Tizoc
Member
The cutscenes in Ducktales are starting to get real annoying real quick.
Skip 'em!
Also, courtesy of dark10x-
HNNNNG can't wait to play this when I get home XO
The cutscenes in Ducktales are starting to get real annoying real quick.
Skip 'em!
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 @_@
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, Im 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. Hes SO MUCH FUN to write!
One mistake doesnt make someone an idiot. Its how they DEAL with the mistake that makes them a hero.
Also my real name really is TimmiT.
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.
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.
I'm looking forward to how that turns out. It has potential!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.
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.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, 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.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.
Oooooh, have fun when you go next week. Tell us all about Lost World and stuff and how it feels to you.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.
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.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.
*giggle*Unfounded my arse.
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.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.
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 must've read that wrong, I thought you implied Contra 4 was bad
I must've read that wrong, I thought you implied Contra 4 was bad
I can tell fighting Nightmare is going to be difficult with 3 health.
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.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.
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.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.
We're going to have to wait for a while... sighqq more needs to tell me how the RetroN5 is before I buy one.
qq more's new look is moe
Thank goodness Nintendo portables don't have region protection or anything really dumb like that!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 :'''(
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.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.
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.
I think the fight has a checkpoint between the flight and on foot segments at least.I can tell fighting Nightmare is going to be difficult with 3 health.
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.Not quite sure why WayForward keeps getting flak. I've found them to be fairly competent developers, for the most part...
Oh Microsoft, you really weren't ready, were you?
What's going on now?!
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.
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.Not quite sure why WayForward keeps getting flak. I've found them to be fairly competent developers, for the most part...
CBOAT. <3
North America, wasn't it?Where was most of the market for the Xbox?
Where was most of the market for the Xbox?
North America, wasn't it?
Someone's gotta enlighten me on the situation in the UK, though.
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. -_-
Where was most of the market for the Xbox?
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.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.
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?
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.North America, wasn't it?
Someone's gotta enlighten me on the situation in the UK, though.
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.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.
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.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.
Pretty much. That's what I'd assumed.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.
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.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.