still have the old assets that were cut. And for a proper remake they'd have to redo everything anyway and at that point they might as well create a new game from scratch. The franchise lie dormant for a long time, they won't generate a ton of buzz for it like they do with a FF port.

FYI, SoM's prequel Seiken Densetsu did get a GBA remake and it was pretty shitty. So maybe be glad they aren't remaking it yet  :-X

Personal Projects / Re: [MD] Moving Adventure Psy-O-Blade
« on: November 10, 2014, 10:17:01 am »
I'm a little reluctant because I'm european, and in Europa it was called Megadrive :)

Don't give in to the imperialist Murricans  :police:

That's some excellent progress, good job!

Gaming Discussion / Re: Game's that have caused you to feel emotion
« on: November 01, 2014, 01:08:36 pm »
I agree with the statement that Phantasy Star IV is given much praise for little reason.

It's because the Genesis had little else in the ways of JRPGs besides PS4 and Shining Force. The console war back then was just as pathetic as it is today, rational arguments had little bearing. What it boiled down to was ignoring the shortcomings of "your" platform while shaming the platform of the competition. So instead of admiting that the Genesis sucks ass for JRPGs people instead talked themselves into worshipping the games they did have. Never underestimate the depths of delusion people sink to in order to justify their purchases. You and me aren't different, we all fell into that trap before. Especially when we are young, and back then we were all kids. (And adults are far from immune either, if they are better at this at all)

Seasonal releases are always a nice gift  :beer:

So, what was it translated for? What were those "15 years" spent for? Like, if there's a superior version, what's the point of this one?

No matter how terrible a game is, it is part of gaming history. Now people who are interested in the series can look at each iteration and see how it evolved, without having to know Japanese. Works like this are just as important in the long run as projects like MAME.

I think the assumption is that some (a lot?) of the money will come from Kickstarter, which will be basically "free" capital to work with.
The problem is that the people funding on Kickstarter (who will probably want a free book for their funding) are in all likelihood the majority of the audience for the book.

Yeah but it's the same problem. Instead of needing 20k people to pay 15$ for a book you need to find 20k people who want to pledge 15$ for a book that might or not happen. I see more and more solid game projects on kickstarter who have troubles even reaching 50k these days.

I don't want to talk this project down, I would find it very nice if those books actually become avaiable in English. I'd just urge the author to really really really think this through from start to finish before sinking any kind of personal funds into it.

Any I figure everything will come to 250,000$ maximum and that's included with a small profit. It's late, i'm to tired to flesh that out, but i can do it on another post if anybody want's to know how I got those numbers.

Now calculate how many copies of the book you'd have to sell to make this much money back. (Minus production costs and taxes ofc). I have a really hard time seeing that kind of audience for such a ultra niche product. The game SMTIV sold 200k copies in the west. That even 10% of those would be interested in these books seems optimistic to me and that would require you to make more than 10$ profit per book.

Gaming Discussion / Re: Re: Victoly!
« on: October 07, 2014, 05:12:00 pm »
Finished Professor Layton vs Phoenix Wright.

I was very sceptical because I don't care much for the Layton games and I had read that Level5 was responsible for this game. But I was too much of a PW fanboy to not at least give it a try. And I was very positively surprised. It really wasn't the Level5 devs interpreting the PW formular, the game was a co development of Level5 and the original Ace Attorney team. Thus the courtroom parts are 100% PW with no bad compromises. And the puzzle parts weren't too bad this time either, so there really isn't much to complain. The overall story was very good (albeit the final plot twist came firmly from the Layton camp aka head -> desk). The two franchises work very well together and each can bring forth their strengths without having to compromise. A nice and welcome surprise.

Gaming Discussion / Re: Did anyone play Pier Solar
« on: October 04, 2014, 12:16:29 pm » Good old Games.

Though, to actually buy something from there you'll need an account with them too. If an account is such a big deal for you, you'd get much further with Steam long-term, since the one Steam login can be used to play pretty much all PC games while GoG mostly only has old games and new indie games.

Newcomer's Board / Re: Help me finding 8MB hacks for SNES/SFC ?
« on: October 03, 2014, 02:41:33 pm »
If you take a look at all Snes games which were released, you can see that 98 percent are bellow or equal to 4MB. Why is that?

Because EPROM chips were expensive as hell at the time. It's not like pressing a CD later on in the disc based era where it's not difference if the disc is filled to the top or not. Every space upgrade costs the publisher more money. I'm sure they had some good deals with the memory companies, but in the end double cart capacity will have roughly doubled the production cost. If your average game is 1MB and you have a game that needs 6MB, imagine the tears that the finance guys at the publisher will weep. They can't just sell it for 6 times the price as other games (though RPGs usually DID cost extra, at least over here, because of this), so at least some part of the extra costs would cut right into their profit margin.

Gaming Discussion / Re: Did anyone play Pier Solar
« on: October 01, 2014, 10:32:19 am »
Kinda off-topic, but this game is a good example on how the new Steam frontpage was a terrible idea. It doesn't even show up in mine. It might be personalized, but the "popular new releases" list should be the same for everyone. So an indie game that doesn't have enough critical mass in hype to get into that list won't even show up for the average user. Now instead of the new releases being flooded with 10 year old Russian game prototypes sold as new games, it's not flooded a collection of the last 2 month's AAA output. Even worse than before for truly small indie teams.

(This is in no way a comment on the quality of the game, I personally wouldn't touch it with a 10 foot pole since it's not my kind of thing, I have no idea if it's good or bad for what it is.)

Gaming Discussion / Re: Re: Victoly!
« on: October 01, 2014, 04:43:22 am »
Beat Battle World Kronos.

It's a hex-grid, turn-based strategy game akin to Battle Isle or Advance Wars. Unlike the later, it has no economy system though. You have to get by with the units you get at the start of the mission and reinforcements you can find during the mission. The same usually holds true for the enemy too though. So instead of an economic war with a lot of back and forth it's really a slow but steady war of attrition. The biggest problem is the bad AI. All units on the map either follow a pre-set patrol route until an enemy is in sight or simply stay where they are until an enemy is in sight. This leads to the obvious tactic of sacrificing a weak or damaged unit to lure down some units out of a well defended position. It works every time, and units that are standing two hexes further won't notice a thing while you dismantle their colleagues.

Overall it was solid but not great. It's not even in the same galaxy as Advance Wars. It's sometimes on sale for less than 10 bucks though, so it doesn't break the bank.

News Submissions / Re: ROM Hacks: Batman - Shadows of Night Released!!!
« on: September 30, 2014, 03:16:04 am »
I posted the news of this hack because I played through and beat it, and I must say that it was a great hack. I hope to see many more great games from you!

Please continue to do so for hacks you come across that you feel are worthy of the attention. For some reason most authors don't want to create news posts for their releases. I don't really understand why :-\

Gaming Discussion / Re: Re: Victoly!
« on: September 24, 2014, 06:36:02 am »
Beat Wasteland 2.

I must say I ended up being somewhat disappointed. In case you never heard of this, it's a turn based roleplaying game set in a post apocalyptic world, extremely similiar to Fallout (the original Wasteland 1 is the spirtiual predecessor to Fallout). It offers a very good amount of content and great athmosphere. The world is well built and interesting. The story is ok (you pretty much just help local folks, the big bad only rears its ugly head every few hours for a line or two) - it's a game that is living more off the lore than off the plot, which is totally fine (see for an excellent example: Morrowind). The disappointing part is everything else. The attribute and skill system is just bad. There are only 3 viable character builds attribute wise. Attributes are completely detached from skills, so the only thing attributes concern is combat. So there are strong guys who can walk fast (melee) and guys who can shoot well and often (sniper) and intelligence chars who suck at combat but get more skills (skill donkey).

There are a ton of skills, for example lockpicking, animal whispering or mechanical repair, as you'd expect from a RPG. But the difficulty scaling of skill checks is made in such a way that you need expert characters to keep up with the skill checks. So every character just gets 2 skills you'll dump all your skill points in every few levels. There is no customization or thinking involved in building a character after it is created and you start the game. Every level is just new skill points you have to spend in the same skills every time. Terribly boring. The skill checks themselves also ultimately become boring as hell, because every single chest in the game is locked AND trapped. It just becomes an annoying chore to disarm and open it. The reward is usually just 3 bullets of ammo and a bit of junk to vendor off. You'll also constantly come across containers with only 10-30% success chance. Prepare for the exciting meta gameplay of quicksaving and then trying and reloading as long as it takes to finally open the junk. Or simply ignoring it. But at least early on, the game is balanced around you really going after every scrap. Later on it becomes irrelevant instead.

And the biggest problem, the combat system is very very bad. It looks like another take on the tried and true Jagged Alliance/XCOM formular. Only it's the blandest iteration I've seen so far. There are no skills, no classes. There is just one type of cover. At the end of the day there is nothing to do but just sit down all your chars behind a wall and keep firing at the nearest enemy until the fight is over. By the end I didn't even bother with cover anymore. I just left my guys standing in a big blob where the combat started and kept shooting. That's how dumb the combat here is. The maps also only very rarely offer interesting tactical opportunities. Most maps seem to have been made with aesthetics in mind and not tactics. Blackguards for example was WAY more inventive here, where you could clearly tell that the designers hand crafted every encounter and tried to get a unique twist out of every battle. In Wasteland it's just cannon fodder fights with a random fence you can use as cover if you want, or not, it won't make much of a difference.

Don't get me wrong, it's not a terrible game. What kept me going was exploring the world and seeing how the small surviving communities in this world worked. Still, I can't help but feel terribly disappointed over the massively wasted potential on display here. Divinity was the vastly better RPG this year.

News Submissions / Re: Translations: New Translations Added to the Database
« on: September 16, 2014, 04:54:04 pm »
Save frequently in FFA?

I recall getting trapped in a dungeon without keys in that game. :P

Keys can be a real problem if you miss the morning star. In my first playthrough that actually happened. The boss that guards it is in a side room you don't have to pass through. It was still my favourite GB game as a kid. Even more so than Zelda and Pokemon.

Gaming Discussion / Re: Re: Victoly!
« on: September 06, 2014, 11:30:25 am »
Done with Ys 7. I haven't actually beaten it, but I'm too tired to grind for the final boss. Being forced to use all characters is a real dick move.

I must say I feel like it's in general a weak-ish Ys game. I don't think it profited from having multiple party members. Having to switch characters all the time in some areas is rather annoying and I cought myself losing the overview of the situation sometimes when 3 characters were running around in the same spot. What really dragged it down for me was the unusual (for Ys) focus on story and dialogues. It's still the same "Adol is the chosen one AGAIN" story for the 7th time, just presented with 5 times as much unskippable dialogue and melodrama as in previous games. I could have really lived without that.

Personal Projects / Re: Sakura Wars [PC]
« on: September 01, 2014, 12:29:43 pm »
Ah, what a blast from the past. Sakura Wars was a pretty big franchise in Japan, I always wondered why there wasn't a bigger interest in translations. Probably because the games were originally for hard to emulate Sega consoles. I looked at the Dreamcast version many years ago and I think the text was even easily editable, but changing the game's unreadable ASCII font with the DC hacking tools of the time would have been a nightmare so it was quickly dropped.

Good luck!

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