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Re: Games Beaten 2017

Posted: Sat Feb 04, 2017 9:13 pm
by MrPopo
Xeogred wrote:Hmm, and I was just hearing how the Xillia games are shorter (20-30 hours?) thinking maybe one of them could be the first Tales game I beat! Your review doesn't make it sound all that fun.

That was not my intent. I enjoyed Xilia 2, I just see things they could have changed that would have made me enjoy it more. Xillia 2 took me 40 hours; I don't remember how long Xillia 1 was. Combat-wise they're based on the Symphonia style (whereas Zesteria is the Graces style).

Re: Games Beaten 2017

Posted: Sat Feb 04, 2017 10:06 pm
by PartridgeSenpai
MrPopo wrote:
Xeogred wrote:Hmm, and I was just hearing how the Xillia games are shorter (20-30 hours?) thinking maybe one of them could be the first Tales game I beat! Your review doesn't make it sound all that fun.

That was not my intent. I enjoyed Xilia 2, I just see things they could have changed that would have made me enjoy it more. Xillia 2 took me 40 hours; I don't remember how long Xillia 1 was. Combat-wise they're based on the Symphonia style (whereas Zesteria is the Graces style).


Xillia is known to be one of the "shorter" games. That is one I've also heard. Granted, most Tales games, in my experience, are only short if you do just the main story and no more. The supporting content to the main story is one of the parts that I love most about Tales, so I personally couldn't recommend playing any I've beaten like that.

Also, when you mean Symphonia-style, do you mean no free-running, or just very simple normal-attack combos as compared to the Graces-style of action points and all of that nonsense (nonsense which I adore, but nonsense nonetheless)?

Re: Games Beaten 2017

Posted: Sat Feb 04, 2017 10:15 pm
by MrPopo
There is free running by holding down L2. I'm thinking more that it's using several attacks before chaining into one or two artes. I see the progression of that battle system as being Symphonia -> Vesperia -> Xillia.

Re: Games Beaten 2017

Posted: Sat Feb 04, 2017 11:21 pm
by Xeogred
So what you're telling me PartridgeSenpai, is that Sucker Punch should have come back and done Sly 5 instead of Second Son? 8)

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1. Duke Nukem 3D: 20th Anniversary World Tour (PC)
2. Serious Sam HD: The First Encounter* (PC)
3. Serious Sam HD: The Second Encounter (PC)
4. D4: Dark Dreams Don't Die (PC)
5. Momodora: Reverie Under the Moonlight (PC)
6. Deadcore (PC)
7. Yakuza 4 (PS3)
8. Hyper Light Drifter (PC)
9. Doom 2: Valiant megawad (PC)

* replay

Turns out there's really easy ways to trick Steam into tracking your game time with mods for various games. Often by replacing the main exe file with an external source with a new launcher or whatever. So you can do this with Doom and sourceports, fun and easy way to keep track of time. Getting Steam overlay to work seems more tricky though and Steam updates break it, so I didn't bother. But I've grabbed gzdoom's latest release and have jumped back into Doom'ing as the craving always hits a few times a year. Might just start saying it's my third favorite game of all time next to Link to the Past and Super Metroid.

Megawads are big fan made map packs. The scene has been going strong since the release of Doom, all the way up through 2016 and into today. By this point mappers have gotten extremely good with texturing, architecture, to the point that the vanilla games are looking a bit archaic... but I'll always still love them. Basically, there are a lot of megawads out theresdays so good, you'll think they're officially endorsed and released id sequel episodes.

Valiant:
https://www.doomworld.com/vb/wads-mods/ ... n-idgames/

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Valiant is one of the most popular ones from 2015. This one has five episodes with a theme as you can see and they were all freaking awesome. Tons of new textures, along with the pistol being upgraded to automatic and the chaingun doubling in speed as well, both with new textures. Even cooler though is all the new enemies. Hell Knight's now have two alternate appearances, the Pyro Knight whom are ultra dangerous with their lightspeed fireball streams, and the Cybruiser that shoots rockets just like a Cyberdemon. The regular Imp's now shoot fireballs much faster as well. Pinky's are the same but have some cool new looks with mechanical legs. There's now an upgrade Mancubus that takes 5 or so rockets instead of 3. And the Arachnotron's can now float around outside of the mechanical spider body, sometimes surviving the explosion from one. So they can be quite tricky floating around like a Cacodemon, but still with their Arachnotron plasma beam. All these changes along with the unique and new level looks gives this entire megawad a lot of character and originality. At the same time it looks and feels totally authentic, like this would be an official expansion. The difficulty is pretty high though haha, the last boss was insane... like a red super powered Arch-Vile. I liked how this one had some small maps too, so not all of the 30 some levels were 30+ minute labyrinths. Overall Steam shows I played for a little over 10 hours.

Lots of great remixed music in this one too. I even heard Thunder Force in there.

As it stands, probably my second favorite megawad after Alien Vendetta. The others I have played are Memento Mori 1-2, Hell Revealed 1-2, Community Chest Pack 1-3, and a few others here and there. From here on, now I'll be able to keep track of them better with lists and such.

Gonna check out Ancient Aliens next:
https://www.doomworld.com/vb/wads-mods/ ... n-idgames/

Re: Games Beaten 2017

Posted: Sat Feb 04, 2017 11:54 pm
by PartridgeSenpai
Xeogred wrote:So what you're telling me PartridgeSenpai, is that Sucker Punch should have come back and done Sly 5 instead of Second Son? 8)


More or less. Just make Sly a frickin' conduit and he'd be right at home in that game, especially with what a quip machine the two most prominent characters are (especially the main character). I wonder what Sucker Punch are doin' now. I'd say another Infamous game, but after Second Son I'm not sure I wanna see another one. I'd almost prefer a new IP at this point (as it seems they don't really want to develop Sly Cooper anymore).

MrPopo wrote:There is free running by holding down L2. I'm thinking more that it's using several attacks before chaining into one or two artes. I see the progression of that battle system as being Symphonia -> Vesperia -> Xillia.


Ahh, that makes more sense. It was SOOO satisfying activating Overlimit in Vesperia and just unleashing really quickly spammable artes like crazy. There was a tinge of sadness in my heart that Graces and Hearts both had some method to keep you from just spamming until you totally drained your mana :P

Re: Games Beaten 2017

Posted: Sun Feb 05, 2017 12:13 am
by Juan Aguacate
To chime in on the Infamous discussion. The thing about First Light that is kind of a turn off is that it focuses on a lot on annoying, survival mode bullshit. It's the only thing to do after you finish the short story and it's what the majority of trophies are built around

The game does have a few minor gameplay improvements over Second Sond though in that they've tweaked Fetch to not feel too much like Delsin and she seems a bit stronger

If Second Son were the only Infamous game I'd played I might be wondering why Sucker Punch is wasting their time on this series instead of getting back to Sly Cooper, but festival of Blood was fun. And the 15 minutes or so I've tried of Infamous 2 already showed a lot more potential than Second Son. I actually wish Sanzaru Games had continued on with Sly as they did a good job with Thieves in Time and I would accept them as a Sucker Punch substitute.

I posted earlier in the thread when I finished Second Son, but I've been playing through it again on an evil playthrough for the platinum trophy. Some notes:

Some of the story stuff is so clearly based around a hero character that it creates awkward moments where it feels like the characters are not reacting properly to the evil way I've been playing. Even Delsin himself sometimes sounds like a Delsin that isn't the one that I'm playing as.

There are some interesting power differences. Smoke seems more fun to use because you can cut loose and take advantage of its destructive power without fear of hurting innocents. Neon is a bit under powered compared to a good Delsin because you lose that cool, bullet time power. However, I still found it fun to use at times because its highly accurate and as an evil character you can head shot people for an instant kill instead of shooting them multiple times in different parts of their bodies as a good character to subdue them. so I'd often position myself on a high location outside of the aggro zone of enemies and basically snipe them all with head shots. Video is every bit as useless as it is on a good playthrough. The only good thing with video is it easily takes out helicopters.

Building up your karmic streak is more annoying when you're evil. In order to fill up the bar you have to kill a certain number of enemies within a time limit. And whether you're evil or good karmic streaks are still your best offense, especially if you use the neon one. Essentially, the idea is that you're supposed to go on a rampage, which sounds nice thematically, but mechanically all it does is make building up your karmic streak more annoying than a good Delsin. It's still fairly easy to do though, don't get me wrong, it's just annoying is all. Occasionally, the game will ignore a kill you've just made when trying to built up your streak and I'm like, WTF game. I totally slaughtered that dude

So overall, you're a bit gimped as an evil Delsin. However, I find the game more fun overall as an evil character. I am not a pacifist gamer. I like killing people. Now before you try and get me committed, let's remember that we're talking about fake, virtual people here :wink:

They put a lot of time and effort here in the effects of lethal attacks in this game, and I think you miss out on all that in a good play through. It is really fun seeing bodies disintegrate when hit with smoke powers or seeing bodies literally explode when filled with neon energy. You can kill a civilian or DUP soldier, and his corpse will explode and cause collateral damage to other people who are nearby. You can set up chain reactions. You really feel like the evil character you're supposed to be when you see this stuff happen as you're killing civilians and cops.

Also, if you let your dark side loose some of the stuff that happens as an evil character is fun. I love it when an enemy surrenders and you execute him and you get a message pop up on your screen that says, "Surrender....denied". I don't know why, but that cracks me up. Maybe because it makes me think of this:

https://www.youtube.com/watch?v=ZTidn2dBYbY

On a good play through, I found all the story missions kind of bland. However, there is one really fun one on an evil playthrough that basically consists of Fetch and Delsin slaughtering and trolling civilians and soldiers while exchanging quips with each other and basically villaining it up. It's the most fun mission in the entire game. Fetch actually races you to the next slaughter location at one point. You have a battle in a tunnel with DUP soldiers and there are civilians running around terrified and Delsin is just making funny comments as you're casually killing them for getting in your way. And Fetch trolls the soldiers at the end of the mission by telling you to fake surrender to them, right before you and her slaughter them. The game even gives you a freebie karmic streak here to use on them. That whole mission is basically about reveling in being evil and causing mayhem. And it's a nice detail that at one point in the mission, when you and Fetch are fighting side by side, I actually found myself taking some minor damage from the ferocity of her attacks as she's letting her inner demons out.

I don't know how many other players feel this way, but man Fetch and Delsin just work much better as villains. It honestly just seems to fit their personalities better. I didn't like Delsin much on a good karma playthrough. On an evil playthrough, I was amazed by how many hilarious one liners he made when I was killing people. Seriously, he's almost on an Ash Williams level of awesomeness with some of those lines he spits out as a bad guy

So yeah, I like Second Son better as an evil protagonist game, but it is still lacking in a lot of areas (the story still ain't all that over all)and makes me want to play the other Infamous games that seem to be better

@PartridgeSenpai

Did you play Cole's Legacy? It's supposed to address events in the previous games

Re: Games Beaten 2017

Posted: Sun Feb 05, 2017 8:50 am
by PartridgeSenpai
I have not played (or tbh heard of) Cole's Legacy. I generally buy games second hand as a rule because I'm cheap, and DLC just tends to be so expensive forever (like paying as much as you did for the whole main game or more for a third of the content), so I usually never play DLC unless it's bundled in with the main game somehow in some sort of later release. Though honestly, Second Son just made so mediocre of an impression on me that I really feel no desire to experience anything more in that game's story. The characters just aren't engaging enough. (I'll also mention that I never do evil routes in games because it generally makes me uncomfortable being such a cold-hearted bastard, even to fake, virtual people).

You should TOTALLY play the other games though. They are much better than Second Son, and also super duper cheap now. If I will give Second Son credit for any kind of emotional appeal, it gave me a strong emotional urge to replay through one of the other games because of how much better I liked them Xp

Re: Games Beaten 2017

Posted: Sun Feb 05, 2017 11:42 am
by ElkinFencer10
BogusMeatFactory wrote:
BoneSnapDeez wrote:Holy shit. Leave it to Elkin to actually beat that game... and that quickly!


I also, "beat," The game like Elkin, but the game is far from over. It looks like the story will definitely continue in episodic content that will be released later as a lot was set up and very little was wrapped up.

Also I would like to add a correction to elkin's review and that is, when you lose, you can use orbs to revive your team, but a cheaper and better alternative is to use these necklaces which are more common to find as rewards.

Yeah, I only had one of those necklaces. v.v

Re: Games Beaten 2017

Posted: Sun Feb 05, 2017 4:40 pm
by BoneSnapDeez
1. Chrono Trigger (SNES)
2. Gyromite (NES)
3. Lucy -The Eternity She Wished For- (Steam)
4. Ys III: Wanderers from Ys (Famicom)
5. Radical Dreamers (SNES)
6. Video Games 1 (TI-99/4A)
7. Portopia Renzoku Satsujin Jiken (Famicom)
8. Exile (TurboGrafx CD)
9. Exile: Wicked Phenomenon (TurboGrafx CD)
10. Xak (PC Engine, Xak I・II)
11. Xak II (PC Engine, Xak I・II)

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Let me talk about Micro Cabin for a second. They were one of the late great JRPG developers of yore. As they were undeniably similar to Falcom, it's hard to think of one without thinking of the other. And it's impossible to talk about Xak without referencing Ys. But more on that in a minute.

Micro Cabin experimented with multiple genres but eventually settled into the role of JRPG developer. Their initial 8 and 16-bit titles were all originally released on Japanese computers, though some were later ported to the Super Famicom, Mega CD, and PC Engine CD. Notice I didn't say "SNES" or "Sega CD" or "TurboGrafx CD" - sadly all those ports remained in Japan.

At the advent of the 3D CD-ROM era, Falcom abandoned the console scene temporarily (minus some reissues and ports for the PSX and Saturn) to focus on development for Windows computers. Micro Cabin, on the other hand, turned their interest towards the fledgling destined-to-be-hot multimedia CD-ROM powerhouse... the 3DO. A trio of games was developed and localized: The Life Stage: Virtual House (simulation), Guardian War (strategy RPG), and Lucienne's Quest (turned-based JRPG). While these are undeniably fantastic, the 3DO flopped and the English-language Micro Cabin triumvirate faded into obscurity. At this point the company headed towards Sega-land and the Saturn and pumped out some frothy RPG sexiness, though only the SRPG Blazing Heroes saw a Western release. After a small handful of titles on the PSX, Dreamcast, and GBC, Micro Cabin's final releases consisted of the (localized) Warship Gunner simulators for the PlayStation 2. They then shifted focus to pachinko machines and later folded completely.
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During their heyday, Micro Cabin's "flagship" series was Xak. These games are defined by a protagonist with bright unnatural hair, fast-paced "bump" combat, plenty of cutscenes with pretty ladies, an arcane and epic mythology, and aggressively passionate ass-kicking musical arrangements. Does this sound familiar at all? Yes, the Xak series is modeled directly after Falcom's Ys. But consider this a homage rather than a soulless rip-off. Anyone who enjoyed Adol's adventures would be wise to check out those of the blue-haired Latok.

Xak I・II (yes, with a dot) is a compilation featuring enhanced ports of the first two games in the series. They've been redone with beefed-up music, graphics, additional storyline elements, and have been merged into one long experience with a lengthy cutscene connecting the two installments. Hmmm.... Sounds like some other great PCE two-game compilation!

Anyone who played and enjoyed Ys Book I & II will have a huge nostalgic grin on their face after booting this one up. Xak I・II wastes no time before plunging Latok into lightning-fast zip-around-the-screen skirmishes. And the beautiful scenery, abstruse ruins, detailed characters... it's all here. It's like discovering that there's another (though, admittedly lesser) Ys Book I & II out there. And that ain't a bad thing.

Combat is incredibly satisfying. It follows the same sort of strategic "angle" system as Ys, but with a touch of Hydlide. Latok's sword is sheathed unless the II button is held. With no button depressed he deals less damage and assumes a more defensive position. At higher levels, weaker foes can be slain without a button press. This is a grind-heavy game, but it's fun grinding (seriously) as the combat never lets up and a level is gained every few minutes. The I button is used for.... jumping? Yes, there are some occasional platforming sequences. They feel tacked-on and the controls are sloppy. Mercifully, they're fairly uncommon.
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There's magic too. The magic system is different in both games and, quite honestly, it's a bit confusing in the second. In Xak, Latok buys spells much like the heroes of the original Final Fantasy. There's a teleport spell (essential), wall-breaking spell (essential), and two (mostly worthless) screen-clearing offensive spells. In Xak II, the teleport spell is the only one available for sale. This time offensive magic consists of Ys II-like fireballs, and a MP meter is depleted during use. Fireballs are conjured up with the II button. But wait, isn't that button used for the sword? Yes, you have to switch between sword mode and the "force shot" in the menu screen; only one can be active at a time. It's pretty clunky. I found myself at one boss towards the end of Xak II that could only be damaged by fireballs. The menu can't be access during boss battles and since I was in sword mode I dealt zero damage. I was also overleveled to the point where Latok couldn't be harmed either so the PC Engine had to be reset! Ouch.

Swinging back to the positives. The music. Good lord the music. It absolutely slays. The speedier tracks played during action sequences are like those of Lagoon: thumping, bass-heavy, and tailor-made for carnage. There are also some soothing slow ambient pieces that wouldn't sound out-of-place in the likes of Terranigma. Here's the kicker though. The best compositions found here are, I shit you not, the town themes. While playing Xak I thought to myself "this is the best town theme I've ever heard" and I'd linger around just to listen to it. That is, until I heard the one in Xak II. Nerd chills, man.
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Graphics are relatively sexy. The characters are "proportional" like those found in Phantasy Star II, so don't expect any big-headed super-deformed freaks. When talking to key NPCs you'll see some great facial portraits. Oh, and there's no shortage of waifus here, if that's your thing. There's a pixie who follows Latok around throughout both games. Then there's Fray, who's sort of a cute-but-clumsy comic relief character. Notable enough to get her own spin-off game, apparently. But Latok's "love interest" ends up being the beautiful and stoic Elise, much to the chagrin of Fray.

Those who enjoy classic CD-ROM cutscenes and voice-acting may be a bit disappointed. Only three cutscenes are present here: one at the beginning, end, and the one that segues from part one to part two. These scenes are the only areas where voice-acting is present as well, as all in-game dialogue is simply text. That said, the cutscenes are full-screen and gorgeous and the voice-acting is exemplary. Quality over quantity.

The environments here are all cliché (you've got your ice dungeon, fire dungeon, woods, and so on) but look pretty swell. The flow of the two games is a lot different. Xak has that traditional town/dungeon/town/dungeon thing going on, while Xak II has one central town with dungeons spread out in the four cardinal directions. The dungeon design is mixed. There's little consistency here. The first dungeon of Xak, for instance, is a confusing labyrinth while subsequent ones are more straightforward. Nothing like Solomon Shrine presents itself in either game though (thankfully...).

Dungeons conclude with a boss battle and the developers really dropped the ball here. They are absurdly easy. Some bosses can be killed in under three seconds. I can't even comment on their individual movements and attack patterns as the skirmishes ended so quickly. The only exceptions to the rule are the bosses at the end of Xak II. These are a bit tricky, though it feels due more so to shoddy programming than genuine design choices.

Xak I・II frequently relies on "triggers" and items with arbitrary uses. Want to enter the first town of Xak II? Make sure you have that mask equipped. Want to extinguish a fire in Xak? make sure you find some medicine and take it to a sick girl first. And it goes on and on. Plenty of items exist just to be traded for others, and some seem to have no apparent use.

This is all amplified by the dreaded Language Barrier. Xak I・II is entirely in Japanese, minus the menu options. Those with no knowledge of the language will undoubtedly be confused, and quickly. There is a silver lining though. The MSX2 versions of these games (released separately) have full translation patches available. Also, the Super Famicom port of the first game has a partial translation done. There is a walkthrough of Xak I・II available on GameFAQs. I found it helpful and I commend the creators, though it does contain several omissions, errors, and sequential problems. It also seems to be written with the assumption that the reader knows at least a smidge of Japanese.
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Xak I・II is big, bold, and beautiful, but comes packaged with some interface and navigation issues commonly seem in old ARPGs. It's Ys Book I & II's slightly-flawed little brother. I'd hesitate to recommend it to just anyone, especially with its lack of English, but those who adored Ys Book I & II will find plenty to love here. Whatever the case, all JRPG fans should check out at least Micro Cabin games lest we let that developer slip into obscurity with the likes of Produce, Quintet, and Xtalsoft.
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Fray says "thanks for reading!"

Re: Games Beaten 2017

Posted: Sun Feb 05, 2017 5:51 pm
by marurun
Bone, you and Elkin both put so much work into reviews and I just love reading them. Especially the PC Engine ones.