I'm having tons of fun with Luigi's Mansion 2 and Dream Team so far.
i am having fun with video games someone check to see if i have a fever or if im sick or something help
I wonder if people who lurk this thread often react the same way to many of our conversations.
No one lurks this thread.
...I think.
http://www.tssznews.com/2013/08/17/review-ducktales-remastered/
I wonder how long it's gonna take before somebody leaves a comment with "What does this have to do with Sonic?"
Happens on every review I post on TSSZ that isn't... well, you know.
Ooooh, danke. I keep wondering if I should keep my preorder for it, but I think I'll give it a shot. I know you had a lot of reservations about it being kind of stilted or something, but going by your review so far, you seem to think it's pretty good by virtue of giving the levels a specific goal in mind to go for.
And scrolling down to the comments section, wow, someone actually said it. :lol :lol
It doesn't bother me that Xillia is missing a few things that have been in most Tales games before it, despite being an "anniversary game." I don't think it was even marketed as such outside Japan.
And the Gigantos almost are in the game as part of the Fell Arms quest... I mean, they aren't the size of a mansion, but they're ridiculously hard optional monster bosses. Works for me.
Yes, I think that was a good idea, actually. Not marketing the game as a 15th anniversary game like Vesperia was marketed as a 10th anniversary game. To be honest, I think it would've been a faux-pas if they did considering the west didn't get a lot of the Tales games in general. But I have to admit that it does bother me. Especially coming off of Graces, Narikiri Dungeon X, and Radiant Mythology 3, which felt like anniversary games in their own right. Xillia being more barren and not
Oh, I think I used the Gigantos as an example of hidden bosses as opposed to just being Gigantos for the sake of Gigantos. They do exist in Xillia 2, and you can farm one of them for bonus XP, lol.
I'm not sure what happens in Chapter 4 that throws the game for a loop balance-wise or story-wise, but Abyss and Vesperia both had very exploitable mechanics to cheese battles and they both lost steam in the last 1/3rd of the game so I was already expecting that.
For the most part I don't agree that these are examples of streamlining. Not when you compare them to the series as the West knows it. The Lillium Orb isn't simpler than EX-Gems in Symphonia, C.Cores in Abyss, or weapon skills in Vesperia. Having choice in what shops to invest in and how much isn't streamlined compared to each shop having a set inventory. The fields are pretty barren, but I get the impression that's due to a lack of time rather than intent. You've got some places like the beach area at the beginning and the deepwoods that are more interesting to navigate and then you've got some places that are just big fields you walk straight through. It's strange.
I don't see how the "cinematic cutscenes" really have anything to do with streamlining... they're just animated and directed better.
Well, for the most part, that's what people say about it when they compare it to FF13, and I can certainly see why they do. The Lillial Orb is rather simple, and I kind of like the extension of Capacity Cores that Xillia 2 takes because one of the criticisms that Xilila got was that the levelling system was too simple in terms of giving the player of the illusion of choice. People wanted more complexity, or at least more feedback in terms of getting stronger post-battles/arte usage. With the Lillial Orb system, you don't necessarily have to put much thought into which orbs you get unless you're working on getting a specific skill or you're working on expansion. By the end, you're going to get them all anyway, so your choices end up lacking any sort of importance by the end.
And the problem with Chapters 3/4 is that they're much shorter than the rest of the game. And what I meant by more cinematic cutscenes, I mean that the game's development blueprint and design was designed such that it's more narratively focused as opposed to being cohesive and enveloping everything like Destiny and Symphonia were. Even Graces had that problem where the systems had more of a focus than the narrative.
And now that I think about it, I guess in the end, what many people had issues with were the lack of diversity/variety in terms of what the player could do, adequate battle balancing, and general incoherence that the game had to offer.
(Sorry qq more)