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Post by Apollo Chungus on Oct 23, 2019 17:03:23 GMT -5
Actually, I feel like MML1 is much easier for people used to more recent games to adjust to (can't say anything for its sequel or Tron Bonne since I haven't played them). You're always given clear direction on where to go, you're often given the option to teleport straight to a certain area if necessary, a save and health recharge point is almost always available when you need it; I was actually surprised multiple times during my playthrough at how often it did something that I would have expected from later generations when it came to player convenience (PS1 games, at least from what I've played, tend to leave you up to your own devices and figure things out from there - that's not a bad thing, by the way, that's just one way of designing a game). The only element that will take some time to get used to is the tank control style of movement, but I think this is at least mitigated by the fact that there isn't any dangerous platforming and you have the strafe buttons to help you maneuver around enemies.
Honestly, I'd rather just have the games be ported to new systems if possible and Capcom just use whatever money would be spent on making a new game. Considering how beloved those games are, I'd be quite worried that Capcom would try to address that by doing "faithful" remakes (the Crash/Spyro remakes, Link's Awakening on the Switch) instead of making a radically different game that uses the same premise and characters (Resident Evil 2 Remake), and I'd really rather they not do that. Those types of remakes try to approximate the original as best as they can, but end up making changes in all kinds of areas that always result in some kind of a knock-off that suffers from varying degrees of uncanny valley where things have changed enough to be noticeable but they haven't changed enough that it's impossible to not compare it to the original. If you're gonna remake a game, then do a proper remake and not some wishy-washy attempt that tries to please everyone but doesn't work out as well.
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Post by lurker on Oct 23, 2019 17:18:03 GMT -5
The problem is if you change too much it doesn't really feel like a remake.
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Post by ommadawnyawn2 on Oct 23, 2019 18:04:02 GMT -5
Actually, I feel like MML1 is much easier for people used to more recent games to adjust to (can't say anything for its sequel or Tron Bonne since I haven't played them). You're always given clear direction on where to go, you're often given the option to teleport straight to a certain area if necessary, a save and health recharge point is almost always available when you need it; I was actually surprised multiple times during my playthrough at how often it did something that I would have expected from later generations when it came to player convenience (PS1 games, at least from what I've played, tend to leave you up to your own devices and figure things out from there - that's not a bad thing, by the way, that's just one way of designing a game). The only element that will take some time to get used to is the tank control style of movement, but I think this is at least mitigated by the fact that there isn't any dangerous platforming and you have the strafe buttons to help you maneuver around enemies.
Honestly, I'd rather just have the games be ported to new systems if possible and Capcom just use whatever money would be spent on making a new game. Considering how beloved those games are, I'd be quite worried that Capcom would try to address that by doing "faithful" remakes (the Crash/Spyro remakes, Link's Awakening on the Switch) instead of making a radically different game that uses the same premise and characters (Resident Evil 2 Remake), and I'd really rather they not do that. Those types of remakes try to approximate the original as best as they can, but end up making changes in all kinds of areas that always result in some kind of a knock-off that suffers from varying degrees of uncanny valley where things have changed enough to be noticeable but they haven't changed enough that it's impossible to not compare it to the original. If you're gonna remake a game, then do a proper remake and not some wishy-washy attempt that tries to please everyone but doesn't work out as well.
Humm, easier than what? They don't have tank controls, they're more like Mario 64 but clunkier. A couple of issues are that you can't change targets while locking onto enemies, slow camera rotation (quick turn move helps though) and the delay after jumping and side dodging or before using certain weapons which sometimes makes the former uselesss vs bosses and the dodge move worse than just circle strafing. The 2D games have aged a lot better in this regard. Besides that it has issues with the enemy AI (some enemies won't even react if shot from far enough away), very short invincibility time, gems disappearing too quickly and pulling them to you being done with a sub weapon when you can only equip one at a time, the auto-mapper's range being very short, an overly linear structure, an easy final dungeon, unbalanced sub weapons, etc. Yeah MML1 is good about directions but not perfect, there's no map in the overworld for example and certain items are a matter of trial & error to find. But I agree that a new game would also be cool. In the case of Zelda: LA I didn't think it needed a remake (basically a hack that made some items context sensitive passive abilties would be enough), so it being more of a remaster with some changes here and there and minor bonus content was boring to me; I wanted more of a full blown 3D reimagining.
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Post by lurker on Oct 23, 2019 19:11:42 GMT -5
Actually, I feel like MML1 is much easier for people used to more recent games to adjust to (can't say anything for its sequel or Tron Bonne since I haven't played them). You're always given clear direction on where to go, you're often given the option to teleport straight to a certain area if necessary, a save and health recharge point is almost always available when you need it; I was actually surprised multiple times during my playthrough at how often it did something that I would have expected from later generations when it came to player convenience (PS1 games, at least from what I've played, tend to leave you up to your own devices and figure things out from there - that's not a bad thing, by the way, that's just one way of designing a game). The only element that will take some time to get used to is the tank control style of movement, but I think this is at least mitigated by the fact that there isn't any dangerous platforming and you have the strafe buttons to help you maneuver around enemies.
Honestly, I'd rather just have the games be ported to new systems if possible and Capcom just use whatever money would be spent on making a new game. Considering how beloved those games are, I'd be quite worried that Capcom would try to address that by doing "faithful" remakes (the Crash/Spyro remakes, Link's Awakening on the Switch) instead of making a radically different game that uses the same premise and characters (Resident Evil 2 Remake), and I'd really rather they not do that. Those types of remakes try to approximate the original as best as they can, but end up making changes in all kinds of areas that always result in some kind of a knock-off that suffers from varying degrees of uncanny valley where things have changed enough to be noticeable but they haven't changed enough that it's impossible to not compare it to the original. If you're gonna remake a game, then do a proper remake and not some wishy-washy attempt that tries to please everyone but doesn't work out as well.
Humm, easier than what? They don't have tank controls, they're more like Mario 64 but clunkier. A couple of issues are that you can't change targets while locking onto enemies, slow camera rotation (quick turn move helps though) and the delay after jumping and side dodging or before using certain weapons which sometimes makes the former uselesss vs bosses and the dodge move worse than just circle strafing. The 2D games have aged a lot better in this regard. Besides that it has issues with the enemy AI (some enemies won't even react if shot from far enough away), very short invincibility time, gems disappearing too quickly and pulling them to you being done with a sub weapon when you can only equip one at a time, the auto-mapper's range being very short, an overly linear structure, an easy final dungeon, unbalanced sub weapons, etc. Yeah MML1 is good about directions but not perfect, there's no map in the overworld for example and certain items are a matter of trial & error to find. But I agree that a new game would also be cool. In the case of Zelda: LA I didn't think it needed a remake (basically a hack that made some items context sensitive passive abilties would be enough), so it being more of a remaster with some changes here and there and minor bonus content was boring to me; I wanted more of a full blown 3D reimagining. Though the custom arranged dungeon thing feels like Nintendo testing the waters for a possible Zelda Maker.
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Post by windfisch on Oct 23, 2019 19:58:21 GMT -5
In the case of Zelda: LA I didn't think it needed a remake (basically a hack that made some items context sensitive passive abilties would be enough) Yes, that would make it perfect (in addition to already existing font-improvement- and auto-message-removal-hacks). Though the main item this would be applicable to would be the the Power Bracelet. Maybe the Pegasus Boots, too, which probably could be activated via double tapping the d-pad? Did you have others in mind?
ed.: I mean an actual hack of the original, with all the hardware limitations in mind.
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Post by ommadawnyawn2 on Oct 24, 2019 4:25:24 GMT -5
Yeah the bracelet is the main one. I would have to play it again to comment on the rest properly but maybe select+a or b could cycle the boots and the shield being in the active inventory.
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Post by lurker on Oct 24, 2019 7:22:54 GMT -5
The remake mapped the boots to one of the shoulder buttons.
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Post by ommadawnyawn2 on Oct 24, 2019 9:35:23 GMT -5
Yeah and that bit works as expected, talking about the GB ver. there.
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Post by lurker on Oct 24, 2019 9:54:56 GMT -5
Interesting...
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Post by Snake on Oct 24, 2019 12:02:16 GMT -5
Oh! The animals are from Star Fox! Took me a moment to figure that out.
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Post by windfisch on Oct 24, 2019 14:52:35 GMT -5
Yeah the bracelet is the main one. I would have to play it again to comment on the rest properly but maybe select+a or b could cycle the boots and the shield being in the active inventory. That's a good idea. Though it could be tricky to implement, since you'd have to press the buttons relatively precisely at the same moment - otherwise you'd activate either the map or the item on A/B first. Personally I wouldn't mind having the map accessed through some other combination, like holding select and then pushing start - you have to make compromises somewhere, I guess. That would free up select to be held and then tapping A or B respectively to cycle through items for each button on the fly.
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Post by ommadawnyawn2 on Oct 24, 2019 14:56:09 GMT -5
That could also work!
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Post by chronotigger65 on Oct 24, 2019 19:23:43 GMT -5
It is incredible! I'm currently playing through Blast Corps (N64) and making good progress. Why. I have considered the game to be one of my biggest disappointments due to not making much progress in the beginning cause of the Backlash (a dump truck) controls and how one has to use it in a certain way to destroy stuff. I'm not sure how to tell the truth. Maybe it's because earlier today I found out one has to use the L and R buttons.
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Post by Woody Alien on Oct 25, 2019 9:03:46 GMT -5
I'm gonna move on to a different topic, since I've talked plenty about the terminology as it is over the last couple of days, so I'd like to talk about a game I started playing for the first time: Tomba! for the PS1. I'd always heard pretty good things about this one, and after reading about it on Racketboy's Hidden Gems article, I thought I'd give it a bash and see how it turned out. I'm not too far into it, but I rather like what it's going for. It's a 2D action platformer with a focus on completing sidequests and finding equipment/abilities to get to new areas (yes, I'm aware of the irony that after saying I didn't want to play another Backtracker/Mapformer/METROIDS-IN-DISGUISE immediately after Aria of Sorrow, I ended up playing one anyway), and I rather like how doing quests gives you Action Points that allow you to get certain items or new powers, which lets you further explore the world and find more quests to do, and so on and so forth. It's also got a pretty charming aesthetic with adorable pre-rendered 2D characters and 3D environments, and some of the music tracks I've heard so far are quite good - the opening theme "Paradise" by Tokyo Channel Q is fantastic! The controls take a bit of time to get used to (though getting the Jumping Pants really helps out with that), and I wish there was a way to move the camera above or below you when handling certain sections, but I'm otherwise enjoying myself so far. Hopefully, I'll get a good bit into it and end up really enjoying it. Tomba!/Tombi! was such a good and interesting game, even though I didn't manage to play it much I always found it interesting, ever since i saw it in magazines 20 years ago. Too bad that the devs Whoopee Camp had to disband since it and its sequel (that wasn't as good as the first, I recall) sold pretty poorly. I was curious about what other interesting games they could have made!
Fun fact: a Tomba! review was the very first article I sent to HG101 years ago, however by coincidence a random Norwegian guy came and stole my thunder with a review on the same game. Wonder what happened to him now?
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Post by lurker on Oct 26, 2019 15:46:50 GMT -5
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