Holy Shit at the Jetzons track haha. At least now whenever 'which 16-bit music is best' topics come up I have more fuel for my 'this ost was made into genuine popular music' argument. Amazing how artists of the time actually recognized and appreciated the quality of the music, even if they did write it themselves. Just the fact that they took it seriously enough to make music they would use themselves is wonderful as games were still seen as kid's toys back then. Pretty funny how this is like a 1 to 1 copy of the Icecap music though.
What does Sega1991 think about Lost World?
He should be putting his review up soon. Last I saw, he was editing it all up. Edit: And he ninja'd me.What does Sega1991 think about Lost World?
I think I get trapped by some sort of perfectionism in me because I'm so used to working in an academic sense so everything has to be perfect. Sometimes I even avoid using the first person and just use "the player" because I'm so used to writing academically that I just can't make writing impressions wholly about me. So they end up being semi-reviews like Time and Eternity, Ocarina of Time 3D, Hakuoki, and Rhythm Thief. But they aren't entirely super-formal (the OoT one is probably the most formal one I've written up here, I think).considering those are impressions, i don't really see a problem. and honestly, those are really in-depth and make sense. for me, impressions should be stream of consciousness sort of things anyway. it's okay if they jump from topic to topic- unless you're talking about uncharted 2. i think if i knew how that one would have ended up, i would have actually been more critical of the game.
whenever i do a 'review' i try to focus a little more, but i usually wind up in the same pitfalls. i'm not a good writer, so whenever i resort to 'things' and 'stuff' in really basic language, it's me poking fun at myself and the absurdity of taking it too seriously.
i know my writing has improved, but i don't think it has in recent years. there's a huge jump between 2003 and 2013, but not so much between 2009 and 2013. a lot of my 'reviews' are essentially first drafts. they're full of typos, grammatical errors, and run-on sentences. i do try and edit them sometimes, especially if i run across something years later.
A small fraction of Schala's FF13 review said:Developers denying the player choice, freedom and experimentation can possibly be a valid gameplay mechanic for tense, driven sequences of an RPG, but it isnt acceptable for about 70% of the main gameplay experience. This is an RPG, the genre of world-building, freedom and exploration (even the illusion of it, as JRPGs are prone to do) are withheld from the player in Final Fantasy XIIIs for 20-25 hours. Ive encountered many a player who have bailed out before it got good, expected by the developers to hold out for the release afforded to them by the late-game open world in Chapter 11. Every game is usually judged within the first few hours and Final Fantasy XIII is no exception. To insist that the player hold out for the light at the end of the tunnel, and to play to the see the ending, is rather insulting to the video game medium. What would you say if you were watching a TV series, you think it sucks, but your friend tells you that it eventually gets good towards the end of the season? Youd probably say that it isnt worth it. I couldnt blame anyone I encountered who decided to trade this game in after the first 5-10 hours.
This game, as stated before, isnt Y-shaped. There isnt really a gradual introduction to freedom in FFXIII. The structure that many have branded FFXIII with is the T-shaped structure. The game flatlines in a late-game chapter around the 17-20 hour mark and opens up in a huge way. The change in structure, difficulty and scenery is striking, at first being welcome and liberating, then annoying. To its credit, the change ties in with the storyline, but once again, the story must service the gameplay, not the other way around.
When the player gets to Chapter 11, theyve noticed that theyve arrived in an entirely different world, both literally and figuratively. If the player chooses to do so, s/he may embark on their own mission to explore the wide open canvas they see before them. Or he/she can simply travel through the world of Gran Pulse in 15 minutes, to reacquaint him/herself with the on-rails experience that is FFXIII and the complete the final two painfully linear chapters of the game.
But whos going to do that? The game invites the player to the spectacle that is Gran Pulse with large, magnificent creatures and gorgeous flora and fauna, and no player Id know would turn down the chance to look around. This portion of the game is a visual and auditory fiesta at first for the player. The environment is massive, a version of Final Fantasy Xs Calm Lands in the seventh-generation console era. The open-endedness of the area is completely welcome after hours of linearity. The game even trolls itself when Lightning says, Its probably safe to say it wont be boring here. It pokes fun at the misery the player had to endure for the last two chapters grey tunnel dungeons.
However, Pulse has an inherent problem. It is an empty wasteland filled with rough and difficult enemy encounters. There is no endearing populace to interact with, save or do the bidding of. There are no rewards of exploration outside of checking out all of the new vistas, the continual equipment upgrades and the return of Chocobo riding. There exists a gap between the first 2-3 hours of getting on Pulse to acquiring a faster mode of transportation. Thus, the player is forced to run from area to area, which becomes admittedly tedious when doing missionsthose surrounding areas are in themselves, linear tubes. Its wonderful to marvel at the environments Square-Enixs field designers have created within the first few minutes of venturing into the region, but the experience grows tiring, to the point where the player simply doesnt notice the tropical feel of the area after running through it for the fifth time.
What exactly can one say about this wide open monster arena, where the only means of player interaction is a series of Mark Huntscombat missions accepted from dead NPCs who cant even react when the quest is completed? Gran Pulse is lifeless and dead. Human character interaction is missing. Nothing is worth saving on this terrain. Fulfilling the requests of long-dead lCie never winds up truly rewarding when the only gift the game rewards the player with is a new item on the post-game battle screen.
Which is part of the point. Travelling on Gran Pulse lead the characters to discover that the world is devoid of human life. Nothing of interest truly happens on this wild world. Its simply a playground or gymnasium for the characters to use to level up and test out new gameplay strategies. Freedom is dished out in doses in an RPG, not in a wide-open stretch 20-25 hours in the making. This is not a balanced and well-paced design at all. The player has the freedom (and probably will use it) to leave Pulse and continue on with the storyline after a couple of hours of exploration at the most. The main problem is that the player craved that exploration after 20 hours, and will crave it again in the final 5-10 hours of the game.
I stopped at the gyro boss in Silent Forest and decided that I'd had enough. That snowball bit in Frozen Factory was absolutely absurd, too. I've dropped it for now, but that's only because I was getting tired of playing games I don't like.At this point I'm at Sky Road Act 2 and taking time off to avoid further Asteroid Wisp-induced bouts of madness. I'll finish it, eventually - I have to if I want to review it. But some of the stages in this game are just so bad
He should be putting his review up soon. Last I saw, he was editing it all up. Edit: And he ninja'd me.
(He doesn't think much of it, based on his stream, this, this, and this.)
I remember him ranting about the 3DS version for a little bit.
I think I get trapped by some sort of perfectionism in me because I'm so used to working in an academic sense so everything has to be perfect. Sometimes I even avoid using the first person and just use "the player" because I'm so used to writing academically that I just can't make writing impressions wholly about me. So they end up being semi-reviews like Time and Eternity, Ocarina of Time 3D, Hakuoki, and Rhythm Thief. But they aren't entirely super-formal (the OoT one is probably the most formal one I've written up here, I think).
There's one review I haven't posted on GAF at all because it's way too long, but my FF13 review was something that basically tore the game apart and my writing style wasn't even that great. If I recall correctly, it was lengthy and very... unrefined (ie: one of the subtitles was "Is a Story Supposed to be a Dance of Nouns Accompanied by an Encyclopedia?"). Going through that review right now, I was probably so irritated because I'd written it right after I'd finished the game.
For example:
When I'm angry, I get really really fucking wordy. And I don't think I agree with some of the stuff in a major way I said in the past. A lot of the stuff I wrote about the battle system is basically me deconstructing two premises put forth by people who like CSB, and I don't like CSB that much. Despite writing up ways to take enemies down quickly and proficiently while detailing how rankings work, I find the system flawed, but I don't think I ever wrote the reasons why I, myself, find the system flawed. I merely deconstructed arguments people put forth.
I... think that might also factor into the reasons why I do try to go in-depth as opposed to talking about what I thought of the game or try to make it sound like I'm thinking like an 'outsider', I guess? I dunno. I probably shouldn't do that since that isn't the type of audience I'm writing for, but I'm so used to writing like that that I can't help it sometimes.
Since you mentioned it, I went back to read your Uncharted 2 review (I haven't played the game yet despite half of GAF nagging me to play it. ). I do find it interesting that you didn't seem to think much of the characters, since the characterization is something that people give the Uncharted games a ton of credit for. You gave it a fairly high grade on the AniHawk scale, too. Though since you wrote your thoughts on TLOU in the same thread and gave it a higher grade, I guess you liked that one a lot better.
I should really try to find all of my impressions that I posted on GAF and keep them in a doc so I know what I wrote impressions for and what I didn't.
I stopped at the gyro boss in Silent Forest and decided that I'd had enough. That snowball bit in Frozen Factory was absolutely absurd, too. I've dropped it for now, but that's only because I was getting tired of playing games I don't like.
You're a stronger person than I am.
He should be putting his review up soon. Last I saw, he was editing it all up. Edit: And he ninja'd me.
(He doesn't think much of it, based on his stream, this, this, and this.)
I remember him ranting about the 3DS version for a little bit.
I think I get trapped by some sort of perfectionism in me because I'm so used to working in an academic sense so everything has to be perfect. Sometimes I even avoid using the first person and just use "the player" because I'm so used to writing academically that I just can't make writing impressions wholly about me. So they end up being semi-reviews like Time and Eternity, Ocarina of Time 3D, Hakuoki, and Rhythm Thief. But they aren't entirely super-formal (the OoT one is probably the most formal one I've written up here, I think).
There's one review I haven't posted on GAF at all because it's way too long, but my FF13 review was something that basically tore the game apart and my writing style wasn't even that great. If I recall correctly, it was lengthy and very... unrefined (ie: one of the subtitles was "Is a Story Supposed to be a Dance of Nouns Accompanied by an Encyclopedia?"). Going through that review right now, I was probably so irritated because I'd written it right after I'd finished the game.
For example:
When I'm angry, I get really really fucking wordy. And I don't think I agree with some of the stuff in a major way I said in the past. A lot of the stuff I wrote about the battle system is basically me deconstructing two premises put forth by people who like CSB, and I don't like CSB that much. Despite writing up ways to take enemies down quickly and proficiently while detailing how rankings work, I find the system flawed, but I don't think I ever wrote the reasons why I, myself, find the system flawed. I merely deconstructed arguments people put forth.
I... think that might also factor into the reasons why I do try to go in-depth as opposed to talking about what I thought of the game or try to make it sound like I'm thinking like an 'outsider', I guess? I dunno. I probably shouldn't do that since that isn't the type of audience I'm writing for, but I'm so used to writing like that that I can't help it sometimes.
Since you mentioned it, I went back to read your Uncharted 2 review (I haven't played the game yet despite half of GAF nagging me to play it. ). I do find it interesting that you didn't seem to think much of the characters, since the characterization is something that people give the Uncharted games a ton of credit for. You gave it a fairly high grade on the AniHawk scale, too. Though since you wrote your thoughts on TLOU in the same thread and gave it a higher grade, I guess you liked that one a lot better.
I should really try to find all of my impressions that I posted on GAF and keep them in a doc so I know what I wrote impressions for and what I didn't.
I stopped at the gyro boss in Silent Forest and decided that I'd had enough. That snowball bit in Frozen Factory was absolutely absurd, too. I've dropped it for now, but that's only because I was getting tired of playing games I don't like.
You're a stronger person than I am.
Check the date.
SonicGAF's Song of the Day - #48
Song: Ice Cap Zone Act 1
Game: Sonic & Knuckles Collection
Composer: Masaru Setsumaru, probably
I was gonna sit on this one until winter rolled around, but after last night's news, it got bumped to the front of the queue.
At this point I'm pretty sure that when they were replacing songs for this version, they had an explicit goal to make the new tracks sound as little like the old ones as possible. They're both crisp, wintery themes, but the similarities end there. The new one's more of a snow level than an ice level, thin as the line between the two is. It also comes off as being kind of unfinished, as the background chimes play an endless, unchanging loop and the melody abruptly cuts out at 0:48, which emphasizes the repetitive nature of the background all the more. Act 2 comes off even worse, with the percussion being thrown in more or less at random. Act 1's pleasant while it lasts, though, and it makes better use of General MIDI than the shaky conversions that constitute the rest of the soundtrack.
So Mario and Sonic Sochi Olympics released in Europe last week and failed to chart. Those games usually make mad money for SEGA and Nintendo... this is bad.
Love Ice Cap Zone 1. One of the best Sonic songs, period. I always thought this was an MJ composed track?
Love Ice Cap Zone 1. One of the best Sonic songs, period. I always thought this was an MJ composed track?
We're talking about the Sonic and Knuckles Collection song. Although if you want repetition look no further than the original Ice Cap 1.Love Ice Cap Zone 1. One of the best Sonic songs, period. I always thought this was an MJ composed track?
Sonic and Knuckles Collection had different music swapped in for Ice Cap, Carnival Night, and Launch Base.Love Ice Cap Zone 1. One of the best Sonic songs, period. I always thought this was an MJ composed track?
I do have it in Google Docs right now, but I'd have to remove the bulk of HTML in there. I read through it earlier, and I am pretty disappointed with the final product. I also think I wouldn't agree with some of the stuff I'd originally written, because I don't hate the game. I find it average, but the tone of the review sounds too harsh for it. Because I was writing for people who like reading numerical scores (ie: my undergraduate peers interested in the game), I'd originally given it a 3/5. And that's the score I'm still sticking with it. The review itself doesn't sound like a 3/5. It sounds like a 2/5 or a 2.5/5. Either way, since people have asked for it in the past, I'll take the tags out and post it as-is despite it kind of being pretty awful.Could you find the rest of the XIII review you wrote? I actually found that excerpt to be a good read.
Well, AniHawk's review is here. He highlighted that the design was incredibly favourable to his tastes and that the dissonance between your actions in-game and the character who you're playing as isn't as strong as the dissonance in Uncharted, but it has a host of technical problems. It's fair.I dunno about what AniHawk specifically thinks, but the general consensus is that the story and characters of TLoU are better than Uncharted 2 or any Uncharted. I agree with that assessment as well. And the gameplay is better. A kind of evolution of the work they did with Uncharted. I'm sure JC can back me up on this as I know he likes it.
I wouldn't say they're great, except Carnival Night 2, but I'd love to play the game with the S&KC soundtrack again somehow.
Related, here's an obligatory video I did with the Hard Times song over Ice Cap gameplay.
Well, AniHawk's review is here. He highlighted that the design was incredibly favourable to his tastes and that the dissonance between your actions in-game and the character who you're playing as isn't as strong as the dissonance in Uncharted, but it has a host of technical problems. It's fair.
I just hope the gunplay is better and that the slogs aren't as bad as some of the Uncharted games' slogs.
Oh, well alright then. I actually thought of that but I thought it was a hack of the Genesis ROM(s?) and didn't think it'd be possible.The Sonic 3 Complete hack over at Retro has the S&KC versions for CNZ, ICZ, and LBZ in the options menu.
Related, here's an obligatory video I did with the Hard Times song over Ice Cap gameplay.
My friend and I made a song to thisCheck the date.
SonicGAF's Song of the Day - #48
Song: Ice Cap Zone Act 1
Game: Sonic & Knuckles Collection
Composer: Masaru Setsumaru, probably
SonicGAF's Song of the Day - #48
Song: Ice Cap Zone Act 1
Game: Sonic & Knuckles Collection
Composer: Masaru Setsumaru, probably
He should be putting his review up soon. Last I saw, he was editing it all up. Edit: And he ninja'd me.
(He doesn't think much of it, based on his stream, this, this, and this.)
I remember him ranting about the 3DS version for a little bit.
I think I get trapped by some sort of perfectionism in me because I'm so used to working in an academic sense so everything has to be perfect. Sometimes I even avoid using the first person and just use "the player" because I'm so used to writing academically that I just can't make writing impressions wholly about me. So they end up being semi-reviews like Time and Eternity, Ocarina of Time 3D, Hakuoki, and Rhythm Thief. But they aren't entirely super-formal (the OoT one is probably the most formal one I've written up here, I think).
There's one review I haven't posted on GAF at all because it's way too long, but my FF13 review was something that basically tore the game apart and my writing style wasn't even that great. If I recall correctly, it was lengthy and very... unrefined (ie: one of the subtitles was "Is a Story Supposed to be a Dance of Nouns Accompanied by an Encyclopedia?"). Going through that review right now, I was probably so irritated because I'd written it right after I'd finished the game.
For example:
When I'm angry, I get really really fucking wordy. And I don't think I agree with some of the stuff in a major way I said in the past. A lot of the stuff I wrote about the battle system is basically me deconstructing two premises put forth by people who like CSB, and I don't like CSB that much. Despite writing up ways to take enemies down quickly and proficiently while detailing how rankings work, I find the system flawed, but I don't think I ever wrote the reasons why I, myself, find the system flawed. I merely deconstructed arguments people put forth.
I... think that might also factor into the reasons why I do try to go in-depth as opposed to talking about what I thought of the game or try to make it sound like I'm thinking like an 'outsider', I guess? I dunno. I probably shouldn't do that since that isn't the type of audience I'm writing for, but I'm so used to writing like that that I can't help it sometimes.
Since you mentioned it, I went back to read your Uncharted 2 review (I haven't played the game yet despite half of GAF nagging me to play it. ). I do find it interesting that you didn't seem to think much of the characters, since the characterization is something that people give the Uncharted games a ton of credit for. You gave it a fairly high grade on the AniHawk scale, too. Though since you wrote your thoughts on TLOU in the same thread and gave it a higher grade, I guess you liked that one a lot better.
I should really try to find all of my impressions that I posted on GAF and keep them in a doc so I know what I wrote impressions for and what I didn't.
nathan drake is a treasure hunter. that's it. in addition, he's a guy who wants artifacts to get rich off them. there's no connection for the player. i don't think anyone knows where they can go to school to study treasure huntology. there's no moral underpinning- he doesn't want to see treasures in a museum. to top it off, he's kind of an asshole. unrelatable nathan drake is basically the third-person shooter equivalent of kratos, although unintentionally so.
Wario is a greedy asshole who's really only ever in it for himself, and Nintendo not only acknowledges it, they play it up for all it's worth. Nathan, on the other hand, while being a treasure hunter, ostensibly tries to act for the greater good - something Wario only does if there's something in it for him.Interesting that Nintendo pulls off a rather popular version of the exact same archetype in Wario. Not having touched Uncharted, I can't help but wonder what the differences between them are.
You're actually getting close to where the game starts to go downhill. Personally, I think goes downhill from Tropical Coast Zone 4. Why does water instant kill now?
It takes 5 minutes to get to the first dungeon in the new Zelda
Thank fuckin' Christ
TP's start mostly felt too slow because I didn't care about the characters. SS trimmed it down a bit and had more interesting and convincingly expressive characters so I liked it. The race for the statue was much more interesting than goat herding, rescuing your loftwing was much more interesting than rescuing the kids... just better all around.
Also I always disliked the wolf stuff so there's that.
My thoughts almost word for word. SS's intro may be slow, but at least what's going on is more interesting than "herd goats and impress bratty kids for 3 days."
...and I wasn't exaggerating with Twilight Princess one bit. I was attempting to replay it a few months back. I saved outside of the first dungeon, noticed the game timer seriously said I'd been playing for over 5 hours.
SMB2's main theme is kickass. Speaking of, I wish more games continued the bass while paused instead of just immediately falling silent. That was such a neat feature.If they do a Super Mario Bros 2 (USA) ReMix the my life is a huge ball of awesome.)
I just bough Resident Evil 6 for $2.34. Can't be disappointed now!
GOODIt takes 5 minutes to get to the first dungeon in the new Zelda
Thank fuckin' Christ
My opinion of Skyward Sword falls off a cliff about halfway through the game. It's like they made the 3 major areas, realized they had a budget limit, then designed the game around re-using all 3 areas as much as they could. Then they combine the worst part of Phantom Hourglass with the worst part of Twilight Princess and make you revisit every area again. And then the final dungeon isliterally copy-pasted chunks of other dungeons with a re-used boss fight in a not so clever puzzle arrangement.
That's of course without counting the pointless sidequests, unskippable item explanations on every reload, excessive amount of handholding, completely empty "overworld"... etc etc.
On the contrary, Skyword Sword's silent realm sections to me were like them finally getting the whole killer phantoms and tears of light idea executed in the right way, well as right as you can get it anyway.
As for the final dungeon,LITERALLY copy pasted chunks of other dungeons? I don't think reusing the same dungeon environments covers the use of literally here. Can't say I care much for the actual sliding tile/room gimmick though.