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Post by Snarboo on Oct 8, 2012 16:19:18 GMT -5
I see that green lizard asshole got you too, Derboo. Has anyone found a good graphics plugin for this game yet? The few I've tried all seem to have issues with it.
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Post by derboo on Oct 8, 2012 21:32:58 GMT -5
Jabo's Direct 3D Plugin in Project 64 is the best I found. So wrestling techniques require particular setups, apparently. You can do a "Leg Death Lock" and a "Boston Crab" on downed enemies, depending on the positioning. The only other grapple I've gotten was a Knee Kick as a counter. Getting my revenge on the green lizard asshole:
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Post by Ace Whatever on Oct 9, 2012 1:49:48 GMT -5
I guess I should probably switch to a PC emulator because the Android one doesn't show me the power and stamina bars.
Also, are Diaz's limbs laced with dynamite? Why does every connecting strike cause an explosion?
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Post by retr0gamer on Oct 9, 2012 5:13:13 GMT -5
Best way to play NTSC N64 games on a HDTV is with s-video unless you have one of the versions that can be modded to support RGB. There's a tutorial at mmmonkey If you have a PAL console and want better than composite video you have to get a modified s-video cable. A normal s-video cable will give an over bright washed out image. The only place I know of that sells these is at www.consolegoods.co.uk/ or through his ebay account. I know some one posted about having trouble with a saturn mod chip from this guy but I know lots of people that bought the chips and these cables from him and they have worked perfectly. It's also as far as I know the only place to get them.
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Post by xerxes on Oct 9, 2012 20:45:21 GMT -5
Here's the manual. It's the UK version, which may or may not be different from the NA version. Looks like it was featured in three issues of Nintendo Power, so I'll put that stuff up if I can find it.
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Post by Snarboo on Oct 10, 2012 14:28:29 GMT -5
I've just made it past Area 2, and the game has already gone full blown retarded. Saying anything more would be spoilers, but I can say that we're in for a doozy!
I've noticed an odd quirk with the fighting system: the only way to learn new moves is if they're used on you. I can't tell if they have to connect in order for you to learn them, or if you just have to see them used. It also seems random as to whether or not you'll learn a more advanced move such as a grapple. It's a sound system in theory, but it ends up a frustrating mess if you're trying to learn a specific move after an intense fight only to end up not learning it.
Has anyone figured out the best counter move to use yet? It's been nothing but a massive crap shoot for me no matter which option I pick. There has to be more depth to this system, right? Maybe it has something to do with the brief flash you see before the enemy attacks you.
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Post by Ace Whatever on Oct 10, 2012 16:48:37 GMT -5
I'm pretty sure you just learn them automatically. The early enemies kept throwing right punches at me but at the end of the fight I was learning both the left and right versions. Also, the green lizard asshole used two grapples on me. I learned one but I had already had the other from the start (Backbreaker) but I have no idea how to trigger it, as the default grapple options are tackle and arm throw.
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Post by Snarboo on Oct 10, 2012 16:55:29 GMT -5
I learned one but I had already had the other from the start (Backbreaker) but I have no idea how to trigger it, as the default grapple options are tackle and arm throw. I'm guessing you need to grapple an enemy from behind to use the ability you learned, since doing so opens up new techniques. You can also attack enemies while they are downed.
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Post by kal on Oct 10, 2012 19:07:41 GMT -5
For those that didn't read the manual - you can get behind people by grappling them and then rapidly tapping double left or double right. Although there's not much point to this unless you have decent back-grapple moves.
Also because it's kind of weird, you initiate grapples on ground based enemies with A > Techniques rather than the grapple button which flips enemies.
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Post by derboo on Oct 11, 2012 11:41:47 GMT -5
Hmm, seems dodging a lot with the analog stick isn't a recommendable tactic anymore later in the game, cause the enemy will build up lots of power and once it gets you will grapple the shit out of you on the ground without anything you can do... I also can't believe I never made the connection that the guy with the biggest face on the cover actually might turn out the hero... I only remembered seeing screenshots with Diaz as the player character.
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Post by kal on Oct 11, 2012 20:37:30 GMT -5
The storyline is certainly unexpectedly impressive - it's not high caliber but I guess given the way the game plays, it's easy to forget it's supposed to be an RPG as well.
Honestly Blocking seems to be the best tactic since it builds your defense stats.
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Post by Deleted on Oct 12, 2012 6:10:20 GMT -5
I'm finally back from a business trip so I can start playing. Actually looking forward to this.
Thanks for the recommendations on the cable. I'm going to give it a try later today with the S video.
Out of respect to succubus I spent some time detailing my N64 and controller and it looks brand new. Thanks to the IRC crew for the magic eraser recommendation.
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Post by Deleted on Oct 12, 2012 14:13:42 GMT -5
I am currently up to Area 7 in HH, and I'm not sure if I'm jetting about too fast. If nothing else, I can dispense some advice for every here and there, and I'll attempt to keep it spoiler-free to boot.
-While throws are generally more powerful than strikes, you don't want to neglect your limbs early in the game. They become more useful later on as you meet enemies who are either too fast or too wide-bodied to be grabbed.
-If you're patient enough, combos are incredibly useful, as enemies who try to block your attacks will NOT be able to block anything past the first attack in a combo. Those who step might be able to avoid more than one attack, but if you build up a long combo, one of your strikes will land eventually. I don't know exactly what determines your ability to store up combos (Reflex, maybe?), but just fight enough enemies and you'll somehow learn it eventually.
-As far as which throws are the best, any of them which do direct damage to the enemies head are the most valuable. This includes the Piledriver, the Headcrush, and my personal favorite, the Head Butt. Direct head damage is likely to cause the enemy to blackout for several seconds, leaving them completely vulnerable to ground attacks and essentially giving you a free ride for bonus damage.
-I haven't really determined which striking attacks are the best to use above all others, but despite all the ones I've learned so far, the basic straight punches, hooks, and middle kicks still get the job done even late into the game. Attacks that target the midsection seem to be the most effective in terms of damage and knockdown potential, though this may change depending on what enemies you face.
-The earlier areas feature rooms with tiles that respawn enemies even after you beat them. I've noticed a distinct lack of these tiles after the fourth area, so if you're the type who likes to grind up your power fighting as many enemies as possible, do it sooner than later.
-KaL is correct in that guarding is usually the best option for dealing with attacks, as it builds up your defense and makes it possible that you'll learn the strike even if you get hit by it. However, if you're moving while you try to guard, it's possible the enemy's attack will hit you mid-move before you can put up the block. You have to balance evasion and blocking while making sure one doesn't overlap the other.
-When being thrown, I have rarely ever been able to escape, and even less have I been able to counter. Take Fall is usually the option I go with, but even THAT doesn't work too well. In short, getting thrown by enemies sucks. You'll want to do all that you can to prevent it, unless you're deliberately attempting to learn throws from the enemy in question. If you want to prevent it, look for when enemies attempt to grab you (it's a distinct lunging motion where they bring their arms around), and then throw out a strike or a combo for a free shot. Grabs are usually a bit slow, so enemies won't usually have time to react to a punch or kick if they're in mid-grab.
-You can potentially run from opponents if you make a dash for the nearest door, but this can be risky as an enemy you tags you from behind initiates a "surprise attack," giving them one charged power bar and completely leaving you at zero power bars for a few seconds. IF (very big "if") you can sneak up on opponents from behind somehow, you get an advantage which gives you a full power bar from the start, but this is incredibly hard to do. I only ever did it once in this single playthrough, so don't count on it. It's essentially like a stupider version of Earthbound's advantage system.
-If you know there's a save point nearby, then don't use too many (or any) of your special items. While life rechargers are plentiful, I'm not sure if they're infinite, and you'll be needing to use them more the farther into the game you go over increasingly long stretches without save points. If the situation is desperate, there's no shame in using a defense enhancer or whatever, but you'll usually want to save those for boss fights.
-When it comes to shooting down sentry robots, missile pods and the like, some of them will dispense items the first time you shoot them down. In some cases, running is preferable to shooting (particularly as switching between the two is pretty damn stiff), but it's usually worth it to try and shoot down whatever you can. Earlier stages usually seem to give you life rechargers for shooting down small droids, but they get rarer in later stages and are usually reserved for larger droids and machines. There's even one part in area 4 where you can get a Battle Charger X, but it's practically invisible depending on where it's placed. I'll only tell you that it's available after an unorthodox and frustrating fight.
-Yes, falling down a pit kills you instantly, regardless of your remaining life. Thankfully, pitfalls are few and far in between, but be extra-careful if they appear. I'm stating the flagrantly obvious here, but it bites to instantly lose progress this way.
-I'll conclude this tips session with warnings about certain enemies. I can't say what's the hardest type of enemy to watch out for, but I'll attempt to describe a few of the more brutal ones. As early as area 3, you face these "horse demons" who have insanely powerful wrestling moves. You can learn from them if you're lucky, but they deal and take a lot of damage, quite tough for as early as you face them. In the same area exist thick-bodied abominations with large holes where their mouths should be, who can't be thrown and spurt out poison clouds. Getting poisoned blows, and you can't learn any new moves, so kill them quickly. There are also Men in Black, who aren't the most outright powerful enemies, but they're pretty quick and they'll actually SHOOT you if you move too far from them, so do your best to stay in close.
-Area 4 then introduces robots into the fold, and there are two which can't be thrown. For the really bulky ones, you'll want to stay as close as possible and keep guarding their not-too-powerful punches as they can shoot you if you get too far from them. For the big headless robots, they do lots of damage up close, but they can't actually run. Keep your distance using the Z button to run away and build up combos, then shuffle in close and beat them up. Later on, there are these large green humanoids with red eyes and big muscular forearms arms. These guys belt out insanely damaging wrestling techniques, so you'll want to try and keep your distance with them.
-Finally, the toughest non-boss enemy I remember facing was a sort of large gray dragon-looking guy with a huge body and long arms, yet he somehow ran REALLY fast despite his bulk. It kept punching me with its pointy arms, doing high damage and knocking me down each time, barely giving me any chance to attack. I THINK it might have even had the ability to shoot some sort of breath attack that caused wind damage, preventing you from getting too far out of its range. This guy's practically a boss despite not being announced as such, and the only way I won was by getting lucky spamming high kicks and knocking it down each time. This fella comes along sometime in the middle of area 6, and you'll know the one I mean if you try to run away from it and it runs exactly as fast as you do. BE FOREWARNED.
Whew. That's all I can think of for now. I'm actually enjoying this game quite a bit, even if it's massively flawed. It's like Vagrant Story meets Metal Gear Solid, a match made in... well, not Heaven, but not Hell either... some circle of Purgatory, perhaps? But it's an interesting game no matter how you slice it.
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Post by Weasel on Oct 13, 2012 10:56:37 GMT -5
If anybody's having trouble with enemies that use a lot of grabs and throws, here are a couple of techniques I've figured out:
-- Don't waste your power bar(s) trying to get shots in at first. If you have a usable bar after they grab you (but BEFORE the "Warning!" message and counter prompt), press A quickly to bring up your own attack menu. You can use their grapple to use one of your own throw moves.
-- If you're at a distance from your enemy and they're running at you, try to prolong this distance for as long as possible while your gauge charges. Then, just before they get within range of you, use any kick attack (I find Middle Kicks work best for this but a Low Kick might also do the trick) to knock them over and deal fairly high damage.
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Post by derboo on Oct 13, 2012 11:53:22 GMT -5
-- Don't waste your power bar(s) trying to get shots in at first. If you have a usable bar after they grab you (but BEFORE the "Warning!" message and counter prompt), press A quickly to bring up your own attack menu. You can use their grapple to use one of your own throw moves. Enemies can also use that tactic, so be aware when you initiate grapple yourself.
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