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Post by acidonia on Mar 7, 2020 12:33:23 GMT -5
Picked up Contra: Rogue Corps because....I don’t know. It’s actually not as bad as I expected but I do wonder why the game is so incredibly ugly... It truly baffles me how a big company like Konami would approve graphics like this on modern consoles. Even a tiny, inexperienced indie developer would probably take time to polish this before even considering release. But yeah, the game is kinda fun in short bursts. Contra however, it is not. I spend over 40 hours on the Switch version though never beat the game because. 1. Terrible Online that makes it impossible to find other players online since it uses one of those pick from 3 regions to find players only in that region. But on top of that it does not pickup anyone one playing and just searches for the said mission you set the match to and there's over 50 so good luck getting lucky find another player in same region as you and playing same mission to find your game.The Online begin a mess is weird since its Developer Play Logic made a game called Happy Wars that was designed to be played online. 2. Certain missions have to be beaten in single player to unlock more missions and these are no easier than ones you can play up to 4 people at a time on and you will only have three lives to beat them in though some equips can net you extra starting lives. 3 You need to constantly level up weapons which even with boosters is not that fast and you lose any gear found which you need to get higher weapon upgrades and if you run out of lives in any mission but weapon exp still is not lost. 4 All levels have a identical version of the map just with harder and different enemy layouts and most times are in same chapter. 5 The end chapter boss fights are pretty fun and play like cabal/bloos bros,wild guns even some Vic Vipers are in one. 6 If it is not a chapter end boss you will fight it alot of times in regular stages sometimes a few in a stage or a few at once. 7 I got stuck at Chapter 7 that I think was the Final chapter but the dificulty for the base three lives and timer it expects you to beat the stages in even with a maxed out weapon was still not easy to do.
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Post by mainpatr on Mar 7, 2020 12:39:44 GMT -5
Picked up Contra: Rogue Corps because....I don’t know. It’s actually not as bad as I expected but I do wonder why the game is so incredibly ugly... It truly baffles me how a big company like Konami would approve graphics like this on modern consoles. Even a tiny, inexperienced indie developer would probably take time to polish this before even considering release. But yeah, the game is kinda fun in short bursts. Contra however, it is not. I spend over 40 hours on the Switch version though never beat the game because. 1. Terrible Online that makes it impossible to find other players online since it uses one of those pick from 3 regions to find players only in that region. But on top of that it does not pickup anyone one playing and just searches for the said mission you set the match to and there's over 50 so good luck getting lucky find another player in same region as you and playing same mission to find your game.The Online begin a mess is weird since its Developer Play Logic made a game called Happy Wars that was designed to be played online. 2. Certain missions have to be beaten in single player to unlock more missions and these are no easier than ones you can play up to 4 people at a time on and you will only have three lives to beat them in though some equips can net you extra starting lives. 3 You need to constantly level up weapons which even with boosters is not that fast and you lose any gear found which you need to get higher weapon upgrades and if you run out of lives in any mission but weapon exp still is not lost. 4 All levels have a identical version of the map just with harder and different enemy layouts and most times are in same chapter. 5 The end chapter boss fights are pretty fun and play like cabal/bloos bros,wild guns even some Vic Vipers are in one. 6 If it is not a chapter end boss you will fight it alot of times in regular stages sometimes a few in a stage or a few at once. 7 I got stuck at Chapter 7 that I think was the Final chapter but the dificulty for the base three lives and timer it expects you to beat the stages in even with a maxed out weapon was still not easy to do. Toylogic,not Playlogic.
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Post by 🧀Son of Suzy Creamcheese🧀 on Mar 8, 2020 11:10:03 GMT -5
Don't be surprised if you don't enjoy GoldenEye. It's aged incredible poorly. Fps design has come a long long way since that game. You mean level/mission design or just controls? Because right now I'm really only worried about the controls. I don't really care much for modern FPSs anyway, so the lesser it resembles those, the better, as far as I'm concerned.
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Post by Apollo Chungus on Mar 8, 2020 17:03:48 GMT -5
If you've ever played TimeSplitters, and are familiar with the way those games controlled (particularly in their somewhat fidgety IMO aiming and holding an aim button to pull off more precise shots), GoldenEye is pretty much that but made with the N64 controller in mind - that comparison's worth keeping in mind since a good chunk of people who worked on GoldenEye/Perfect Dark was responsible for TimeSplitters, and there really aren't many FPSes that share similar controls and level design philosophies.
As an aside, I genuinely love the GE/PD/TS games' approach to difficulty: instead of higher settings making enemies tougher or giving you less health, they instead give you more complex objectives to deal with. For example, playing Perfect Dark's first stage on the easiest difficulty simply requires you get to the elevator at the bottom of the building, while higher difficulties require you dismantle security systems, knock out an important character for a passcode, force a guard to access a computer but making sure they don't set off an alarm, and more. It allows you to tackle the game at whatever pace you like, since you only need to beat the level to unlock the next one (without locking off any settings; thank goodness!), and basically gives you three or more campaigns of increasing complexity to play through.
I haven't played much of GE beyond five minutes in a bad emulator, so I can't really speak for how the controls felt beyond what I wrote up above, but I feel that like pretty much any control scheme, you'll get used to them if you're willing to take them on their terms (and they don't tie your brain/hands into uncomfortable knots). Yes, GE might use FPS controls that aren't really used in modern games, but that doesn't mean those controls are 'bad' or they've 'aged poorly'. It just means they're different.
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Post by dsparil on Mar 8, 2020 17:37:55 GMT -5
The nice thing about Goldeneye is that it has dual analog controls if you use two controllers. Otherwise you're using the C buttons as a faux stick which takes some getting used to.
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Post by lurker on Mar 8, 2020 21:36:38 GMT -5
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Post by retr0gamer on Mar 9, 2020 3:49:20 GMT -5
Don't be surprised if you don't enjoy GoldenEye. It's aged incredible poorly. Fps design has come a long long way since that game. You mean level/mission design or just controls? Because right now I'm really only worried about the controls. I don't really care much for modern FPSs anyway, so the lesser it resembles those, the better, as far as I'm concerned. Controls are weird but not the games biggest issue and the game uses very, very generous auto aim. It's more the janky framerate and level design. There's some classic levels in goldeneye but people ignore that about 2/3rds of the levels are a pile of poo and just a random hodge podge of rooms, some looking very similar rather than any attempt at level design. The tank level is pretty bad as well.
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Post by 🧀Son of Suzy Creamcheese🧀 on Mar 10, 2020 4:46:33 GMT -5
Hmmm...well, we'll see when we get to it. I feel it's still pretty well-regarded these days generally except for the controls, but I guess I'll find out soon enough. If you've ever played TimeSplitters, and are familiar with the way those games controlled (particularly in their somewhat fidgety IMO aiming and holding an aim button to pull off more precise shots), GoldenEye is pretty much that but made with the N64 controller in mind - that comparison's worth keeping in mind since a good chunk of people who worked on GoldenEye/Perfect Dark was responsible for TimeSplitters, and there really aren't many FPSes that share similar controls and level design philosophies. I have never played TimeSplitters, but I kind of liked the aim button mechanic when sampling Goldeneye. As for different objectives on different difficulty levels, I think you can only pick the lowest initially (from what I could tell), so I think it's more meant for replayability. The nice thing about Goldeneye is that it has dual analog controls if you use two controllers. Otherwise you're using the C buttons as a faux stick which takes some getting used to. It honestly sounds a little awkward to use the face buttons if you're dual wielding, but I guess I will give that a try. It's kind of interesting to see how messed up the default controls are in dual wielding mode. One stick for strafing and aiming up/down? I don't think so.
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Post by retr0gamer on Mar 10, 2020 6:38:44 GMT -5
Honestly there's so much autoaiming that worrying about controls isn't an issue. Once you realise how generous the game is with auto aiming you can start playing it well.
As for the game being well regarded, it's one of those games were a lot of that is due to nostalgia. Goldeneye was groundbreaking for it's time but since the release of the original half life which changed FPS games forever it's really aged badly and the hardware limitations don't help it either. You can tell people it's aged badly but the nostalgia means they won't listen. Not to say there's no fun to be had in it just expect to be baffled by why its so highly regarded when the engine is held together by the programmers sheer optimisim and you aren't having much fun with it. You kind of had to be there at the time.
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Post by dsparil on Mar 10, 2020 6:42:36 GMT -5
Hmmm...well, we'll see when we get to it. I feel it's still pretty well-regarded these days generally except for the controls, but I guess I'll find out soon enough. If you've ever played TimeSplitters, and are familiar with the way those games controlled (particularly in their somewhat fidgety IMO aiming and holding an aim button to pull off more precise shots), GoldenEye is pretty much that but made with the N64 controller in mind - that comparison's worth keeping in mind since a good chunk of people who worked on GoldenEye/Perfect Dark was responsible for TimeSplitters, and there really aren't many FPSes that share similar controls and level design philosophies. I have never played TimeSplitters, but I kind of liked the aim button mechanic when sampling Goldeneye. As for different objectives on different difficulty levels, I think you can only pick the lowest initially (from what I could tell), so I think it's more meant for replayability. The nice thing about Goldeneye is that it has dual analog controls if you use two controllers. Otherwise you're using the C buttons as a faux stick which takes some getting used to. It honestly sounds a little awkward to use the face buttons if you're dual wielding, but I guess I will give that a try. It's kind of interesting to see how messed up the default controls are in dual wielding mode. One stick for strafing and aiming up/down? I don't think so. There's a few different options which does include standard turning and up/down on a single stick but also looking and strafing for who knows why. You only use the face buttons for action and switching weapons.
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Post by lurker on Mar 10, 2020 9:27:53 GMT -5
Surprised it took this long for a Nintendo/Lego collaboration...
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Post by retr0gamer on Mar 12, 2020 3:52:36 GMT -5
Probably took Lego a long time for them to forgive Nintendo for ripping them off with Nintendo Block.
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Post by lurker on Mar 12, 2020 9:19:24 GMT -5
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Post by mainpatr on Mar 12, 2020 10:04:46 GMT -5
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Post by 🧀Son of Suzy Creamcheese🧀 on Mar 13, 2020 12:58:44 GMT -5
So...apparentely there are two versions of Castlevania 1, one with a game-crashing bug that might happen in areas with too many sprites, and one newer revision that fixes said bug. Well, guess what version I got?
The Switch Castlevania Collection version of the game crashed a couple times when my brother was playing through it and I just chalked it up to Konami sucking ass these days and setting low standards. It's kind of interesting that such a bug could happen in a port like that. I thought they went a little beyond emulation with those ports, but I guess they must've stuck closer to the original than I thought. I believe they patched it out of the collection, which of course won't be possible with my NES cart.
Thankfully the first three stages are pretty easy and I died enough on the stage 4 boss that I got enough practice in, so I can probably make it to stage 5 (where the crash tends to happen) within a pretty short time. But it does suck, of course!
Anyway, in the meanwhile I've also developed a crippling addiction to Etrian Odyssey IV. I've been interested in the series for a while and got this game gifted last week. It's just as up my alley as I suspected, and it's almost impossible not to be tempted to go for one more 'round' when you return to town. Good thing my exams have been cancelled due to the coronavirus, because else I'd be in trouble.
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