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Topics - Turtlekid1

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16
Video Game Chat / Half as Long, Twice as Bright - An Amateur Review
« on: June 15, 2011, 06:00:54 PM »
Today I'll be reviewing inFAMOUS 2, which I recently finished.  Scores in each category range from -1 to +2, with -1 meaning that it's exceptionally bad, and +2 meaning that it's exceptionally good.  Total score ranges from -5 at the very worst to +10 at the very best.

Audio (+0)
I'm going to start with the game's weakest point - the music.  The soundtrack is rather lacking in at times, and while it's still improved on its predecessor, in that there are at least a couple of songs about which I can say "not bad," most of the tracks, if any are playing at all, are extremely forgettable.  The sound effects are passable, however.  The crackling sounds of Cole's electricity and the melee sound effects are decent.  The voice acting is actually pretty good, and while I've heard better, I've also certainly heard worse.  At least the actors put emphasis on the proper syllables and can emote.

Visual (+2)
Sucker Punch has clearly put a lot of effort into the game's aesthetic department.  The characters have about the same quality in their models, textures, and animations as those in Uncharted 2, which is saying something.  They're much improved from the first game.  The lightning and other assorted special effects (explosions and the like) are very pretty, and the environments are bright and suitably detailed.  For several important segments, the game will shift to a motion comic-esque cutscene to deliver that part of the narrative, and the art looks rather nice, making me wish they had had a few more of these cutscenes.  Overall, a pretty awesome-looking game.

Story/Writing (+0)
The writing is nothing special.  Nothing bad or grating, but the narrative feels... farther away, if that makes sense.  Even many of the supposed "Story" missions feel like filler.  That said, there are a few moments where I rather liked the characters and dialogue.  Things pick up around the endgame and it almost felt Sly-like for a bit (that's a good thing, for those who haven't played the Sly games), culminating in a surprisingly good ending (no matter which side you chose to play on).  One thing I'll say about the plot without spoiling anything is that it's pretty unique.  Comic book levels of weirdness, but somehow they manage turn it into a decent story, even if the pacing and execution suffer at times.

Content/Replay Value (+1)
There's quite a bit to do in the game - collectibles and side missions provide a good amount of optional content, and the Karma system means you'll be playing the game through at least twice (don't "boo" just yet, more on this later).  However, the whole thing is noticeably shorter than inFAMOUS, with around twenty fewer side quests, not quite as much stuff to collect, and shorter missions (whether they're optional or for the story).  The game just feels a lot smaller, and while it's probably not that much shorter or lesser in scope, somehow it gives the feeling of being over too soon (which may have something to do with the aforementioned pacing problems).

My biggest beef with Sucker Punch's method of giving the player stuff to do (and probably my biggest beef with the game in general) is that they seem to be relying on the User-Generated Content to provide a good amount of that content.  The problem with this is that most users aren't professional level designers.  Most of the user-created missions I've tried (and there have been quite a few of them) are downright unplayable, and the ones that can actually be navigated are still clearly not the same.  This isn't necessarily the level editor's fault, since the editor itself is actually quite extensive and allows for a surprising degree of control over the mission you're creating.  But at the same time, maybe this is the editor's fault, being a bad thing for the same reason it's a good thing - the average player (myself included) is not going to want to take the time to figure out such a huge system and therefore it will probably seldom reach its full potential.  Ultimately, I think this is going to backfire on Sucker Punch.

Gameplay (+2)
...is excellent.

You take control of Cole MacGrath, the "Electric Man."  You have a variety of powers, all with the theme of electricity, which can and will all upgraded and altered as the game progresses. 

Being an open-world game, inFAMOUS 2 places a lot of emphasis on getting around, both in and out of missions.  Fortunately, navigation is smooth and easy, and never slows down the gameplay.  You can climb buildings using almost anything as a handhold; grind along power lines, train rails, and other similar objects; and glide using "Static Thrusters."  These will be your main methods of travel, although you'll get a couple of other powers along the way which will boost your mobility.  It all feels perfectly natural and even newbies could pick it up quickly.

Of course, lightning is also... well, lightning - it's nice and destructive, and so it's a good motif for an action hero to have.  Combat is also more or less smooth (with a couple of exceptions) - you have standard shooter fare, except with electricity instead of traditional guns and explosives - you get a basic lightning bolt, lightning grenades, a shotgun-esque lightning "blast," and a melee weapon to start, and you'll unlock a couple of other nifty powers as you go (one early addition gives you the ability the magnetically lift objects and launch them at enemies). 

There are lots of ways to fry your enemies, and this is what keeps the combat from getting too boring as the game goes on - as you defeat enemies, you gain experience, which can be spent on upgrades and modifications to the powers you already have (or in some cases, new powers entirely).  One of the improvements made to this system in the sequel is that the XP intake is much more balanced, and as long as you don't avoid every enemy you see, you won't have to grind at all to afford the new abilities (unless the difficulty is set to "Hard," in which case you'll only get 50-70% XP), unlike in the original, where the endgame upgrades required a good amount of grinding to get.  In addition to this, the powers that become available for purchase will be drastically different depending on whether Cole's Karma is Good or Evil (leaning toward defensive or "tricky" abilities if Good and destructive and area of effect abilities if Evil).  Luckily, the respective power sets are different enough and change up combat enough that playing through twice isn't a chore.

The one flaw in the combat, as alluded to above, is that late-game enemies tend to have ridiculous amounts of health - so much that you might wonder why they're not dropping dead with all the lightning bolts you've pumped into them.  Keep in mind, though, that this is from the perspective of someone who's only played on "Hard," and it's probably more manageable on the lower difficulties.  Speaking of difficulty, "Hard" is actually hard this time, which is quite satisfying.  If that's your chosen difficulty level, you'll have to be a lot more strategic about your battles than in the first game, something I learned the hard way.  You take more and deal less damage overall, in addition to the aforementioned crippled XP intake.  The frequency with which "Hard" mode players will get their posteriors handed to them by lowly regular enemy groups will be... shocking.

The only thing Sucker Punch did in the sequel that seems like a step backwards was place less emphasis on Stunts - in the first game, Stunts provided incentive for killing enemies creatively, rather than just hitting them over and over with a lightning bolt; you got extra XP for each Stunt, with the amount varying according to how difficult the stunt was to pull off.  While Stunts are not gone from inFAMOUS 2, there are fewer to perform, and they tend to feel more... generic this time around.

Still, the game has improved in a lot of ways, and it's far from boring.  If you're like me, you'll thoroughly enjoy the gameplay.

TL;DR
-The soundtrack is still more or less forgettable
+The game looks better than the original in pretty much every way, especially characters
-The story is badly paced and the filler feels blatantly filler-y...
+...but at the same time, there's a cool plot buried under said pacing problems, and it still has its moments
+Decent replay value and a fairly large world to explore
-The UGC really isn't capable of serving as a substitute for "real" missions, and it shows
+Amazing gameplay; navigation and combat are both fun and smooth
+"Hard" mode is actually hard this time

inFAMOUS 2 gets a score of +5.

17
General Chat / The AMBIVALENT Thread: Have Mixed Feelings Here!
« on: June 03, 2011, 11:02:15 AM »
My graduation and open house are tomorrow.

I'm going to college in the fall.

18
Forum Games / The Miscellaneous GIF Thread
« on: May 27, 2011, 09:29:46 AM »
So we can stop flooding The Funny GIF Thread with GIFs that are fun but not necessarily funny.




19
Video Game Chat / Exercise Games
« on: May 15, 2011, 02:47:57 PM »
Like drinking games, but a bit better for you.

Anyway, I find that assigning myself exercise directly proportional to how much I fail in a game helps to both improve my game and get me off my rear end.

Example: For every point I miss out of 100 in a Yoshi's Island level, I do one crunch.  I'm not great at getting points in that game, so a decent workout every two levels or so (or even one level, if I do really horribly).

Anyone else do this?  It's not difficult at all (well, not planning it, at least).  Just find something quantifiable in a video game and tie it to an exercise that you can do.

20
General Chat / Classic Quotes From Non-Forum Members
« on: May 02, 2011, 02:31:36 PM »
Most people's definition of genius is "thinks like me, but more so."
 - Scott Adams

21
Video Game Chat / Not Your Gramma's Grammys
« on: April 11, 2011, 10:49:54 AM »
The Grammy Awards are to formally recognize video game music.

Yesssss

22
Video Game Chat / Post Your 3D Photos Here!
« on: March 30, 2011, 03:39:04 PM »
Sort of like the Brawl Screenshots thread but with the 3DS instead.  Feel free to caption them, or not.


Obligatory Mii screenshot, now with 100% more Real Life.




William Tell: X-TREME EDITION


I'm glad I bought this system.  It's got balls.

23
Forum Games / The MS Paint Story II: Add One Picture!
« on: February 28, 2011, 09:12:32 AM »
Needz a reboot.

The rules are simple.  Pictures must be made solely using MS Paint.  They can have text, but the main idea should be conveyed through the image.  Pictures can be as crappy or well-done as you want.  Either has potential to be entertaining, but remember that the more time you spend on a picture, the more likely it is that someone else will respond first and render it invalid.  Because y'all will be posting here... right?


24
Video Game Chat / The Elder Scrolls V: Skyrim
« on: February 24, 2011, 01:08:27 PM »
http://www.youtube.com/watch?v=ZV2Jx4AQWeQ

This might not be the best forum to talk about a game that probably won't even be on a Nintendo system, but I know there are a few people here who have either a PS3 or 360, or both.  Anyway, the graphics are definitely vastly superior to Oblivion's.  Here's hoping that the same holds true for the gameplay and mechanics.  And the voice acting.

After seeing the trailer, this has gone from the "Keep an eye on this game" level to the "I hope I have the money to buy it" level for me.  Anyone else interested?

25
General Chat / TV is Fail
« on: January 27, 2011, 11:45:46 AM »
Before anyone gets any misconceptions about the thread based on the title, it's just a reference to this.

Basically a thread about television, not just in the fall, but in general.

I make a point to try to catch:

-House.  It's starting to not suck again, now that it's less about "ZOMG HOUSE AND CUDDY ARE A COUPLE NOW", and more about medicine and deliberately juvenile pranks and jokes.  The only thing that bothers me is the fact that Thirteen's replacement (and by extension, Cameron's replacement) is a bit too vanilla for the show, in my opinion.  Chase needs his sexy long hair back, too, but that's more of a nitpick than a true flaw in the show.
-Burn Notice.  Fun show.  I like watching Gabrielle Anwar blow **** up, as well as watching Bruce Campbell be Bruce Campbell.
-White Collar.  Another USA show.  Funny how this relatively small network can consistently produce highly entertaining TV when the big ones keep putting out the same old tween sitcoms and reality shows.  Anyway, yeah.  Funny show.
-Smallville.  The final season has proven to be a mixed bag.  On the one hand, you have a proto-JLA forming.  On the other hand, still no Batman, mostly due to legal issues.  On the first hand again, Clark has mostly stopped angsting about wanting a normal life, and started embracing being a hero.  On the other hand again, the arc villain is Darkseid.  Disregarding my own issues with the guy (he is one of the most boring villains ever), there are characters that deserve to be adapted to the show waaaay more than the New Gods.  I miss Michael Rosenbaum.

I'm tentatively interested in:
-Young Justice.  It's a little... too much like other animated superhero shows.  It's not bad, though, and it's got potential.  I'm going to wait and see how long it'll take the show to hits its stride.  If at all.
-The Cape.  It's like a live-action Golden Age comic book.  Fun stuff.  Definitely not for those who don't like a little camp every now and then, but if you do, or if you can get past it, then this show looks promising.

26
Video Game Chat / Re:coded Re:viewed
« on: January 17, 2011, 01:28:08 PM »
Time to review the latest title in the Kingdom Hearts series.  Maybe I'm the only one who gives a crap about this game, but maybe that should change.  Read on.

I've also decided to try a Pros and Cons review system, where each element is graded on a scale from -1 to +2, based on how well it's implemented.  The final score could be anywhere from -5 to +10 in this case.

Gameplay (+1)
The most important part of any game.  The gameplay is excellent.  The battle system improves upon 358/2 Days' in every imaginable way.  Instead of the panel system (which wasn't bad, mind you), special attacks are carried out using a Command Deck, similar to the system used in Birth by Sleep.  There are a few differences, such as a "Memory" system, which imposes an additional limit on how many and what kind of Commands you can have equipped; it would be impossible, for example, to have a full deck consisting of nothing but Zantetsuken, whereas you could fill the whole thing with a weaker attack such as Strike Raid and have Memory to spare.  The commands all gain experience, and two can be combined to either create a new command or simply power up the one you already have equipped.  When both of the combined commands gain enough points, you can convert them into higher-leveled command, at the cost of the command in the second slot.  This may or may not be a good idea, but usually is, as it will give you access to a more powerful version of the command, or a permanent copy of a synthesized one.  Sometimes commands can "Overspec" upon conversion, which will give them a useful bonus, such as an increased ability to fill the Clock Gauge when used, or decreased cooldown time, or both(!).

The Overclock Gauge is an element entirely new to Re:coded, although it's meant to replace the Shotlocks and D-Links in BbS.  As you attack enemies or Blox, your gauge will fill up, and upon filling the gauge completely, you will gain a Clock Gauge level and a new ability for as long as the gauge stays at that level or higher (the gauge will automatically start to drain if you don't attack anything).  When you max out the Gauge, you'll be given access to a Finisher (which unfortunately overrides your default Attack and will not let you use that until you've used the Finisher), which is usually powerful and always provides the player with at least a few invincibility frames.  Sadly, if the gauge depletes before you've used the Finisher, it'll disappear and you'll have to fill the gauge all over again, so your ability to save it for a rainy day is limited by how long it takes the gauge to drain completely.

The difficulty is very well-handled this time around.  There are four difficulty settings: Beginner, Standard, Proud, and Critical.  Surprisingly, all of these are available from the beginning of the game.  Even more surprisingly, you can switch between them at any time, which lets you scale things up or tone them down depending on how awesome or lame you are at the game.  In addition to traditional difficulty levels, there are numerous other unlockable settings, or "Cheat Tuners," such as a Experience and HP Modifiers.  One early
Tuner allows you to lower your max HP in return for hugely increased item drop rates, which simultaneously adds a challenge and reduces the need to grind for a rare drop.

Stats are increased or decreased using the Stat Matrix, which is a sort of evolution of the Panels in Days.  You apply various different Chips, which can be as insubstantial as a +1% resistance to Fire Damage, or as large as a +4 increase in Defense.  The only weak point of the system is the fact that you can't remove chips once they're placed - only replace them with other chips.  This makes modifying your stats a rather more convoluted affair than it should be.

Occasionally you'll find a "glitch" in the level and have to search for a "Backdoor" to be taken to a "Data Sector" and clear out "Bugs."  In plain talk, it means you have to hunt for an entrance to a bonus level/dungeon where you have to fight toughened up versions of regular enemies to proceed.  This part of the game is surprisingly fun, given the premise.  Each sector is divided into randomly-generated floors, which may or may not have more than one room to navigate between.  Once you've found and killed all the bugged enemies, you can advance to the next floor (or exit the sector, if you're on the final floor).  Once you're done in the sector, you can spend points you've earned while inside on Gear, Stat Chips, and Commands.  But that's not all there is to it.  Each floor will have a specific challenge, such as restricting the number of times you can jump, or having you inflict a certain status ailment on enemies a certain number of times.  You'll have to wager a minimum of ten percent (with the maximum wager normally set at fifty percent) of your current points on each challenge, and if you complete one, your points will be multiplied by a given amount.  You'll usually need to successfully complete all the challenges to get all the rewards for the sector (don't worry, all the sectors can be replayed in case you missed something the first time).  Most of the challenges are tolerable, but a few are fiendish, and the more floors there are, the harder-pressed you'll be to complete all the challenges.  If you fail a challenge or die, you'll lose what you wagered and likely screw yourself out of most of the rewards, which turns most sectors into a (sometimes frustrating) marathon-esque ordeal.

A few levels have specific gimmicks (sidescrolling platforming, turn-based battles, etc.) that are unfortunately not as well done as the main game.  If I wanted a different genre, I would play a different genre.

Overall, the gameplay is great.  Just a few things bog it down, but the only blatantly obnoxious parts of the game are the ones in which you're playing a gimmick level.

Audio (+2)
This is Yoko Shimomura we're talking about.  The soundtrack is excellent considering the DS' technical limitations.  Most of the songs are recycled from previous games, but they're still new arrangements.  I should also mention how much I respect that they didn't just re-use the theme from KH2's Tron world for the Data Sectors.  The sound effects are good, too, but if you're like me, you'll be busy listening to the music.  The voice acting is all right, although there isn't much of it apart from in-game voice clips.  Not many big cutscenes this time around, for reasons I'll explain later.  I was slightly disappointed when "The Other Promise" wasn't used for the final battle, but that's really just a nitpick.

Visual (+2)
Probably the best-looking DS game I've ever seen.  Almost everything you see is a 3D model (the most notable exceptions being a couple of Sora's Keyblades).  The animations and attacks are all very pretty.  Great graphics on a system whose games are usually too timid to venture out from sprites.

Content/Replay Value (+2)
This title has a positively brutal post-game.  There are thirty trophies to earn, only about three of which will be obtained before you complete the story.  There are sidequests (which are rather unimaginative, but rewarding) and extra Data Sectors and all sorts of challenges.  I could've waited to 100% this game before writing this, but I would be waiting quite a while.  You will not be easily bored.

Story/Writing (0)
The story isn't bad so much as inconsequential and shamelessly exists only to justify the gameplay.  There's just not enough of a plot for it to be good or bad, and as such, there aren't as many pretty cutscenes as in Days.  It does set up the next game (which will be released on the 3DS), but you can look up all relevant story information on YouTube.  This is not a game one buys for the plot.  [See "Gameplay" and compare the amount of text there to the amount of text in the rest of the categories.]

TL;DR
+Great battle system and mechanics
-Gimmick levels which detract from the main experience
+Great soundtrack, decent voice acting
+Amazing graphics for its system
+Lots of stuff to do
-Excuse plot
+Crazy difficult*

Re:coded gets a score of +7.

*Note that I haven't played on anything except the highest difficulty, but even considering that, some of the bosses and post-game material are tough.

27
I don't think it's too much of a stretch to say that I'm probably one of the biggest Metroid fanboys on this forum, so maybe I've put more thought into this than most care about.  But since Other M's release, I could do nothing but think about what they failed to do.  Maybe that's overly negative.  In fact, I know it is.  Other M's gameplay was pretty good.  But in my opinion (and in quite a few others'), Nintendo is taking the series in the wrong direction.  A common question put to those who express dissatisfaction at something is "Well, how would you do it, then?"  Been thinking about that recently and figured I might as well make a thread about it, since we're a little short on those right now.

What would I like to see in the next Metroid?
  • First and foremost, a return to non-linear gameplay and exploration.  I wish Nintendo would just concentrate on making a good game and let the fans enjoy it however they like.  That means keeping sequence breaks and [non-game-borking] glitches in instead of removing them for no apparent reason.
  • A better-written Samus.  I seem to be one of the few who doesn't mind seeing Samus show some personality.  However, I think Other M went about it all wrong.  While it didn't damage Samus beyond repair, it did try its very hardest to uproot everything that is good about the character, and that might take some effort to reverse.  Please hire some better writers, next time, 'kay?
    • And if that's too tough, just resist the urge to add in an uber-dramatic story just for the sake of making the game more epic or well-rounded or artsy or what have you.
  • A soundtrack to speak of.  Other M hired two orchestras to do the soundtrack and there were a grand total of two or three songs in the whole game that had any sort of distinctive melody.  I have nothing against ambient music, but I really prefer actual tunes.  To this end, I would suggest getting Kenji Yamamoto back on board.
  • New and useful power ups, of which there have been a disturbing lack.  Metroid II introduced several new power ups, all of which were extremely useful.  Super Metroid did much the same thing, although there were a couple of stinkers (X-Ray Scope, I'm looking at you).  Later titles, though, have relied too much on "classic" power ups to carry the gameplay.
  • Speaking of power ups, retool the Grapple Beam so that it can be used in combat situations as well as all those silly contrived platforming segments, as was the case in Prime, Echoes, and Other M.  As much as I chew Corruption out, I approve of the fact that they gave the Grapple Beam at least some use outside of the aforementioned contrived circumstances.  Seriously, how cool would it be to grab an enemy with the Grapple Beam, lift it above Samus' head, then slam it into the ground for massive damage?
  • An isolated atmosphere.  Make Samus the only not-evil being on the planet (preferably not another space station) that she's exploring.
  • Similarly, make the atmosphere creepy.  Not outright nightmarish, but ominous.  This is one thing Fusion and Other M got right.  I'd like to see more of it, but with traditional and open Metroidvania gameplay.

What about you guys?  Anything you'd like to see in future Metroid titles?  It can be something as general as a change to the fundamental mechanics, or as specific as wanting the Morph Ball to roll at a different speed.[/list]

28
Site Discussion / Calendar Needs a Fix/Update
« on: January 02, 2011, 04:20:18 PM »
"Invalid year value."

29
Video Game Chat / Minecrack
« on: December 28, 2010, 01:44:20 PM »
Anyone play Minecraft besides ShadowBrain and myself?  If you don't, you're missing out.  Anyway, I figured I should make a thread about it here, to discuss the game and post pixel art and buildings and stuff, lest The Pointless Topic be overrun by Minecraft stuff.

Also this:

30
Video Game Chat / Kleptomaniac Procyon lotor 4
« on: December 04, 2010, 10:02:08 PM »
http://www.youtube.com/watch?v=0c0EK7TOULg

:3

I have waited years for this day.

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