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No Moé Heroes: Desperate Struggle
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hyouko



Joined: 06 Dec 2006

PostPosted: Sat Jan 30, 2010 5:39 am        Reply with quote

The last boss...

Wow. His third form is quite a pain; when he chains the teleport move three times in a row, I just shake my head and give up. The windows, at least, I can sort of account for, by keeping myself away from them or on the other side of Batt. That works until he's down to a quarter of his health (assuming I don't get particularly unlucky with the teleports), and then all bets are off... I've got him down to a single point, but he always gets me. I'm going to sleep on it, try again, and (if all else fails) head for an earlier save to boost my stamina/muscle some more.

I'm fine with the stamina challenge, but I can't do the muscle ones past four worth a damn. It's basically a rhythm game, and I suck at those. Some of the other mini-games are quite clever - did Tile in Style fake anybody else out into thinking it was Tetris from the title screen?

Also - somebody mentioned that Shinobu serves as a 'skill check' for the original game. I'd suggest that the Ryuji fight serves that role in the sequel; it's certainly the first one I died on a significant number of times.
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RobotRocker
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Joined: 07 Dec 2006
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PostPosted: Sat Jan 30, 2010 4:44 pm        Reply with quote

hyouko wrote:
The last boss...

Wow. His third form is quite a pain; when he chains the teleport move three times in a row, I just shake my head and give up. The windows, at least, I can sort of account for, by keeping myself away from them or on the other side of Batt. That works until he's down to a quarter of his health (assuming I don't get particularly unlucky with the teleports), and then all bets are off... I've got him down to a single point, but he always gets me. I'm going to sleep on it, try again, and (if all else fails) head for an earlier save to boost my stamina/muscle some more.

I'm fine with the stamina challenge, but I can't do the muscle ones past four worth a damn. It's basically a rhythm game, and I suck at those. Some of the other mini-games are quite clever - did Tile in Style fake anybody else out into thinking it was Tetris from the title screen?

Also - somebody mentioned that Shinobu serves as a 'skill check' for the original game. I'd suggest that the Ryuji fight serves that role in the sequel; it's certainly the first one I died on a significant number of times.


I think the Matt Helms fight caught a lot of people out this time since once you figured Shinobu's patterns and knew when to time your dark steps, she got fairly easy quickly. With Helms, the man is a tank with a ton of HP, has a ton of unblockables and ranged attacks and absolutely punishes you for getting close too often.. Once you have the timing down, its easier. But its a huge skill check.

Speaking of the soundtrack, I'm sorta disappointed they re-used the music for the Ryuji and Matt Helms fights. Its a good track but I would have expected something unique for each boss.

If Rising Star werent such gigantic fuck ups, I would have held for the European versions since they will probably follow the Japanese versions and have a bunch of extra features in it. I might E-Bay or sell it to a friend once I am done with it and buy the European version again if it has any improvements.

Edit: I just unlocked the Anime. I'm going on some FBI watchlist now, right?
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Adilegian



Joined: 05 Dec 2006

PostPosted: Sat Jan 30, 2010 5:28 pm        Reply with quote

hyouko wrote:
I haven't figured out a good strategy for multiple gunners yet, but for the fat-asses (with chainsaws or axes): pull out the heavy-duty Darth Vader beam katana and go to town on them.

For the multiple gunners:

Once you know that they're part of your attackers' posse, avoid the melee enemies and run toward the gunners. (Usually, they're in some far corner away from the main fray. You can pause the game and look at the map to find them, since they're usually the little skull icons that are farthest away from you.) Rolling in their general direction helps if you're caught in a lot of crossfire.

Whenever I make it to their location(s), I wait for one of them to reload and fire. I block the first shot up close, darkstep around, then go to town on that particular gunner. This will help to build up Travis's Ecstasy Gauge. If I get the Ecstasy Gauge built up enough during a siege of gunners, I (of course) activate it in order to get to the gunners more quickly and without the possibility of getting interrupted with their shots.

Tip about the gunners' strategies: Travis will usually be able to block all but the final of their shots, which will be unblockable. If you notice that Travis is blocking a lot of hits from a source that you can't immediately see, he's probably defending against an automatic gunner (or a group of handgunners), so you'll want to roll as soon as you can to avoid that last, unblockable shot.
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RobotRocker
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PostPosted: Sat Jan 30, 2010 5:45 pm        Reply with quote

I heard theres a bonus fight with that school girl in the trailers, how do I get it? And none of the revenge missions have popped up for me yet. Do I need to beat all the job mini games?
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Persona-sama
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PostPosted: Sat Jan 30, 2010 6:20 pm        Reply with quote

You go back to your motel after beating up the football player boss and it'll show up as a fax. You have to manually return home on the world map, not just come home after a boss fight or something like that.
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Dracko
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PostPosted: Sat Jan 30, 2010 6:28 pm        Reply with quote


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RobotRocker
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PostPosted: Sat Jan 30, 2010 6:33 pm        Reply with quote

Persona-sama wrote:
You go back to your motel after beating up the football player boss and it'll show up as a fax. You have to manually return home on the world map, not just come home after a boss fight or something like that.


Well fuck. I probably passed the point where I could activate that. Oh well, I'll save it for a playthrough on bitter

Also, Downward Fucking Dog indeed.
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hyouko



Joined: 06 Dec 2006

PostPosted: Sat Jan 30, 2010 7:06 pm        Reply with quote

Finished on mild. Spoilers ahoy:

Guess I was erroneously calling the second form of Batt his third form. I had zero trouble with the third form - didn't get hit once. The second form, however, probably took this from a 12-hour game to a 15-hour game for me.

Reflecting on the game as a whole - it had some memorable fights, the minigames were fun and imaginative this time, and I got Jeanne to lose about 13 pounds. They could have done more interesting stuff with the story (I was hoping they'd have the balls to go through with the three-major-characters-are-dead trick, but no dice), and there were infrequent moments of sheer frustration (Batt's second form and Shinobu's jumping puzzle), but overall it was a pretty enjoyable romp.


Judging from Skelter Helter's difficulty on Bitter, I should probably avoid attempting the rest of the game on that difficulty level.
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Adilegian



Joined: 05 Dec 2006

PostPosted: Sat Jan 30, 2010 7:31 pm        Reply with quote

hyouko wrote:
Judging from Skelter Helter's difficulty on Bitter, I should probably avoid attempting the rest of the game on that difficulty level.

Actually, Skelter Helter's Bitter difficulty is everything I'd hoped that Mild would be. You've got to pay closer attention to his combos, darkstep, and use more strategy.

For instance: because Travis can still get hit with enemy attacks during the part of a darkstep after he's moving around the enemy, you've got to deliberately choose which blow to darkstep to.

Take Kimmi as an example. She's got one attack where she wobbles her arms to the side then does a three-hit combo. The last hit is unblockable, and she autotargets Travis so that she'll hit him even if he darksteps. The solution: darkstep on that second hit so that Travis will be moving around her when she performs the unblockable third attack. This will keep him close to her (without taking damage) during her vulnerable cool-down period.

You've got to do this with Skelter Helter, too. The combo wherein SH performs a shoryuken buster sword slice is a good example. Darkstep before the shoryuken slice, and you can unload a lot of hits on him while he's still in the air.

Bitter puts you face to face with the technical aspects of NMH2, which I really enjoy.
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Cocaine Socialist



Joined: 04 Dec 2006

PostPosted: Sat Jan 30, 2010 8:12 pm        Reply with quote


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Adilegian



Joined: 05 Dec 2006

PostPosted: Sat Jan 30, 2010 8:27 pm        Reply with quote

Cocaine Socialist wrote:

Might as well cross-post this in the games that have embarrassed you thread.
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Persona-sama
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PostPosted: Sat Jan 30, 2010 8:33 pm        Reply with quote

RobotRocker wrote:
Persona-sama wrote:
You go back to your motel after beating up the football player boss and it'll show up as a fax. You have to manually return home on the world map, not just come home after a boss fight or something like that.


Well fuck. I probably passed the point where I could activate that. Oh well, I'll save it for a playthrough on bitter

Also, Downward Fucking Dog indeed.

You can do it at any point in the story, I think. I accidentally triggered it when I was rank 4, though I didn't actually follow it up until I started playing on Bitter.

I cannot beat Matt Helms or whoever the fatass with the girl voice and axe-flamethrower is on bitter.


Adilegian, I beat Kimmy by just keeping my distance, running in to make her trigger her star wars kid attack and then rolling away, and then coming back and then beating her up during her cool down. I still need to figure out how to dark step.
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Adilegian



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PostPosted: Sat Jan 30, 2010 8:36 pm        Reply with quote

Persona-sama wrote:
Adilegian, I beat Kimmy by just keeping my distance, running in to make her trigger her star wars kid attack and then rolling away, and then coming back and then beating her up during her cool down. I still need to figure out how to dark step.

As soon as I can get my damn DVD recorder's video into manipulable form on my laptop (because Vista isn't compatible with my existing vid cap hardware, hurray!), I'll show you how I do it.
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EU03



Joined: 05 Dec 2006

PostPosted: Sat Jan 30, 2010 11:18 pm        Reply with quote

I finally just beasted Batt Jr. yesterday morning with the Peony. Even though I couldn't get an opportunity to go into Darkside mode 1/3rds in, I found out that if you keep spamming low slashes, then he'll definitely go dizzy, even on separate combos. This prevents him from unleashing his brutal combos by a lot.

I definitely love the Peony because it just builds up Ecstacy so fast and it forces you to not get hit. I don't even need to recharge with it normally because when I'm nearly out, I'll have enough to use Darkside and bring it back up 100%. It takes some readjusting for bosses since you are not ever getting the chance for a full combo, but the increased range and power make up for it.
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Adilegian



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PostPosted: Sat Jan 30, 2010 11:57 pm        Reply with quote

EU03, I am totally looking forward to trying this on Deathmatch mode when I get home tonight.
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RobotRocker
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PostPosted: Sun Jan 31, 2010 12:01 am        Reply with quote

I think I fucked up by not getting the Peony and going into the final fight with no save at the motel. Again, its bull that there is no option to go back and re-train but since I think I screwed up, I guess I have to start the game again. Nice to see even Suda can commit game design atrocities.
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Sniper Honeyviper



Joined: 30 Aug 2009
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PostPosted: Sun Jan 31, 2010 12:08 am        Reply with quote

Cocaine Socialist wrote:

i honestly thought those were some weird poofy shoulder pads/wings for a few seconds.
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Persona-sama
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PostPosted: Sun Jan 31, 2010 9:20 am        Reply with quote

RobotRocker wrote:
I think I fucked up by not getting the Peony and going into the final fight with no save at the motel. Again, its bull that there is no option to go back and re-train but since I think I screwed up, I guess I have to start the game again. Nice to see even Suda can commit game design atrocities.

Dude, I beat the last boss with the second katana you get in the game. The MK-2? Just keep low slashing him close up as much as you can and try to build up that ecstacy meter on the final form. Just learn the boss patterns and roll heaps.
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hyouko



Joined: 06 Dec 2006

PostPosted: Sun Jan 31, 2010 4:46 pm        Reply with quote

Another last boss tip (though maybe this is obvious):

In his second form, if you get knocked down by his triple-teleport attack, consider playing dead for a moment rather that trying to get back up. If he telegraphs that he's about to do the teleport again, or his charged-up punch, it's not worth trying to get back up; just sit it out and hope he doesn't chain a third attack.

I had some success with both the Camellia and the Peony, if I remember right, though I ultimately killed him with the Peony.


Also: couldn't consistently darkstep at any point in the game, though I randomly pulled it off at least once on most bosses. What's the trick to it this time 'round?
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Dracko
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PostPosted: Sun Jan 31, 2010 8:07 pm        Reply with quote


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EU03



Joined: 05 Dec 2006

PostPosted: Sun Jan 31, 2010 9:39 pm        Reply with quote

hyouko wrote:
Also: couldn't consistently darkstep at any point in the game, though I randomly pulled it off at least once on most bosses. What's the trick to it this time 'round?
You have to either block THEN hit left or right on the control stick or emergency evade left or right precisely.
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MOAI



Joined: 12 Jul 2008

PostPosted: Sun Jan 31, 2010 11:51 pm        Reply with quote

EU03 wrote:
Quick, someone test this for me because I just got to the last fight and I ragequit for the night.

Apparently, you can parry any attack by hitting Z right before the hit lands. Press A immediately after and you'll unleash a charged attack.

I love this move so much. It usually happens when I'm getting up, some enemy tries to attack, gets blocked, and then I slash his head off.

I found using Travis' spinning rise useful sometimes. To do it, do the wiimote rotating motion when you're on the ground.

Also people talking about the final boss: I didn't have much trouble with Batt's first two forms. I don't remember the exact timing, but I beat the teleport attack a couple of times by unleashing a charge attack (during which you are invulnerable). Third form was a bitch, I couldn't figure out how to read his close range punch so my strategy was just to keep getting in close and slash away, run when he pulls his laser, and I didn't have a clue what to do against his breath (?) attack. I also had a hard time rolling away from his pound attack, I ended up charge attacking a few times to avoid it. I managed to beat his beam in a clash, which made him basically roll over and die for me.

I enjoyed this game, though I was really let down by the lack of a truly Suda-esque plot. However, it was much more interesting gamewise than its predecessor.
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Baines



Joined: 10 Dec 2006

PostPosted: Mon Feb 01, 2010 8:40 am        Reply with quote

I was kind of saddened when I read the GameFAQs thread about known and speculated game changes during development. There is some decent argument about things that were cut during development, such as more bosses and more use of Henry. It reminds me a bit of Wind Waker.
http://www.gamefaqs.com/boards/genmessage.php?board=954479&topic=53292254
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RobotRocker
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PostPosted: Mon Feb 01, 2010 1:21 pm        Reply with quote

Baines wrote:
I was kind of saddened when I read the GameFAQs thread about known and speculated game changes during development. There is some decent argument about things that were cut during development, such as more bosses and more use of Henry. It reminds me a bit of Wind Waker.
http://www.gamefaqs.com/boards/genmessage.php?board=954479&topic=53292254


People are already hacking the game and found this too

*MAJOR SPOILERS. DO NOT CLICK TILL YOU FINISH RANK 2*

Those are the photos that Alice Moonlight burns before the fight. I have a feeling from this that they probably did want to spend a lot more time with the bosses but simply didn't have the time to flesh out the cut scenes and integrate it with the main storyline (Since the bosses were the main storyline in NMH1. It made sense to give them a good chunk of spotlight). I'm starting to get why they never tell you the name until you kill them, since now Assassination is the "in" thing, every psychopath/game cliche in town wants a piece of the action, but its annoying how they sacrificed one of the best parts of NMH1 to hit a ship date.

Edit: Reading through the gamefaqs thread, there is a lot that has been obviously cut and Marvelous have been bleeding money all year (They pulled their stake out of Rising Star last week) so I guess that was a huge factor this time. Rising Star don't have a date for Europe yet and the rumor mill is saying it could be as late as August/September. The future of Marvelous supposedly hinges on Heroes Paradise doing well on the 360/PS3 along with their DS games.

Its a shame as if they had the money and time, NMH2 would have been an incredible game. At least the reviews have been really positive so if Marvelous does tank, I'd say EA and Ubi will scrap over the publishing rights.
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thesycophant



Joined: 08 Dec 2008
Location: Salt Lake City, UT

PostPosted: Mon Feb 01, 2010 7:39 pm        Reply with quote

I've played through 2 boss battles (after the tutorial). I'm not sure I'm feeling this game. The story has completely failed to engage me so far. I'm waiting for the big joke that makes it all worth it, but I'm also worried it's not gonna come.

I miss almost everything the first game did that this one doesn't do. Namely (and this may be unique to me), I miss making money by doing side-job assassination missions. The don't-get-hit missions from the first game did get tiresome, but there were a couple (like this kill-as-many-people-as-you-can-in-three-minutes mission that opened up near hte end of the game) that were pretty much as enjoyable as any other part of the first game for me.

Really miss feeling like Santa Destroy is a (lonely) city.

Not being able to walk around Santa Destroy, but being able to walk around inside other places I couldn't walk around before (like Travis's motel room) is kinda weird.

Combat feels pretty good, though. Is it better than the first game? I can't tell. I think it's just slightly different.

You never need money in this game, do you? Unless you want to futz with Travis's wardrobe (which I do) or I guess buy new katanas.

This game is so a sequel. Not sure exactly how involved Goichi Suda was with this game (executive director and writer, but how much does that mean? video game credits are kind of obtuse), but it feels like this is either largely someone else doing a Suda imitation or Suda really not caring too much.
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Adilegian



Joined: 05 Dec 2006

PostPosted: Mon Feb 01, 2010 8:38 pm        Reply with quote

NMH2, as a final product, reminds me of one of the poems I included in my Masters Thesis.

About 40% of it was problematic for one reason or another, but I had already gone a few weeks over the deadline for thesis submission if I wanted to graduate on time, so I took the problem spots, cut them out, and stuck the parts that were more or less solid in the thesis.

Looking back, the poem is okay for what it is, but it's pretty clearly incomplete.

And that's what NMH2 feels like. A series of polished sequences stuck together yet lacking the material necessary in between those sequences to make the game an experience that feels complete on its own terms. I'd rank NMH1 higher than NMH2 because, despite the absence of intended features in the NMH1 overworld, the released game seems structurally closer to its intended identity than NMH2 feels.

Also wondering when we're going to have a game that objectifies codpieces, broad masculine backs, and ripped abs in a clearly sexualized way without weak "lol queers" irony. The sexual imagination in videogames is incredibly tepid.
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Baines



Joined: 10 Dec 2006

PostPosted: Tue Feb 02, 2010 7:00 am        Reply with quote

I just noticed something. Back at the apartment after the Matt Helms fight, Sylvia tells Travis that he has to pay his own travel expenses. Travis complains along the lines that with all the money he is already spending, she should at least cover bus fare.

Except... Unlike the first game, Travis isn't actually paying money to compete.
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sarsamis



Joined: 17 Feb 2007

PostPosted: Tue Feb 02, 2010 9:16 am        Reply with quote

I beat this 3 days ago and am wondering what people earlier in the thread were talking about when they said the levels were varied.

Most of them felt exactly the same to me and towards the end they were ridiculously long and boring.

Most of the bosses were either so easy I opted to fight them with punches and kicks or just frustrating due to some dumb shit. I can only think of 3 at the moment that felt fair and challenging*, like the final boss of the first game.

Ultimately the only improvement I saw over the original game was the mini-games, which were actually fun.

*if it's not available from the start, I don't count hard mode in the way I perceive a game's difficulty (i.e. I have no qualms with thinking of Heroic as the default difficulty in Halo 3 because it's possible for me to use that in my first playthrough.) I don't like replaying games and I shouldn't have to for a decent experience.

IGN wrote:
This isn't a game that begs you play it. It's a game that knocks on your front door, waits for you to answer in a towel and your favorite pair of slippers, rips your head off, and shoves itself down your throat.


I realize disagreeing with IGN is pointless, but I feel like pointing out that my experience with this game was pretty much the exact opposite of that. I felt like I had to play through it immediately and nothing, save for the occasional group of gunmen and some of the final bosses moves, felt at all threatening.
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RobotRocker
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PostPosted: Tue Feb 02, 2010 8:03 pm        Reply with quote

Just beat it now. Holy crap did they telegraph that the game wasn't finished and still had time to say there will be a sequel! Travis's comment in the booth that Santa Destroy needs them pretty much gives it away. Granted, there is a lot that could be improved but I would rather see a Directors Cut of NMH2 first. Maybe if Heroes Paradise does well in Japan we might get an expanded Heroes Paradise 2 but I think unless someone flashes the cash, NMH3 is going to take the same route.
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thesycophant



Joined: 08 Dec 2008
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PostPosted: Fri Feb 05, 2010 7:33 pm        Reply with quote

Hello, bullshit platforming sequence. What are you doing in my No More Heroes?

Also, why is Shinobu saying "moé" all the time?
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Persona-sama
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PostPosted: Fri Feb 05, 2010 8:14 pm        Reply with quote

In honor of her master, of course.

I like how she totally mangles it. It sounds more like "moai" than "moe."
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RobotRocker
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PostPosted: Fri Feb 05, 2010 8:46 pm        Reply with quote

Persona-sama wrote:
In honor of her master, of course.

I like how she totally mangles it. It sounds more like "moai" than "moe."


I love the voice actress pronouncing it excitedly like "MO~AY!". Cracked me up first time.

Shame they didnt get to use the voice acting cast more because what script was there was hilarious and really well delivered. I think the best we can hope for is for Heroes Paradise to do well and hope GHM decide its worth a punt to do a NMH2 Directors Cut on the 360/PS3 instead.
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MOAI



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PostPosted: Fri Feb 05, 2010 8:48 pm        Reply with quote

hi persona

Shinobu was a lot of fun to me, her moveset seems really varied in comparison to Travis'. Jumping around enemies, high-speed running, blasting them from afar, it just feels so free.

Also, Ryuji can get fucked. Fucking bitter mode. Fuck fuck fuck okay I'm done.
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Baines



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PostPosted: Sat Feb 06, 2010 10:23 pm        Reply with quote

Persona-sama wrote:
I like how she totally mangles it. It sounds more like "moai" than "moe."


She probably should mangle it. From what I recall, doesn't she wonder what "moe" means in her last shower save scene?

sarsamis wrote:
I beat this 3 days ago and am wondering what people earlier in the thread were talking about when they said the levels were varied.

Most of them felt exactly the same to me and towards the end they were ridiculously long and boring.


There is no variety in the levels. You face the same enemies everywhere, and there is nothing special about the areas themselves. The only differences are whether you fight a few enemies at a time and move forward or face several waves before you advance.

NMH1 had character to its levels that is complete absent here. There is nothing like the fire alarm at the school. Nothing like the minefields in the beach with soldiers coming in on helicopter. Nothing like batting back pitches in the baseball stadium or riding down grunts on the baseball field.

The bosses are lacking in this area as well. There is nothing like Badgirl batting gimps at you, or her sucker attack. There is nothing like Holly's pit traps in NMH1, with the mad scramble to escape before her grenade goes off. NMH2 sniper girl has those exploding barriers, but she doesn't actually take advantage of them. She only hits them when Travis avoids her shots or happens to be behind one.
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RobotRocker
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PostPosted: Sat Feb 06, 2010 11:06 pm        Reply with quote

The original voice acting script just leaked out. There are a lot of changes from the original script to the actual game


- Its a lot more sexualised and it makes it more obvious that killing = sexual release to Travis.
- The script is a lot simpler. Probably punched up by the translator.
- Some Cut scenes are a lot longer and have more detail (You were supposed to be able to see the bodies of the Assassins Letz Shake kills as you enter the arena and Nathan Copeland has a longer speech after you clash in the cutscene)
- Alice Moonlight is a lot more metaphorical and talks about how since the fights started, Assasins who typically stay in the shadows would rather have that one chance in the spotlight than be forgotten forever rather than the "How did you escape the cycle" speech she gives Travis in the game. She was originally supposed to try reach out for Travis like she was jumping into his arms as she fell and Travis cuts her apart instead of just falling like in the game.
- Thunder Ryu was to have a role
- There was supposed to be an extra Travis Vs Shinobu battle for beating Deathmatch mode on Bitter
- Makes it more obvious that Sylvia is up to something. Killing Ryuji herself and giving out to Travis for letting Shinobu live but keeping both Travis and Henry alive?


Its nearly impossible for a game script to normally get out so there must be someone at GHM who is pissed at Marvellous to let something like this get out. The script is also marked as completed in 2008 which means that they were probably locked on a tight schedule.
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Adilegian



Joined: 05 Dec 2006

PostPosted: Sun Feb 07, 2010 1:49 am        Reply with quote

RobotRocker wrote:
The original voice acting script just leaked out. There are a lot of changes from the original script to the actual game

I'm going to look for this now, but do you have a link?
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jakten



Joined: 02 Jan 2009

PostPosted: Sun Feb 07, 2010 2:45 am        Reply with quote

Yeah I'm having trouble finding the script also if you could give us a linky that would be awesome!

Edit; Never mind I found it!

http://www.neogaf.com/forum/showthread.php?t=385367&page=35
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RobotRocker
C-C-C-C-COMBO BREAKER!


Joined: 07 Dec 2006
Location: Ultratech HQ

PostPosted: Sun Feb 07, 2010 11:24 am        Reply with quote

Huh, this is interesting.

Could the bosses be reflections on Travis Touchdowns psyche?

And yes, I know its Destructoid but since Killer 7 has inevitably come up yet again, its worth a look considering the script leaked out since now it throws into question how intentional it all is. Of course, they could be all just videogame stereotypes lined up and Grasshopper just hit jackpot in having them reflect Travis.

Your standard "Was that Suda's intention?" disclaimer applies and there is a Killer 7 thread. Go there instead if you want to argue about Killer 7.
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Ratoslov



Joined: 05 Dec 2006

PostPosted: Sun Feb 07, 2010 11:55 am        Reply with quote

That's a cool interpretation, and it makes me long for a director's cut even more.
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Ymer



Joined: 05 Oct 2009
Location: PAL region

PostPosted: Sun Feb 07, 2010 3:41 pm        Reply with quote

Is No More Heroes Paradise also going to be a Director's Cut version? Thought it was just a graphical Remake with some Japanese VA. Did they actually add/remove anything else?
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RobotRocker
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Joined: 07 Dec 2006
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PostPosted: Sun Feb 07, 2010 6:05 pm        Reply with quote

Ymer wrote:
Is No More Heroes Paradise also going to be a Director's Cut version? Thought it was just a graphical Remake with some Japanese VA. Did they actually add/remove anything else?


As far as I know, there will be an extra difficulty setting where you can get swimsuit costumes for the female characters, the difficulty is re-jigged a bit so grinding is less of a chore and there will be the standard leaderboards, achievements/trophies et all claptrap that comes with a 360/PS3 release.

It's contracted out to feelplus+ though so no one is sure about GHM's involvement other than providing the original code. Its more a last ditch attempt by Marvelous to try sell it to Japan as the Wii version bombed spectacularly there but did well above expectations in the US and Europe. If it does well in Japan, it should be enough for to push a better version of NMH2 onto the 360/PS3. If not, I guess the franchise is dead or will be stuck in Wii purgatory forever.
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