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ChaosArgate posted:I don't really get that complaint, why is it bad that you don't have to have a 18x18 chart of type relations memorized? Why are QOL features equated with difficulty? The game doesn't even tell you if a move is good against a Pokemon or not until after you've encountered it once. Are Mega Man games after the NES era easier because you can quick switch between weapons with L and R buttons? Oh absolutely, these things make the game easier. But they do so by removing bad difficulty. Just like, say, a game may be easier than its predecessor because it adds an option to skip battle animations, which means you need less patience when grinding; the predecessor was technically harder, just not in a way that any sane person would care about. If you're crazy, though, then you see difficulty as purely a way to separate the True Fans from the Casuals, and thus any source of difficulty is good and you will defend the Rightness of being forced to sit through every goddamn battle animation every time because otherwise it would be too easy to grind up to L99 or whatever.
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# ¿ Feb 16, 2017 18:17 |
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# ¿ Apr 28, 2024 22:06 |
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ChaosArgate posted:QOL features make games easier to play, they don't and shouldn't have an impact on a game's actual difficulty. I'm saying that dumb fans will conflate accessibility (ease-of-access) with triviality (ease-of-play) and decry them both.
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# ¿ Feb 16, 2017 19:06 |
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mandatory lesbian posted:all the pokemon entries about death are ghost being spooky and nature red in tooth and claw stuff And also "good god Mother Nature is on all the drugs."
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# ¿ Feb 18, 2017 02:27 |
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RareAcumen posted:Seems cynical enough to be in a GTA game. A GTA game where everything is resolved via Pokemon battles sounds just bizarre enough that it might work, if handled well.
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# ¿ Feb 18, 2017 21:08 |
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Straight White Shark posted:I like how the sprite artist managed to get her tiny barette to line up perfectly with the arc of the off-center eyebrow they tried to squeeze in, resulting in Maria having one super long dramatic eyebrow. Oh, is that what's going on? I couldn't not see the eyebrow.
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# ¿ Feb 21, 2017 03:34 |
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theshim posted:On the other hand, Alpha Protocol. Was amazing, but required a ton of work, only a fraction of which the player would see on any given playthrough. It's understandable that most games aren't willing to invest that much effort into anticipating, tracking, and responding to the player's actions.
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# ¿ Feb 21, 2017 19:41 |
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ImpAtom posted:I have to wonder how you release an unbeatable boss. Like did you not test that someone can beat it to make sure it doesn't crash the server and send everyone's credit cards directly to the Russian Mafia or something? Difficulty is kind of hard to test properly especially for things that you want to have take a long time. You don't want your QA team to have to do a two-hour raid every time they need to test something, so you code in shortcuts. It's pretty easy to forget to do a real run before release, especially with how practically every AAA videogame seems to go through a massive amount of "crunch time" during which people are spending so much time at work that they aren't really able to think clearly. Put another way: software development practices are often dysfunctional, with the net result that significant bugs make it through to the final release.
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# ¿ Feb 24, 2017 18:48 |
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mandatory lesbian posted:it's a stylized ant, it's got the abdomen and stuff but the design has been, for lack of a better word, cutified a bit. But what does that have to do with s'mores?
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# ¿ Feb 24, 2017 18:57 |
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Glazius posted:I don't understand the idea behind 1% appearance rates. It encourages obsessive people to spend more time playing your game to 100% it, and as everyone knows, time spent playing is a major indicator of game quality.
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# ¿ Feb 27, 2017 01:12 |
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Arcade Rabbit posted:I admit, its really the 9 year development thing that gets me. You spent 9 years of your life working on this, and this is what you have to show for it. I mean, I have a staircase handrail that took me over a year to make, because it spent 11 months sitting on the floor of my garage waiting for me to get back to it. I fully expect that there were years in there where very little happened with Uranium.
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# ¿ Mar 1, 2017 02:07 |
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Prime 1 totally nailed "what if you played Metroid from a first-person perspective." Environments, pacing, exploration, the whole bit, it's great. Prime 2 iterated on the concepts introduced in Prime 1, substantially refining the gameplay and generally improving quality of life, but IMO suffered in the environment department -- Light Aether is mostly brown and Dark Aether is mostly purple and they both end up being kind of repetitive. Prime 3 improved on the environments over Prime 2 (its Wrecked Ship analog was amazing), but gameplay-wise was structurally flawed, what with the constant checking in with GalFed, the fact that you were never more than five rooms from your ship, the more rigid (and frankly, predictable) plotting with multiple active characters, and the whole overdrive system. I'd rank them 1 > 2 > 3 but I know plenty of people who like 2 more and I'm hard-pressed to say they're wrong.
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# ¿ Mar 2, 2017 02:30 |
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EclecticTastes posted:Honestly, I didn't like having to manage ammo for my beam weapons in the sequels, it made me reticent to use anything other than the normal beam for anything that didn't expressly require one of the other beams. I think Prime 1 had the best overall design philosophy, and had the best balance between classic Metroid game mechanics and the FPS mechanics. I'd personally order it 1>3>2, I found a lot of the mechanics introduced in Echoes to be really annoying (like the constant damage in the dark world). That was my initial reaction as well. The game works a lot better when you realize that if you kill an enemy using an ammo-using weapon they'll probably drop the opposing ammo type, and you can fire your ammo-using weapons even without ammo (it's just a lot slower). You should only be coming close to running out of ammo during the boss fights, otherwise it's pretty plentiful. That doesn't mean that I think making the beam upgrades use ammo was a good idea, mind you. I think they designed themselves into a corner for some reason and then tried to patch their way out of it. I tried to replay 3 once. I spent something like an hour just getting to the part where Samus finally gets to go be by herself for awhile, and I turned the console off. Wandering around GalFed ships and talking to people is not what a Metroid game should be!
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# ¿ Mar 2, 2017 17:18 |
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Johnny Joestar posted:the brain fish is honestly kind of alright as well, but something about the finer details of the design always screamed 'fan-made pokemon' to me, probably because i don't think a canon pokemon would have some kind of actual exposed brain That has more to do with brains not being cute than it does with any issues of practicality or evolutionary suitability. See also: spoink.
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# ¿ Mar 2, 2017 21:58 |
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It's basically a diggle.
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# ¿ Mar 2, 2017 22:38 |
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I wonder if it's supposed to be a reference to the onionkids from FF3? Maybe? Somehow? I can't think what else could have inspired that design.
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# ¿ Mar 8, 2017 18:22 |
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Genocyber posted:Nuzlocke is the most prevalent type of challenge run for Pokemon games. Basic rules are permadeath (any Pokemon that falls in battle is considered dead and must be released), that only the first wild Pokemon encountered in a given area can be caught, and every Pokemon must be nick-named. There's a whole laundry list of additional restrictions people like to apply as well, like limiting item usage in battles. Just because it's the most prevalent doesn't mean that the people who will find out about your game know what it is. That's the argument that Vexrm was making. The game makes no attempt to explain what Nuzlocke mode is, despite prominently presenting it.
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# ¿ Mar 9, 2017 20:20 |
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Herr Tog posted:I would play Poke-Britain and I hope there is something about the Isle of Mann The Isle of Monn, surely.
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# ¿ Mar 9, 2017 20:41 |
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Blue Mr. Popo isn't fooling anybody.
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# ¿ Mar 9, 2017 23:09 |
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I want to see the description of that thing. Are they going to try to claim that it's a natural creature?
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# ¿ Mar 10, 2017 20:03 |
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Onmi posted:The common response is "Yeah but this is a fan game only the hardcores are playing it anyway." It's the same mindset as an artist saying "but that's just my style" when given feedback on their drawings. They don't want to improve, they just want to be praised. And the internet is full of hugboxes that enable that kind of behavior. It's probably more common when it comes to videogames, though, because there are so few game developers in these communities that few are willing to risk alienating one by giving honest feedback. I mean, sure, the dev's output may not be all that good, but it's better than nothing.
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# ¿ Mar 13, 2017 16:48 |
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krisslanza posted:I imagine you get someway to ignore that later in the game, probably part of a plot point. You know, in real life anyone who has to go into a potentially radioactive environment is required to wear a badge that measures radioactive dose and alarms if you've been zapped too much. Just sayin'.
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# ¿ Mar 16, 2017 02:54 |
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Patrick Spens posted:To rather badly oversimplify, when talking radioactive contamination, you are talking about both radiation, and radioactive objects. Water is pretty dang good at absorbing radiation, but if radioactive particles get into the groundwater, then they can be carried into rivers, wash up on the shore, and end up in drinking water, and that is bad. In other words, water makes a good radiation shield, but is lousy for containment.
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# ¿ Mar 18, 2017 04:14 |
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Johnny Joestar posted:i feel like the main issue is that the proportions look all weird. like someone glued illfitting wings onto a colorful penguin. Of course, the mainline Pokemon always have perfectly reasonable proportions.
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# ¿ Mar 19, 2017 05:17 |
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PoptartsNinja posted:"What? You took the adamantium doors off and sold them for more treasure than exists in the dungeon? poo poo. Well, next time they're just valueless illusions!" If I recall correctly it was more like "these are ordinary valueless doors, with an enchantment on them that causes them to behave exactly like adamantium unless they're removed from the dungeon." Which always struck me as kind of a cop-out, but I guess you need that kind of thing to keep the players from just disassembling the entire dungeon using high-yield mining magic or something.
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# ¿ Mar 21, 2017 01:20 |
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ChrisBTY posted:Man. I must have played some kind of outdated version. You must not be familiar with OrangeFluffySheep's MO. It's not a question of need.
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# ¿ Mar 27, 2017 17:00 |
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There's also the question of how much power they can output.
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# ¿ Mar 27, 2017 19:41 |
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Acebuckeye13 posted:I do want to say how mad I am how each of these nuclear power plants keep exploding spectacularly. NUCLEAR POWER DOESN'T WORK THAT WAY But nuclear bombs explode, surely nuclear power plants are just very slow bombs. It's only sensible!
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# ¿ Mar 28, 2017 02:57 |
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beru04 posted:Pokemon fanfics reminds me of the time I thought about doing one along the lines of the Truman Show, except the MC is Truman. I mean, the Truman Show is a very accurate representation of basically any videogame.
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# ¿ Mar 28, 2017 17:57 |
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Jack-Off Lantern posted:Ronch should be included It's the next buddy-cop movie. Mawuh and Ronch!
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# ¿ Mar 30, 2017 01:38 |
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Hobgoblin2099 posted:Hokage means fire shadow. Shouldn't the Water-type using surfing ninjas be led by a Mizukage? You assume the developers even knew what the words mean, as opposed to just taking terms from their favorite animes.
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# ¿ Apr 7, 2017 01:34 |
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Dramsama should absolutely have been DramaLlama instead.
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# ¿ Apr 10, 2017 19:18 |
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Vinylshadow posted:The pokémon's cry is their screams of terror We need a Pokemon whose cry is the Wilhelm scream.
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# ¿ Apr 11, 2017 16:48 |
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Reimou posted:I think this thread might have become the biggest source of Pokemon Uranium fan art on the internet now. It's wonderful. I don't think this really qualifies as fanart.
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# ¿ Apr 19, 2017 03:15 |
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Rainuwastaken posted:Oh no, Uranium's idiocy is contagious. I get the motivation, in that you don't want your commenters to be trolling the players by giving intentionally bad advice. I mean, you've only to look at your average high-audience-participation Let's Play to see how often that happens. Of course, their policy does assume good faith on the part of the game developers.
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# ¿ May 2, 2017 16:12 |
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Kurieg posted:Isn't the joke here supposed to be that aussies tend to use "Nah" and "Yeah" rather than no and yes? IIRC it's not only that, but that they say "nah, yeah" to mean "yes", and "yeah, nah" to mean "no".
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# ¿ Jun 1, 2017 21:23 |
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Rainuwastaken posted:Care to mention any in particular? Not that I don't believe you, but other than AM2R I can't think of any fangames I'd say were great. I'd be interested in playing some. Streets of Rage Revisited is basically what you'd get if you applied Metal Slug 3 levels of scope creep to Streets of Rage 2/3. All the characters, all the levels, new special moves, a couple of hilariously broken hidden characters (completely optional, thankfully), and they outright copied all the animation frames, timings, damage values, etc. from the original games so it feels exactly correct. There are plenty of unironically good ROM hacks out there as well, in addition to tons of dross of course. The best ones tend to just be too difficult for general audiences and are otherwise indistinguishable from official content. I'll specifically mention Super Metroid: Eris here, mostly because I'm slowly doing an LP of it for the ROMHackeria thread (mini-OP for SM:E specifically).
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# ¿ Jun 7, 2017 21:29 |
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Power Bottom posted:What's the story behind MS3's scope creep? I know pretty much nothing about the behind the scenes development of the series despite being a huge fan. Sorry, I mostly just meant that Metal Slug 3's scale is ridiculously huge compared to everything before and after it. I don't know anything about the development process except that I dimly recall reading it was the devs' swan song, so they decided to stuff everything they could into it.
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# ¿ Jun 9, 2017 17:09 |
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the Orb of Zot posted:A box of dragon dildos (which is somehow a BST 640 legendary) This made me laugh. I'm not sure if it's the mental image of a box of dildos being a pokemon, or if it's the fact that the stats are ludicrously good, but goddammit this one's funny.
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# ¿ Jul 2, 2017 21:53 |
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RyuHimora posted:Is anyone else starting to think that the whole "9 years of development" spiel is bullshit and the team worked on it off and on for maybe two years in totality? Like I said previously, just because something spent a long time in development doesn't mean it was being actively worked on for that entire period. There have been movies that have been "in development" for multiple decades because they keep having trouble finding writers, directors, actors, etc. interested in working on the project. I've had some woodworking projects "in development" for over a year because I put in a few days of work, put them in the corner, and am waiting until I feel like coming back to them.
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# ¿ Jul 21, 2017 17:36 |
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# ¿ Apr 28, 2024 22:06 |
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iospace posted:Look up magic numbers The kinds of people that wrote Uranium are the kinds that would name a constant SEVEN instead of DAYS_IN_WEEK.
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# ¿ Aug 7, 2017 03:20 |