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Sonic the Hedgehog Community |OT2 Battle|

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Tizoc

Member
The cutscenes in Ducktales are starting to get real annoying real quick.

Skip 'em!

Also, courtesy of dark10x-
O5t.png

N5t.png


HNNNNG can't wait to play this when I get home XO
 
That was my fear, i'm falling off the fence onto the side of wait for a sale, but i'll balance on said fence for a bit longer waiting for more impressions.
As you may somehow deduce from my recent posts i'm not getting on well with characters that keep interrupting game flow with filler text, having it happen in a platformer of all things sounds like the greatest sin.
 

Tizoc

Member
That was my fear, i'm falling off the fence onto the side of wait for a sale, but i'll balance on said fence for a bit longer waiting for more impressions.
As you may somehow deduce from my recent posts i'm not getting on well with characters that keep interrupting game flow with filler text, having it happen in a platformer of all things sounds like the greatest sin.

Majority of impressions I've seen in the Ducktales OT have been quite positive if that means anything.
Personally I find the 'filler text' no different than cutscenes in games like Uncharted, etc.
Then again such things never bothered me to begin with @_@
 

Noi

Member
Majority of impressions I've seen in the Ducktales OT have been quite positive if that means anything.
Personally I find the 'filler text' no different than cutscenes in games like Uncharted, etc.
Then again such things never bothered me to begin with @_@

This isn't Uncharted though. It's Ducktales. And unless it's an explicit cutscene, two characters talking in Uncharted doesn't completely freeze your character to do nothing until he stops talking.

The actual game is fine, but I just lost my last life at the boss in Transilvania and I dread having to do the whole stage again (and manually skip all the cutscenes), so I'll just try it again later.
 

NotLiquid

Member
Here's some Lost World news that doesn't really belong anywhere - this is the first game where Ken Pontac and Warren Graff are actually responsible for the story rather than just writing for it.

Actually, this WAS the first time that Warren and I were asked to come up with the story. On Colors and Generations the stories were already in place.

AustinOnSugar, I appreciate your comment, which is (almost) absolutely accurate. Nobody EVER gets to write a story EXACTLY how they want unless they own the project and have total control of the edit. That being said, I’m very happy in the way that Warren and I were allowed to inject so much of our vision into the project.

Eggman is EPIC in this. He’s SO MUCH FUN to write!

One mistake doesn’t make someone an idiot. It’s how they DEAL with the mistake that makes them a hero.

I'm rather excited, the previous games sort of undermined their ability to do anything intersting and the new cutscene alone looks great. I hope they pull through.
 

Sciz

Member
Also my real name really is TimmiT.

I knew it.

In speaking of, I've already beaten Squeak Squad (twice). But I'm going to replay it again for the sake of the marathon. The game is good, but I agree that it doesn't feel as ambitious as most of the other games. I might enjoy it more this time, especially that I'm in a big Kirby mood now.

Squeak Squad is a straight retread of ideas that Adventure and Super Star already did better, with very few exceptions, most of which are also borrowed from other games anyway. Flagship never got the series like they did Zelda.
 

Tizoc

Member
This isn't Uncharted though. It's Ducktales. And unless it's an explicit cutscene, two characters talking in Uncharted doesn't completely freeze your character to do nothing until he stops talking.

The actual game is fine, but I just lost my last life at the boss in Transilvania and I dread having to do the whole stage again (and manually skip all the cutscenes), so I'll just try it again later.

Uncharted was the first example that came to my mind for some reason =X
I guess what i was trying to say was if there's a cutscene, I can skip it and it won't affect how i play, at best they're a short breather befoer i CONtinue playing.
 

qq more

Member
Here's some Lost World news that doesn't really belong anywhere - this is the first game where Ken Pontac and Warren Graff are actually responsible for the story rather than just writing for it.



I'm rather excited, the previous games sort of undermined their ability to do anything intersting and the new cutscene alone looks great. I hope they pull through.
I'm looking forward to how that turns out. It has potential!

Squeak Squad is a straight retread of ideas that Adventure and Super Star already did better, with very few exceptions, most of which are also borrowed from other games anyway. Flagship never got the series like they did Zelda.
Yeah, I've noticed so many assets were borrowed, especially from Amazing Mirror. ...Although at the same time I'm perfectly fine with them reusing assets from Amazing Mirror because those definitely deserved a better game such as Squeak Squad.
 

Dark Schala

Eloquent Princess
That was my fear, i'm falling off the fence onto the side of wait for a sale, but i'll balance on said fence for a bit longer waiting for more impressions.
As you may somehow deduce from my recent posts i'm not getting on well with characters that keep interrupting game flow with filler text, having it happen in a platformer of all things sounds like the greatest sin.
Yeah, platformers are much different than RPGs or cinematic video games. If the conversations are freezing your characters into place and you can't do squat until you skip the cutscenes, which I noticed are plentiful, that completely breaks up the flow of the level in question. "Not being different from Uncharted" isn't a good comment to make because they're in completely different genres, and they use dialogue completely differently.

Like Green Scar said, going by the Quick Look, they seemed to have relied on the cartoon more than the engine the game was built on (ie: the real reason for the game's success as opposed to it being a surprisingly good licensed game). And thus cutscenes galore, not really getting why the game was so popular among non-DuckTales fans, period. This isn't an episode of the show. This is a video game based on the IP. Have an option to turn cutscenes off so it doesn't feel like you're constantly skipping them. There just seems to be so many that it certainly does garner complaints at this point.

Shit, you guys know I hate cutscenes that don't have any purpose in video games. So this seems like it's going to bug me. And if the music seems to be completely dissonant in terms of the levels, well... that's another concern too.

Speaking of which, does it still feel Mega Man-esque? I really really really really hope that it's as tight as the original game was, but this is WayForward, so...

Yeah, sadly the cutscenes are pretty bad and break the flow of the game. Otherwise it's pretty good.

Also, woop:

Also my real name really is TimmiT.
Oooooh, have fun when you go next week. Tell us all about Lost World and stuff and how it feels to you.

Tell me that the Wisp controls aren't as bad as they looked in footage. I can't even get my mind around why they decided to do such a thing in the first place. It seems irritating.

A quick response to Tizoc's query up there, I did have a whole post ready but have withheld it for REASONS, in turn i've let qq perform the great sin of double posting. But anyway, late game tutorials tend to come in the form of Luiginary works or what you could call field moves (like Spin Jump or even ones used with specific Luiginary works like the multiple Luigi stuff).
Unlike the few early battle tutorials which can be skipped these are always required, after so many hours it really begins to grate, especially because they make you perform the video game equivalent of a sober man taking a sobriety test for most of these.
Well, I'm not that far in to comment on the Luiginary stuff yet, but if it's rendered unskippable, it might get on my nerves or I'll keep pressing AAAAAAA to A my way through it.

Like Noi said, I loved Skyward Sword even with all the tutorials, so who knows what I'll think. But Dream Team is an RPG and I may not take too kindly to it on the basis that the genre is something I'm more knowledgeable about than action-adventure games.

Unfounded my arse.
*giggle*

Alright, alright, I'll keep it in mind.

Oh, that's good. So it's certainly not going to be as "dark" as people thought it was going to be. That whole event had my eyes rolling because I knew it was going to be like a Saturday morning cartoon.
 

Noi

Member
Speaking of which, does it still feel Mega Man-esque? I really really really really hope that it's as tight as the original game was, but this is WayForward, so...

I may not be the best judge for this, as I never played the original, but two levels in and I certainly don't get a Mega Man vibe out of it. It's not helped by the fact that there's an issue with the pogo were sometimes it just won't come out and you end up getting it by whatever you wanted to jump on.

It's a lot tighter than the other Wayforward games though, yes.
 
Schala, I wouldn't say that I feel like this game is clueless as to the charms of the original (the beefed up soundtrack is testament to that, blowing up the rhythms of those tracks rather than creating mere homages to the NES OST), it's more that it has no idea how to implement those charms alongside the charms of the Ducktales cartoon.

Wayforward are smart guys who know why people love old-school video games. Their failure is in recreation... usually. Occasionally they make a Contra 4. I fear this isn't a Contra 4 situation.
 

qq more

Member
^ Contra 4 was pretty good, but man is it absolutely the most brutal Contra game I've ever played. Level 1 already feels impossible. :lol

I can tell fighting Nightmare is going to be difficult with 3 health.

King Dedede is too hard

I almost had him though... :(
 

Dark Schala

Eloquent Princess
I do have an NES copy of DuckTales lying around here. qq more needs to tell me how the RetroN5 is before I buy one.

I may not be the best judge for this, as I never played the original, but two levels in and I certainly don't get a Mega Man vibe out of it. It's not helped by the fact that there's an issue with the pogo were sometimes it just won't come out and you end up getting it by whatever you wanted to jump on.

It's a lot tighter than the other Wayforward games though, yes.
That's good. WayForward makes a lot of good-looking games, but sometimes their games tend to lack... something. Even the Adventure Time game lacked something, which was a shame because it was a more balanced Zelda II homage.

Well, the Mega Man thing comes from having Mega Man staff on the original game and it felt like a good game with Mega Man design. It got praised for its game design in the past, especially since Capcom actually developed it themselves. It's a small shame that sort of thing wasn't replicated in Remastered.

And are the pogo complaints really legitimate? I heard a lot of people were having issues with it.

Schala, I wouldn't say that I feel like this game is clueless as to the charms of the original (the beefed up soundtrack is testament to that, blowing up the rhythms of those tracks rather than creating mere homages to the NES OST), it's more that it has no idea how to implement those charms alongside the charms of the Ducktales cartoon.

Wayforward are smart guys who know why people love old-school video games. Their failure is in recreation... usually. Occasionally they make a Contra 4. I fear this isn't a Contra 4 situation.
Yeah, that's probably more apt. The thing is they didn't have to execute the charms of the cartoon outside of the design. I'd have to wonder if that's more of a Disney Interactive sort of idea rather than a WayForward idea, but I'm kind of leaning towards WayForward, here. At most, the cutscenes probably should have been replaced with an unlockable episode for the end of the game, and merely used text that you can quickly X/A your way through to get to your objective quicker.

Man, Contra 4 was good. Boy and His Blob was pretty good, too. Sometimes they hit it, and a lot of other times, they tend to miss.

This almost has me fearing how Shovel Knight is going to turn out, even if it's being developed by ex-WayForward people. I'm still glad I contributed to the Kickstarter thing, though, so I now have a code for the Wii U version, but the level design, level pacing, level length, etc. has me worried.
 
Not quite sure why WayForward keeps getting flak. I've found them to be fairly competent developers, for the most part...

No, I wasn't implying that. Not that I'd know, it never came out over here :'(

they even included Probotector as a playable character :'''(
Thank goodness Nintendo portables don't have region protection or anything really dumb like that!

:\

Well, okay, but the DS didn't! So you could feasibly import Contra 4.
 
It's so far gone at this point that I'd rather just wait patiently for a re-release of some kind. Also, I'm bad at video games, so playing Contra 4 isn't the most pressing concern of mine. :p

As for Shovel Knight, I think that'll be fine. I wonder if that studio isn't just Wayforward people who got fed up with having to make licensed products.
 
Yeah, platformers are much different than RPGs or cinematic video games. If the conversations are freezing your characters into place and you can't do squat until you skip the cutscenes, which I noticed are plentiful, that completely breaks up the flow of the level in question. "Not being different from Uncharted" isn't a good comment to make because they're in completely different genres, and they use dialogue completely differently.

Like Green Scar said, going by the Quick Look, they seemed to have relied on the cartoon more than the engine the game was built on (ie: the real reason for the game's success as opposed to it being a surprisingly good licensed game). And thus cutscenes galore, not really getting why the game was so popular among non-DuckTales fans, period. This isn't an episode of the show. This is a video game based on the IP. Have an option to turn cutscenes off so it doesn't feel like you're constantly skipping them. There just seems to be so many that it certainly does garner complaints at this point.

Shit, you guys know I hate cutscenes that don't have any purpose in video games. So this seems like it's going to bug me. And if the music seems to be completely dissonant in terms of the levels, well... that's another concern too.
This is another point that may end up problematic for me, I don't have much nostalgia for Duck Tales itself, mainly because I don't recall ever seeing it on tv often at all.
So while it's faithfulness to the show is going to be a treat for some it doesn't really hold much sway with me.

Well, I'm not that far in to comment on the Luiginary stuff yet, but if it's rendered unskippable, it might get on my nerves or I'll keep pressing AAAAAAA to A my way through it.

Like Noi said, I loved Skyward Sword even with all the tutorials, so who knows what I'll think. But Dream Team is an RPG and I may not take too kindly to it on the basis that the genre is something I'm more knowledgeable about than action-adventure games.

Funnily enough I actually played some of Skyward Sword earlier, mainly because I did enjoy the game yet i'm curious as to how intrusive the various talkative elements of the game were coming off my reaction to Dream Team.
Picking up from post 3rd dungeon on Hero Mode, i'm surprised at just how much fluff so to speak is placed in the gap between dungeons 3 and 4.
- First Imprisoned fight
- Obtain the Harp
- Introduction to Scrapper/collect the windmill thing
- Enter Thunderhead and the isle of songs
- Head back down to the woods, gain ability to Swim
- Fetchquest Faron sends you back to the top corner of the last room in the first dungeon for a bottle of water because she's awful
- Finally you can enter the fourth dungeon (and what a dungeon!)

What I find interesting about this is that the in-between content isn't actually outright bad or anything but it's all too much together, I think a lot of the games situations like the Scrapper escort and first dungeon redux would be so much better received as optional sidequest material, that way they'd also stop hampering the flow of the main game because sometimes you really want to just go through to the next dungeon and the act of a sudden roadblock becomes less of an enjoyable obstacle to overcome and more of a task you begrudgingly deal with to get back to where the real fun lies.
For me SS feels like a great game that suffers under some odd decisions which is a bit of a trend with modern Zelda games no matter how much I enjoy them, even the smaller things like how you just can't seem to speed up the slow text and the rather mind boggling material collecting quirk where upon turning the game back on it has to show each first item you obtain for the play session entering the menu screen.

Dream Team Bros isn't all that different, it's a good game that surrounds itself with some rather glaring issues, for me most of them revolve around how it paces itself, it seems that as of right now a lot of people on either side are fixated on the idea that it's just the whole tutorial aspect that's the main problem but I find that they're just a particularly noticeable piece of the whole problematic puzzle and are one of the numerous things affected by the games pacing, I wont say anymore on this point until you've beaten the game though.

Oh and my brutish language this morning was born out of agitation, sorry.

I can tell fighting Nightmare is going to be difficult with 3 health.
I think the fight has a checkpoint between the flight and on foot segments at least.

Not quite sure why WayForward keeps getting flak. I've found them to be fairly competent developers, for the most part...
I like them though they've never really made a truly great game form what i've played then again I don't really expect them to.
Related: I downloaded the GBC Shantae last month and it hasn't gone down too well with me, the overworld sections are a real drag and in making such a well animated main character sprite it ended up with that issue of having too big a sprite for the screen so that pits and enemies end up popping up out of nowhere gaining a host of cheap shots for it, the lives and saving system is also a mess. Plus for all the effort they put into animating her hair attack for the old GBC the actual move is kinda unreliable because of it.
 
I haven't finished the first dungeon in Skyward Sword. Playing that game through is high on my agenda once I have some more free time. (I mean, same goes for Xenoblade and stuff, but...)

Shantae for the GBC definitely felt kinda janky from what I played of it. I mean, binding running to the attack button was kind of annoying, too, because it means I can't quickly shift between walking and running without having to go through the somewhat lengthy attack animation every time. Double-tapping would've been better.
 

Tizoc

Member
@Nocturnowl, re: Tutorials- Oh I see what you mean, it would be a bother indeed if one is replaying the game to have to redo those tutorials.

At any rate IF YOU HAVE A EUROPEAN PLAYSTATION NETWORK ACCOUNT, GET THAT RAYMAN LEGENDS DEMO!
Castle Rock was too freakin' gooooooooood!
 

PKrockin

Member
Once again I implore everyone playing Skyward Sword to use Gecko OS codes to disable Fi's notifications, treasure screen notifications, and speed up the text as much as you want.
 

Emitan

Member
Once again I implore everyone playing Skyward Sword to use Gecko OS codes to disable Fi's notifications, treasure screen notifications, and speed up the text as much as you want.

I wish I had known about this during my playthrough. I can't tell you how much my best friend and I were pissed off by this stuff.
 

Dark Schala

Eloquent Princess
Nocturnowl, I'll certainly keep what you have to say about Dream Team in mind when I start it up again in a sec.

Someone else noticed that HP values are pretty high in this game, akin to the HP inflation that happened in Partners in Time's NA version vs the EU/JP versions. Did the bosses seem to take long for you?

Not quite sure why WayForward keeps getting flak. I've found them to be fairly competent developers, for the most part...
Because they have a tendency to make games that look really good but have something missing towards the end or odd design decisions here and there... or they just happen to be merely by-the-numbers and unremarkable.

Also, I've noticed that outside of things like Boy and His Blob and Contra 4, their balancing and systems tend to be kind of poor at times. Or at least, they're hit or miss.

I would never, ever want WayForward to make a Mega Man game, for instance. My guess is that it would be much like Mega Man Unlimited in terms of misinterpreting that Mega Man games are supposed to be insanely hard with really really really long levels when they really aren't like that at all.

qq more, that game is pretty irritating. -_-

CBOAT. <3
 

Noi

Member
Echoing what Schala thinks about Wayforward. I can't say I've played all their games, but the ones I have played tend to be pretty and have good music but be atrocious to actually play.

Where was most of the market for the Xbox?

'Murica. Fuck the rest of the world!

Edit: It's amusing that now both the Witcher 3 and Quantum Break devs' countries aren't gonna be supported by the Xbone at launch.
 

qq more

Member
I just started on Canvas Curse. I have a feeling I'm going to love this game the more I get the hang of it.

I would never, ever want WayForward to make a Mega Man game, for instance. My guess is that it would be much like Mega Man Unlimited in terms of misinterpreting that Mega Man games are supposed to be insanely hard with really really really long levels when they really aren't like that at all.

qq more, that game is pretty irritating. -_-

I haven't honestly experienced much with WayForward's games but I've always hear these kind of things... and then wonder why so many people want WayForward to handle Mega Man.

And ugh, yeah, I can tell how irritating Mega Man Unlimited looked when Bean streamed it. I admit the game was ambitious. You could tell the creator has put ton of effort into it. The engine looks well done, same to the sprites, and the music (except for a few songs that sounds terrible).

But one of the most vital parts of Mega Man games (or rather platformers in general) is the level design and I think they tried too hard at it. Most of the levels looked either too brutal (enemy placement spam or the cheap trial and error gimmicks), lasts way too long or both. I think they should study how Mega Man levels are done. They have a lot of neat ideas for the stages but the execution left much to be desired.

Don't get me started on Yoku Man's stage... that was bullshit. :(

Where was most of the market for the Xbox?

America, but Europe's market for the Xbox is pretty huge too, not as huge as America I don't think.
 

Dark Schala

Eloquent Princess
It's not nice to tell potential customers that they aren't as important as the others unless you have a really really good reason for it.

They have none.
Well, yeah. That's the thing, eh? Even if these territories weren't strong supporters of the Xbox 360, there are people who did want an Xbox One sooner rather than later and have been satisfied with that brand so much so that they preordered the system as soon as they could. They, like it or not, are interested in the system for its software and they'll be disappointed when they can't play it with everyone else despite the language barrier. So yes, this yield issue is certainly a problem for people who did want to spend money on the system. And you could say that they could "just import", but you know how much it is to import a system. People mark up prices like crazy. Play-Asia marks up console prices by $100 sometimes, for example.

All of my cousins in Trinidad had 360s last gen for the multiplayer, and would have gladly traded up for Xbox Ones.

You can't say "I don't see an issue here", because there are certainly people who put preorders on the system after/during E3 when they'd said that the Xbox One would launch in their territory this year, and have been avid players with that brand, paying for Xbox Live, etc. Telling them that they're on a lesser tier isn't exactly good marketing practice. Additionally, not being able to partake in games that they saw at E3 until much later than English-speaking territories would likely be disappointing for them.
 
Nocturnowl, I'll certainly keep what you have to say about Dream Team in mind when I start it up again in a sec.

Someone else noticed that HP values are pretty high in this game, akin to the HP inflation that happened in Partners in Time's NA version vs the EU/JP versions. Did the bosses seem to take long for you?

That's funny, I always thought it was the PAL version that got the souped up enemy HP, I can only imagine how slogtastic the final boss for PiT must've been if it took me like 20 minutes of pure cannonballing and mix flowering repetition.

I didn't find bosses in Dream Team to take too long regarding their health, I found them to hit hard and have some horribly long attacks at times but their health seemed reasonable enough.

North America, wasn't it?

Someone's gotta enlighten me on the situation in the UK, though.
America was their target market but the 360 always seemed pretty popular over here in the UK to me, I always got the impression that it was the one most people went with over the PS3, stronger online presence combined with everyone wanting to play CoD and Fifa with their friends being a big factor.

I just started on Canvas Curse. I have a feeling I'm going to love this game the more I get the hang of it.
Use of the dash function in conjunction with elevated lines to fit the situation is a good way to start breaking free from the early stages of being too attached to making long slow lines to move Kirby around. It's simple enough to grasp but if you find yourself having trouble getting the hang of it consider checking out some of the earlier ink trial challenges, ink trial by fire.
 

Dark Schala

Eloquent Princess
Actually, I can't recall, but didn't the 360 have quite a following in the Netherlands?

I haven't honestly experienced much with WayForward's games but I've always hear these kind of things... and then wonder why so many people want WayForward to handle Mega Man.

And ugh, yeah, I can tell how irritating Mega Man Unlimited looked when Bean streamed it. I admit the game was ambitious. You could tell the creator has put ton of effort into it. The engine looks well done, same to the sprites, and the music (except for a few songs that sounds terrible).

But one of the most vital parts of Mega Man games (or rather platformers in general) is the level design and I think they tried too hard at it. Most of the levels looked either too brutal (enemy placement spam or the cheap trial and error gimmicks), lasts way too long or both. I think they should study how Mega Man levels are done. They have a lot of neat ideas for the stages but the execution left much to be desired.

Don't get me started on Yoku Man's stage... that was bullshit. :(
Guess who's going to try to get through Yoku Man's stage because he's an idiot? If he does that, I'm going to speedrun Time and Eternity for the true ending. I will have no choice.

As for WayForward, people usually want them to do the spritework for a Mega Man game, I'd assume. You know that the game is going to at least look and sound good with them behind it. Their games themselves, just don't play like anything remarkable, or they do some weird design things that could have been bypassed provided that they did something different or didn't do it at all.

And yeah, I can give Mega Man Unlimited credit for its ambition. Sprites look good, engine handles nicely, and most of the music is decent. Including Yoku Man as an extra level is fine, too. Some of the bosses have weird AI, but others don't. With that said, the game doesn't include normal Mega Man level design in terms of level length, proper level placing, decent use of gimmicks (because it overuses them), odd enemy placement, and other issues (like Glue Man's stage should slow you down as opposed to merely stopping you so you'd have to constantly jump to get ahead, for example). And I don't like pixel perfect jumps like that (ie: standing right at the end so you have to make a jump). That's silly and just wasn't a thing in other MM games.

Yoku Man's stage gets kind of dumber later on.

That's funny, I always thought it was the PAL version that got the souped up enemy HP, I can only imagine how slogtastic the final boss for PiT must've been if it took me like 20 minutes of pure cannonballing and mix flowering repetition.

I didn't find bosses in Dream Team to take too long regarding their health, I found them to hit hard and have some horribly long attacks at times but their health seemed reasonable enough.

America was their target market but the 360 always seemed pretty popular over here in the UK to me, I always got the impression that it was the one most people went with over the PS3, stronger online presence combined with everyone wanting to play CoD and Fifa with their friends being a big factor.
Pretty much. That's what I'd assumed.

And yep! PiT's bosses took longer than they should have because the HP increased from the PAL/JP versions. Final boss took pretty long. I like Partners in Time, but the bosses being a slog is a bit of a negative point for me.

And hm. I'll see what I think when I get deeper into this, then. If bosses are taking too long, I'll have to wonder if the HP got a boost again.

On the other hand, there's a rumor that the PS4 is shipping as early as October.

I don't know why, but that seems crazy early to me.
Launching during Black Friday or right before that might not ensure enough stock, I guess. Who knows. What I assume is going to happen is that most stock is going to be allocated to bigger markets with some stock being allocated towards smaller markets. If they launch near Black Friday, they might not have enough stock to go around, I suppose.
 
We weren't having the PS3's price. 360 picked up the mindshare and had already secured HD by about 2008; they won the generation when the Wii bubble burst a couple years back.

That said, all 3 consoles have had their successes. People just on that Xbox dick.
 

Dark Schala

Eloquent Princess
Looking back on this generation, well, I'm pretty fond of it.

Retro revival, platformer revival, lots of neat RPGs on portables (hell, I was drowning in RPGs this generation), I could import whatever I wanted from wherever I wanted because most systems were region-free (and if they weren't, I could mess around with homebrew to make them region-free), and I ended up learning about a ton of new series and branched out into genres I never thought I'd play last generation.

It was a good generation. I'm happy with it.
 
Outside of somehow going the entire goddamn generation without Half-Life 3 or Viewtiful Joe 3, this might actually be my favorite generation, this one or the one before it. Take a hike, 90s.
 

Noi

Member
I got to play more games this gen from every gen before and this one than I did during previous ones. I'm ok with this.


...I almost got another game over in Ducktales due to the pogo not activating when I press the button. There really is an issue with this thing.
 
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