Anything that is gaming related that doesn't fit well anywhere else
pook99
64-bit
 
Posts: 375
Joined: Thu Aug 10, 2017 11:27 pm

Re: Games Beaten 2019

by pook99 Thu May 09, 2019 9:56 am

Ordinary Gamer wrote:
pook99 wrote:54. Battle Princess Madeline (switch)
55. Contra (nes)
56. Super Punch out (snes)

54. Battle Princess Madeline

Battle princess Madeline is a game that is heavily influenced by ghosts n goblins but throws in some metroid and RPG elements.

The story is lifted straight out of the princess bride. A young girl is sick and in bed, her grandfather visits her to read her a story to make her feel better. Being the little brat that she is, Madeline, would prefer to play on her phone but grandpa promises to make the story exciting and does so by inserting her and him into the story to peak her interest. Madelines ancestors spirits have all been trapped by an evil monster and it is up to Madeline, and the spirit of Fritz, the family dog, to go on an epic quest to free the spirits of her ancestors.

As soon as you fire up the game the homage to gng is obvious. Maddy moves the same way as arthur, attacks the same, and quickly unlocks a double jump similar to what you would expect from the gng series. Maddy wears armor that gets knocked off when she is hit and she is wearing pajamas instead of underwear, which is great because it would have been really weird controlling an 8 year old in her underwear.

Unlock the gng series you can carry multiple weapons at once and switch between them at will. You can also upgrade your armor and weapons by collecting gold.

The game structure is oddly done, there are 10 levels, but they don't go in a sequential order. The first half of the game is spent exploring the first 5 levels, beating bosses, collecting stuff, and doing little side quests. Each level has a warp stone so you can easily go to any level you have previously unlocked and you can access the stone at any time from the pause menu, making backtracking quick and painless. The levels themselves are fairly large, you get a map to easily navigate these levels, but the map does not show how the world is connected which makes the early portion of the game a bit confusing.

I was not sold on the game at first, I felt like the exploration aspects just added confusion and slowed the pace of the game down, they were not terrible, but they just felt unneccesary. There are also a ton of side quests with lame rewards that make them not worth the time. A big issue I have with these side quests is that they never tell you where to resolve them in the quest log. So for example, you meet a guy in a random town, he asks you to find an item. An hour or 2 later you find this item but have no way of knowing who originally gave you the quest.

Once you beat the first cluster of levels you unlock a new portal that lets you warp to 4 new levels, at this time the game becomes much more streamlined, beat a level, warp to a new one, repeat until all 4 levels are beat, warp to final level. I personally enjoy linear games more than I do exploring so I greatly preferred the second half of the game to the first.

The challenge level is definitely on the easy side. Given its heritage I was expecting a super challenging game, but it is not anywhere near as difficult as the game that inspired it. This is not necessarily a bad thing, as the game is still a lot of fun, but I just went in expecting a much harder game then I got. I also did not really love the bosses. The bosses in this game are huge bullet sponges, but their patterns are fairly simple. What this means is you get hit a few times in the beginning learning the bosses moves and then you just rotely repeat the pattern until the boss dies which takes way longer than it should, once I learned the bosses rather simplistic patterns, I just got bored fighting them.

Battle princess Madeline is a fun but flawed game. If you really want to play a game that is heavily inspred by gng than it may be worth your time but it is not a must play by any means.




Everything you wrote seems to describe the game's story mode. I'm a bit curious about arcade mode. Does it save your progress? I'm curious to know whether or not I'll have to do it all in one sitting ala Volgarr the Viking's "Path of the Valkyrie". I've read several reviews from various game sites to find the answer to this question and they've been predictably useless, so that's why I'm asking.



Arcade mode does not save your progress.

I also read a lot about the game and I bought it for the arcade mode since I prefer linear level to level gameplay, unfortunately if you want to play through the arcade mode it has to be done in one sitting which is annoying so I did not bother with it. If you buy the switch version you could kind of circumvent it by just putting the switch in sleep mode when you need a break and not playing any other game on the system until you beat it.

The developer has also said that he is not going to put a save feature into the arcade mode which is just mind boggling given what year it is.
User avatar
Markies
128-bit
 
Posts: 844
Joined: Fri Mar 27, 2015 4:29 pm
Location: St. Louis, Missouri

Re: Games Beaten 2019

by Markies Sat May 11, 2019 6:21 pm

Markies' Games Beat List Of 2019!
*Denotes Replay For Completion*

1. Power Stone 2 (SDC)
2. Radiata Stories (PS2)
3. Dusty Diamond's All-Star Softball (NES)
***4. Saiyuki: Journey West (PS1)***
5. Shining In The Darkness (GEN)
***6. Metropolis Street Racer (SDC)***
7. Half-Life 2 (XBOX)
8. Soul Blazer (SNES)
9. Mario Party (N64)

10. Fire Emblem: Path of Radiance (GCN)

Image

I beat Fire Emblem: Path of Radiance on the Nintendo GameCube this afternoon!

I absolutely love the Strategy RPG genre. Final Fantasy Tactics was my introduction and I have been gobbling them up ever since that day. I enjoy the more tactical ones like Vandal Hearts along with the grind and leveling of Disgaea. However, one series that I always stayed away from was the Fire Emblem series. I never knew a good place to start and I was afraid of starting all the way at the beginning. So, when I finally got my GameCube, I realized that Fire Emblem had to be on that list. Even though I had heard that the games could be brutal, I had to try it for myself. After finding my own copy and my friend gifting me a strategy guide, I felt that I had all the preparation I needed to jump into the series.

I can safely say that I was completely missing out. Fire Emblem: Path of Radiance was one of the most enjoyable gaming experiences I had all year. It brought me back to my love of the SRPG genre and was like a warm bed on a cold winter's night. The game was absolutely I wanted it to be and it even exceeded all of my expectations. The heart of the game are the long battles and they are laid out so perfectly. You never feel overwhelmed and except for a slight few, none of them are truly punishing. Each map is its own puzzle and its own mini map inside as you move your army from one skirmish to the next. Besides the battles, the characters are so believable and actually real. I felt like I've met those characters in real life. They feel like real people and I loved watching each one grow throughout their character arc. And to top it all off, the story is intense, sweet and gripping. The ending had some cliche moments, but that is what I wanted after all of the hardships I had been through. It kept me invested throughout the entire game and I desperately wanted to know what would happen after each battle.

Overall, Fire Emblem: Path of Radiance is one of the best SRPG's I have ever played. It was a perfect introduction into the series and deserves to be mentioned as one of the greats of the genre. I feel bad it took me this long to play it, but I'm glad I did and I enjoyed every moment of it. The only problem is where to go from here: Do I wait until I get a Wii to play Radiant Dawn or do I travel back in time and play the Famicom games? All I know is that this is a series that I want to play more of!
Image
User avatar
PartridgeSenpai
Next-Gen
 
Posts: 2295
Joined: Mon Dec 14, 2015 9:27 am
Location: Northern Japan

Re: Games Beaten 2019

by PartridgeSenpai Sat May 11, 2019 11:11 pm

Markies wrote:The only problem is where to go from here: Do I wait until I get a Wii to play Radiant Dawn or do I travel back in time and play the Famicom games? All I know is that this is a series that I want to play more of!


Glad to hear you enjoyed Path of Radiance so much :D
That said, Fire Emblem is a series that has changed a lot since its inception, especially since the first game or two which, in their Famicom iterations, lack everything from the weapon triangle (the rock-paper-scissors weapon advantages for both physical and magical weapons) to biased character levels (they're entirely random, so you can have high-magic attack generals and high defense tanky archers) to healing characters not gaining experience by healing! They're a pretty heavy change from the more modern FE games, but the first two games have received remakes on the DS (Shadow Dragon) and 3DS (Echoes) respectively.

Two different teams have also worked on FE over the years, and the first half or so, up until the last Super Famicom one, were one team and the GBA-era games and forward are the other one(s), I believe. The later Famicom and especially later Super Famicom ones tend to be REALLY hard, but the SFC ones I know are kindly regarded despite their difficulty. Mechanically, the first GBA one up to Awakening on the 3DS are pretty similar (save for Sacred Stones' and Awakening's world maps and 'random' encounters), and Fates is when you start getting into odd territory like no more weapon durability.

To make a long story short, I think the Famicom ones have no aged very well design-wise and their remakes will be much more enjoyed than the originals for most people, and the first GBA game (Binding Blade) has some really rough and unfair-feeling level design at times with how suddenly new brutal enemies will spawn, but any FE game will likely be one you'll enjoy in the end if you're a big SRPG fan ^w^
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
User avatar
pierrot
Next-Gen
 
Posts: 3715
Joined: Thu Feb 09, 2012 2:54 am
Location: Banned

Re: Games Beaten 2019

by pierrot Sun May 12, 2019 2:05 am

  1. Tiny Toon Adventures: Buster's Hidden Treasure (GEN)
  2. The Revenge of Shinobi (GEN)
  3. Shadow Dancer: The Secret of Shinobi (GEN)
  4. Shinobi III: Return of the Ninja Master (GEN)
  5. Go Go Ackman (SFC)
  6. Super Wagyan Land (SFC)
  7. Super Mario RPG (SFC)
  8. Shin Megami Tensei if... (SFC)
  9. Front Mission: Gun Hazard (SFC)
  10. Steep Slope Sliders (SAT)
  11. Valkyrie Profile (PS1)
  12. Sakura Taisen (SAT)
  13. Shenmue Chapter 1: Yokosuka (DC)
  14. Shinobi (PS2)
  15. Gungrave (PS2)
  16. Assault Suit Leynos 2 (SAT)
  17. Sakura Taisen 2: Kimi, Shinitamoukoto Nakare (SAT)
  18. Kino no Tabi: The Beautiful World (PS2)
  19. Ganbare Goemon! Karakuri Douchuu (FC)
  20. Ganbare Goemon 2 (FC)
  21. Sakura Taisen 3 ~Paris wa Moeteiru ka~ (DC)
  22. Capcom vs SNK: Millennium Fight 2000 (DC)
  23. Capcom vs SNK: Millennium Fight 2000 Pro (DC)
  24. Capcom vs SNK 2: Millionaire Fighting 2001 (DC)
  25. Sakura Taisen 4 ~Koi-seyo Otome~ (DC)
  26. Street Fighter Zero 3: Saikyou-ryuu Doujou (DC)
  27. King of Fighters '99 Evolution (DC)
  28. Madou Monogatari I (MD)

Well, unpopular opinion time: I think the original Capcom vs SNK: Millennium Fight 2000 might be the best of the Capcom vs SNK games on the Dreamcast. Technically Pro should be the better of the two, just because it fixes some things, but I don't really care about Dan or Joe, and I just had more fun playing the first game. CvS2 is just not that fun to me. It had fantastic presentation, and a decent roster, but I just find it to be a lot less fun to play than other crossover games like the aforementioned CvS, or MvC, X-men vs Street Fighter, Tatsunoko vs Capcom, etc. I think it really just has too much going on for its own good. I really don't like all the different grooves, and it might really just be that I don't like grooves that much at all. I also don't really care much for SF Zero 3, and think it's substantially less fun than SF Zero 2, or Zero 2 Dash. The roster is a lot bigger, but I just don't see the point in adding a bunch of SSFII characters to a series meant to take place before the original Street Fighter, and again, the Grooves and stuff just feel like extraneous bull crap to me.

Sticking with fighting games here, KoF '99 Evolution is kind of an underwhelming game for me. I played a lot of KoF Dream Match '99 on the Dreamcast, back around the turn of the century, and I've never really played much KoF since then. Evolution feels pretty decent, but suffers from terrible SNK boss syndrome. I don't mind the striker system, but the roster is just confusing. Why are there three friggin' Kyos! Maybe that just upsets me because Vanessa can't be used as anything other than a striker. At any rate, Evolution is okay, but I don't think I'd actually recommend it.


Unfortunately it was a fair amount of time ago that I finished Sakura Taisen 4, and it's not really very fresh in my mind. It was pretty good, though. I had a really tough time getting used to the character portraits, because they chose to redraw a bunch of them, and they just didn't look very good to me. Especially Kana's. I mean, they slapped the game together in about a year, so I don't really understand why they would have put the effort into new character portraits when they had a bunch of perfectly good ones for the original cast from 1 and 2. They even used a couple of the portraits from 2, anyway, so, like, what? The redrawn portraits tended to have more of a budget feel to me. I can understand that there would have been a much tighter budget, but I would think that would expressly lead to reusing what they already had! All right, enough about the portraits. The very first impression is actually really good in Sakura Taisen 4, because on top of a new eye-catch opening animation, once you actually start a new game, there's a very fancy, in-game engine, 3D rendered cutscene that looks pretty fantastic. In general, Sakura Taisen 4 is really more of what we got with Sakura Taisen 3, but back in Tokyo, and much more toned down in scale. There are only four chapters, and the there aren't even any title cards between chapters like in previous entries. The main focus here is really getting all of the 13 girls together, and making you choose between your 1&2 heroine, and your 3 heroine. Oogami is placed in charge of stage production for the Hanagumi's upcoming performance of Les Miserable (I had no idea it was Les Miserable when I was playing the game, because I don't really know that play, and they used a Japanese title for it in the game). The wedding scene at the end prompts Oogami to think about marriage a bit more, under the guise of getting the scene right. So, he asks every single one of the girls about their thoughts on marriage, which obviously causes a right kerfuffle, I'll tell you what. I've never really felt like more of a cad in these games than I did in Sakura Taisen 4. Sakura made it kind of tough on me, and it could have been recency bias, but once Hanabi showed up, I was set on her being the heroine. I was pretty happy with that choice until I got to her ending, where she just seemed to completely regress. It was kind of upsetting. It also made the end of the game way more emotionally difficult than I was expecting, by choosing one of the Paris girls. The ending was a rough ride, with all that finality and closure to it. I was fairly happy with the game, overall, though.

While I'm not sure I would necessarily call Sakura Taisen 4 a game for fans only, one really shouldn't play it without playing the first three games beforehand. I mean, the ARMS system is pretty great, and that's no different in 4, so maybe it wouldn't be terrible to just go into 3 and 4 only. It is a bit shorter than the other games, but there's still a lot of replayability if one wanted to actually get all of the endings. I don't really have time for that. Once through each of them was probably enough for me. I do have to mention that the picture-matching minigame in 4 actually kind of taught me the rules to mahjong. The minigame in Sakura Taisen 4 is way better than mahjong, though. It's actually fun, for one thing.


There's a lot for me to get to with Madou Monogatari. Where to start. Well, this is sort of a remake of the original PC Madou Monogatari I, which has a bit of an odd history. You see, there was originally a trilogy of games that made up the true debut release of "Madou Monogatari 1-2-3" for the MSX (later released to the PC-98). However, there was technically a Madou Monogatari game released on the MSX before 1-2-3, but it most resembled the second chapter of Madou Monogatari 1-2-3. Confused yet? Good. Madou Monogatari I on the Mega Drive is basically a tweaked version of the first chapter of Madou Monogatari 1-2-3. I haven't really played any of the other games, but from what I've gathered, the main differences, beyond some aesthetic changes, are rearranged/more floors, monster capturing mechanics, and huge changes to the battle system. The other versions of Madou Monogatari I have the player actually selecting attacks from a list, but the Mega Drive version puts the player into a bit more of a one-on-one fighting game style battle where the back button blocks, up jumps, down ducks, and forward (this is something I didn't actually figure out until the very last battle in the game) makes Arle attack the enemy with a harisen. This is Madou Monogatari, after all, so Arle also has a bunch of magic that she can cast by holding the magic button, putting in the corresponding directional combo, and releasing the magic button. A few of her spells (Fire, Ice Storm, Warp, and Ruipanko) don't use any magic power when cast, but the other six spells in the game will. Madou Monogatari is a bit of a funny RPG in that it doesn't put any numbers to anything like health, magic, speed, experience, etc. Instead, you have to pay attention to the vague descriptions of how Arle is feeling, or how much magic she has left. When not in combat, you can get a sense of these things by looking at Arle's face in the top left of the screen, or the sparkles in the crystal ball in the upper right. Similarly, in combat, you'll get messages on how the enemy is fairing, but it's kind of not worth waiting to see that: Basically, there are two message windows during battle (one for Arle, and one for the enemy), and when Arle attacks with a spell (and if it lands), the enemy's message window will first give the enemy's response to being hit, then a message about how effective the attack was, then a message indicating how much health the enemy has left, but you can pretty much attack as quickly as you can mash out the inputs without the game dropping them, so a lot of times it's not worth waiting to put in the command for the next spell to see the messages about the enemy's health. If the enemy decides to attack, it could interrupt the messages in response to Arle's attack spell anyway. Some aspects of the combat weren't planned out especially well, but it still works decently, and is fun to play, anyway.

The story in Madou Monogatari is a fairly simple one. Arle is a wee kindergartner at a magic school. The manual has a comic strip that gives some background that the intro movie doesn't, as well. Essentially, there's this somewhat gifted, and very stuck up classmate of Arle's, named Lala, who Arle accidentally (on purpose?) sprays down with Ice Shower a couple times. Lala wakes up with a cold the next day, which just so happens to be the day of the written exam at school, and blames it on Arle; Although the comic is quick to point out that the real reason she got sick was because she was sleeping with her stomach exposed (it's a Japanese thing--). Anyway, Arle is no good at written exams, so she goes with what she knows, and rolls her pencil for the answers (it's a Japanese thing--). Wouldn't you know it, the next day everyone gathers around the Magic Tower to hear the results of the written exam, when the teacher announces that Arle "earned" the highest grade. This doesn't sit well with Lala, and she secretly vows to get in Arle's way, as Arle's achievement means that she is the only one allowed to take on the trials awaiting in the Magic Tower.

That leads into the goal of the game, which is essentially to make it out of the tower, but just that on its own isn't enough. Arle must also receive a score of 90 points or better. She gets one point each for opening one of the 40 treasure chests, or correctly answering one of the 40 questions, and the remaining 20 points are allocated based on Arle's good deeds. So, it's really a dungeon crawler's dungeon crawler, with a bunch of minor objectives, or "quests" if you want to think of them that way, although most of the questions just require you to follow some basic commands like casting a particular spell, handing over a particular item, or bumping into a wall 3 times. The main draw to the gameplay, in my opinion, is how the tower feels like a layered puzzle box. The game regularly requires certain items or spells to proceed in the tower, but with a number of floor gimmicks that require fairly thoughtful solutions.

There's really a lot to like about the game. Actually there's a lot I do like about the game. It's pretty terrific: The music is outstanding, the graphics are quite nice, the puzzle solving is very rewarding, the characters and enemies are full of humor and charm, it's a game that's full of quirky humor and abject cuteness. My only real complaint is that the progression doesn't feel quite as fun toward the end of the game, because you're pretty regularly running back and forth between seven or eight of the 16 floors in the tower, trying to complete tasks, and warp into otherwise inaccessible parts of other floors. The first half of the game was pretty expertly crafted, but that's not as much the case later into the game. I still had a hard time putting the controller down, anyway, so that's a pretty minor complaint, really.

I finished the game with a perfect 100 points, and while I was able to do just about everything without any walkthrough assistance, there was a really late question that asked for an item that creates a sapphire when mixed with an exploding egg, which was a recipe I had done before, but I just couldn't remember what the other ingredient was. So I looked it up to save time. When I looked that up, I kind of peeked at the spell I needed to use in order to get the last spell from Mrs. Eve, and even though I forgot what it was, the spell I needed to cast in order to get the magic makeup to complete the Legendary Accessory set. I'm a little sad that I bothered to look anything up at all, but it did save me a fair amount of time at the end of the game. I found it to be a really nice difficulty, overall, but while the normal battles tend to be relatively easy, the boss battles can be pretty tough. The last two boss battles especially are totally nuts. I was loaded to the teeth with everything I could have needed, and they still took me at least five attempts each to actually beat. I kind of unintentionally cheesed the final boss, too. He has these two near insta-kill moves, and with one of them, he teleports and reappears behind your character. I sort of panicked one time when he did this, and launched off a fully powered ice storm right as he was about to reappear, and potentially kill me. At fully boosted power, Ice Storm, and Fire change the background and throw all kinds of junk around the screen. After it all cleared away, the boss was just gone, and I was standing there without an opponent. I thought I might have soft locked, until I used Jugem a couple times, and actually got the giant pillar of energy attack out of it (it's a super powerful attack, but it rarely does anything useful). After that attack animation finished, it came back to the battlefield. The final boss was also magically there again, and going into his death throws. It was a pretty interesting bug.

Anyway, really fantastic swan song for the Japanese Mega Drive. Shadowrun on the Mega CD was also quite good, but I think this one might have taken up a bit more of Compile's resources at the time. There are a bunch of notes in the manual from the development team, and apparently the game had a pretty rough road to release. The sound engineer was pretty upset that he couldn't get all the voice samples to play simultaneously with the BGM. Honestly, that might be another small criticism I have of the game, because while the voice samples are numerous, and pretty good, the music is better, and in combat you rarely hear much of the BGM because Arle and the enemies are shouting things out whenever they do something. I had a really good time with Madou Monogatari I, though. It was just about the perfect amount of time at around 10 hours to complete, and was a real treat.

Finishing the Game with 100 points also gave me a "present" from Arle's teacher, and what a present it was. It unlocked a sound mode, with all the music, sound effects, and voice samples, which is all excellent. On top of that, it allows me to watch the Madou Ondo anytime I want. The Madou Ondo can be viewed in one of the very late game floors by paying 10000 gold, which is about 1/5 of my total gold at the time of completing the game. That 10000 gold gets you a viewing of three Carbuncles dancing to probably my favorite track in the game (here), while lyrics scroll along the bottom of the screen, karaoke style. It's legit. I love it.
Last edited by pierrot on Sun May 12, 2019 3:24 pm, edited 1 time in total.
Image
User avatar
Ordinary Gamer
8-bit
 
Posts: 29
Joined: Mon Apr 22, 2019 6:35 am

Re: Games Beaten 2019

by Ordinary Gamer Sun May 12, 2019 2:43 am

pook99 wrote:
Ordinary Gamer wrote:
pook99 wrote:54. Battle Princess Madeline (switch)
55. Contra (nes)
56. Super Punch out (snes)

54. Battle Princess Madeline

Battle princess Madeline is a game that is heavily influenced by ghosts n goblins but throws in some metroid and RPG elements.

The story is lifted straight out of the princess bride. A young girl is sick and in bed, her grandfather visits her to read her a story to make her feel better. Being the little brat that she is, Madeline, would prefer to play on her phone but grandpa promises to make the story exciting and does so by inserting her and him into the story to peak her interest. Madelines ancestors spirits have all been trapped by an evil monster and it is up to Madeline, and the spirit of Fritz, the family dog, to go on an epic quest to free the spirits of her ancestors.

As soon as you fire up the game the homage to gng is obvious. Maddy moves the same way as arthur, attacks the same, and quickly unlocks a double jump similar to what you would expect from the gng series. Maddy wears armor that gets knocked off when she is hit and she is wearing pajamas instead of underwear, which is great because it would have been really weird controlling an 8 year old in her underwear.

Unlock the gng series you can carry multiple weapons at once and switch between them at will. You can also upgrade your armor and weapons by collecting gold.

The game structure is oddly done, there are 10 levels, but they don't go in a sequential order. The first half of the game is spent exploring the first 5 levels, beating bosses, collecting stuff, and doing little side quests. Each level has a warp stone so you can easily go to any level you have previously unlocked and you can access the stone at any time from the pause menu, making backtracking quick and painless. The levels themselves are fairly large, you get a map to easily navigate these levels, but the map does not show how the world is connected which makes the early portion of the game a bit confusing.

I was not sold on the game at first, I felt like the exploration aspects just added confusion and slowed the pace of the game down, they were not terrible, but they just felt unneccesary. There are also a ton of side quests with lame rewards that make them not worth the time. A big issue I have with these side quests is that they never tell you where to resolve them in the quest log. So for example, you meet a guy in a random town, he asks you to find an item. An hour or 2 later you find this item but have no way of knowing who originally gave you the quest.

Once you beat the first cluster of levels you unlock a new portal that lets you warp to 4 new levels, at this time the game becomes much more streamlined, beat a level, warp to a new one, repeat until all 4 levels are beat, warp to final level. I personally enjoy linear games more than I do exploring so I greatly preferred the second half of the game to the first.

The challenge level is definitely on the easy side. Given its heritage I was expecting a super challenging game, but it is not anywhere near as difficult as the game that inspired it. This is not necessarily a bad thing, as the game is still a lot of fun, but I just went in expecting a much harder game then I got. I also did not really love the bosses. The bosses in this game are huge bullet sponges, but their patterns are fairly simple. What this means is you get hit a few times in the beginning learning the bosses moves and then you just rotely repeat the pattern until the boss dies which takes way longer than it should, once I learned the bosses rather simplistic patterns, I just got bored fighting them.

Battle princess Madeline is a fun but flawed game. If you really want to play a game that is heavily inspred by gng than it may be worth your time but it is not a must play by any means.




Everything you wrote seems to describe the game's story mode. I'm a bit curious about arcade mode. Does it save your progress? I'm curious to know whether or not I'll have to do it all in one sitting ala Volgarr the Viking's "Path of the Valkyrie". I've read several reviews from various game sites to find the answer to this question and they've been predictably useless, so that's why I'm asking.



Arcade mode does not save your progress.

I also read a lot about the game and I bought it for the arcade mode since I prefer linear level to level gameplay, unfortunately if you want to play through the arcade mode it has to be done in one sitting which is annoying so I did not bother with it. If you buy the switch version you could kind of circumvent it by just putting the switch in sleep mode when you need a break and not playing any other game on the system until you beat it.

The developer has also said that he is not going to put a save feature into the arcade mode which is just mind boggling given what year it is.


Yeah, I agree that's annoying but not a deal breaker for me if I'm really enjoying a game. I just like to know ahead of time so I know how much time I'll need when I sit down to play something.

What's interesting about Battle Princess is that I hear a lot of people say they prefer Arcade Mode as it gets around some of the flaws you brought up in your review
User avatar
Markies
128-bit
 
Posts: 844
Joined: Fri Mar 27, 2015 4:29 pm
Location: St. Louis, Missouri

Re: Games Beaten 2019

by Markies Sun May 12, 2019 2:10 pm

PartridgeSenpai wrote:
Markies wrote:The only problem is where to go from here: Do I wait until I get a Wii to play Radiant Dawn or do I travel back in time and play the Famicom games? All I know is that this is a series that I want to play more of!


Glad to hear you enjoyed Path of Radiance so much :D
To make a long story short, I think the Famicom ones have no aged very well design-wise and their remakes will be much more enjoyed than the originals for most people, and the first GBA game (Binding Blade) has some really rough and unfair-feeling level design at times with how suddenly new brutal enemies will spawn, but any FE game will likely be one you'll enjoy in the end if you're a big SRPG fan ^w^


Thank You!!

I don't know exactly when, but I know in the near future, I will be upgrading my setup to be able to play Wii/GBA games, so I could easily continue playing the Fire Emblem games on those consoles.

The problem is waiting that long. If the bug hits me, I may just bite the bullet and buy one of the Famicom games just to give it a shot. I can go back and play the older games. They might be a bit archaic, but I think it would be an enjoyable experience.
Image
User avatar
Markies
128-bit
 
Posts: 844
Joined: Fri Mar 27, 2015 4:29 pm
Location: St. Louis, Missouri

Re: Games Beaten 2019

by Markies Sun May 12, 2019 6:28 pm

Markies' Games Beat List Of 2019!
*Denotes Replay For Completion*

1. Power Stone 2 (SDC)
2. Radiata Stories (PS2)
3. Dusty Diamond's All-Star Softball (NES)
***4. Saiyuki: Journey West (PS1)***
5. Shining In The Darkness (GEN)
***6. Metropolis Street Racer (SDC)***
7. Half-Life 2 (XBOX)
8. Soul Blazer (SNES)
9. Mario Party (N64)
10. Fire Emblem: Path of Radiance (GCN)

11. Street Fighter Collection (PS1)

Image

I beat Street Fighter Collection on the Sony Playstation this afternoon!

For most of my life, I have been a Street Fighter player. It was the very first fighting game that I ever got into and the entire series hold a special place in my heart. Slowly but surely, I have been playing through the series on the Backloggery. I have been collecting the games and beating them as well. It was with a happy and sad heart that I realized that I had one more game to go. While I was attending a local convention, I found the last regular series Street Fighter game that I had been missing. It was Street Fighter Collection on the PS1. After buying it and the Fortune Cookie having me randomly play it this year, I finally reached the end of my Street Fighter journey. All I have left is the Alpha series.

Street Fighter Collection is three games: Super Street Fighter II, Super Street Fighter II Turbo and Street Fighter II Alpha Gold. Super Street Fighter II played exactly like how it played back on the Genesis and Super Nintendo. Granted, the graphics have been improved, but not much has changed and I was able to easily get through that game. Super Street Fighter II Turbo was the gem of the collection when I bought the game. That version of the game was never released on a popular system besides the GBA. So, it was a real joy to finally play a full version of the game. Everything ran smoothly and it was great to play an original Street Fighter II game with a Super Bar. Finally, Street Fighter II Alpha Gold is another exclusive to the disc. Street Fighter II Alpha was released everywhere, but Alpha Gold was completely new to this collection. It also played well though I couldn't tell much of a difference. The only real complaint I have with the collection is that the load times can be a bit much. There are loading screens everywhere and it takes a while to get into a match sometimes.

Overall, I got exactly what I expected when I purchased Street Fighter Collection. I got a great version of Super Street Fighter II and an ability to play Street Fighter II Turbo and Street Fighter II Alpha Gold. These are all great ports of great games and I feel a little sad of my Street Fighter journey ending so soon. I guess I will have to continue with the Alpha series or move forward and finally be able to play Street Fighter IV. My journey may have ended, but I know I will never stop playing Street Fighter games.
Image
User avatar
PartridgeSenpai
Next-Gen
 
Posts: 2295
Joined: Mon Dec 14, 2015 9:27 am
Location: Northern Japan

Re: Games Beaten 2019

by PartridgeSenpai Mon May 13, 2019 5:08 am

Partridge Senpai's 2019 Beaten Games:
Previously: 2016 2017 2018
* indicates a repeat

1. Night Slashers (Switch)
2. Bye-Bye BOXBOY! (3DS)
3. GTA4: The Ballad of Gay Tony (Xbox 360)
4. Katamari Forever (PS3)
5. Detention (PS4)
6. Donkey Kong 64 (N64) *
7. OctoDad: Dadliest Catch (PS4) *
8. FlintHook (Switch)
9. God of War (PS4)
10. God of War HD (PS3)
11. Tiny Barbarian DX (Switch)
12. God of War 2 HD (PS3)
13. Starlink (Switch)
14. Shin Gundam Musou (PS3)
15. Battle & Get! Pokemon Typing DS (DS)
16. Banjo-Kazooie (N64) *
17. Super Mario 64: Rumble Edition (N64)

18. Mario Party 3 (N64) *

I played a lot of Mario Party 2 over the Golden Week vacation two weeks ago, and it made me want to try out some of the other ones again since it's been so long since I've played most of the games. It's been at least like 10 years since I've played any Mario Party before 9 to any great extent. N64 games tend to be very cheap (at least the more popular/common Nintendo first-party ones) around here, so I went and got Mario Party 3 the other day for a whopping 600 yen (200 yen off because it had the box but not the manual XD ).

In my youth back before I even had a Gamecube, Mario Party 2 was always my favorite of the original 3 Mario Parties, and 3 was always my least favorite. I'd never really been able to put words as to why other than that I didn't like the boards, but the great amount of time I've spent beating story mode twice over the past weekend (once on easy once on hard) has really allowed me to put words to why Mario Party 3 is not just a game I don't enjoy as much as its predecessor, I can also put words to more significant faults in its overall game design. Now I want to make clear I am not trying to state that Mario Party 3 is an outright bad game. I think if one were to do that you'd be taking all the pre-9 Mario Parties down with it with how much greater DNA they share. But all Mario Parties are not created equally, and I am definitely arguing that Mario Party 3 is built of lesser stuff than many of its console-borne brethren.

Mario Party 2 was in MANY ways a "fixed" version of Mario Party 1. A significant amount of the mini-games aren't so much recycled so much as they are improved upon from the first game (although there is the occasional 1-to-1 copy like Hexagon Heat). Other than the new maps, Mario Party 2's main innovations upon the first game are the introductions of concepts like items, a bank, duels during the last few turns, and far fewer ways for players to directly steal items from one another via the normal end-of-turn mini-games. By doing this, Mario Party 2, however unintentionally, amplified the main design flaw from Mario Party 1: It is very easy to run the table by just being very good at all the mini-games. Two of the end-of-game bonus stars are linked to winning them frequently, and things like items and duels gave the best players more ways than ever to utilize that cash advantage and rob other players of their own coin advantages. If everyone wasn't around the same skill level, Mario Party 1 and 2 would quickly turn into a game where the winner was very obvious from the start, and it ironically enough made it an awful party game because of the amount of how difficult casual play was with players of varying skill levels.

Mario Party 3's apparent solution to this was to introduce more random chance into not just the mini-games, but all aspects of the game's design in several ways:

1) Chance Time, the frequently frustrating equalizer that, while rare, would give anything from 10 coins to ALL a player's stars to another player if done correctly, now has a much more frequent sibling in Game Guy. Game Guy is a solo-player event that whisks you away to his casino and forces you to bet ALL of your coins in a very easy-to-lose game of chance. Where Chance Time at LEAST involved several players (one pushing the buttons of the game and at least one other being affected by it), Game Guy is not only a totally solo event that really slows the pace of the game down, but it is also something that either totally cripples one player by funneling ALL of their coins into the garbage, or granting them a coin lead so massive that no other player has the slightest chance of topping them (making one of the 3 bonus stars for the highest coin total at one time basically pointless). There's even a rare item you can use to sic Game Guy on any player (even yourself) if you want, as kind of a tacit acknowledgement from the game itself that going to it is a BAD thing you don't want to do. Game Guy's games, in isolation, aren't terrible, but the impact they have on the overall flow of the board game adds an element of randomness that doesn't really do anything but rob agency away from the players in a series that already has issues with random chance.

2) The mini-games. A lot of MP3's mini-games are really good fun. Some take way longer to play than I'd like, but the addition of a selection of item and duel mini-games instead of each map having its own really spices things up for those parts of the game (although both of those do a LOT to slow down the overall pace of each game). Overall I'd say it's a game with higher mini-game highs but lower mini-game lows than its predecessors. However, something that is in MP3 a lot more than 2 are games that rely on random chance to win. It's something that gets far more apparent on higher CPU difficulties as well, but other games too are just designed in such a way that the CPU has a fundamentally easier time to the point where some games are literally impossible for a human player to beat them in. Any game that relies around knowing the character's hit-boxes to a very exact degree or being able to move to adjust to an upcoming obstacle quickly is one the CPU will almost always win. I reached a point where there were times I'd just put down my controller if the game came up because there was genuinely no point in even trying. Although their sporadic length does a lot to slow down the overall pace of the game, the increased amount of games where no amount of skill (or human-attainable skill) makes MP3 a very frustrating experience especially in its special single-player mode.

3) The board design. This is the #1 problem that Mario Party 3 faces as far as I'm concerned. Every single board has a varying level of the core conceit of it tied to randomness. Whether its being flung across the entire board by a happening space, needing to guess a 50/50 chance to not get sent back to the start instead of progressing, or just not rolling well on a particular turn so you can't go the direction the game lets you go that turn, the boards are incredibly difficult to purposefully navigate compared to the previous two games. Largely because of happening spaces dictating when and how certain parts of the board can be accessed, this makes items that do things like teleport the player to the star or change the star's location very valuable, because often times no player can even get lucky enough to even GET to where the star currently is. All of the randomness put into the board designs, on top of just how winding their paths are and visually cluttered their design tends to be, makes it not only difficult to tell how to get to places but to get to them at all. It frequently robs the board part of the board game of any kind of player agency to the point where even having it at all seems like a waste of time between mini-games.

4) The dueling mode. The 1 vs. 1 dueling mode is more of a side-point, as it's completely divorced from the usual Mario Party mode and is honestly more of a gimmick for the single-player mode to have some more length and break up its pacing a bit, but the execution is so poorly done that I cannot leave it without comment. The concept is really cool: Two players going around on a board, each with Mario Bros. baddies as partners that they use to hurt the other player. The better/stronger the partner, the more salary they take per turn, so you need to keep winning mini-games to be able to afford your partner at all! However, in practice, it is just a microcosm of how badly the randomness is in this game. Depending on the map and on the partner you start with, it is VERY possible for a match to be over in two whole turns if one player just gets lucky rolls. It's also even more frequently the case that the board is so difficult to navigate, or the players are just rolling unluckily enough, that no combat ever takes place, so the winner is decided by coins. This would be fine, but mini-games only happen when initiated by landing on space on the board, so if there aren't many that game or if you happen to keep getting unlucky with the partners you get (who are of course assigned randomly, why wouldn't they be), you'll have barely any coins by no fault of your own and just lose. The duel mode was a noble effort that honestly came out so badly I almost wish it weren't in the game at all. It is genuinely as random as two children just playing the card game War with one another: the duel mode may as well be one competing die roll to see who scores the highest and call it a day.

Mario Party 3 doesn't fail in the aesthetic presentation, certainly. Sure, you have the fun map-determinate costumes from the second game gone, but you have a colorful (if cluttered) paper cut-out style to all the worlds and games, as well as a bunch of good music. You even have two new playable characters in the form of Daisy and Waluigi, and all the silly campy cutscenes in between rounds in the story mode. MP3 certainly looks and sounds as good as it should for being such a late-life N64 game. Although you could certainly argue that the toy box style was just a clever way to use mostly 2D sprite assets rather than proper polygon'd models to get the game released quicker, it still looks nice.

Verdict: Not recommended. This is not a bad game, but you can do SO much better for a Mario Party even on the N64 that I just can't recommend this in good conscience, especially for the increasingly steep price point it commands outside of Japan. As said earlier, while there really aren't any strictly terrible Mario Party games outside of the GBA one, not all are created equal, and Mario Party 3 is definitely one below the rest. In an effort to distance themselves from how similar the first two games were from each other, they really tried to reinvent the wheel in a way that just was not really necessary, and the series honestly keeps a lot of these problems, even if not quite to the same degree, well into Mario Party 4. Just get Mario Party 2 or bite the bullet and start trying to hunt down the later Gamecube games if you really want great Mario Party in the pre-9 style, because you can do a LOT better for a LOT cheaper than Mario Party 3.
I identify everyone via avatar, so if you change your avatar, I genuinely might completely forget who you are. -- Me
User avatar
ElkinFencer10
Next-Gen
 
Posts: 7505
Joined: Fri Aug 13, 2010 8:34 pm
Location: Henderson, North Carolina

Re: Games Beaten 2019

by ElkinFencer10 Mon May 13, 2019 10:08 am

Games Beaten in 2019 So Far - 22
* denotes a replay

January (12 Games Beaten)
1. Army Men 3D - PlayStation - January 1*
2. Ys I: Ancient Ys Vanished - NES - January 4
3. Mega Man - NES - January 6
4. Mega Man 2 - NES - January 6
5. Mega Man 3 - NES - January 6
6. Mega Man 4 - NES - January 7
7. Dr. Discord's Conquest - NES - January 7
8. Mega Man 5 - NES - January 26
9. Just Cause 3 - PlayStation 4 - January 26
10. Mega Man 6 - NES - January 27
11. Persona 5: Dancing in Starlight - Vita - January 27
12. Mobile Suit Gundam: Encounters in Space - PlayStation 2 - January 27


February (2 Games Beaten)
13. Earth Defense Force 5 - PlayStation 4 - February 2
14. Fallout 76 - PlayStation 4 - February 3


March (4 Games Beaten)
15. Octopath Traveler - Switch - March 2
16. Resident Evil 0 - PlayStation 4 - March 9
17. Call of Duty: Modern Warfare Remastered - PlayStation 4 - March 10
18. Fire Emblem: The Binding Blade - Game Boy Advance - March 30


April (3 Games Beaten)
19. Moemon - Game Boy Advance - April 5
20. Yoshi's Crafted World - Switch - April 10
21. Wargroove - Switch - April 26


May (1 Game Beaten)
22. Dragon's Dogma: Dark Arisen - Switch - May 5


22. Dragon's Dogma: Dark Arisen - Switch - May 5

Image

Dragon's Dogma: Dark Arisen is actually an enhanced re-release of Capcom's original title in the IP, Dragon's Dogma. Joshua Michael French, founder the venerable #SwitchCorps, took it upon himself to serve essentially as an unpaid one-man marketing army for the Switch port of Dragon's Dogma by plugging the game HARD on his Twitter, encouraging other Switch enthusiasts to buy it, and even starting a pretty massive DM group on Twitter for those of us playing through the game on Switch.

Image

Dark Arisen places you in the role of the Arisen, a man (or woman) killed by an eldritch dragon when it plucks the beating heart from your chest. You're allowed a chance to live, however, and have a chance at revenge and reclaiming your stolen heart. To slay the dragon, reclaim your life, and save the realm, you'll need the help of powerful allies. To this end, you gain the services of the Pawns, a group of beings from another realm with no real will or motivations of their own aside from serving the Arisen. With Pawns at your side, you set off on your journey to slay the dragon and, along the way, help the people of Gransys though quests as superficial as bringing medicinal herbs to help an overconfident explorer to quests as dire as uncovering and thwarting the plot of a treasonous doomsday cult. What you won't experience in Dragon's Dogma, however, is a feeling of having nothing to do.

Image

The world the game creates is probably its greatest strength. The interaction with NPCs, the Pawns wandering throughout the fields, and monsters and human NPC foes that you can encounter in the field all give the game world a truly lived in feel. The game's main quest is compelling enough, but the side quests that shed light on the corruption within the capital of Gran Soren and the political intrigue going on throughout the duchy in spite of the threat from the dragon are what really set Dragon's Dogma apart of the multitude of "generic fantasy setting" games. The game does have some flaws, though. The biggest flaw in my opinion is that the pop-in with NPCs and environmental features is egregious. You'll be running through the field and watching trees and bushes endlessly pop into existence in front of you. Part of this is, of course, due to the limitations of the Switch hardware, but even so, pop in to this degree is something I never once encountered in Skyrim or Breath of the Wild. The controls, as well, could stand some improvement as they end up feeling a little clunky although not to the extent that some practice can't overcome. The game also includes a lot of escort quests. Fortunately these are all optional, and your ward will typically find you no matter how far ahead you get, but the AI for these escorts is abysmal. If you're walking through the field and encounter a dragon, rather than run the opposite direction like a rational unarmed townswoman, your ward will instead just kind of stand there as if inviting the dragon to tea.

Image

Dragon's Dogma: Dark Arisen looks at first glance like just another generic fantasy game, but those willing to put in the time will discover that it's actually a strong and compelling experience in its own right. Playing a cross between Dark Souls, Monster Hunter, and The Witcher, Dragon's Dogma feels simultaneously both familiar and new, a balance that few games these days manage to strike efficiently. A couple different difficulty settings are available to make the game approachable to players of different skill levels, and if a challenge seems insurmountable, some level grinding, equipment upgrading, or Pawn team changes is all that's needed to gain an edge in battle. I have to admit that I was skeptical when I began, but what I found once I got into the game, I was pleasantly surprised by what I found.
Exhuminator wrote:Ecchi lords must unite for great justice.

Image
User avatar
prfsnl_gmr
Next-Gen
 
Posts: 10275
Joined: Mon Jun 01, 2009 10:26 pm
Location: Charlotte, North Carolina

Re: Games Beaten 2019

by prfsnl_gmr Mon May 13, 2019 10:14 am

Cool review, Elkin. When I finally get around to more modern games, that’s one of the first on my list.
Return to General Gaming

Who is online

Users browsing this forum: No registered users and 8 guests