Marconelly said:Touching human enemies in Metal Slug does not kill you. It kills you only when an enemy pulls out a knife and stabs you, which makes a perfect sense. Touching tanks, etc, kills you while tank is moving, which again makes sense.
I once thought exactly like this, but then I played Super Mario Sunshine. After that, I realized that I love looking forward to the old ice world/fire world/etc. stereotypes -- especially in the Mario franchise, where it's more of a tradition.bobbyconover said:Cliched worlds/levels with cliched music. Desert level with middle eastern sounding music in the phrygian mode, beach/tropical level with steel drum calypso music, ice level with music that sounds like variations on Christmas themes complete with jingling bells, underwater level with dreamy waltz music, circus level with caliope music, etc.
Kuramu said:Games like Mario Sunshine that don't need stories but they interrupt my play to watch stupid cutscenes with bad voice acting.
aku:jiki said:I don't get it. This always comes up in these threads, yet I can't even remember the last time a game actually forced me to collect. Mostly it's side stuff that's there for the people who can't get enough.. and that can't seriously bother you, can it?
MetatronM said:Resident Evil style puzzles.
"Why, I've just randomly found the Bronzed Medallion of Antiochus III! I bet if I match that with the Gilded Gate of the 1000 Suns that I saw three hours ago, I just might find my way into the next area of this weird haunted place."
That business has got to go.
Hellraizah said:Double jumps, it just doesn't make any sense.
SolidSnakex said:"I don't get it. This always comes up in these threads, yet I can't even remember the last time a game actually forced me to collect. Mostly it's side stuff that's there for the people who can't get enough.. and that can't seriously bother you, can it?"
It still happens when you compare it to older platformers. R&C is really the only one to stop it. With R&C when you beat a level you go to the next just like in older platformers. With alot of platformers today there is no "beating" a level you collect enough things to open up the next level. There's still stuff to collect in R&C but they don't have to keep playing that level or another level you've already played over and over to get a specific number of things to open up the next level. I prefer R&C's route.
Double jumps, it just doesn't make any sense.
Ninja Scooter said:bullshit. Mario 64 wasn't a collectathon. Neither was Conker. Or Maximo. You always come into these threads and act like Naughty Dog and INsomniac did something incredibly revolutionary. Please, just stop it. IF Mario 64 was a collectathon, than so was Super Mario Bros., cause you had a "collect" a flagpole at the end of each level.
I always thought the puzzles were a welcome departure from all the killing.ge-man said:I'm hoping that Resident Evil 4 has done away with this. The media so far suggest that game will be more about survival and not placing the red gems in the right statues.
trippingmartian said:I always thought the puzzles were a welcome departure from all the killing.
SolidSnakex said:I didn't call them a collect a thon did I? I said they revolve around collecting more than old school platformers and they do. With Mario 64 you need a specific number of stars to unlock a level, right? That doesn't happen in Ratchet, you beat a level and then you go to the next. That's my point.
Ninja Scooter said:uh, no, in Ratchet and Clank, you had to beat a certain number of objectives/missions in each "world" to unlock the next one. Does it make a whole lot of difference that in Super Mario 64, meeting these objectives rewards you with a "Star"? Its the same type of shit.
Ninja Scooter said:uh, no, in Ratchet and Clank, you had to beat a certain number of objectives/missions in each "world" to unlock the next one. Does it make a whole lot of difference that in Super Mario 64, meeting these objectives rewards you with a "Star"? Its the same type of shit.
Matlock said:Half of the levels of R&C2 were built as "run around doing X-event" stages, if you're going to bash the former platformers that way. Hell, once you get off the linear (READ: CRASH BANDICOOT IS THE ONLY TRULY A->B MAINSTREAM 3D PLATFORMER, and only the levels that don't have branches) path, you're going towards 3D platorming, which everyone but mama SCEA makes!
Oh, but the SCEA teams do make 3D platformers! With branches! And X-Objectives!
SolidSnakex said:I'm bashing the others mainly for their collecting though.
Super Mario 64 is barely what one could call a collect-a-thon. Most of the stars were there to signify that you'd completed some task or made it through a certain path. The only real collecting aspect was red/regular coins in the main levels, which makes up what, 30 stars out of a 120 total? When only 70 is necessary to open all levels? Other games where you must collect things like, say, hundreds of notes and feathers to even learn necessary moves, have much more of a collecting focus.Ryu said:Collect-a-thons... Thanks a lot Mario 64 for making this a standard for many platform games that could have otherwise been a lot of fun.
trippingmartian said:A convention I'd like to see rid of is load times. I'd be happy next generation if the graphics were only slightly better but the levels streamed seamlessly into eachother.
To me, these are quite linked. Playing through Final Fantasy Legend III and Final Fantasy IX makes things all the more clear. I've always really hated how the slow text crawl of FFLIII's battles forces you to hold down A to go through things at a decent speed, making it slower than most RPGs I'd played at the time. However, it's right speedy compared to what you must do to even get in and out of FF IX battles. Random battles are much easier to put up with when an unexpected fight doesn't take 30 seconds of loading in and out.Ghost said:Random Battles
dark10x said:Mario 64 wasn't a collect-a-thon, though...
Those stars simply represented end points for a single level and controlled game progression. Each star could just have easily been a door or something...
Yeah, each star was attached to a platforming-centric objective. You performed tasks to get stars, as opposed to just roaming around collecting stars. The latter is what a collectathon actually is (DK64, for example); Mario 64, by requiring you to complete objectives to progress in the game, is not.dark10x said:Mario 64 wasn't a collect-a-thon, though...
Those stars simply represented end points for a single level and controlled game progression. Each star could just have easily been a door or something...
*blinds self* Please mark spoilers!Jupiter Jones said:I love RPGs, but I wish some one would come up with a better plot than "orphaned hero", whose a naturally gifted fighter, saves the world and in the process finds out one of his/her parents has some connection to the final boss.
Jupiter Jones said:I love RPGs, but I wish some one would come up with a better plot than "orphaned hero", whose a naturally gifted fighter, saves the world and in the process finds out one of his/her parents has some connection to the final boss.
bjork said:The white man needs to not be the main character all the time.
SolidSnakex said:
September 21st.
LOLJoshuaJSlone said:*blinds self* Please mark spoilers!
Mario 64 wasn't a collect-a-thon, though...
Those stars simply represented end points for a single level and controlled game progression. Each star could just have easily been a door or something...
However, in Mario 64, if you didn't acquire a certain number of stars, you didn't advance. That's not my point though...
Soul4ger said:World War II
Vietnam
Matlock said:Psi-Ops has a black dude as the main character...or at least he was black before the surgery to mask his appearance.
belgurdo said:Something else that bugs me about (Japanese) RPGs: How "black and white" everyone perceives things to be. I.e., ALL of Race X is evil, and there isn't a single wholesome member of it; or believing that firing giant cannon Y WILL succeed without any negative consequences, or whatever
bobbyconover said:Cliched worlds/levels with cliched music. Desert level with middle eastern sounding music in the phrygian mode, beach/tropical level with steel drum calypso music, ice level with music that sounds like variations on Christmas themes complete with jingling bells, underwater level with dreamy waltz music, circus level with caliope music, etc.
Also, totally unrelated, but being forced to play through (and find all secrets in) the 20+ hour single-player mode of a game in order to unlock more than one character/level/play style/option for its multiplayer mode has GOT to stop.
swoon said:that's really worse. or that the gal in beyond good and evil was an alien.
dark10x said:In Mario 64, if you didn't finish a certain number of levels...you didn't advance. The stars are not an item to collect, they simply mark the end point of a level. That's it.
In Super Mario World, each "area" was represented via an overworld map screen. In Mario 64, they took that idea to a new level. Each main play area in Mario 64 (entered via a painting) was essentially the same as an overworld theme in SMW. Each "star" represents a "dot" on the SMW maps, basically. The progression requirements were a bit less linear than SMW, but they still followed the same kind of idea. Finish a world type and you can move on.
In something like Jak and Daxter, you actually ARE searching for objects scattered about the world. This a very different design from Mario 64 and the two shouldn't be compared. You aren't just doing tasks in Mario, you are finishing levels...
jiji said:This is fairly common in lesser western RPGs as well. Orcs, anybody?