The Giant Bomb Quick Look Thread 2

After all the praise Receiver got on Idle Thumbs I was really let down seeing it in action. I know it's the product of a game jam so it's not going to be polished, but it just looked completely un-fun to me.

It definitely falls under the umbrella of serious games despite the goofy ass audio logs. It seems like a neat little simulation of something that is glossed over in games despite being in almost all of them.I'd like to see some of its ideas worked into other games.
 
Find it rather interesting how adamant they are for Fire Emblem that if you turn perma-death off, you're basically playing the game wrong (at least that's what it sounds like from Patrick). I understand that's the traditional Fire Emblem experience, and it can change the strategy significantly, but I question if you're necessarily getting a lesser experience on Casual.

Now I don't know for sure since I've yet to play the game, but Casual still seems more appealing to me. I'm someone who'd keep restarting missions to save everyone, and probably burn out on the game due to my over-obsessiveness with that. Sure I could move on, but I'd just hate to lose someone and miss out on all that future character dialog. Casual seems like a good way for me to avoid that frustration and enjoy the experience more.
 
Find it rather interesting how adamant they are for Fire Emblem that if you turn perma-death off, you're basically playing the game wrong (at least that's what it sounds like from Patrick). I understand that's the traditional Fire Emblem experience, and it can change the strategy significantly, but I question if you're necessarily getting a lesser experience on Casual.

Now I don't know for sure since I've yet to play the game, but Casual still seems more appealing to me. I'm someone who'd keep restarting missions to save everyone, and probably burn out on the game due to my over-obsessiveness with that. Sure I could move on, but I'd just hate to lose someone and miss out on all that future character dialog. Casual seems like a good way for me to avoid that frustration and enjoy the experience more.

It really makes it feel like a whole different game. Aspects such as army placement and boss strategies become completely eliminated, and instead of actually using strategy you can brute force your way through the game. Honestly, the games aren't that hard, but in my opinion it would be better to just lower the difficulty instead of turning on casual mode.. and if you do turn on casual mode also increase the difficulty.

One thing to note is fire emblem games have an inverse difficulty curve, and the game gets way easier as you progress, so even if you start off and find the difficulty just right, it may turn into a complete bore half way through (and this doesn't even take into account understanding the mechanics better or whatever).
 
ostensively:
directly or clearly demonstrative.

ostensibly:
apparently or purportedly, but perhaps not actually

Who knows what he is saying. I heard the 'b' between the 'o' and 's' in the word. And, he says it a lot.

Is ostensively really a word? It's listed in a few online dictionaries, but it's not uncommon to see non-words in those. For instance, both 'illucidate' and 'elucidate' will show in in google searches are real words, but I don't think the former is an actual word.
 
Find it rather interesting how adamant they are for Fire Emblem that if you turn perma-death off, you're basically playing the game wrong (at least that's what it sounds like from Patrick). I understand that's the traditional Fire Emblem experience, and it can change the strategy significantly, but I question if you're necessarily getting a lesser experience on Casual.

Now I don't know for sure since I've yet to play the game, but Casual still seems more appealing to me. I'm someone who'd keep restarting missions to save everyone, and probably burn out on the game due to my over-obsessiveness with that. Sure I could move on, but I'd just hate to lose someone and miss out on all that future character dialog. Casual seems like a good way for me to avoid that frustration and enjoy the experience more.
Restarting to make sure everyone makes it through alive is part of the game. I never let anyone die, regardless of whether I intend to use them or not, and it adds real tension. If I could just run in there and sacrifice some units knowing I get them back when the mission is over it would completely change the game.
 
Restarting to make sure everyone makes it through alive is part of the game. I never let anyone die, regardless of whether I intend to use them or not, and it adds real tension. If I could just run in there and sacrifice some units knowing I get them back when the mission is over it would completely change the game.

How is there tension if you know you are going to restart upon any death? That seems more like tension through annoyance rather than any long term loss. A game like XCOM would lose most of the real tension if I knew I could just restart a mission if an important soldier died. What you describe just seems like a grind.

Is there any sort of Ironman equivalent in FE?
 
One thing to note is fire emblem games have an inverse difficulty curve, and the game gets way easier as you progress, so even if you start off and find the difficulty just right, it may turn into a complete bore half way through (and this doesn't even take into account understanding the mechanics better or whatever).

never played sword of seals, huh

every map after the halfway point has like 20 asshole sages with bolting tomes and asshole bishops with sleep staves

How is there tension if you know you are going to restart upon any death? That seems more like tension through annoyance rather than any long term loss. A game like XCOM would lose most of the real tension if I knew I could just restart a mission if an important soldier died.

Because units are unique, valuable non-replaceable assets. Choosing to restart is a strategic/emotional consideration you make every time you lose one of them.

Without perma-death, you don't need to worry about losing a unit. Without needing to worry about losing units, FE is pretty boring and you can brute-force your way through the game.
 
Wow the sprites look terrible in the overhead strategy view in Fire Emblem...

3DS is certainly capable of much more.
 
Because units are unique, valuable non-replaceable assets. Choosing to restart is a strategic/emotional consideration you make every time you lose one of them.

Without perma-death, you don't need to worry about losing a unit. Without needing to worry about losing units, FE is pretty boring and you can brute-force your way through the game.

I do prefer the Tactics Ogre LUCT system of giving you three hearts for each character so they have to die three times before you lose them.
 
20 is the level cap in Fire Emblem games? As a Disgaea fan I find that offensive.

Was meaning to check out the Fire Emblem series, but fell into Advance Wars instead. Dual Strike was a pretty easy game until mission 22 happened and I don't have a clue what to do with that one.

About Fire Emblem though, does the villager dude actually develop into something awesome then?
 
It really makes it feel like a whole different game. Aspects such as army placement and boss strategies become completely eliminated, and instead of actually using strategy you can brute force your way through the game. Honestly, the games aren't that hard, but in my opinion it would be better to just lower the difficulty instead of turning on casual mode.. and if you do turn on casual mode also increase the difficulty.

One thing to note is fire emblem games have an inverse difficulty curve, and the game gets way easier as you progress, so even if you start off and find the difficulty just right, it may turn into a complete bore half way through (and this doesn't even take into account understanding the mechanics better or whatever).


This times 100. On paper it might not make too much sense, but in practice it forces you to learn how to properly play the game and think through every move you make. Your end goal doesn't just become to "beat the mission", but to "beat the mission with everyone alive". This also adds another layer of challenge by possibly guiding you to use a self imposed save state, but if you choose not to go the restart route, it still becomes a very unique experience that not too many other games out there give you.

This is the kind of game design decisions that Japanese devs come up with a lot that I feel is missing from most western games and I feel like a large part of the reason that it's not considered over here is people missing the point and complaining. This is not to call out the post that was quoted in the above post, but just an observation, but good example is how the Giant Bomb guys complain about "animation priority." It's okay to not be a fan of it, but they point it out like it's a flawed mechanic. Like bad camera angles, or something...

EDIT: Meant to say self imposed fail state not "save state." Derp...
 
"All we have to do is record some video and talk"

Truer words have never been spoken by Brad.

Luigi's Mansion talk was great! Can't wait for Dark Moon.
 
never played sword of seals, huh

every map after the halfway point has like 20 asshole sages with bolting tomes and asshole bishops with sleep staves.

Correct, I haven't played sword of seals or Thracia 776, although I do own the carts for both of them.
 
never played sword of seals, huh

every map after the halfway point has like 20 asshole sages with bolting tomes and asshole bishops with sleep staves



Because units are unique, valuable non-replaceable assets. Choosing to restart is a strategic/emotional consideration you make every time you lose one of them.

Without perma-death, you don't need to worry about losing a unit. Without needing to worry about losing units, FE is pretty boring and you can brute-force your way through the game.

It doesn't sound like there's any consideration at all if someone restarts every time a unit dies, that's just changing the fail-state. Playing it that way seems equally wrong. It's just the opposite extreme from no permadeath. I don't see much of a difference between that and save-scumming in XCOM, just more time consuming since you can only restart to the beginning of the missions. What's the point of permadeath if you aren't allowing characters to die?
 
When is the last time Vinny and Jeff did a quick look? feels like its been forever

or Vinny/Ryan or Ryan/Jeff for that matter

Seriously, I need a Vinny Jeff quicklook STAT.

I don't hate Patrick but they gotta mix-up the lineup hes been all over the place on recent quicklooks.
 
It doesn't sound like there's any consideration at all if someone restarts every time a unit dies, that's just changing the fail-state. Playing it that way seems equally wrong. It's just the opposite extreme from no permadeath. I don't see much of a difference between that and save-scumming in XCOM, just more time consuming since you can only restart to the beginning of the missions. What's the point of permadeath if you aren't allowing characters to die?

As I stated in my above post and other people have stated, it forces you to learn how to play the game properly and think before you make every move you make instead of just brute forcing your way through. It is a self imposed fail state, but the punishment is harsh enough that you would be more careful the next time.

If you could just save state in the middle of battle, you'll just make every careless choice and keep reloading until you land on the "correct" choice. If you're forced to play through the whole battle though, you'll think twice before moving that healer into the movement range of 3 enemy units.
 
How is there tension if you know you are going to restart upon any death? That seems more like tension through annoyance rather than any long term loss. A game like XCOM would lose most of the real tension if I knew I could just restart a mission if an important soldier died. What you describe just seems like a grind.
It adds tension because if I'm 30 minutes into a mission I really don't want to start over.

It doesn't sound like there's any consideration at all if someone restarts every time a unit dies, that's just changing the fail-state. Playing it that way seems equally wrong. It's just the opposite extreme from no permadeath. I don't see much of a difference between that and save-scumming in XCOM, just more time consuming since you can only restart to the beginning of the missions. What's the point of permadeath if you aren't allowing characters to die?
You really don't see the point of the permadeath? It's there to give you the choice of going on without the unit, or to restart and make sure everyone survives. If there was no permadeath it would completely change the way I play the game. The tactical element would be completely different when you no longer need to care about whether your units survive. Sure, to me it might as well say game over when a unit dies, but the permadeath means it's up to the player how they want to handle it.
 
20 is the level cap in Fire Emblem games? As a Disgaea fan I find that offensive.

Was meaning to check out the Fire Emblem series, but fell into Advance Wars instead. Dual Strike was a pretty easy game until mission 22 happened and I don't have a clue what to do with that one.

About Fire Emblem though, does the villager dude actually develop into something awesome then?

Level Cap is technically 40, since after promoting your level resets to 1.
 
20 is the level cap in Fire Emblem games? As a Disgaea fan I find that offensive.

Was meaning to check out the Fire Emblem series, but fell into Advance Wars instead. Dual Strike was a pretty easy game until mission 22 happened and I don't have a clue what to do with that one.

About Fire Emblem though, does the villager dude actually develop into something awesome then?

Yes. He becomes one of the best characters.
 
I honestly thought Patrick was the news guy, not the constant Quick Look guy? He is informative to a degree but ends up not being as entertaining at the rest of the crew.
 
I honestly thought Patrick was the news guy, not the constant Quick Look guy? He is informative to a degree but ends up not being as entertaining at the rest of the crew.

I think things have changed, maybe permanently. Patrick obviously isn't the news guy anymore even if he was hired for that purpose. Alex writes more news and is beginning to write more articles in general. Patrick constantly talks about features he wants to do or is planning on doing but most of them never end up happening. He's, for better or worse, taken over as "filler" for when Jeff and Ryan are busy in...meetings and stuff.
 
I think things have changed, maybe permanently. Patrick obviously isn't the news guy anymore even if he was hired for that purpose. Alex writes more news and is beginning to write more articles in general. Patrick constantly talks about features he wants to do or is planning on doing but most of them never end up happening. He's, for better or worse, taken over as "filler" for when Jeff and Ryan are busy in...meetings and stuff.

Don't leave Brad....
 
20 is the level cap in Fire Emblem games? As a Disgaea fan I find that offensive.

Was meaning to check out the Fire Emblem series, but fell into Advance Wars instead. Dual Strike was a pretty easy game until mission 22 happened and I don't have a clue what to do with that one.

About Fire Emblem though, does the villager dude actually develop into something awesome then?
What generally happens is that you have two tiers of classes: regular and promoted. At regular level 20 (or earlier if you have a special item) you promote to the next class. So for example, if you have a Mage, you can promote them to Sage (class names may not be accurate). When you promote a unit, their stats increase and they usually gain a new ability or can equip additional weapon types, their level resets to 1 and they level up to 20 again, with stat increases at each level as normal.

Generally if you get a unit that's already been promoted, and it's in the early game, that unit can dominate immediately but near the endgame it won't be as good as a unit that has leveled all the way from the bottom.
 
The Luigi's Mansion talk made this Ken's Rage QL worth it. I really hope Luigi's Mansion shows up on this next unprofessional friday.

Ken's Rage looks awfully bland. There is absolutely nothing noteworthy in the characters, the art, the level design, interface, or anything. It is so just getting by looking that it makes me sad.
 
The Luigi's Mansion talk made this Ken's Rage QL worth it. I really hope Luigi's Mansion shows up on this next unprofessional friday.

Ken's Rage looks awfully bland. There is absolutely nothing noteworthy in the characters, the art, the level design, interface, or anything. It is so just getting by looking that it makes me sad.

The funny thing is if you back and watch the QL for the first game, it actually looks legitimately better than the sequel. (Graphically)
 
I honestly thought Patrick was the news guy, not the constant Quick Look guy? He is informative to a degree but ends up not being as entertaining at the rest of the crew.

That's in line with how I feel about Patrick, he's a cool guy, great writer and adds so much to the bombcast but is way overexposed on the video end. It's not that I think he's bad in the videos or anything, he's just always there. I doubt it's his plan to be the annual sequelization of video game websites, I'm guessing it's just enthusiasm.
 
I think part of the problem is Jeff seems to be busy with meetings a lot these days so he isn't as free to do QL's all the time. :(

I like Patrick, just not in every video. I think he's perfect for those weird obscure indie games though.
 
What if CBS management gets really strict like they did with the CES thing and Jeff gives Kane and Lynch 3 a 3 star review and gets fired again and makes a new independent game journalism website again and all the other guys quit the old place again to come join him
 
I was screaming at my phone hoping Dave wouldnt kill Gaius, but he actually did it.

He got Stahl and Virion killed too, oh god

Donnel is totally a pain in the ass.
 
What if CBS management gets really strict like they did with the CES thing and Jeff gives Kane and Lynch 3 a 3 star review and gets fired again and makes a new independent game journalism website again and all the other guys quit the old place again to come join him

Then Patrick will stay at Gamespot for a month, and as soon as he leaves it'll go under.

Donnel is totally a pain in the ass.
Donnel is the best. He does with a bronze sword what no one can do with a steel sword.
 
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