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16-bit Butt-Head
Dec 25, 2014

“I think the problem is you’re just uneducated.”
to get the good ending in mega man x5 nothing you do matters you can get all the parts but if the game fails the RNG check you lose you can also just start the game and save scum until you get the good ending criteria without fighting any bosses

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Violen
Jul 25, 2009

ohoho~
here's some funny disconnected stupid design things about x5 and 6 i'm just gonna explain unformatted off the top of my head that everyone can skip over unless you found the the last post i made interesting

im definitely going to be missing out a bunch and the actual executional design in x6 in particular with level construction specifics and the like is so overwhelming you basically just need to watch a longplay to properly grasp it

to elaborate on the whole multiple endings thing, x5's got a few paths through the game that are tied to trying to disable a space colony that's been set to crash into the earth and the way the game handles this is by giving you two options to trigger that have a randomized chance of success or failure and the gimmick is supposed to be you get stuff from beating the game's mavericks to improve the odds of either option working, but they all amount to a range of like ~10% on the baked-in chances of either option working so you can get locked into the bad ending route no matter what you do (also if you just wanna beat the game in 15 minutes you can deliberately fire off both attempts out of the intro stage and get immediate access to sigma's fortress lol)

another system that ties into this is you're on a time limit that counts down by the hour every time you enter and exit a stage either through a game over or clearing it. x5 also introduces an accessories system where you can acquire a bunch of parts to equip a subset of that, say, give you a floatier jump, let zero cut certain projectiles, extend your dash length, make you run faster, whatever. you get these by beating mavericks at a minimum required level (bosses have rpg levels now, all it impacts is their health and it's calculated by how many hours are left until armageddon plus how many bosses you've beaten already). some are character specific and some arent. there's no in-game way of knowing which boss gives you what, and the way you opaquely select the part you're going to receive provided you've leveled bosses up enough is by choosing either a life up or weapon up from the stage clear screen then waiting another apocalyptic hour or two for it to be made. the way to get the maximum amount of useful parts, besides a walkthrough so you're not getting like, 5 "1% damage increase on every 7th uncharged buster shot" ones, is to deliberate game over a bunch after the intro stage to run the timer down. the most expedient way to do this is to pick the stage where you're on a bike and can fall into a pit before the 'stage start' text is even finished appearing.

x5 still has an armor system like the previous mmx games but now you need to get all 4 components of an armor before you can get the benefits of any of them, and one of the armors requires the other to get most of its components.

x5 has a 10-minute auto-scroller that you need to play through three times to get everything in it, and one of those times is because you need to use the weapon the boss of the stage gives you in his stage lol. also the boss is named duff mcwhalen in the ps1 na release

x5 has difficulty modes and it and x6 are interesting to me because they've got some of the most extensive changes between modes ive seen in a game, like every single enemy has new ai and attacks and they change up the behavior and speed of stage hazards and stuff or even make some of the platforming different, and bosses in particular have massive distinctions between each difficulty. but the funniest thing about x5's hard mode is that one of the changes is putting every boss at max level which in 5 just means they have several times the health of even the beefiest boss in older mmx games and take over 100 fully charged buster shots to kill, and this is a mega man game so there are some bosses that just like, flop around and wait to die but still take several minutes now.

x6 introduces or brings back some new systems of its own, the main ones being that the stages you clear impact other stages, a new major enemy called a nightmare, and reploids you can rescue scattered around the eight main stages. these are all related in really obnoxious ways

nightmares are a regular enemy that's free-floating and has a few types, either one that teleports on top of you or shoots at you. they and their projectiles can go through terrain while yours can't. it's hard to really capture in words the degree to how much these are spammed in x6 but they make up like 90% of the enemy composition in the game and they can be dense by the dozens per screen, and they're hardy too, and respawn if you don't collect their drops (character exp to rank up to equip more accessories, basically). it makes stages wind up looking like a little kids mario maker level even when a section of level is otherwise competently made. the big thing with them is how the interact with stranded reploids, though.

the accessories return from x5 and now you can theoretically get all of them, but now they and weapon and health increases (the game still has traditional heart tanks to collect, though) are all held by specific reploids you need to rescue that are just scattered around stages kind of haphazardly, like click-and-drag tool haphazardly. the nightmares can infect these reploids and once that happens, that reploid is lost forever on that file. like as soon as the animation of it becoming infected starts it's already too late. nightmares are programmed to start floating toward a reploid as soon as each one is spawned, and because of how carelessly both are strewn about, a lot of times they'll be almost on top of each other. there are some examples where the only way to successfully rescue a reploid is to do a suicide jump into the screen theyre on, collide with them, and then die faster than another one can be infected, or to use very particular weaponry (usually screen-clearing stuff) to kill a nightmare that would otherwise infect the reploid that has like, a critical accessory you can use to pull off some of the impossible platforming people have brought up here. if a reploid with a collectible is lost or destroyed that collectible will be pushed forward into a new reploid, but the buffer is low and specific and also invisible to you (but so's which reploid has what anyway so). also there are 128 of them lol

the stage effect thing is basically that each stage has a specific gimmick associated with it that will impact two or three other stages when you enter and exit it. these can be extremely debilitating, like some are just 'you walk slower', and some are 'a shifting 30% of the screen is visible' or 'a rain of damaging projectiles will randomly spawn in all over the place' or 'enemies that follow your movements and block your shots and take forever to dispel will keep flying in front of your face', and a stage can be impacted by multiple gimmicks at once. the thing with these is, you need some of them active to access certain collectibles or paths in certain stages. collecting stuff in x6 is a complete travesty because you've got to consider environmental effects, full armors which operate identically to x5's, the right accessories, and the right character, and there's like 200 things to get, and you can permanently lose out on the majority of it extremely easily, and you have no idea where or what anything is, and each stage has an alternate exit that also has stuff, and to equip a lot of it you need to grind exp and the only realistic way to do this is to get like three hidden bosses deep into those alternate exits so you can farm drops out of one by hitting him with his weakness and then the x buster and buy our strategy guide, so you need to go into stages like 50+ times even if you know exactly what hyper-specific route through the game to take, and most of what you get it useless anyway and some of it literally doesnt work because it's glitched, and there's a secret armor for zero you're supposed to be able to get by fighting him at max boss level but you can't do that because boss level is tied to character rank and ranking up enough for max boss level means collecting enough character exp to trigger one of the three different ways to unlock the sigma stages in x6 which locks you out of the zero fight, and-

x6 gives zero a move that, if you use it on a rope, zero unstoppably plummets until he hits the ground or a pit (usually a pit), and the inputs to do the move are 90% of the way to the ones you use to grab and move on a rope

x6 has infinity mijinion, a boss that on hard mode at max level (which actually changes bosses materially this time) can make the screen look like this:



x6 doesnt do the boss health thing 5 does except when it wants to and two of the times it wants to are the worst minibosses in the franchise and the most unreasonable boss in the franchise.

here's the boss on hard mode under like the best possible conditions and knowledge lol:
https://www.youtube.com/watch?v=ZPdYcfA8Uio&t=12329s

and here are the minibosses:
https://www.youtube.com/watch?v=UShvOWnGf0M

also here's the museum stage we were talking about :

https://www.youtube.com/watch?v=ZPdYcfA8Uio&t=7178s

those last two links are good stages to skip around to get an idea of the lay experience of playing x6

watching the last one in particular reminds me that on top of everything else going on with them, some enemies and bosses also have different attacks and behaviors depending on whether youre x or zero

that's a big part of my obsession with x6 besides it being the only officially released romhack outside of lost levels, it's got an insane amount of effort put into it in the most random places in the same breath as it being rushed or lazy or inexperienced or whatever you want to call it, it's a really unique and fascinating hot mess whereas x7 is just an early ps1 barely functional 'first 3d game' kind of thing outside of the funny performances. x5 and 6 also start the trend of creating a ridiculous host of new systems that don't amount to much for every new mega man release which inticreates kept the torch lit for even though their mega man games are actually sick lol

anyway, stop me if you've heard this one before

Violen
Jul 25, 2009

ohoho~
however x6 also has this song, so you know

https://www.youtube.com/watch?v=PNY62aknf38

Wormskull
Aug 23, 2009

Holy gently caress.

Inexplicable Humblebrag
Sep 20, 2003

y... yakuza

Dongicus
Jun 12, 2015

ilmucche posted:

cows are cool and more games should have cows

you're gonna love pathologic 2

Good soup!
Nov 2, 2010

mega men's asses XXX

Bicyclops
Aug 27, 2004

For some reason that post reminded me that Bob and George used to exist.

16-bit Butt-Head
Dec 25, 2014

“I think the problem is you’re just uneducated.”

Violen posted:

here's some funny disconnected stupid design things about x5 and 6 i'm just gonna explain unformatted off the top of my head that everyone can skip over unless you found the the last post i made interesting

im definitely going to be missing out a bunch and the actual executional design in x6 in particular with level construction specifics and the like is so overwhelming you basically just need to watch a longplay to properly grasp it

to elaborate on the whole multiple endings thing, x5's got a few paths through the game that are tied to trying to disable a space colony that's been set to crash into the earth and the way the game handles this is by giving you two options to trigger that have a randomized chance of success or failure and the gimmick is supposed to be you get stuff from beating the game's mavericks to improve the odds of either option working, but they all amount to a range of like ~10% on the baked-in chances of either option working so you can get locked into the bad ending route no matter what you do (also if you just wanna beat the game in 15 minutes you can deliberately fire off both attempts out of the intro stage and get immediate access to sigma's fortress lol)

another system that ties into this is you're on a time limit that counts down by the hour every time you enter and exit a stage either through a game over or clearing it. x5 also introduces an accessories system where you can acquire a bunch of parts to equip a subset of that, say, give you a floatier jump, let zero cut certain projectiles, extend your dash length, make you run faster, whatever. you get these by beating mavericks at a minimum required level (bosses have rpg levels now, all it impacts is their health and it's calculated by how many hours are left until armageddon plus how many bosses you've beaten already). some are character specific and some arent. there's no in-game way of knowing which boss gives you what, and the way you opaquely select the part you're going to receive provided you've leveled bosses up enough is by choosing either a life up or weapon up from the stage clear screen then waiting another apocalyptic hour or two for it to be made. the way to get the maximum amount of useful parts, besides a walkthrough so you're not getting like, 5 "1% damage increase on every 7th uncharged buster shot" ones, is to deliberate game over a bunch after the intro stage to run the timer down. the most expedient way to do this is to pick the stage where you're on a bike and can fall into a pit before the 'stage start' text is even finished appearing.

x5 still has an armor system like the previous mmx games but now you need to get all 4 components of an armor before you can get the benefits of any of them, and one of the armors requires the other to get most of its components.

x5 has a 10-minute auto-scroller that you need to play through three times to get everything in it, and one of those times is because you need to use the weapon the boss of the stage gives you in his stage lol. also the boss is named duff mcwhalen in the ps1 na release

x5 has difficulty modes and it and x6 are interesting to me because they've got some of the most extensive changes between modes ive seen in a game, like every single enemy has new ai and attacks and they change up the behavior and speed of stage hazards and stuff or even make some of the platforming different, and bosses in particular have massive distinctions between each difficulty. but the funniest thing about x5's hard mode is that one of the changes is putting every boss at max level which in 5 just means they have several times the health of even the beefiest boss in older mmx games and take over 100 fully charged buster shots to kill, and this is a mega man game so there are some bosses that just like, flop around and wait to die but still take several minutes now.

x6 introduces or brings back some new systems of its own, the main ones being that the stages you clear impact other stages, a new major enemy called a nightmare, and reploids you can rescue scattered around the eight main stages. these are all related in really obnoxious ways

nightmares are a regular enemy that's free-floating and has a few types, either one that teleports on top of you or shoots at you. they and their projectiles can go through terrain while yours can't. it's hard to really capture in words the degree to how much these are spammed in x6 but they make up like 90% of the enemy composition in the game and they can be dense by the dozens per screen, and they're hardy too, and respawn if you don't collect their drops (character exp to rank up to equip more accessories, basically). it makes stages wind up looking like a little kids mario maker level even when a section of level is otherwise competently made. the big thing with them is how the interact with stranded reploids, though.

the accessories return from x5 and now you can theoretically get all of them, but now they and weapon and health increases (the game still has traditional heart tanks to collect, though) are all held by specific reploids you need to rescue that are just scattered around stages kind of haphazardly, like click-and-drag tool haphazardly. the nightmares can infect these reploids and once that happens, that reploid is lost forever on that file. like as soon as the animation of it becoming infected starts it's already too late. nightmares are programmed to start floating toward a reploid as soon as each one is spawned, and because of how carelessly both are strewn about, a lot of times they'll be almost on top of each other. there are some examples where the only way to successfully rescue a reploid is to do a suicide jump into the screen theyre on, collide with them, and then die faster than another one can be infected, or to use very particular weaponry (usually screen-clearing stuff) to kill a nightmare that would otherwise infect the reploid that has like, a critical accessory you can use to pull off some of the impossible platforming people have brought up here. if a reploid with a collectible is lost or destroyed that collectible will be pushed forward into a new reploid, but the buffer is low and specific and also invisible to you (but so's which reploid has what anyway so). also there are 128 of them lol

the stage effect thing is basically that each stage has a specific gimmick associated with it that will impact two or three other stages when you enter and exit it. these can be extremely debilitating, like some are just 'you walk slower', and some are 'a shifting 30% of the screen is visible' or 'a rain of damaging projectiles will randomly spawn in all over the place' or 'enemies that follow your movements and block your shots and take forever to dispel will keep flying in front of your face', and a stage can be impacted by multiple gimmicks at once. the thing with these is, you need some of them active to access certain collectibles or paths in certain stages. collecting stuff in x6 is a complete travesty because you've got to consider environmental effects, full armors which operate identically to x5's, the right accessories, and the right character, and there's like 200 things to get, and you can permanently lose out on the majority of it extremely easily, and you have no idea where or what anything is, and each stage has an alternate exit that also has stuff, and to equip a lot of it you need to grind exp and the only realistic way to do this is to get like three hidden bosses deep into those alternate exits so you can farm drops out of one by hitting him with his weakness and then the x buster and buy our strategy guide, so you need to go into stages like 50+ times even if you know exactly what hyper-specific route through the game to take, and most of what you get it useless anyway and some of it literally doesnt work because it's glitched, and there's a secret armor for zero you're supposed to be able to get by fighting him at max boss level but you can't do that because boss level is tied to character rank and ranking up enough for max boss level means collecting enough character exp to trigger one of the three different ways to unlock the sigma stages in x6 which locks you out of the zero fight, and-

x6 gives zero a move that, if you use it on a rope, zero unstoppably plummets until he hits the ground or a pit (usually a pit), and the inputs to do the move are 90% of the way to the ones you use to grab and move on a rope

x6 has infinity mijinion, a boss that on hard mode at max level (which actually changes bosses materially this time) can make the screen look like this:



x6 doesnt do the boss health thing 5 does except when it wants to and two of the times it wants to are the worst minibosses in the franchise and the most unreasonable boss in the franchise.

here's the boss on hard mode under like the best possible conditions and knowledge lol:
https://www.youtube.com/watch?v=ZPdYcfA8Uio&t=12329s

and here are the minibosses:
https://www.youtube.com/watch?v=UShvOWnGf0M

also here's the museum stage we were talking about :

https://www.youtube.com/watch?v=ZPdYcfA8Uio&t=7178s

those last two links are good stages to skip around to get an idea of the lay experience of playing x6

watching the last one in particular reminds me that on top of everything else going on with them, some enemies and bosses also have different attacks and behaviors depending on whether youre x or zero

that's a big part of my obsession with x6 besides it being the only officially released romhack outside of lost levels, it's got an insane amount of effort put into it in the most random places in the same breath as it being rushed or lazy or inexperienced or whatever you want to call it, it's a really unique and fascinating hot mess whereas x7 is just an early ps1 barely functional 'first 3d game' kind of thing outside of the funny performances. x5 and 6 also start the trend of creating a ridiculous host of new systems that don't amount to much for every new mega man release which inticreates kept the torch lit for even though their mega man games are actually sick lol

anyway, stop me if you've heard this one before

hell yeah lol

grieving for Gandalf
Apr 22, 2008

just got barret for my date in rebirth ftw

Inexplicable Humblebrag
Sep 20, 2003

also in videogame romance news i just got the luminary hitched in dq11

Orbs
Apr 1, 2009
~Liberation~

Dongicus posted:

you're gonna love pathologic 2
lol. Pathologic 2 is fantastic, not least for its random cow appearances.

grieving for Gandalf posted:

just got barret for my date in rebirth ftw
Awesome, that's the canon date as far as I'm concerned.

Violen posted:

here's some funny disconnected stupid design things about x5 and 6 i'm just gonna explain unformatted off the top of my head that everyone can skip over unless you found the the last post i made interesting

im definitely going to be missing out a bunch and the actual executional design in x6 in particular with level construction specifics and the like is so overwhelming you basically just need to watch a longplay to properly grasp it

to elaborate on the whole multiple endings thing, x5's got a few paths through the game that are tied to trying to disable a space colony that's been set to crash into the earth and the way the game handles this is by giving you two options to trigger that have a randomized chance of success or failure and the gimmick is supposed to be you get stuff from beating the game's mavericks to improve the odds of either option working, but they all amount to a range of like ~10% on the baked-in chances of either option working so you can get locked into the bad ending route no matter what you do (also if you just wanna beat the game in 15 minutes you can deliberately fire off both attempts out of the intro stage and get immediate access to sigma's fortress lol)

another system that ties into this is you're on a time limit that counts down by the hour every time you enter and exit a stage either through a game over or clearing it. x5 also introduces an accessories system where you can acquire a bunch of parts to equip a subset of that, say, give you a floatier jump, let zero cut certain projectiles, extend your dash length, make you run faster, whatever. you get these by beating mavericks at a minimum required level (bosses have rpg levels now, all it impacts is their health and it's calculated by how many hours are left until armageddon plus how many bosses you've beaten already). some are character specific and some arent. there's no in-game way of knowing which boss gives you what, and the way you opaquely select the part you're going to receive provided you've leveled bosses up enough is by choosing either a life up or weapon up from the stage clear screen then waiting another apocalyptic hour or two for it to be made. the way to get the maximum amount of useful parts, besides a walkthrough so you're not getting like, 5 "1% damage increase on every 7th uncharged buster shot" ones, is to deliberate game over a bunch after the intro stage to run the timer down. the most expedient way to do this is to pick the stage where you're on a bike and can fall into a pit before the 'stage start' text is even finished appearing.

x5 still has an armor system like the previous mmx games but now you need to get all 4 components of an armor before you can get the benefits of any of them, and one of the armors requires the other to get most of its components.

x5 has a 10-minute auto-scroller that you need to play through three times to get everything in it, and one of those times is because you need to use the weapon the boss of the stage gives you in his stage lol. also the boss is named duff mcwhalen in the ps1 na release

x5 has difficulty modes and it and x6 are interesting to me because they've got some of the most extensive changes between modes ive seen in a game, like every single enemy has new ai and attacks and they change up the behavior and speed of stage hazards and stuff or even make some of the platforming different, and bosses in particular have massive distinctions between each difficulty. but the funniest thing about x5's hard mode is that one of the changes is putting every boss at max level which in 5 just means they have several times the health of even the beefiest boss in older mmx games and take over 100 fully charged buster shots to kill, and this is a mega man game so there are some bosses that just like, flop around and wait to die but still take several minutes now.

x6 introduces or brings back some new systems of its own, the main ones being that the stages you clear impact other stages, a new major enemy called a nightmare, and reploids you can rescue scattered around the eight main stages. these are all related in really obnoxious ways

nightmares are a regular enemy that's free-floating and has a few types, either one that teleports on top of you or shoots at you. they and their projectiles can go through terrain while yours can't. it's hard to really capture in words the degree to how much these are spammed in x6 but they make up like 90% of the enemy composition in the game and they can be dense by the dozens per screen, and they're hardy too, and respawn if you don't collect their drops (character exp to rank up to equip more accessories, basically). it makes stages wind up looking like a little kids mario maker level even when a section of level is otherwise competently made. the big thing with them is how the interact with stranded reploids, though.

the accessories return from x5 and now you can theoretically get all of them, but now they and weapon and health increases (the game still has traditional heart tanks to collect, though) are all held by specific reploids you need to rescue that are just scattered around stages kind of haphazardly, like click-and-drag tool haphazardly. the nightmares can infect these reploids and once that happens, that reploid is lost forever on that file. like as soon as the animation of it becoming infected starts it's already too late. nightmares are programmed to start floating toward a reploid as soon as each one is spawned, and because of how carelessly both are strewn about, a lot of times they'll be almost on top of each other. there are some examples where the only way to successfully rescue a reploid is to do a suicide jump into the screen theyre on, collide with them, and then die faster than another one can be infected, or to use very particular weaponry (usually screen-clearing stuff) to kill a nightmare that would otherwise infect the reploid that has like, a critical accessory you can use to pull off some of the impossible platforming people have brought up here. if a reploid with a collectible is lost or destroyed that collectible will be pushed forward into a new reploid, but the buffer is low and specific and also invisible to you (but so's which reploid has what anyway so). also there are 128 of them lol

the stage effect thing is basically that each stage has a specific gimmick associated with it that will impact two or three other stages when you enter and exit it. these can be extremely debilitating, like some are just 'you walk slower', and some are 'a shifting 30% of the screen is visible' or 'a rain of damaging projectiles will randomly spawn in all over the place' or 'enemies that follow your movements and block your shots and take forever to dispel will keep flying in front of your face', and a stage can be impacted by multiple gimmicks at once. the thing with these is, you need some of them active to access certain collectibles or paths in certain stages. collecting stuff in x6 is a complete travesty because you've got to consider environmental effects, full armors which operate identically to x5's, the right accessories, and the right character, and there's like 200 things to get, and you can permanently lose out on the majority of it extremely easily, and you have no idea where or what anything is, and each stage has an alternate exit that also has stuff, and to equip a lot of it you need to grind exp and the only realistic way to do this is to get like three hidden bosses deep into those alternate exits so you can farm drops out of one by hitting him with his weakness and then the x buster and buy our strategy guide, so you need to go into stages like 50+ times even if you know exactly what hyper-specific route through the game to take, and most of what you get it useless anyway and some of it literally doesnt work because it's glitched, and there's a secret armor for zero you're supposed to be able to get by fighting him at max boss level but you can't do that because boss level is tied to character rank and ranking up enough for max boss level means collecting enough character exp to trigger one of the three different ways to unlock the sigma stages in x6 which locks you out of the zero fight, and-

x6 gives zero a move that, if you use it on a rope, zero unstoppably plummets until he hits the ground or a pit (usually a pit), and the inputs to do the move are 90% of the way to the ones you use to grab and move on a rope

x6 has infinity mijinion, a boss that on hard mode at max level (which actually changes bosses materially this time) can make the screen look like this:



x6 doesnt do the boss health thing 5 does except when it wants to and two of the times it wants to are the worst minibosses in the franchise and the most unreasonable boss in the franchise.

here's the boss on hard mode under like the best possible conditions and knowledge lol:
https://www.youtube.com/watch?v=ZPdYcfA8Uio&t=12329s

and here are the minibosses:
https://www.youtube.com/watch?v=UShvOWnGf0M

also here's the museum stage we were talking about :

https://www.youtube.com/watch?v=ZPdYcfA8Uio&t=7178s

those last two links are good stages to skip around to get an idea of the lay experience of playing x6

watching the last one in particular reminds me that on top of everything else going on with them, some enemies and bosses also have different attacks and behaviors depending on whether youre x or zero

that's a big part of my obsession with x6 besides it being the only officially released romhack outside of lost levels, it's got an insane amount of effort put into it in the most random places in the same breath as it being rushed or lazy or inexperienced or whatever you want to call it, it's a really unique and fascinating hot mess whereas x7 is just an early ps1 barely functional 'first 3d game' kind of thing outside of the funny performances. x5 and 6 also start the trend of creating a ridiculous host of new systems that don't amount to much for every new mega man release which inticreates kept the torch lit for even though their mega man games are actually sick lol

anyway, stop me if you've heard this one before
Agreed. Especially gently caress those x6 minibosses you mentioned

Orbs has a new favorite as of 21:41 on Apr 10, 2024

Radia
Jul 14, 2021

And someday, together.. We'll shine.
tales of symphonia 🤝 megaman x series
based rear end fuckin games

Coolguye
Jul 6, 2011

Required by his programming!

Snow Cone Capone posted:

I actually heard Command Mission was a half-decent Jrpg
it is but 'half decent' is the correct descriptor

it's not gonna change your life but it's good fun with robots beating the piss out of eachother

Regarde Aduck
Oct 19, 2012

c l o u d k i t t e n
Grimey Drawer

Dongicus posted:

you're gonna love pathologic 2

:dogstare:

Orbs
Apr 1, 2009
~Liberation~

Coolguye posted:

it is but 'half decent' is the correct descriptor

it's not gonna change your life but it's good fun with robots beating the piss out of eachother
Mega Man X6 however, will change your life (for the worse)

Snow Cone Capone
Jul 31, 2003


The "stages change based on other stages being completed" thing is extra funny because X1 did it in a way that was cool and not at all obnoxious like what's being described in X6

Voxx
Jul 28, 2009

I'll give 'em a hold
and a break to breathe
And if they can't play nice
I won't play with 'em at all
short dev times are hell

Radia
Jul 14, 2021

And someday, together.. We'll shine.

Orbs posted:

Mega Man X6 however, will change your life (for the worse)

i dont think it's good but it has moments, and the music being such a banger really really helps

Joey McChrist
Aug 8, 2005

mega man x6 is torture pressed onto a disc lol

16-bit Butt-Head
Dec 25, 2014

“I think the problem is you’re just uneducated.”
i once tried to play all the mega man games and i got through all of the classic games but failed to get x6 lol

16-bit Butt-Head
Dec 25, 2014

“I think the problem is you’re just uneducated.”
is isoc dr. wily or not capcom explain your lore

Good soup!
Nov 2, 2010

sigma? more like smegma, fuckin bitch

Joey McChrist
Aug 8, 2005

fire the cannon to unlock the ligma stage

Plant MONSTER.
Mar 16, 2018



I was watching simpsons at 0.75 without knowing until a scene where homer and bart were getting back massages at a hotel and the noises they were making were super drawn out like a youtube poop
the bosses in the english X5 were named after guns n roses by the woman who played loonette on the big comfy couch and people hate the names but they owned. Axle the Red is such a badass name for a rose guy

Half of Dracula
Oct 24, 2008

Perhaps the same could be

Bicyclops posted:

For some reason that post reminded me that Bob and George used to exist.

I used to talk mad poo poo on the Bob and George forums in middle school

Orbs
Apr 1, 2009
~Liberation~

Snow Cone Capone posted:

The "stages change based on other stages being completed" thing is extra funny because X1 did it in a way that was cool and not at all obnoxious like what's being described in X6
Yeah, the only time it was actually done well I think was in 1. Every other game tried it, but each one hosed it up in some way. Even X3 that mostly had cool ones, had one where the level change was just... removing a bunch of boring crates from levels. Pretty weak compared to beating the airport level and having the crashed ship from the boss gently caress up the power plant stage.

Radia posted:

i dont think it's good but it has moments, and the music being such a banger really really helps
I would agree with that, especially the music. It is insanely good. Best example is the Infinity Mijinion music: hate the boss, meh on the stage (especially when I use Zero's idiot down slice move on accident and fall into the pit at the end of the level like a dumbass), but love the track.
https://www.youtube.com/watch?v=Cvm1aR8FrNg

pog boyfriend
Jul 2, 2011


going to get all achievements in this one too. ive been slayed the spire

ilmucche
Mar 16, 2016

Dongicus posted:

you're gonna love pathologic 2

That game sounds scary so probably never going to play it

Orbs
Apr 1, 2009
~Liberation~

ilmucche posted:

That game sounds scary so probably never going to play it
It's more creepy than scary, based on playing it a few times. Like it has some weird or disturbing dialogue, and an oppressive atmosphere of dread at basically all times, but there are not many actively scary moments I can think of. It mostly focuses on the mundane drama of trying to save the town and the people in it from the plague.

That can be pretty grim at times, especially when you fail and characters you care about die, but that's one reason it's such a good game.

Fantastic Foreskin
Jan 6, 2013

A golden helix streaked skyward from the Helvault. A thunderous explosion shattered the silver monolith and Avacyn emerged, free from her prison at last.

X8 is better than X7, and probably better than X6 (I haven't played X6). The two vehicle stages are dogshit, but the rest ranges from tolerable to only kinda disappointing.

Paladinus
Jan 11, 2014

heyHEYYYY!!!
Me in 2025: It's time to spire some slays. Two.

ilmucche
Mar 16, 2016

Orbs posted:

It's more creepy than scary, based on playing it a few times. Like it has some weird or disturbing dialogue, and an oppressive atmosphere of dread at basically all times, but there are not many actively scary moments I can think of. It mostly focuses on the mundane drama of trying to save the town and the people in it from the plague.

That can be pretty grim at times, especially when you fail and characters you care about die, but that's one reason it's such a good game.

I uninstalled prey before I made it to the spaceship

Or I think I did, maybe I was on the spaceship all along but I killed the first creepy alien and realised it wasn't going to be a game for me

pog boyfriend
Jul 2, 2011

im playing pathologic CLASSIC. im really about that life

Southern Cassowary
Jan 3, 2023

Fantastic Foreskin posted:

X8 is better than X7, and probably better than X6 (I haven't played X6). The two vehicle stages are dogshit, but the rest ranges from tolerable to only kinda disappointing.

x8 is just kind of bland but it is a functional video game you could have a good time with, which is better than 6 and 7.

i think the real standouts of the series are 1 and 2, with 4 right behind. 3 and 5 are pretty good if you're jonesing for more. avoid the rest.

i was always baffled they split the collection into 1-4 and 5-8 because it made the latter very skippable.

Dr. Cool Aids
Jul 6, 2009
they defo had to split it chronologically if anything though. it'd be pretty transparent if x1 came with all the poo poo ones & part 2 was the rest lol

Hitlersaurus Christ
Oct 14, 2005

The MMX games rule but I largely liked the Zero series better. It feels so good just running around slicing things up like a ninja and the atmosphere/story/art-style were really neat too.

16-bit Butt-Head posted:

is isoc dr. wily or not capcom explain your lore

There’s no way him and the old X Hunter from X2 weren’t Wily even if the official answer is just “maybe, maybe not”

Plant MONSTER.
Mar 16, 2018



I was watching simpsons at 0.75 without knowing until a scene where homer and bart were getting back massages at a hotel and the noises they were making were super drawn out like a youtube poop

Hitlersaurus Christ posted:

The MMX games rule but I largely liked the Zero series better. It feels so good just running around slicing things up like a ninja and the atmosphere/story/art-style were really neat too.

There’s no way him and the old X Hunter from X2 weren’t Wily even if the official answer is just “maybe, maybe not”

his name is Serges and he is Dr. Wily. And Zero is X's sister and is named Zero because she gets zero chances to prove her worth cause X is always in th spotlight. My brother told me this so I know it's true.

Orbs
Apr 1, 2009
~Liberation~

ilmucche posted:

I uninstalled prey before I made it to the spaceship

Or I think I did, maybe I was on the spaceship all along but I killed the first creepy alien and realised it wasn't going to be a game for me
Fair. The plague clouds can be similarly spooky, so those might make it a game not for you.

pog boyfriend posted:

im playing pathologic CLASSIC. im really about that life
I salute you and your way of life. I could not finish classic.

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16-bit Butt-Head
Dec 25, 2014

“I think the problem is you’re just uneducated.”
you can just stop after x5 and skip to Zero

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