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La Mulana
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A New Duck



Joined: 08 Dec 2008
Location: Eugene, ORLY

PostPosted: Fri Jul 20, 2012 7:23 pm        Reply with quote

So is the right thing to do to play the original or the remake for one's first time now?
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Lucaz



Joined: 04 Jun 2009

PostPosted: Fri Jul 20, 2012 7:43 pm        Reply with quote

I'd tell you to check which one you think look and sounds best and go for that one. Besides that, there are some differences, the remake's controls are more friendly, and it's slightly easier, mostly because it's more guiding at a few times, but it's still so hard you wouldn't know. Most other differences are layout and details that I suppose are there only to make it different for people who already played the original.
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bza
a very bad gay


Joined: 24 Jul 2010
Location: A cave in a swamp somewhere

PostPosted: Fri Jul 20, 2012 8:31 pm        Reply with quote

The remake doesn't compromise the intent or design of the original, it just feels like it's from a newer era than MSX. I'd say play the original and pick up the remake if you want to support Nigoro :)
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Kitten ClanClan



Joined: 15 Dec 2011

PostPosted: Sat Jul 21, 2012 9:00 am        Reply with quote

i am getting some really intermittent slowdown while playing this and i can't figure out why. any suggestions?
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L



Joined: 05 Dec 2006

PostPosted: Sat Jul 21, 2012 1:14 pm        Reply with quote

remote wrote:
So I guess Steam denied this game...?!
The answer is they didn't think their English was good enough to do the Steam submission process so they went with the bilingual Playism, at the moment.

Let's be honest you just want it for potentially 75% off like the rest of us.
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8128



Joined: 06 Jun 2008
Location: a very very very fine house

PostPosted: Sat Jul 21, 2012 4:14 pm        Reply with quote

man i might finally be stuck

how the fuck do fairies work

no don't tell me

sigh
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Lucaz



Joined: 04 Jun 2009

PostPosted: Sat Jul 21, 2012 5:42 pm        Reply with quote

Yesterday I had to check a let's play to get past a part I would've never thought talking to Mulbruk would be necessary to get the serpent staff.

Kitten ClanClan wrote:
i am getting some really intermittent slowdown while playing this and i can't figure out why. any suggestions?


For reasons beyond comprehension, it uses a lot of CPU. Like 50-60% of my 2.0gHz. So you gotta close some stuff.
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Sat Jul 21, 2012 7:00 pm        Reply with quote

I am actually getting places in the original version! Made a ton of progress today - got further than I ever have before and took down Sakit, Ellmac and Bahamut!

This feeling! I haven't felt it for so long!
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Lucaz



Joined: 04 Jun 2009

PostPosted: Tue Jul 31, 2012 7:21 pm        Reply with quote

So just finished this, at 18.45 hours, which means I played about the double of that, which still like a fourth of what it took me the first time. It's the second time I do this, but the feeling of accomplishment is still there (mostly because I remembered almost nothing). Some thoughts on the remake

It's overall a bit easier, but minimally so. The changes in layout are very minor, and there are two or three new puzzles that are good.

The guardians are all quite changed, and and two are completely different. Most are changed for the best although Bahamut and Tiamat I prefer the original. The most important is that now sub weapons aren't unbalanced against them, so you can't just spam shurikens and flares. Sometimes the collisions are a bit confusing in that only section of the sprites hurt Lemeza. Last, Mother didn't come out so well. None of the forms looks as good, specially the third, and second and fifth are't that great. They removed the puzzle in the fourth form and that's pretty bad IMO. It's still a great last boss.



This aside, is anyone still playing? How you doing?
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Tue Jul 31, 2012 7:31 pm        Reply with quote

Just finished playing through the original on Sunday, which was incredible overall. So far I'm doing okay in the new version at about five hours with the first four guardians ticked off. I'm really digging all the minor changes that have been made, especially with veterans in mind - I'm having to keep on my toes, even with prior knowledge!

The new twist on the treasure chest puzzle in Temple of Moonlight was interesting, and the lead-up to the Confusion Gate was just wonderful. It kind of caught me off guard at first; I thought maybe they had thrown in a new area for kicks!

Sadly, my traipse through there was short-lived thanks to a certain explosive surprise. Still having a blast, though. This game is amazing!
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8128



Joined: 06 Jun 2008
Location: a very very very fine house

PostPosted: Tue Jul 31, 2012 7:44 pm        Reply with quote

I'm gonna crack open the seventh ankh later tonight. i have a pretty huge amount of playtime, basically due to two points where i didn't take in hints that i should have and spent hours wandering around trying to do things that i had no business trying to do. i wonder if i'm missing anything else like that?
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Bennett



Joined: 03 Apr 2009

PostPosted: Mon Aug 13, 2012 10:57 am        Reply with quote

I played through up to the Dimensional Gate in the new one. I have to say, I think the first 10 or so hours of this game are incredible, but after that the puzzles cross the line and the game becomes too baroque. Even if you're playing with a stack of notes, and even if you read every tablet, even the ones in Mulanese, there are still some puzzles that most people could just never solve without a FAQ. I'm fine with the difficulty level of the platforming and combat, but the puzzles are a bit ridiculous.

I don't mind it being too hard for most people to get optional things like the chain whip or randc.exe but the puzzles to access certain mandatory items like the ocarina and the crystal skull are just too arbitrary. The prove you are small challenge is bullshit. The challenge where you break all the pots in the room at once is bullshit. I think a game like this should have a certain amount of bullshit but I think that they go way over the line in the second half of this game.

I would still recommend the game to anybody, but with the caveat 'play until you need to read a FAQ, then stop'. Maybe they designed La-Mulana to be played with a FAQ, or with friends, but to be honest I don't think it's much fun when you play it that way.
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Mon Aug 13, 2012 2:32 pm        Reply with quote

I finished playing the remake a few days ago myself, having played through the original game a week or so prior.

The remake is far more accommodating to new players and gives far more leeway in learning how the game works and getting accustomed to its peculiar sense of humour. While the graphics and sound seem to be fairly dividing, I think the new graphical style works well by presenting the game in a 16/32-bit era style in contrast to the original's 8-bit look, and while personally I do much prefer the original's MSX chip instrumentation I can't say I was offended by the new music. Puzzles remain mostly the same throughout the game and still require you to be attentive to both the information given to you as well as your surroundings. New and slight reimaginings of some puzzles pop up where you'd least expect them, but most of them still fit in with the rest of the game very well. The bosses and sub-bosses both gain new movesets and in some cases complete overhauls thanks to the new game engine, and they remain as challenging as ever. I like this remake, but there are some questionable choices made, and unfortunately I'm going to sound very nitpicky pointing them out.

At two points in the game you are required to perform a specific action that makes no sense in relation to the rest of the game's logic. In the Gate of Illusion there is a section where you must find hidden warps in order to proceed deeper into the field. At one point, you must destroy a pot and then stand on top of where it was standing and press down to descend into the ground Mario-style and warp to a previously unreachable area. Now, with absolutely zero visual cues to even hint at that action being an option, I have to call bullshit on this. I will concede that it makes more sense when you have to do it a second time (where you must press down to descend INTO a pot and warp to a completely different section of the ruins), but the first time really left me with a bitter taste in my mouth.

Another thing that got me was that for some reason the designers decided to make certain treasures - quite a few of them actually! - equippable and usable. Now for the most part this works out quite nicely and adds quite a bit to certain parts of the game since the player has a hand in making pretty big things happen. However, there are a few places where it becomes an outright annoyance. One example that comes straight to mind involves the Pochette Key and Palenque, the guardian of the Gate of Extinction.

When you start the battle with Palenque, you need to use the Pochette Key to start your small aircraft in order to actually begin the battle. If you don't, Lemeza slides off-screen, the screen fades to black and then fades back in on him standing in Palenque's chamber with the ankh gone, requiring you to either reload your save or run around getting the Ankh Jewel and summoning the ankh again. Now this wouldn't be so irritating in itself if there were some sort of cue letting the player know that they need to perform this INCREDIBLY SPECIFIC ACTION RIGHT NOW, but there isn't! It also doesn't help that this is the only guardian in the game that requires you to use an item aside from the Ankh Jewel to truly start a battle. Why don't I have to unlock a seal on Tiamat with the Infinity Key, for example? This is made even more confusing when I don't have to manually use the Medicine of Life on Mother's broken likeness during the endgame!

I could poke at some of the information-related puzzles I had a lot of trouble with as well, but in all honestly they all ended with me slapping my forehead and realizing it was my fault for either not paying attention or not exploring enough. Again, I like this new version, but for the reasons I've detailed among a few others - mostly those of personal taste - I think I'll always prefer the original.
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Mon Aug 13, 2012 4:02 pm        Reply with quote

I finally got into the original after several false starts over the years and it is a downright excellent game no matter how cryptic you find it and I wish I could think still long enough to say the things about it I want to say, but fuck the motions necessary for using the grapple claws. I like the concept of the item but that shaft in Inferno Gate is just a pain in the ass even after you realize the flames don't reach across the whole way.
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remote



Joined: 11 Dec 2006

PostPosted: Mon Aug 13, 2012 4:30 pm        Reply with quote

Haven't been able to play for a few days because of work and stuff, but after today I've got a three-day weekend and I look forward to digging back into this. Even now, the music is stuck in my head. I guess I'll be one of the relatively few to play through the original after this remake. Thing is, while the original clearly has better music I am a pretty big fan of how this newer one looks. This game is definitely giving me that feeling — that magical feeling you get from the best of videogames.
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Mon Aug 13, 2012 7:13 pm        Reply with quote

I've played the remake (never played the original) about three times now for about an hour each and I still can't figure out how to make any progress at all. I'm pretty impressed, but not with myself.
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Lucaz



Joined: 04 Jun 2009

PostPosted: Mon Aug 13, 2012 7:55 pm        Reply with quote

Something I've notied about the music, is that although my favorite songs aren't that special in the new soundtrack, the ones that I liked less, mainly GIGA-MAGMA/Tower of Ruin and M.U./Chamber of Extinction, are better in this version.

Tried playing Hell Temple. Too much. Just too much.

Bennett wrote:
I don't mind it being too hard for most people to get optional things like the chain whip or randc.exe but the puzzles to access certain mandatory items like the ocarina and the crystal skull are just too arbitrary. The prove you are small challenge is bullshit. The challenge where you break all the pots in the room at once is bullshit. I think a game like this should have a certain amount of bullshit but I think that they go way over the line in the second half of this game.


Although I kinda agree on the crystal skull, and maybe impregnating the doll (but not getting the ocarina after that), I find it weird that the ones you complain about are some of the easy ones. I mean about "prove you are small", Xelpud tells you pretty straight what to do, and that one in Confusion Gate is pretty simple from reading the tablets. The ones viper mentioned are much more adequate to complain about, and the puzzle for getting the angel shield is maybe the most random and difficult in the whole game, and you get only one chance to do it.

Bennett wrote:
I would still recommend the game to anybody, but with the caveat 'play until you need to read a FAQ, then stop'. Maybe they designed La-Mulana to be played with a FAQ, or with friends, but to be honest I don't think it's much fun when you play it that way.


That's pretty bad advice. The platforming and action are more than good enough to justify playing through it, specially the bossfights.

Dark Age Iron Savior wrote:
I finally got into the original after several false starts over the years and it is a downright excellent game no matter how cryptic you find it and I wish I could think still long enough to say the things about it I want to say, but fuck the motions necessary for using the grapple claws. I like the concept of the item but that shaft in Inferno Gate is just a pain in the ass even after you realize the flames don't reach across the whole way.


Yeah, the grapple claw in the original is something else. It took me about two hours to get in there.
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Bennett



Joined: 03 Apr 2009

PostPosted: Mon Aug 13, 2012 8:26 pm        Reply with quote

Lucaz wrote:
Although I kinda agree on the crystal skull, and maybe impregnating the doll (but not getting the ocarina after that), I find it weird that the ones you complain about are some of the easy ones. I mean about "prove you are small", Xelpud tells you pretty straight what to do, and that one in Confusion Gate is pretty simple from reading the tablets. The ones viper mentioned are much more adequate to complain about, and the puzzle for getting the angel shield is maybe the most random and difficult in the whole game, and you get only one chance to do it.


Viper's examples are better than mine. But I didn't go to see Xelpud for the 'prove you are small' puzzle, because for the previous 20 or so times I went to see him, he wouldn't talk to me. So often in the latter stages of this game, it's like this: they tell you 20x not to do something, then suddenly you have to do that thing to make further progress, with no signposting whatsoever.

Lucaz wrote:
The platforming and action are more than good enough to justify playing through it, specially the bossfights.


Well, that's why I got as far as I did, so I kind of agree with you, but I still think that if you're playing with a FAQ, you're spending a huge amount of time robotically following instructions to solve arbitrary puzzles that frankly aren't all that interesting. If you could just skip to the skill sections, that would be great.

If I were to do an editor's cut of this game, that's how it would go: all the mysterious secretive baroque shit would be at the beginning, and then it would gradually transition into a hardcore action-oriented ghouls 'n ghosts type game as you became more proficient and better equipped.
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Mon Aug 13, 2012 8:29 pm        Reply with quote

Lucaz wrote:
That's pretty bad advice. The platforming and action are more than good enough to justify playing through it, specially the bossfights.


i don't know. maybe it's my own hangups, but i don't think i could play a game like this knowing i'd reach a point where i'd "have to" resort to an FAQ. i know it's not strictly a puzzle game and not strictly an exploration game, but they're crucial enough components that it feels self-defeating if they can't actually be reasonably intuited through level design and in-game cues. when everyone was essentially suggesting that super metroid eris was designed with the expectation of the use of savestates in mind, that was a big turn-off for me too.

shame because this game sounds pretty great otherwise.

also: what bennett said
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Mon Aug 13, 2012 8:41 pm        Reply with quote

when you read one thing from a FAQ or wiki, you are not actually required to read all the rest of the material present.
I've been seeking answers only for certain specific things that baffled me and I am still hella enjoying the game!

I'd invoke the designer's clear attempt to mimic old MSX games and stuff like Tower of Druaga, where if you couldn't figure something out you'd keep trying random shit and telling other people what random shit you tried, but I'm pretty sure that falls under "authorial intent", which generally doesn't hold a lot of weight here.

I'm also not really sure why you would prefer the game to be "hardcore action" but I guess that is your deal, not mine.
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Mon Aug 13, 2012 8:55 pm        Reply with quote

mmm. i was only ever talking about seeking answers to specific things in my case. even then, i still think it would frustrate me / undermine the point. i wonder if i'm going to be not lazy and actually explain this. guess not.

anyway in dark souls there's a lot left unsaid. very close to none of this is likely to actively impede your progress though so much as it is texture and ephemera that can be optionally explored at one's own discretion. that's fine. i don't really look up Souls wiki content either, but i do appreciate what you're saying as i find the communal sussing out of mysteries and mechanics say, in our very own thread, really fun to participate in.

it doesn't sound like that's so much the situation here, though. i mean i don't care about a puzzle you only get one chance to solve that had a neat trinket in it or whatever, but if i can't get past this progress door because of infinitely abstruse series of actions required, then nah.

i really liked fez. :( i want more of that.
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remote



Joined: 11 Dec 2006

PostPosted: Mon Aug 13, 2012 9:17 pm        Reply with quote

Agreeing w/ DAIS itt. I can see how a handful of really silly puzzles or hidden doors or things like that might seem like they undermine some of the more thoughtful archaeology, but I agree that it helps to keep in mind these obstacles are there to evoke a particular oldschool videogame aesthetic. I guess some are going to appreciate this and some aren't, but I don't see it as something that should keep anyone from playing and enjoying the game overall. There is a lot you can do without any sort of guidance. Most of it, if not all of it. Yeah, there are some pretty obscure secrets and puzzles, but I think that if you're relentlessly searching every detail of every room you can probably even do it entirely without outside help. I mean, somebody had to at some point. And yeah, the whole community participation aspect this game encourages is definitely where it's most similar to Dark Souls and such (Tower of Druaga, obviously). I'm pretty into that.

Bennett's idea that the game could become more G'n'G-ish as you progress is interesting, but that sort of very deliberate action and platforming is present from the start and, I mean, I dunno, I wouldn't expect this perilous place to suddenly welcome you as you approach the heart of it all. If anything it makes more sense that you're going to encounter the meanest puzzles later in the game. The bottom line is the game is just really fun to play, its challenges actually are interesting most of the time, and it looks and sounds wonderful.

(I do wish I could play Fez, too.)
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Mon Aug 13, 2012 9:27 pm        Reply with quote

i will probably give in and do it anyway. it's just something that can tend to bug me "on principle" in certain types of games, and would be a point of resistance.
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Lucaz



Joined: 04 Jun 2009

PostPosted: Mon Aug 13, 2012 9:58 pm        Reply with quote

analogos wrote:
i know it's not strictly a puzzle game and not strictly an exploration game, but they're crucial enough components that it feels self-defeating if they can't actually be reasonably intuited through level design and in-game cues.


But the thing is, all the puzzles CAN be solved with only the in game hints. All the times I had to use a faq, both now and in the original, after reading what I had to do, I realised all the hints where there. For example, when I was totally stuck on Dimensional Corridor, I had an idea of what I had to do, but didn't know how, and then found out the problem was that in order to solve the puzzle I had to relate three tablets that mention each others content, but I had missed one because I hadn't explored the door that opened after deafeating the a certain boss. When I couldn't get the Book of the Dead, it was because I had forgotten about the tablet that told how to find it. And so and so.

Not once have I failed in this game without realising the game had given me all that I needed, but I failed either in realising the significance of what it gave me, or because I failed in exploring fully. And it couldn't give anymore hints without telling straight what to do.

Ant it's meant to be this hard, to be game you may not win. And I'm okay with it.

And honestly, I'd sooner remove that action than the puzzles. The puzzles are the main part. At no point besides the bosses the action gets hard, and after the first half, there is almost no way to die while exploring. And it shows most in the original, where one of the hardest puzzles jumps in the middle of the last boss.

Lucaz wrote:
I kinda agree on the crystal skull

Just realised I was thinking of the Dimensional Key
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haze
la belle poney sans merci


Joined: 04 Dec 2006

PostPosted: Mon Aug 13, 2012 9:59 pm        Reply with quote

I think I slightly prefer the original fake-MSX version, not only because of the style, but the boss and miniboss fights. I feel like the increased difficulty in the remake stalls the pacing a little too much at times. Instead of feeling like an unexpected test of skill, breaking up the cerebral parts of the game, I more often feel like "ehh, I'll come back later when I have better weapons and more life points" so it just becomes another puzzle.

Schwere Viper wrote:
When you start the battle with Palenque, you need to use the Pochette Key to start your small aircraft in order to actually begin the battle. If you don't, Lemeza slides off-screen, the screen fades to black and then fades back in on him standing in Palenque's chamber with the ankh gone, requiring you to either reload your save or run around getting the Ankh Jewel and summoning the ankh again. Now this wouldn't be so irritating in itself if there were some sort of cue letting the player know that they need to perform this INCREDIBLY SPECIFIC ACTION RIGHT NOW, but there isn't! It also doesn't help that this is the only guardian in the game that requires you to use an item aside from the Ankh Jewel to truly start a battle.

you walk one screen to the left and open the treasure chest and you can try it again. you don't have to reload anything. a game bug?
I didn't think this scenario was too obtuse because going through the Chamber of Birth just prior to Palenque you're required to use all the sub-items you've found up to then, reminding the player that they can actually use these things to interact with the world. not to mention the numerous times the Pochette Key is used, drawing attention to the fact that it operates machinery.

I can't understand complaints about the Gate of Illusion, since all the puzzles there are arbitrary and it throws the established rules of the game out the window. everything there is backwards! but maybe I don't mind since I never had trouble in that area.

Bennett wrote:
I would still recommend the game to anybody, but with the caveat 'play until you need to read a FAQ, then stop'. Maybe they designed La-Mulana to be played with a FAQ, or with friends, but to be honest I don't think it's much fun when you play it that way.

I played the game with brief peeks at a FAQ once (back then there weren't comprehensive guides so it was more of a bunch of detailed maps). It was still very challenging and felt like a puzzle in itself to solve, since so much of the latter half of the game is open-ended. "I know I need item A to get item B here, but I can't figure out how the hell to get to the room that has item A." I still had a lot of fun this way.

If you believe playing a game with friends is less fun, well I guess that says more about you than it does about any game.

Just from the reactions in this thread it seems clear that everyone gets a difference experience out of this game. One player's frustrating bullshit puzzle turns out to be natural and logical to another player. I loved the outside-the-box thinking required in the Gate of Illusion, but I'll admit there's some "normal" puzzles I didn't enjoy at all. Different types of thinking involved. The creators have never actually said (as far as I know) you should collaborate with other players and compare notes, but I believe this was the entire point of their game. What is there to prove by playing a game like this inside a vacuum, anyway?
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Dark Age Iron Savior
king of finders


Joined: 06 Dec 2006
Location: Spacecraft, Juanelia Country

PostPosted: Mon Aug 13, 2012 10:12 pm        Reply with quote

yeah, one of the most wonderful/amazing/intriguing things about this game is the notably different experiences that people will have will the game in terms of what they find/solve in what order/when. That's not just uncommon in the Castlevania and Metroid games, or even many of the old MSX games La-Mulana is patterned after, it's pretty exceptional in the genre period. I totally missed the Throwing Knife until I read the earlier pages of this thread. I just assumed it would be something that came at some unknown point in the future, but all I needed was to be a little bit more thorough. It's not like I hadn't seen collapsing platforms elsewhere!

I think that's the kind of thing that Igarashi was trying to tap into when he came up with stuff like the souls in the Sorrow games (or item drops in general), but it really didn't work out the same way. You can't just dice roll for what the player is shown next. They have to tap into their own sense of discovery.and experimentation
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Bennett



Joined: 03 Apr 2009

PostPosted: Mon Aug 13, 2012 10:35 pm        Reply with quote

Dark Age Iron Savior wrote:
when you read one thing from a FAQ or wiki, you are not actually required to read all the rest of the material present. I've been seeking answers only for certain specific things that baffled me and I am still hella enjoying the game!


That's how I felt about it, exactly, up until about hour 20 on the game clock (which means 20 hours of successful non-dying play, probably more like 60 or 80 in real terms) when I realized I was no longer really able to make progress on my own. This is why I say I think they crossed a line. Their approach isn't wrong, exactly, they just took it too far. Or you know, maybe I just suck at videogames!
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Schwere Viper



Joined: 14 Feb 2007
Location: Western Australia

PostPosted: Tue Aug 14, 2012 7:24 am        Reply with quote

haze wrote:
Schwere Viper wrote:
When you start the battle with Palenque, you need to use the Pochette Key to start your small aircraft in order to actually begin the battle. If you don't, Lemeza slides off-screen, the screen fades to black and then fades back in on him standing in Palenque's chamber with the ankh gone, requiring you to either reload your save or run around getting the Ankh Jewel and summoning the ankh again. Now this wouldn't be so irritating in itself if there were some sort of cue letting the player know that they need to perform this INCREDIBLY SPECIFIC ACTION RIGHT NOW, but there isn't! It also doesn't help that this is the only guardian in the game that requires you to use an item aside from the Ankh Jewel to truly start a battle.

you walk one screen to the left and open the treasure chest and you can try it again. you don't have to reload anything. a game bug?


Possibly, but more likely to be me being impatient.

Haze wrote:
I didn't think this scenario was too obtuse because going through the Chamber of Birth just prior to Palenque you're required to use all the sub-items you've found up to then, reminding the player that they can actually use these things to interact with the world. not to mention the numerous times the Pochette Key is used, drawing attention to the fact that it operates machinery.


I can understand where you're coming from here, but I can't really concede the point. In Chamber of Birth and most places where a usable item is required there were always hints as to what you needed to use. For example, a black snake appears on the wall near where you use the Serpent Staff to open up a path (in contrast to the white snakes that frequent the walls), an infinity symbol appears where you need to use the Endless Key, and more to the point, an outline of the Pochette Key appears right where you need to use it (murals etc.). I guess the jump in logic to using it to start up the mechanical airplane during Palenque isn't that huge, but even with that consideration it's still the only guadian battle that requires the manual use of an item beside the Ankh Jewel. I think that's a pretty big bulb to leave without a lampshade.

Haze wrote:
I can't understand complaints about the Gate of Illusion, since all the puzzles there are arbitrary and it throws the established rules of the game out the window. everything there is backwards! but maybe I don't mind since I never had trouble in that area.


I think the important thing to consider here is that the vast majority of Gate of Illusion plays with expectations on a strictly gameplay level, not a control one. Warps that lead you to dead ends, passages that lead to nowhere, trapdoors, even triggering the first hidden pitfall - these all mess with the player's understanding of how the game talks to them, but aside from Mario Time it never gives the player reason to doubt the controls - how the player talks to the game. Gate of Illusion is lying to you for the most part, but for that one moment it just starts speaking a different language. I wouldn't take issue with it if there was some vague Confusion-style hint about "descending beneath the container into further illusion" or something, but from what I recall there is nothing!
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bza
a very bad gay


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PostPosted: Tue Aug 14, 2012 2:37 pm        Reply with quote

There are only two points in the entire game where you need to use that technique, and it totally caught me off-guard too! In fact, I discovered it accidentally...
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PostPosted: Tue Aug 14, 2012 6:55 pm        Reply with quote

bza wrote:
There are only two points in the entire game where you need to use that technique, and it totally caught me off-guard too! In fact, I discovered it accidentally...


i think accidentally is supposed to be how you find it, really

i mean that sounds like bullshit, maybe, but it didn't take me too long before i was randomly dropping weights. i guess i came through that area without having to look anything up. in fact the two points that i did have to look up are things that nobody here has mentioned, probably because you didn't have to think twice about them!

this is one of the reasons this game is so interesting!
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haze
la belle poney sans merci


Joined: 04 Dec 2006

PostPosted: Tue Aug 14, 2012 11:27 pm        Reply with quote

hrmm, I think I found it because of how the screen is laid out. in the entire Gate of Illusion, there's almost no empty space anywhere, because everything is taken up by floors and hallways. so this one inaccessible block of wall seemed suspicious to me, and I tried everything I could around its edges. also, you had to do something similar in the original game, climbing an invisible ladder, twice.

MORE REMAKE COMPARISONS: I like how most of the Chamber of Birth was changed to be given more of a unique identity, instead of looking like a repeat of Gate of Confusion. and the Tower of the Goddess being so much easer to climb. and Eden being blocked off at first does wonders for the game's pacing at that point.

Bennett wrote:
it would gradually transition into a hardcore action-oriented ghouls 'n ghosts type game as you became more proficient and better equipped.

it just occurred to me that the Dimensional Gate is pretty much this same idea. it's one long boss-rush with no mandatory puzzles, and without the grail you're only given limited chances to escape for healing/saving. the game creators were one step ahead of us.
but taking the idea to a larger extent would make the game too much of a Super Metroid style progression. and we have enough clones/spinoffs of that already.
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PostPosted: Thu Aug 16, 2012 9:25 pm        Reply with quote

I couldn't help but notice the Michael Jackson glyph in the Moonlight Moonwalker Temple. It changes poses every time you return to the screen.

Still playing this, making my way through the Confusion Gate (aka Gate of Illusion, but I like the old name better). NIGORO have talked about how they view 2D games not as a "retro" thing, but as a once-forgotten form of expression differening from 3D games that had made a bit of a comeback in recent years, showing that the demise of this style was premature and there are still things to be done with 2D games. Even though they started out with a reinterpretation of a classic MSX game, with the remake I feel like I can buy that. That they also chose to make and then totally revamp this game that so clearly celebrates classic 2D games and have it be all about archaeology and forgotten legends is pretty interesting as a tidy little thematic package. It begs the question: what will they do next?

This image is probably one of my favorite screens in the game so far. Evokes a feeling reminiscent of everything from Castlevania and Super Mario Bros. 3 (there's even one of those bone-chucking skeletons that collapses and reanimates) to the Tower of Latria in Demon's Souls. I am really digging this game more and more as I keep playing.


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PostPosted: Fri Aug 17, 2012 10:04 pm        Reply with quote

There's a pretty cool Borges reference in the Tower of the Goddess, where beings called the A Bao A Qu pursue you up spiraling staircases and whose translucent bodies are revealed only once you've reached the top and found the Eye of Truth.
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PostPosted: Fri Sep 21, 2012 3:03 am        Reply with quote

This is now out for Wii.

I hadn't turned on the Wii in about a year until tonight. I discovered that I already had enough points for this game, and then I remembered that I had added those points specifically for this game way back when it was originally supposed to be released.

I haven't played this before in any form. I'm intimidated by the rumors of its difficulty, but that was also the case with Demon's Souls and Dark Souls (even after I had played Demon's), and those ended up becoming some of my very favorite games.
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PostPosted: Fri Sep 21, 2012 4:17 am        Reply with quote

oh man dude it is the best game
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remote



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PostPosted: Fri Sep 21, 2012 5:19 am        Reply with quote

Don't be afraid of resorting to youtube LPs or FAQs or whatever if you find yourself stumped. Just playing it is pure goodness.
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PostPosted: Thu Oct 04, 2012 10:18 am        Reply with quote

This is now super-cheap and has the original music included!

http://la-mulana.com/en/blog/new-release-information.html
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PostPosted: Thu Oct 04, 2012 10:26 am        Reply with quote

Man, I would like to know what the fuck Valve's deal is, but I might grab grabbed this new release anyway. Good on GoG.
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luvcraft
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PostPosted: Fri Oct 05, 2012 5:26 am        Reply with quote

boughted. Will also buy on steam. Probably.

what does SSCC mean?
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Schwere Viper



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PostPosted: Sat Oct 06, 2012 7:05 am        Reply with quote

luvcraft wrote:
what does SSCC mean?


Wiki wrote:
The Konami SCC (Sound Custom Chip or Sound Creative Chip) is a custom sound chip that was developed by Konami with Yamaha. It is one of several sound/memory management chips Konami developed in-house that ended up in use in home computer and video game systems from the late 1980s into the 1990s until the fourth generation systems were prolific.

http://en.wikipedia.org/wiki/Konami_SCC


Also it looks like I might have jumped the gun: it's not a usable sound set in-game. It's a few extra tracks from the remake - Mulbruk's theme, Eden, the boss rush BGM - done over in the SCC style. Sorry!
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PostPosted: Mon Oct 15, 2012 4:04 am        Reply with quote

I've beaten three guardians now. I like this game a lot.

Although some of the puzzles are kind of ridiculous and would require a lot of aimless wandering without using a guide (reminds me of attempting to burn every bush and bomb every rock in Zelda 1), I'm trying not to spoil too much for myself because it's great to stumble upon a puzzle solution or a new area. I felt the same way about Demon's and Dark Souls.
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