rhythm heaven
never played | want to play | terrible | boring | okay | good | great | a favorite
Yessssss I got a chance to play an arcade machine version of the GBA game recently it was amazing
seen from United States
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rhythm heaven
never played | want to play | terrible | boring | okay | good | great | a favorite
Yessssss I got a chance to play an arcade machine version of the GBA game recently it was amazing
thoughts on fire emblem fates now that it's been like 2 years?
A mixed bag - just about everything about it is either absolutely amazing or absolutely terrible, with very little middle ground. The soundtrack is lovely, and the overall gameplay and map design in Conquest is some of the best in the series.
But then you get to the writing, which somehow manages to A) not make you give a fuck about most of these characters despite it being completely unsubtle and hamfisted most of the time, B) be riddled with plotholes and overall Really Bad Ideas (the Hyperbolic Baby Chamber comes to mind, as does slime Garon), and C) all of this is played with a completely straight face and not a lick of self-awareness. It got to the point where I just up and gave up on Revelations like three-quarters of the way in because it was spending so much time going on about poorly-conceived lore and hamfisted plot twists.
My ideal for the future would be them having the Conquest team focus on the nuts-and-bolts gameplay and the Echoes devs handing literally everything else, because that game had the opposite problem (solid characters, solid story, felt like Fire Emblem, but the maps were absolutely awful).
wait what's wrong with melee in metroidvanias?
(With reference to this post here.)
I’ve got a couple of objections to it:
1. I find that it’s more disruptive to the flow of exploration than ranged combat is. In ranged-combat-focused Metroidvanias, it’s usually pretty easy to avoid or run past enemies you don’t want to deal with, but in melee-focused Metroidvanias, enemies tend to be more obtrusive and positioned so that it’s harder to get past them without killing them. If I have to stop and melee-combo like five dudes in order to cross a room, I’m likely to have forgotten where I was going by the time I get there.
2. Owing to the influence of the Castlevania series, melee-focused Metroidvanias tend to have sluggish controls that harshly punish player-facing damage with lots of hitstun and knockback, which I find really aggravating to deal with - especially in platforming and vertical traversal sections, where heavy knockback and long hitstun mean you basically have to start all over again every time a random bug or bat clips the outermost pixel of your hitbox.
Now, neither of these issues are necessarily going to be applicable to Metroid: Samus Returns, but it’s enough to make me leery all the same.
mario doesn't really jump much in odyssey tho, a lot of emphasis has been taken away from platforming in favor of the capture mechanic
that just makes the moments when he does jump in the game’s climax that much more dramatic
sonic mania
never played | want to play | terrible | boring | okay | good | great | a favorite
Never been a big follower of the Sonic franchise. Seeing other people enjoy it makes me happy though <3
one of these days someone's going to do one of those Game Design Analysis videos on UT2OT completely unironically and I just want you to know that person is me. get ready bucko
i’m 100% ready for this you have no idea
i also hope that the unencrpyted folders lead people to go digging through the game’s files and try to piece together theories based on unused files that i forgot to take out of the game folders
ayras-astra replied to your post: seriously when shit hits the fan in this game I...
then perish
it’s a matter of when, not if
ayras-astra replied to your post “Looking at the aphobe list and who the hell has the time to put...”
link?
Here it is, its a pastebin link because the OP took it down due to it literally crashing fucking browsers: https://pastebin.com/raw/xu30Dam3