Hel posted:It's fine, but it's the worst Longest Journey game and will only really appeal to fans of the series but also does a few things that will annoy a lot of those fans as well. Yeah, it's fine. It got some great characters like Enu and Shitbot, but it's pretty clear that they didn't managed to fulfill their ambitions. If you're fan it got some great callbacks to the first game though. There's a point where you have to collect drawings of scenes from the first game that Saga drew. The collection itself is pretty bad, but it was great to see parts of the game "drawn by a kid". You also have to put the drawings in the right order and even though it's probably a decade since I played the first game I managed to put the drawings right. quote:Also suffers from being "open world". Eh, it's no more open world than other adventure games. And probably less of an open world than the first game.
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# ? Jun 3, 2022 17:02 |
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# ? May 23, 2024 15:10 |
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Is it reasonably easy to get into and finish the TLJ games? I assume I need to have played through TLJ and Dreamfall for the newer stuff to make any sense. They've sat in my library for probably 15 years but it always felt like a LOT for some reason and the potential time commitment has kept me from trying... Even though I'd already be done by now if I'd started.
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# ? Jun 3, 2022 17:15 |
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Alhazred posted:Eh, it's no more open world than other adventure games. And probably less of an open world than the first game. The first had discrete scenes which limited the areas where you had to look, Chapters had you walk around between them which made the distinction between areas of interest more blurred which made figuring out the puzzles a bit more involved. Even Dreamfall had better distinction between the scenes.
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# ? Jun 3, 2022 17:30 |
As long as you get past the inflated duck puzzle it's not that hard.
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# ? Jun 3, 2022 17:31 |
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What the gently caress kinda game is Oh you said duck
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# ? Jun 4, 2022 01:45 |
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Vermintide 2 had the Chaos Wastes DLC which is a strand of procedurally generated levels like a rogue-lite and instead of giving you the numbers at the end of a stage it waits until the end Feels real good to see the numbers for 5 or 6 stages at once
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# ? Jun 5, 2022 18:51 |
Two fun trophies from Dreamfall: Chapters:
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# ? Jun 6, 2022 15:22 |
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SMT V, the main battle theme doesn't really kick in until the first attack is actively made. If you futz around in your menus it will just loop a bit of a droning prelude, but the guitars start wailing the moment you actually smack something.
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# ? Jun 7, 2022 01:54 |
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Speaking of neat little musical touches, I really like how Beast Breaker handles it. At your home you have four rooms you can switch between, each with it's own music. As you progress through the game you recruit companions, who will stay in one of the four rooms. What's neat is the music for the room they are staying in changes as you add more people too them, usually becoming more complex. It's a great way to capture the feeling that you're filling up your home.
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# ? Jun 7, 2022 02:24 |
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Pulsarcat posted:Speaking of neat little musical touches, I really like how Beast Breaker handles it. Similar to SMT V mentioned above, when you ambush a beast, the music is sorta quiet as you perform your first actions. Once the beast 'activates', the next layer of music kicks in.
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# ? Jun 7, 2022 03:10 |
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Pulsarcat posted:Speaking of neat little musical touches, I really like how Beast Breaker handles it. Brave Fencer Musashi has a similar thing: the residents of the castle have all been captured at the start of the game and each one you rescue adds some new function back to it. The musicians each just play their instruments, and each one you rescue adds that instrument to the castle’s background music. It’s a little thing but it feels grand when you finally get them all together and get to hear the full orchestra Related, you’re helping out the Allucaneet Kingdom against the evil forces of the Thirstquencher Empire. Also all the residents of the castle have food pun names, like Cook Mary-Nade, Musician Pianissimeat, and Mercenary Meitlofe Kit Walker has a new favorite as of 03:31 on Jun 7, 2022 |
# ? Jun 7, 2022 03:25 |
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Quite a few games do that, with home level/base themes becoming more complex and rich the further along you get. There's an example just at the tip of my memory, but I'm pretty sure Kirby and the Forgotten Land does it with Waddle Dee Town.
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# ? Jun 7, 2022 03:39 |
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Give me more examples, I adore that poo poo.
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# ? Jun 7, 2022 03:44 |
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Lots of video games have stories where there's some loved one that betrays you. In Greedfall, the villain of the story cares for you....and never really stops caring for you. At no point does he ever consider killing you, and even in the end, his whole plan is for you two to become gods, never just himself. It's rather endearing, except for the part where his plan effectively requires genocide, you know, that whole thing.
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# ? Jun 7, 2022 03:44 |
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Building music complexity over time is always neat. I think the first time I noticed it was the Yoshi's Island map theme, which adds in new instrumentation every time you beat a world. Took a long time to notice, but it was awesome when I finally did.
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# ? Jun 7, 2022 03:46 |
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Warbird posted:Give me more examples, I adore that poo poo. Assassin's Creed 2's Monteriggioni is always the example I fall back to.
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# ? Jun 7, 2022 03:51 |
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For as maligned Phantasy Star 3 is, they had the nice touch of each new party member adding another instrument to the overworld music.
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# ? Jun 7, 2022 04:22 |
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Morpheus posted:Similar to SMT V mentioned above, when you ambush a beast, the music is sorta quiet as you perform your first actions. Once the beast 'activates', the next layer of music kicks in. Honestly, Beast Breaker has a great sound track, half the fun of unlocking a new area or fighting a new beast is the music for it. For a game I picked up on a whim so I could spend my lunch break flinging a tiny mouse child around like a pinball Beast Breaker was incredibly fun. quote:Related, you’re helping out the Allucaneet Kingdom against the evil forces of the Thirstquencher Empire. Also all the residents of the castle have food pun names, like Cook Mary-Nade, Musician Pianissimeat, and Mercenary Meitlofe I don't care if I somehow live to be a thousand, I will never get tired of Japan's love of stupid rear end pun names.
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# ? Jun 7, 2022 04:36 |
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Captain Hygiene posted:Building music complexity over time is always neat. I think the first time I noticed it was the Yoshi's Island map theme, which adds in new instrumentation every time you beat a world. Took a long time to notice, but it was awesome when I finally did. And of course, in Super Mario World, when you're riding Yoshi the music gets bongos added to it. On a different note, Rogue Legacy 2 of course involves a lot of dying. There's a ton of different death animations, from fairly standard "gasp and fall over" or "collapse, try to crawl forwards, and die", to more unusual stuff like "glitch and fade out of existence". My favorite, though, is lethally stubbing your toe and falling over dead from the pain
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# ? Jun 7, 2022 04:40 |
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The Toad Town music in Paper Mario 64 changes dynamically based on which building you're near. Not exactly the same thing but I love it nonetheless
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# ? Jun 7, 2022 04:48 |
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I've been replaying Arkham Knight and one thing that's kind of neat is how as the game progresses and you complete side missions they add stuff to GCPD like enemy weapons in the evidence room and the guys you beat up end up in holding cells.
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# ? Jun 7, 2022 05:06 |
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Ashsaber posted:SMT V, the main battle theme doesn't really kick in until the first attack is actively made. If you futz around in your menus it will just loop a bit of a droning prelude, but the guitars start wailing the moment you actually smack something. I recently tried some of SMT1 and it has a very similar thing that feels absolutely perfect for the setting. On random encounters, the pre-battle menu comes up with 'fight' 'talk' 'escape' etc. and a slow ominous bassline. It's not until you choose to fight that the battle music kicks in. Stuff like this really enhances the feeling that the demons aren't just wild beasts and have their own personalities and motives, and maybe killing you isn't at the top of their to do list, hee ho.
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# ? Jun 7, 2022 05:23 |
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Nostradingus posted:The Toad Town music in Paper Mario 64 changes dynamically based on which building you're near. Not exactly the same thing but I love it nonetheless Rare games did this a lot, with the Banjo-Kazooie games having different arrangements for the bgm depending on where you are in a world, including boss fight ones. I think the DK64 overworld did it but not the sub-worlds.
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# ? Jun 7, 2022 05:27 |
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TooMuchAbstraction posted:And of course, in Super Mario World, when you're riding Yoshi the music gets bongos added to it. The penultimate boss is kind of a mirror match, so he pulls his defeat animation from the same pool of deaths your own little guys are subject to. Always great seeing this epic hilltop duel capped off with him doing the "I guess I'll die" shrug and slumping over.
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# ? Jun 7, 2022 05:42 |
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muscles like this! posted:I've been replaying Arkham Knight and one thing that's kind of neat is how as the game progresses and you complete side missions they add stuff to GCPD like enemy weapons in the evidence room and the guys you beat up end up in holding cells. Arkham City was really bad about that. That game was constantly throwing side quests at you, but the main plot never let off the gas in a way that justified taking a break to search for Riddler trophies or track down the other half-dozen minor villains running around. Morrowind is the only other game I can think of that managed that, by putting you in the role of a secret agent with a handler who is regularly encouraging you to take some time to do side missions to establish your cover as an adventurer.
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# ? Jun 7, 2022 06:30 |
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God of War 2018 had a couple of points where Boy is scripted to mention that just going exploring is a possibility Almost all of its side quests are also written to have Boy be enthusiastic about them and Kratos grudgingly indulging him but complaining about how it distracts from their real mission
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# ? Jun 7, 2022 06:33 |
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Kit Walker posted:Brave Fencer Musashi has a similar thing: the residents of the castle have all been captured at the start of the game and each one you rescue adds some new function back to it. The musicians each just play their instruments, and each one you rescue adds that instrument to the castle’s background music. It’s a little thing but it feels grand when you finally get them all together and get to hear the full orchestra Brave Fencer Musashi was such a cool little game. Fantastic loving soundtrack. https://www.youtube.com/watch?v=BaE0tAHaDbc This song gets stuck in my head all the time. It's a real 'LET'S GET UP AND GO ADVENTURE!' type tune.
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# ? Jun 7, 2022 06:40 |
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Warbird posted:Give me more examples, I adore that poo poo. Suikoden series is built on this. You get a castle/fortress for reasons, and as you collect people more and more things are added to it.
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# ? Jun 7, 2022 06:43 |
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Vandar posted:Brave Fencer Musashi was such a cool little game. Fantastic loving soundtrack. Absolutely incredible ost for a game starring a LITTLE TURD
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# ? Jun 7, 2022 07:02 |
Jokymi posted:I'm actually in the middle of replaying that as well, and there's another little thing it does that so few games do: writing breaks into the story for the player to go and do side quests. It's amazing how rare it is for games with lots of side content to put in throwaway lines like, "I'll work on decrypting this information, but it may take me a little while. Come see me when you're ready. In the mean time, you may want to check out some of the other crazy stuff going on in the city." Deadly Premonition was also really good about this. You are regularly told to meet someone, somewhere, at a much later time and can just screw around in Greenvale until then.
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# ? Jun 7, 2022 07:12 |
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Though with Arkham City side quests, that does remind me how one particular side quest seems out of place, because it should. Alfred just dropping the 'cure' to Titan poisoning casually as an optional side mission, which is actually a hallucination from the Mad Hatter to make Batman inject himself with some more of the fun chemicals.
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# ? Jun 7, 2022 07:32 |
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In Link's Awakening, to open the final dungeon you have to collect eight musical instruments from the various other dungeons, and play a song at the entrance. You can go there early, and if you play the song it'll do it with just the instruments you have, so you can go there every so often over the course of the game and it'll be more and more complete. https://www.youtube.com/watch?v=JoLVaoLd56o Qwertycoatl has a new favorite as of 09:23 on Jun 7, 2022 |
# ? Jun 7, 2022 09:15 |
muscles like this! posted:I've been replaying Arkham Knight and one thing that's kind of neat is how as the game progresses and you complete side missions they add stuff to GCPD like enemy weapons in the evidence room and the guys you beat up end up in holding cells. I liked how you could talk to the major villains after you had put them in jail.
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# ? Jun 7, 2022 10:20 |
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The Surge 2 (maybe also the first one, I didn't play that): you can check what the upgraded stat of a weapon will look like in the menu, without even having material to upgrade it. Since weapons share movesets, it's useful in knowing which one ends up stronger - the differences may be slight, but they are there and it's nice to know.
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# ? Jun 7, 2022 10:23 |
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Captain Hygiene posted:Building music complexity over time is always neat. I think the first time I noticed it was the Yoshi's Island map theme, which adds in new instrumentation every time you beat a world. Took a long time to notice, but it was awesome when I finally did. e: the Link's Awakening thing is made all the more impressive because they had to distribute eight instruments and their parts among only four sound channels. My Lovely Horse has a new favorite as of 10:46 on Jun 7, 2022 |
# ? Jun 7, 2022 10:43 |
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Skies of Arcadia was the first time I recall encountering dynamic battle music in a game and my mind was blown when I started whooping a boss’ rear end and it switched to this high tempo winning theme almost seamlessly feeling
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# ? Jun 7, 2022 12:16 |
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Bloodstained: Ritual of the Night: i can’t believe the mad lads made the SOTN inverted castle a traversal tool.
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# ? Jun 7, 2022 12:46 |
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Morpheus posted:Lots of video games have stories where there's some loved one that betrays you. In Greedfall, the villain of the story cares for you....and never really stops caring for you. At no point does he ever consider killing you, and even in the end, his whole plan is for you two to become gods, never just himself. It's rather endearing, except for the part where his plan effectively requires genocide, you know, that whole thing. Is greedfall good? That sounds interesting and the stuff I've seen of the sequel looks cool.. and I've seen it described as bioware-like, kind of like dragon age or something
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# ? Jun 7, 2022 12:50 |
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It's Spiders. Meaning they're doing their honest best to emulate best-practice RPGs but not getting it quite right.
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# ? Jun 7, 2022 12:57 |
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# ? May 23, 2024 15:10 |
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Warbird posted:Give me more examples, I adore that poo poo. It's not quite the same thing but in Dragon Quest 4 the overworld music and, in some cases, battle music change based on which chapter you're currently in. In the final chapter, whichever character is in the lead spot determines which overworld and battle music will play. Finally, the hero(ine)'s overworld music changes based on how far into the final chapter you are.
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# ? Jun 7, 2022 13:14 |