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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Mon Jan 22, 2007 10:42 pm |
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| Predator Goose wrote: |
| It wasn't killing the Harpies I couldn't stomach it was killing the Sirens. The QTE where you hugged them close and then broke their backs. It just felt so creepy and misogynistic. |
oh yeah, I'd forgotten about those. that was kinda creepy and misogynistic. |
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SplashBeats Guest
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Posted: Mon Jan 22, 2007 11:18 pm |
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| luvcraft wrote: |
| creepy and misogynistic. |
God of War in a nutshell, really. |
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Mon Jan 22, 2007 11:27 pm |
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| Joe wrote: |
| luvcraft wrote: |
| creepy and misogynistic. |
God of War in a nutshell, really. |
video games in a nutshell, really. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Tue Jan 23, 2007 12:12 am |
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| Predator Goose wrote: |
| Yeah, you got me there. It's been awhile so I forgot that you didn't have to kill all the bosses that way, only the Hydra and the big Minotaur (and you could argue that the Minotaur wasn't the same type of mini-game as that mini-game felt pretty cohesive with the actual fight). I also forgot how few actual bosses there were. |
I considered the final battle to be a minigame as well in that the fighting engine changed away from the basica one and you had to do some button mashing thing to beat him.
it's been a long time and i just wanted the game over at that point. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Tue Jan 23, 2007 12:58 am Post subject: God Hand moves |
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Once you learn how to dodge, you can do okay with most move sets. (Warning: A few moves are restrictive on being able to cancel into a dodge. Some are still good. Others can be a bit too much of a gamble.)
Different people find different things they like. For most enemies, you can get away with a lot. Even if your moveset is weak against something, you can cover with God Hand activations, Roulettes, and weapons.
For example, if something blocks a lot: You can use a guard break. You can keep pressuring in the hope that they stop blocking and get caught (or at least keep him pinned while you catch his allies in the same flurry). You can stop to bait something you can counter, either with a dodge or with an attack that ducks high attacks. You can activate the God Hand. You can use a Roulette (if you are in a position to connect one before the opponent counters.) You can run and chuck an object at them.
You get people with different strategies. If you look at movesets of different players, you'll find different combinations that all worked. Heck, some people rearranged their movesets for different situations. Some swear by guard breaks, and others swear at them. While everyone agrees on juggles being good, it is extremely easy to make juggle combos (and to keep them going with skillful cancelling between your Square combo and other attacks.) |
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kthorjensen He brought three meals

Joined: 06 Dec 2006
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Posted: Tue Jan 23, 2007 2:36 pm |
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And the funny thing there is I almost never juggle (preferring instead to use knockback against walls - running slide to knocked-away enemy - stomp - get out of the way/focus on somebody else) and still do very well indeed. What a great fucking game. _________________ Go to this website, you (person who is loved) |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Tue Jan 23, 2007 7:08 pm |
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I suppose since I've used this thread to hate on God of War I should probably actually address the topic at hand, meaning God Hand.
The reason I like God Hand, but not God of War or Ninja Gaiden is because I approach it differently. To me God Hand is primarily a humorous game. It's combat engine is there to provide enough variety to enjoy the game, but the highlights for me are the comedy bits in between. And, for that matter, the comedy elements of the action itself. The combat system is interesting enough, but I don't think it would carry the game on it's own. I think it's flaw is that it is not very customizable on the fly, meaning that combat can get repetitive if you've found a good combo (which I didn't find too hard).
A more serious game either has to rely on it's story or it's gameplay mechanics. God of War sounded to me like it was pitched at 14 year olds, and so it's story was repugnant to me. It's gameplay was very repetitive due to the aforementioned QTEs, the fact that you could spam the basic combo and do well for 95% of the game, and the fact that the game was one giant fetch quest. In fact, getting fancy with the combos seemed to be penalized since it was so easy for the enemies to knock you out of the animations of those attacks. So neither aspect appealed to me.
As for Ninja Gaiden, I haven't played too much of it (I do plan to at some point), but from what I've seen the story is not the reason that you'd be playing it. Which leaves the gameplay. Now, I'm not saying what I played of it was bad, but it did seemed to be lifted straight from the DMC series. And being a die hard fan of those games, it's hard not to compare the combat of the two. And since DMC seemed more fun to play, more fun to watch, with more intuitive and tighter controls, NG lost out in spades in my mind. So while NG's combat wasn't as simplistic as God Hand's, it still lost out, by far, to DMC. So in my, admittedly limited, opinion, NG didn't really measure up to either DMC or God Hand.
So basically I judge God Hand mainly on it's merits as a humorous game, not as an action game. It knows what it is and it does what it does well. Provided you like that type of humor of course. _________________ I can no longer shop happily. |
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Tue Jan 23, 2007 9:12 pm |
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| Predator Goose wrote: |
| So while NG's combat wasn't as simplistic as God Hand's, it still lost out, by far, to DMC. |
I was underwhelmed by DMC1, but must soon check out this legendary "DMC3" that everyone speaks well of in public and shouts out the name of during sex. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Tue Jan 23, 2007 10:46 pm |
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How would you address the lack of need to customize though?
If you make enemies vary so much in attack and defense styles that you need to alter your moveset when you reach them, you introduce the hassle of constantly having to rewrite your moveset. That would in turn kill the near pure action pacing of the game.
You could let the player create two or three style sets that they can quickly switch between. That avoids the problem of constantly rewriting a single move set. But to encourage use, you'd still need an enemy variety that pretty much required a player have a couple of different styles. As well, where would you put a quick switch on the controls? If you have to go to the menu, you are back to interrupting the pacing.
A key thing to remember was also one of the goals of the game design, to make a fun 3D version of the old (often mindless) 2D side-scrolling beat-em-ups. Add too many complications and you start to drift away from that goal into something else. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Wed Jan 24, 2007 1:02 am |
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I'm not trying to rag on what God Hand is, it is a great successor to the old beat 'em ups of yesteryear. Like I said, I think it knows what it is. But by the same token I think that it realizes that the fighting mechanics of those old games can't carry God Hand by themselves. This is due in part to the fact that it's a longer game (I think, can't remember how long it too to beat SoR) and there is no co-op support.
If I had to say how I would fix God Hand's combo system, I'd probably draw a blank. It's difficult for me to change the mechanics behind the combo system without also changing the philosophy behind it. If you could switch between styles that were just different movesets you had set up before hand then the limiting nature of the create-your-own combo system would be broken. You wouldn't really have to spend time making a decent combo. And the overall structure of the game wouldn't change, you'd just have to switch which combo you'd be using, even though it would still consist of smashing the square button over and over again. _________________ I can no longer shop happily. |
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FortNinety

Joined: 04 Dec 2006 Location: New York, New York
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Posted: Wed Jan 24, 2007 5:05 am |
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| dmauro wrote: |
| I watched Shaolin Soccer again last night and it really made me want to play God Hand. |
Believe it or not, at one point I was commissioned by Miramax to outline a Shaolin Soccer game. Naturally it never happened, but if it did.... man it would have been awesome. Just teams from all over the world playing against each other in soccer and doing wacky shit on the field, but reflective of their nationality (like a Brazilian team that did nothing but capoeira... okay, an obvious one, but its late and I can't remember any of the other teams at the moment). Anyway....
I've had God Hand sitting on my shelf for months now, untouched. I think I'll actually play the damn thing tonight! _________________
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dmauro

Joined: 04 Dec 2006 Location: Broker
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Posted: Wed Jan 24, 2007 2:49 pm |
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I think it would be cool if the game would throw me a bone and give me hidden items that are selectable presets for the combos with a quick description of that preset's strengths and weaknesses. I know, man up and such, but it would have been cool. _________________
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Wed Jan 24, 2007 3:41 pm |
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| Predator Goose wrote: |
| If I had to say how I would fix God Hand's combo system, I'd probably draw a blank. |
I'd give each attack a "cost", and give each attack button a fixed number of points (increasable at the shop) to spend on attacks, and let each button be a combo button for as many attacks as you want to put on it (and can fit into its fixed number of points). That way you could have one combo with lots of guard-breakers on one button, and then immediately switch to the button with a smoother combo with no guard-breakers once you'd broken an enemy's guard, or if you were fighting an enemy that doesn't block.
Also while playing God Hand I constantly keep finding myself wanting to either A: throw enemies at other enemies, B: counter, or C: play co-op, none of which are available. (well, throws and counters are available at very specific times, but I'd like them to be a lot more accessible and frequent) |
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Baines banned
Joined: 10 Dec 2006
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Posted: Wed Jan 24, 2007 7:29 pm |
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| dmauro wrote: |
| I think it would be cool if the game would throw me a bone and give me hidden items that are selectable presets for the combos with a quick description of that preset's strengths and weaknesses. I know, man up and such, but it would have been cool. |
Then just upgrade the original moveset. Replace the original moves with the better versions of the same (like Straight 1 with Straight 2).
For the non-square buttons, get yourself what you think is the best of each type. The best charge for you (not that you'll be fully charging much), the best launcher (you probably want both speed and something that can hit multiple people as a crowd clearer), etc. A guard breaker and/or a multi-hit are other good options. (There are two kinds of multi-punch moves. One works in a combo, while the other pushes back the enemy. That difference matters if you want to use that button to cancel into and out of your square button combo.) And you want a juggle somewhere.
When you break the moves down to their types, and try to pick your "best" of each type, it becomes a lot easier to fill the non-square buttons.
For square, that depends. The original combo is made for combo-ability. It uses moves that start and recover fast enough that the target can't do much. You might want to continue that trend, but then you'll have weak attacks. Or you might want stronger moves that gives the enemy a better chance to block.
It also depends on whether you want to launch or juggle. If you want to rely on juggle combos, you'll want fast moves on the square button. Slower moves will let the opponent drop out of the juggle. Depending on what you use, you might want a juggle inside your combo as well as outside. If you want a launcher, you'll want different. Or maybe you want all basic on the square, with all the specialties on separate buttons so you can cancel at will and need.
And don't forget there is a training dummy in the area in the town. Try ideas there. (As I recall, you can practice with moves that you haven't yet bought there as well.) It isn't perfect, because there is only one dummy. But it is better than nothing. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Wed Jan 24, 2007 7:34 pm |
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| luvcraft wrote: |
| Also while playing God Hand I constantly keep finding myself wanting to either A: throw enemies at other enemies, |
Skillful use of launchers.
Some situational circle attacks can apply as well as some Roulettes.
| luvcraft wrote: |
| B: counter, |
Dodge and counter-attack.
Moves that duck high probably count as well. And just good timing.
| luvcraft wrote: |
| or C: play co-op, none of which are available. |
Sounds fun, but I don't know how well that it would work other than LAN or online. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Thu Jan 25, 2007 10:10 pm |
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| Baines wrote: |
| Sounds fun, but I don't know how well that it would work other than LAN or online. |
Oh you bastard. Now I need me some God Hand online co-op! _________________ I can no longer shop happily. |
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100Proof
Joined: 13 Dec 2006
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Posted: Fri Jan 26, 2007 1:59 am |
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| FortNinety wrote: |
| dmauro wrote: |
| I watched Shaolin Soccer again last night and it really made me want to play God Hand. |
Believe it or not, at one point I was commissioned by Miramax to outline a Shaolin Soccer game. Naturally it never happened, but if it did.... man it would have been awesome. Just teams from all over the world playing against each other in soccer and doing wacky shit on the field, but reflective of their nationality (like a Brazilian team that did nothing but capoeira... okay, an obvious one, but its late and I can't remember any of the other teams at the moment). Anyway.... |
Sounds more like a fleshed-out sequel to Sega Soccer Slam... quite possibly my favorite "sports" game of all time.
I like God Hand. Don't love it. The combat's amusing especially when you figure out customization. The humor is funny in that post-modern "ha ha... the Japanese don't get slapstick" kinda way. Co-op multi-player would make a huge difference. Its spiritual predecessors wouldn't have been half as fun without co-op. It just seems like yet another Clover game rushed to market before it was fully-formed. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Fri Jan 26, 2007 4:05 am |
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| 100Proof wrote: |
| Sounds more like a fleshed-out sequel to Sega Soccer Slam... quite possibly my favorite "sports" game of all time. |
Sega Soccer Slam is the most fun 3 player game I have ever played. And really racist, against everyone. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Fri Jan 26, 2007 4:18 am |
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| boojiboy7 wrote: |
| 100Proof wrote: |
| Sounds more like a fleshed-out sequel to Sega Soccer Slam... quite possibly my favorite "sports" game of all time. |
Sega Soccer Slam is the most fun 3 player game I have ever played. And really racist, against everyone. |
Too bad Sega Soccer Slam felt like a beta test of a real game.
God Hand feels a little incomplete at times, but overall it felt fine to me. If anything, it would have felt more "complete" if it had been three or four entire areas shorter, but I honestly preferred having that extra play time. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Fri Jan 26, 2007 4:24 am |
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| Baines wrote: |
| Too bad Sega Soccer Slam felt like a beta test of a real game. |
whut? |
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Baines banned
Joined: 10 Dec 2006
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Posted: Fri Jan 26, 2007 7:12 am |
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The Gamecube version pretty much felt like a concept test of a real game, that Sega would only bother to finish for another console if it proved successful.
For example, it was missing so many "obvious" things, like any form of team edit.
The success rate of the special shots was flat out broken. It only took a couple of games to notice that the real success rate was in no way related to what the developers had presumably planned. From what I recall, this was even more noticeable in that the game gave "fake" stats for simulated CPU vs CPU matches? The stats didn't even come close to what the CPU did in a real match, much less being proportional to a human player.
Etc...
I wasn't the only one with such an opinion. It seemed a pretty common online sentiment amongst people that *did* like the game. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Fri Jan 26, 2007 1:30 pm |
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See, i didn't want a team edit, so that feature never bothered me, as the teams seemed to be relatively well done at the time.
Yes, power shots were broken if you thought they were going to be super shots that took the ball into the goal every time. They weren't really meant to be that. If you look, goalies have pads on. As those pads get knocked off by hard shots, the goalie gets easier and easier to score on. A power shot will knock all or most of those pads right off, thus making the next shot easy to score with. Or, conversely, knock the pads off first with normal shots then take the power shot.
Eh, i never care about the CPU matches, as almost every sports game I have ever palyed has that problem about matches. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Fri Jan 26, 2007 2:02 pm |
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| boojiboy7 wrote: |
See, i didn't want a team edit, so that feature never bothered me, as the teams seemed to be relatively well done at the time.
Yes, power shots were broken if you thought they were going to be super shots that took the ball into the goal every time. They weren't really meant to be that. If you look, goalies have pads on. As those pads get knocked off by hard shots, the goalie gets easier and easier to score on. A power shot will knock all or most of those pads right off, thus making the next shot easy to score with. Or, conversely, knock the pads off first with normal shots then take the power shot.
Eh, i never care about the CPU matches, as almost every sports game I have ever palyed has that problem about matches. |
I definitely agree with Booji about the super shots, I never really used them to actually score with. If you wanted a super shot that you were going to score with you went with either the spotlight shot, or a powered up shot (the ones where you catch fire or turn to lightning etc.) or a combination of them both.
As for the CPU vs. CPU matches, I didn't even notice, but that's because I don't care about CPU vs. CPU matches. _________________ I can no longer shop happily. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Fri Jan 26, 2007 9:25 pm |
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I know about knocking the padding off the goalie. And it takes less than an hour of play to learn how to completely abuse the CPU.
Neither of those change that the super shots are no where near what the development team was aiming for, described as, or even presented in stats. And it only takes a couple of games to notice.
As for any form of team edit, the game kind of needed it. Overall, it is about as barebones as a barebones Sega arcade game conversion (like 18-Wheeler.) Sega can do better than that. Heck, they did much better with Super Monkey Ball.
They put a nod towards editing, but didn't do anything with it.
What do you get for editing? You only buy equipment for your team. You don't have to think or anything though, because all the equipment can be worn simultaneously. You're basically just picking what stat you want to level up first, knowing that all will be leveled by the end.
As I said though, it isn't just the above, but rather an accumulation of various things. Though being completely off on the shots is bad, when it was so readily apparant. (At the time, I suspected the power shots were rebalanced without anyone bothering to retest them. Last minute tweak or just thinking they had it right or something.) |
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Mr Mustache Mean Mr. Mustache

Joined: 04 Dec 2006 Location: Bushwick
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Posted: Fri Jan 26, 2007 9:43 pm |
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How does the game compare to Mario Strikers? _________________ The people are like wool to me |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Fri Jan 26, 2007 10:13 pm |
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For me it's head and shoulders above Mario Strikers. It also has the added distinction of only being a three player game, so if you ever have only two friends over it's a great co-op experience.
As for the super shots, I don't really care what the developers intended or advertised. They work fine for me when I realize that they suck for getting the ball in the goal. It's a gameplay mechanic that I'm not dissapointed in because I can still use it to my advantage.
If you want to go the route of what the developers intended or what was advertised then you'd probably have to remove what I love most about a lot of games. The Megaman games for example. They were clearly structured in such a way where each boss had a weapon they were weak to that you had to get by defeating another boss. Did I care that in Megaman 2 some of those weapons sucked balls and Metal Man's weapon could take down nearly every boss with ease? Hell no, I had a blast using the shit out of Metal Man's weapon.
I'll agree that the customization would have been nice, but I don't think that the lack thereof means that it's a rushed game. Overall Soccer Slam was a great experience for me, and lasted my friends and I a long time. And man, comparing it to 18 Wheeler is just low. _________________ I can no longer shop happily. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Sat Jan 27, 2007 12:36 am |
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Megaman might not be the best example.
Yes, each boss had a weakness against a particular weapon, but you could also beat any of them with the regular gun. Some were easier to beat that way than others, but the game didn't force a particular choice. (Some of the later games vary in different ways in this regard.)
Metal Blade is a special case admittedly, because it was a broken design. It was effective the regular gun with the addition of 8-way fire. At three shots per sliver of gauge, you really could replace the regular gun. Capcom never again made another weapon that was as all-around good as the Metal Blade.
Also, from what I recall the Metal Blade isn't quite as all-powerful if you play on hard mode. Wasn't US "hard mode" the only mode in the Japanese game, with US "normal" an easier mode added that mostly (only?) changed the damage/health levels? And the more favorable damage is what cemented Metal Blade's status. |
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BotageL pretty anime princess

Joined: 04 Dec 2006 Location: *fidget*
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Posted: Sat Jan 27, 2007 1:04 am |
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paging boojiboy (i think it was booji) to repost his essay on metal man which I never remember to save _________________
http://www.mdgeist.com/ |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Sat Jan 27, 2007 1:16 am |
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| Baines wrote: |
Megaman might not be the best example.
Yes, each boss had a weakness against a particular weapon, but you could also beat any of them with the regular gun. Some were easier to beat that way than others, but the game didn't force a particular choice. (Some of the later games vary in different ways in this regard.)
Metal Blade is a special case admittedly, because it was a broken design. It was effective the regular gun with the addition of 8-way fire. At three shots per sliver of gauge, you really could replace the regular gun. Capcom never again made another weapon that was as all-around good as the Metal Blade.
Also, from what I recall the Metal Blade isn't quite as all-powerful if you play on hard mode. Wasn't US "hard mode" the only mode in the Japanese game, with US "normal" an easier mode added that mostly (only?) changed the damage/health levels? And the more favorable damage is what cemented Metal Blade's status. |
While I don't disagree with anything you said here, I think my point still applies. That being that we're given a game and it's up to us how we have fun with it. It's seems silly to me to worry about what the developer wanted, especially in the pre-online console days when patches weren't really possible.
So, in other words, even if a game mechanic didn't work out like the developer wanted, they're out of the picture once the game is in my hands. At that point I judge the game mechanic mostly on its own merits. _________________ I can no longer shop happily. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Sat Jan 27, 2007 1:31 am |
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| Hey Bogatel, I will post the Metal Man Essay in the axe. Let me pull it up. I'll even leave in all typos and such. YAY! |
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100Proof
Joined: 13 Dec 2006
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Posted: Sat Jan 27, 2007 1:45 am |
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| Mr Mustache wrote: |
| How does the game compare to Mario Strikers? |
Mario is only better if you really like Mario. Soccer Slam is heads and shoulders above Mario as a multi-player game, an arcade-style sports game, and a game period.
And while I agree that Soccer Slam (particularly the GC version) really feels incomplete and barebones, what is there is a ton of fun... especially if you have 2 other people to play with.
What's Blackbox doing these days? Still churning out yearly sports games? |
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Baines banned
Joined: 10 Dec 2006
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Posted: Sat Jan 27, 2007 3:05 am |
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| Predator Goose wrote: |
| While I don't disagree with anything you said here, I think my point still applies. That being that we're given a game and it's up to us how we have fun with it. |
Agreeable, though I think my point still applies as well.
I wasn't trying to say the shot balance broke Sega Soccer Slam, but only to use it as an example of why I said the game seemed like a beta test, or even a disposable trial run of a concept.
Edit: Metal Blade was my favorite weapon in Megaman 2. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Sat Jan 27, 2007 5:55 am |
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| Dude, MEtal Blade was the only weapon in Mega Man 2. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Mon Jan 29, 2007 8:08 pm |
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Well Baines, I think it's safe to say that we agree to disagree. Soccer Slam really didn't seem like an unfinished game to me but I will say that it didn't seem like a normal sports game, and I think you might have approached it expecting that it would be. You could say the end product is more a combination of the sports and beat 'em up genres than solely a sports title. If you think about it in this way then a lot of things are easier to take.
For example, the teams for example consist of your classic beat 'em up threesome: The bruiser, the all around guy, and the quick but easily punished guy. And the half-assed team edit that you were talking about? Buying stuff for your team? Don't think of it as a team edit, but rather as buying level ups for your characters.
Well, that's how I thought of it, so the game was a lot of fun. It's great playing with two other guys as they settle into their character's role. _________________ I can no longer shop happily. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Mon Jan 29, 2007 9:54 pm |
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| luvcraft wrote: |
| Predator Goose wrote: |
| In summation it is because I find the QTEs in God of War boring, ubiquitous, required, and disturbing (I didn't want to kill the Sirens like that, that was just sick) that it pissed me off every time I had to do one. Which was all the frickin' time. |
Ah, I can dig it. Thanks for explaining it; that makes a lot of sense.
Although I have trouble reconciling your disgust at ripping the wings off harpies with your having the most upsetting avatar on the forums. :)X |
OH GOD! OH MOTHERFUCKING A! I FUCKING LIKED THIS NAME TOO!
Motherfuck....I totally forgot that when I was a kid I threw a rock at a goose, ripping its leg off. It was really traumatizing for me because I actually like animals a lot. They had to call the animal Warden and everything.
And now I had to go and choose this motherfucking name! Man, I feel bad all over again. _________________ I can no longer shop happily. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Mon Jan 29, 2007 9:58 pm |
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Dude, just say you are the spirit of the goose striking back at yourself for felling that goose on the beach.
Besides, the actual story behind the name is so sweet that all sins are forgotten. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Mon Jan 29, 2007 10:05 pm |
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| boojiboy7 wrote: |
Dude, just say you are the spirit of the goose striking back at yourself for felling that goose on the beach.
Besides, the actual story behind the name is so sweet that all sins are forgotten. |
Man, I know, it was a funny, geeky time. I'm going to have to mull this over as I feel very, very guilty right now. _________________ I can no longer shop happily. |
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boojiboy7 narcissistic irony-laden twat

Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
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Posted: Mon Jan 29, 2007 10:12 pm |
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Oh, come on, it isn't that serious.
First, you never intended to kill that goose.
Secondly, it was a long fucking time ago.
And thirdly, the name is totally awesome.
Now, if the name was reverse, that would be wrong, as it would mean you were a predator of geese. As it is now, it means the goose is a predator, which is sweet. |
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Tue Jan 30, 2007 12:16 am |
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Goose Predator could also mean someone who preys on weaker individuals specifically to goose them.
Thanks for changing your avatar to one of the cards. Your old avatar upset me greatly but I didn't want to be a dick and whine about it. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Tue Jan 30, 2007 12:41 am |
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| luvcraft wrote: |
Goose Predator could also mean someone who preys on weaker individuals specifically to goose them.
Thanks for changing your avatar to one of the cards. Your old avatar upset me greatly but I didn't want to be a dick and whine about it. |
Oh man, I'm sorry. I thought you were just joking before. Anyways, sorry, didn't mean to offend. _________________ I can no longer shop happily. |
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luvcraft buy my game buy my game me me me

Joined: 05 Dec 2006 Location: Cobrastan
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Posted: Tue Jan 30, 2007 3:45 pm |
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| Predator Goose wrote: |
| Oh man, I'm sorry. I thought you were just joking before. Anyways, sorry, didn't mean to offend. |
Don't worry! I'm just not big on cute things being gorily decapitated, even if it is the cold stark reality of nature. :)X |
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