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Games You Played Today V: Gamer's Quarter
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Fri Aug 26, 2011 2:09 am        Reply with quote


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protoblax
bootleg pokemon


Joined: 08 Mar 2011
Location: MARIOZONE

PostPosted: Fri Aug 26, 2011 2:41 am        Reply with quote

/ ESCAPE \
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Aug 26, 2011 2:45 am        Reply with quote

Texican Rude wrote:
I polished off Sly 1 and sent it back without touching Sly 2 and 3. I felt pretty confident that nothing in the sequels was going to impress me. I do have irrational love of Jak 2 and 3 but the important thing about all of Sony's Platformers (Jak, Ratchet, Sly, Ape Escape) and that tugs at me every time I play one is how root they are. It also bothers me with Uncharted and the Prince of Persia series. There's no room for failure because your every jump is planned for in a meticulous way. There is never doubt in playing the game and stepping outside of what the developers wants you to do has you hit a brickwall pretty damn fast.

For Sly a game that is supposedly about thieving I would have thought I would be collecting skills and knowledge that I ended up applying the final level not actually COLLECTING skills and knowledge that I don't even need to use or ever apply to complete the game.

All of the Sony Platformers are REALLY GOOD kids games. The lack of freedom in them has always tugged at the back of my mind. I guess the reason I prefer Jak 2 is that if you stuck Jak in an empty square white room he would still be fun to move around with for a while. Mario (especially Sunshine Mario) would absolutely be fun to move around in a white room. I don't think a quarter of game developers give enough attention to "white room entertainment."


The Jak games at least require you to master your skillset and often use skills simultaneously.

I never played Sly 3, but Sly 2 is very paint-by-the-numbers for an "open world" game. It still has lots of charm and ends up a playable Saturday morning cartoong. But the game never asks much of you.
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Aug 26, 2011 3:10 am        Reply with quote

Gorblax wrote:
/ ESCAPE \


we should make a font page thread for this and post our score screenshots holy cow.

*starting the bar at 300
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Aug 26, 2011 3:35 am        Reply with quote

I great I lost sound for the game and Now I can't get it back.

OH I FOUND IT

DON'T PRESS ZERO


Last edited by Toptube on Fri Aug 26, 2011 4:19 am; edited 1 time in total
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Tlon



Joined: 25 Sep 2008

PostPosted: Fri Aug 26, 2011 4:13 am        Reply with quote

Texican Rude wrote:


All of the Sony Platformers are REALLY GOOD kids games.


Kids games? Ratchet & Clank always felt really challenging.

Playing more Gears 2. Gross level, Portal tribute level. Fun stuff. Can't shake the feeling that if I didn't play at all Dom would still kill all the enemies.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Fri Aug 26, 2011 4:32 am        Reply with quote

Gears is nowhere near as disingenuous as CoD, your allies will go down pretty quick if you leave them alone.
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Fri Aug 26, 2011 4:44 am        Reply with quote

Toptube wrote:
*starting the bar at 300


The bar is now ever so slightly higher


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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Fri Aug 26, 2011 4:46 am        Reply with quote

I got 390.

It took fucking ages to pass the 350 bar once I had 330.

(you're a real jackass, Gorblax)
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protoblax
bootleg pokemon


Joined: 08 Mar 2011
Location: MARIOZONE

PostPosted: Fri Aug 26, 2011 5:10 am        Reply with quote

My high score is 249. I'm pretty bad at video games guys
I like to pretend this is set in the same city as Canabalt.
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Rud31
forum ruler of Iraq


Joined: 05 Dec 2006
Location: SanAnTex

PostPosted: Fri Aug 26, 2011 5:14 am        Reply with quote

Tlon wrote:
Texican Rude wrote:


All of the Sony Platformers are REALLY GOOD kids games.


Kids games? Ratchet & Clank always felt really challenging.


Because the games we played as kids were all piss easy and we hated a challenge.
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tacotaskforce



Joined: 04 Dec 2006
Location: Logical, Practical

PostPosted: Fri Aug 26, 2011 5:42 am        Reply with quote

Texican Rude wrote:
For Sly a game that is supposedly about thieving I would have thought I would be collecting skills and knowledge that I ended up applying the final level not actually COLLECTING skills and knowledge that I don't even need to use or ever apply to complete the game.


Uh, that actually happens in Sly 2&3. I mean 2&3 have some silly meaningless bonus skills too, but 2&3 are radically different games than #1. I guess you skipped them because it was Wes saying that they were very different games, but in this case he really is right!
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Adilegian
Rogue Scholar


Joined: 05 Dec 2006
Location: Q*Bert Killscreen Nightmare

PostPosted: Fri Aug 26, 2011 6:12 am        Reply with quote

Making time to play Deus Ex, even at this hour.

I barged in on a woman in the bathroom, accidentally shot her, then apologetically flushed her commode.

I found a bum singing the national anthem and knifed him to death then cut up the body so there would be no evidence.

I found a woman dying of the Grey Death and gave her a pittance.

I fed a starving child.

Great contradictions = great game?
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Bennett



Joined: 03 Apr 2009

PostPosted: Fri Aug 26, 2011 10:56 am        Reply with quote

Gorblax wrote:
My high score is 249. I'm pretty bad at video games guys


Don't feel bad, I could only get 220 before my escape key got tired. Nice game though, I like how you can speed up.

edit: 270
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protoblax
bootleg pokemon


Joined: 08 Mar 2011
Location: MARIOZONE

PostPosted: Fri Aug 26, 2011 3:06 pm        Reply with quote

Hero's Adventure
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Toptube
Anti-cabbage Party Candidate


Joined: 23 Apr 2007

PostPosted: Fri Aug 26, 2011 4:59 pm        Reply with quote

I got 305. Then I figured out how to turbo jump----but its not really usable, but I spent a long time trying to make it so.
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Fri Aug 26, 2011 7:47 pm        Reply with quote

Played Pac-Man C.E
0204430

I mostly ignored the ghosts.

If this video is any indication, the ghosts are a large percent of where the high scores come from


I love how this player only ever seems to link powerpellets at the last possible second.
He/she gets every ghost and pellet possible before continuing the link.
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radish



Joined: 23 Aug 2007
Location: tromaville

PostPosted: Fri Aug 26, 2011 8:16 pm        Reply with quote

Gorblax wrote:
Hero's Adventure


That was neat.
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Mr.Stevenson



Joined: 15 Aug 2008

PostPosted: Fri Aug 26, 2011 9:10 pm        Reply with quote



I prefer this game to Canabalt. I hope that makes me a jerk.
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Hekatoncheir



Joined: 10 Apr 2011

PostPosted: Fri Aug 26, 2011 9:12 pm        Reply with quote

Came in here thinking I could at least be second best with 378:



but I guess not >:[

I think the turbo jumping could be a viable strategy, for the earlier parts at least, if the camera was set so you could see a little more of what's ahead. That would screw up the balance though because the laser cheats and is always a half-second below the edge of the screen, no matter how fast you go

EDIT: nvm >:)


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Bennett



Joined: 03 Apr 2009

PostPosted: Fri Aug 26, 2011 9:46 pm        Reply with quote

I think it's like SnakeJump, in that you can probably turbo your way to a medium-high score, but only by attempting it dozens and dozens of times.
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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Fri Aug 26, 2011 10:13 pm        Reply with quote



I think if you do anything other than wildly mash the Esc button you're doing it wrong.
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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Fri Aug 26, 2011 10:23 pm        Reply with quote

Also can you beat my LOW SCORE???

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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Fri Aug 26, 2011 10:33 pm        Reply with quote

I'm going to start an axe topic so I don't shit up this thread anymore with high score boasting
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The King



Joined: 14 Dec 2010
Location: Japan

PostPosted: Sat Aug 27, 2011 12:03 am        Reply with quote

Nope.
12m is the height which activates the laser.
You can't die any lower. You are the low score champion.
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Ghost Dinosaur



Joined: 05 Feb 2009
Location: Moving

PostPosted: Sat Aug 27, 2011 12:10 am        Reply with quote

i activated it at 11, but i had to hit 12 for it to kill me.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Aug 27, 2011 12:22 am        Reply with quote

yeahhh i'm like 23 stars in and i dunno about mario sunshine. i mean it's good enough that i got 23 stars and i might keep going but.

terrible unskippable fmvs
otherwise decemt missions with chewy chunks of story in them
multiple red coin missions per world
you have to fight that pirhana plant miniboss five times in the first two hours
fetch quests
those stupid missions where you have to very gradually spray shadow mario to death
everything about yoshi
usually the only means of extra propulsion you have in the a capella levels is a cartwheel jump, which in the other 3d marios are really more of a "oh i just did a cartwheel jump on accident that's cool i guess" not like a thing you do to reliably get over bottomless pits
if you fall in oily water, you're fucked, but for what feels like half a minute
swimming isn't as awkward as i remembered, but i don't see how it feels more "real" than swimming in the other 3d mario games. in those, the way you tilt really feels weightless, whereas here you're just moving around on a plane plus toggling your altitude
pacing of missions seems real inconsistent
sometimes the camera won't budge or it'll get stuck behind some object because it doesn't want to snaap closer like a modern third-person camera would, other times it'll just clip right through stuff. 64's camera is pretty musty by today's standard, but at least it feels consistent.
granted you don't have to touch them (or the fetch quests) if you're not a completist but the underground pipe thing just seems like bad design. bump into walls until you find something.
i think 64's level design has a logical spacing of actual platforming challenges, whereas much of sunshine is flat and watery but with razor-thin/moving/spinning platforms strewn above. it's like one second you're playing 3d zelda overworld and the next a masocore sequel to jumping flash, and if it's not dying then the punishment for screwing up is another two minutes of zelda

that said, some really creative boss battles
mostly great art design, nice that it's not just ice world/fire world/water world/etc
the water pack thing is fun in and of itself
the bouncey telephone things are awesome, although they contribute to the aforementioned spacing problem
i like the secret cloud levels

but i'm not seeing the incredible highs. i definitely had more fun with galaxy 2/, whose highs were at least as imaginative and the bullshit of which at least didn't demand so much of my patience.

it make s me wish there were more good 3d platformers where you could just explore and screw around though. why is that so dead, i mean that's gotta be more cost-effective than the hyper-setpiecey rachet and clank/sonic thing right? is it still just because of the stigma rare and thq gave it?

what a post, forgive me selectbutton


Last edited by glossolalia on Sat Aug 27, 2011 2:56 am; edited 2 times in total
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Hekatoncheir



Joined: 10 Apr 2011

PostPosted: Sat Aug 27, 2011 12:52 am        Reply with quote

glossolalia wrote:
usually the only means of extra propulsion you have in the a capella levels is a cartwheel jump, which in the other 3d marios are really more of a "oh i just did a cartwheel jump on accident that's cool i guess" not like a thing you do to reliably get over bottomless pits


i haven't played sunshine but man the cartwheel jump was like my Main Jump in 64
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Aug 27, 2011 1:32 am        Reply with quote

man i don't get that. ui mean it has a cool feel to it, but you essentially have to aim correctly three times in rapid succession for it to get you where you want it to.
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Hekatoncheir



Joined: 10 Apr 2011

PostPosted: Sat Aug 27, 2011 1:38 am        Reply with quote

oh uh what jump are we talking about

i'm talking about this cartwheel jump

i guess you mean triple jumping. nevermind!
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Aug 27, 2011 1:53 am        Reply with quote

no, that's what i meant. you have to aim the stick in the direction you eventually want to jump, flip to the opposite direction, then flip back, and the timing and angle has to be just right or it won't work at all. i think there's more opportunity for things to go wrong than with a long jump, which is pretty straightforward and has a generous execution time, or a backflip, which is less intuitive but you can take as much time as you want setting up. in sunshine these were scrapped in favor of a zelda camera button for some reason. i don't think i ever planned to write this much about 3d mario jumps.
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Hekatoncheir



Joined: 10 Apr 2011

PostPosted: Sat Aug 27, 2011 1:58 am        Reply with quote

i guess the secret is that you barely need any momentum to cartwheel. from the foot of a ledge you want to get up to, starting from a stop, you can run about a foot away from the ledge then flip up to it. i can see how using it to get over pits would be annoying, but the nice thing about it is that you can get the height of a running double jump with very little movement

i am totally bogging down this thread with mario jump discussion. let's all just look at this


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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Aug 27, 2011 2:13 am        Reply with quote

i think somebody once said on here that mario 64's big moveset is counterintuitive, but it actually makes as much sense as it could: A button is for moving up, B is for moving forward/outward, and Z is for moving down. the result of every combination might not be obvious, but the mapping is totally consistent. i wonder if they came up with moves then eventually mapped them down to that, or if they just decided to come up with moves for every combination.
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analogos
bravely default crying fairy


Joined: 10 Jun 2007

PostPosted: Sat Aug 27, 2011 2:36 am        Reply with quote

same here re: never having had much trouble with the cartwheel jump and it being one of my go-to tools since at least sunshine. are you playing it emulated by any chance? i feel like maybe the ability to fix into the corners of the proprietary nintendo controller left stick angled gate might have something to do with why i've never found accuracy to be too much of a problem at least in the case of that move.

but yeah it's for when you want/need to achieve verticality with as little momentum or workable space as possible. also good for setting up walljumps in a lot of situations. not really a gap/pit platforming tool.
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cassievania
cassie-no night zone


Joined: 16 Feb 2010
Location: Master, the batteries in your Wii Remote are depleted

PostPosted: Sat Aug 27, 2011 2:38 am        Reply with quote

really, while I used to think the secret levels were the best part of the game (though still enjoying the game proper itself), going back to Mario Sunshine and playing them after playing the Mario Galaxy games made me appreciate them less. They're neat for what they are, tiny "real mario challenge" breaks from the main game itself, but I often wish Mario had his old moveset. It's troublesome when you have to rely on the cartwheel jump, and even moreso when you have to struggle with the camera.

Though, to be honest, I think I've always struggled with controlling both Mario and the camera in the 3D games, but it feels much more frustrating in Sunshine then the others. Still, I feel much the same about Sunshine as I did before, besides not enjoying the secret levels as much as I used to. That is to say, while I've gotten frustrated with the game often and feel there's a lot of annoying stars to collect (and coins, I still hate the blue coin idea), I'll prolly look back on this game later down the line with the same fondness I once had because I'll forget all the frustrating bits.

Also still really enjoy how the level design is completely different from the other Mario games. It's nice exploring giant, tropical levels that aren't really filled with disconnected islands or anything. Not saying I don't appreciate Mario 64 and Mario Galaxy (2)'s levels, but I feel it fits the game pretty well, because it makes the whole world itself feel very inviting. I'm a sucker for water, though (even when it's hard to navigate through).
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cassievania
cassie-no night zone


Joined: 16 Feb 2010
Location: Master, the batteries in your Wii Remote are depleted

PostPosted: Sat Aug 27, 2011 2:41 am        Reply with quote

also I have a feeling that the 120 star save file on my memory card much have been through using a gameshark, because I can't see how I would have bothered to collect all those blue coins.

the best part of using gameshark was making the rocket pack launch you up miles into the air within five seconds, then dropping down for the next five minutes.
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Sniper Honeyviper



Joined: 30 Aug 2009

PostPosted: Sat Aug 27, 2011 2:42 am        Reply with quote

The King wrote:

Impeccable taste!
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Aug 27, 2011 3:18 am        Reply with quote

analogos wrote:
same here re: never having had much trouble with the cartwheel jump and it being one of my go-to tools since at least sunshine. are you playing it emulated by any chance? i feel like maybe the ability to fix into the corners of the proprietary nintendo controller left stick angled gate might have something to do with why i've never found accuracy to be too much of a problem at least in the case of that move.

yeah i should probably blame some of it on using a dual shock.

i actually think the blue coins that take some platforming or cleverness to get are a nice diversion, although it'd be better if they weren't so directly tied to stars (shines whatever.) maybe if they opened up more one-mission worlds or something. another thing i like least about sunshine compared to the other 3d mario games is the sense of progression. it's great that there's a little mystery to the hub world, that it isn't just about goading you into unlocking shit, but unlike 64 or galaxy i can already get two or three stars and not feel like i've made any progress or expanded my options. 64 had the best balance with this.
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cassievania
cassie-no night zone


Joined: 16 Feb 2010
Location: Master, the batteries in your Wii Remote are depleted

PostPosted: Sat Aug 27, 2011 8:01 am        Reply with quote

glossolalia wrote:
another thing i like least about sunshine compared to the other 3d mario games is the sense of progression. it's great that there's a little mystery to the hub world, that it isn't just about goading you into unlocking shit, but unlike 64 or galaxy i can already get two or three stars and not feel like i've made any progress or expanded my options. 64 had the best balance with this.


oh yeah, def. it wasn't until i was halfway through noki noki bay that i realized the last few times i played sunshine that i also completely finished that area the first time i had access to it, and that was because i needed to do some mission in th amusement park to unlock the next area (but didn't realize it at the time). the only thing collecting more shine sprites in sunshine does is expand the amount of sunshine in the hub world or something.

sorry, i'm drunk.
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Lucaz



Joined: 04 Jun 2009

PostPosted: Sat Aug 27, 2011 8:24 am        Reply with quote

Began playing Alpha Protocol today. I got through Saudi Arabia and a good part of Rome. I don't have much to say, except that so I'm loving and I hadn't got caught like this with any game in quite some time.
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glossolalia



Joined: 04 Mar 2008

PostPosted: Sat Aug 27, 2011 7:47 pm        Reply with quote

Sollah wrote:
sorry, i'm drunk.

so was i.

any chance we could get the mario sunshine stuff split off into its own thread?
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