How would you fix your favorite flawed games?
Aug 17, 2021 9:47:01 GMT -5
Post by ommadawnyawn2 on Aug 17, 2021 9:47:01 GMT -5
Okami (PS2):
Controls/interface changes:
-Skippable cutscenes without new game+, removed day/night cycle cutscene (but kept sfx) and all cutscene dialogue can be sped up
-More forgiving hit detection for the blockhead (wall enemy) encounters
-Optional Crazy Taxi-style arrows for objectives and being able to place manual map markers for points of interest not marked on the map
-Somewhat faster swimming and/or the water tablet is available a bit sooner
-Clearer descriptions of valid finishers to get demon claws from enemies
-Have the locations of the bounty hunt monsters marked on the map or let you tell from looking at their encounter flags
-Improved camera (kinda slow rotation which also slows down while moving, some problems when close to walls, some automatic camera focusing on the current target or the center of the arena during combat, sometimes turns away from the door you just entered so you end up going back if holding up)
-Drawing issues: Fixed issues with placing bombs and the fire spell on the z-plane (the bombs can end up on the other side of doors for example). Also how sometimes when you clearly draw a wind spell the game interprets it as a lily pad instead, and how tying an element to a target or a vine flower to a target can be interpreted as a wind spell
-Tweak the 2D digging segment physics so that you can push yourself into a space under a block if you move up against it in mid-air instead of falling down past it
Balance:
-More expensive items in general
-More of a consistent upwards difficulty curve over the course of the game in terms of the combat
-Somewhat weaker smart bomb-style items and fire sphere spell
-Harder/more different optional spider bosses
-Tweaked difficulty spikes (log ride segment, some fishing, third race and fourth race against the evil being scroll (sometimes jumping right after landing doesn't seem to register in the third one with the spiked hedges))
-More rewarding exploration for some items: Clovers give a bit more praise/exp each and the ones out in the open are better hidden to make them all feel rewarding to find. Most chests and animals placed in mundane locations after the early game are placed elsewhere to make them more fun to get to
-Can get caught by the dragon while exploring on Orca (big fish) and maybe there are some obstacles to jump over here and there, to make this part more interesting
General:
-Less linear overarching structure so you can do 2-3 dungeons in any order at times, and maybe an optional dungeon or two added (or the ark interior and some of the small underground caves could be extended a bit)
-Issun doesn't interrupt you as much or spoil puzzles - instead you can ask him via a button combo, context sensitive button or via the menu when relevant
-(Remake) More complex puzzles where you can get more creative with spell usage and combine two spells in one casting
-No third orochi encounter - either replace this boss in the ark or make it harder/dfferent
-More consistent spell usage: Can use bombs to remove leaf piles or disturb the elevator operator in the moon cave and can use cuts to propel objects like the crystal ball forwards like with wind
-Fewer invisible walls (sometimes there are low walls at the edge of platforms where you have to jump to get past them - would've been better if you could just dash through these)
-Less dead space and backtracking (for example between the sunken ship and sei-an city, or the various long and narrow paths leading up to points of interest)
-Don't keep finding food for the astral pouch even if it's full - replaced by ink/money/hp drops for convenience
-Have issun comment that you have to pass through the small blue gate near the tree and talk to susano and kushi several times to be able to progress at the festival in the first village after beating orochi
Controls/interface changes:
-Skippable cutscenes without new game+, removed day/night cycle cutscene (but kept sfx) and all cutscene dialogue can be sped up
-More forgiving hit detection for the blockhead (wall enemy) encounters
-Optional Crazy Taxi-style arrows for objectives and being able to place manual map markers for points of interest not marked on the map
-Somewhat faster swimming and/or the water tablet is available a bit sooner
-Clearer descriptions of valid finishers to get demon claws from enemies
-Have the locations of the bounty hunt monsters marked on the map or let you tell from looking at their encounter flags
-Improved camera (kinda slow rotation which also slows down while moving, some problems when close to walls, some automatic camera focusing on the current target or the center of the arena during combat, sometimes turns away from the door you just entered so you end up going back if holding up)
-Drawing issues: Fixed issues with placing bombs and the fire spell on the z-plane (the bombs can end up on the other side of doors for example). Also how sometimes when you clearly draw a wind spell the game interprets it as a lily pad instead, and how tying an element to a target or a vine flower to a target can be interpreted as a wind spell
-Tweak the 2D digging segment physics so that you can push yourself into a space under a block if you move up against it in mid-air instead of falling down past it
Balance:
-More expensive items in general
-More of a consistent upwards difficulty curve over the course of the game in terms of the combat
-Somewhat weaker smart bomb-style items and fire sphere spell
-Harder/more different optional spider bosses
-Tweaked difficulty spikes (log ride segment, some fishing, third race and fourth race against the evil being scroll (sometimes jumping right after landing doesn't seem to register in the third one with the spiked hedges))
-More rewarding exploration for some items: Clovers give a bit more praise/exp each and the ones out in the open are better hidden to make them all feel rewarding to find. Most chests and animals placed in mundane locations after the early game are placed elsewhere to make them more fun to get to
-Can get caught by the dragon while exploring on Orca (big fish) and maybe there are some obstacles to jump over here and there, to make this part more interesting
General:
-Less linear overarching structure so you can do 2-3 dungeons in any order at times, and maybe an optional dungeon or two added (or the ark interior and some of the small underground caves could be extended a bit)
-Issun doesn't interrupt you as much or spoil puzzles - instead you can ask him via a button combo, context sensitive button or via the menu when relevant
-(Remake) More complex puzzles where you can get more creative with spell usage and combine two spells in one casting
-No third orochi encounter - either replace this boss in the ark or make it harder/dfferent
-More consistent spell usage: Can use bombs to remove leaf piles or disturb the elevator operator in the moon cave and can use cuts to propel objects like the crystal ball forwards like with wind
-Fewer invisible walls (sometimes there are low walls at the edge of platforms where you have to jump to get past them - would've been better if you could just dash through these)
-Less dead space and backtracking (for example between the sunken ship and sei-an city, or the various long and narrow paths leading up to points of interest)
-Don't keep finding food for the astral pouch even if it's full - replaced by ink/money/hp drops for convenience
-Have issun comment that you have to pass through the small blue gate near the tree and talk to susano and kushi several times to be able to progress at the festival in the first village after beating orochi