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Post by derboo on May 29, 2011 5:38:27 GMT -5
God Hand, because beat-em-ups fucking rock I know I'm pretty much alone with that here, but I'd put up Final Fight Streetwise for the same reason.
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Post by Ryu the Grappler on May 29, 2011 11:42:08 GMT -5
I decided to finally try out the Denjin Makai series the past week after reading so much praise about them in other sites and forums. I did played the series once before, but it was the stripped down Super Famicom port of the first game titled Ghost Chaser Densei (which I read about in an issue of EGM2 years ago). I didn't realized it was a port of an arcade game until sometime later.
I can't believe how obscure the series is. It doesn't even have a page on the Japanese Wikipedia (which doesn't have the English Wikipedia's bullshit criteria for popularity notability and third-party citations). They're probably one of the finest set of beat-'em-ups ever along with most of the later Capcom stuff. I guess the fact that it was a game distributed by Banpresto that wasn't based on an anime helped contributed to its obscurity.
The first game is pretty standard fare, but it has six unique characters (instead of the usual three or four), Street Fighter-style command moves, and a power gauge that allows you to perform special attacks without penalty (something that Streets of Rage III later copied).
The second game, Guardians, is probably the only 90s belt-scroll beat-'em-up I know of that has a combo counter.
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Post by Snarboo on May 30, 2011 2:09:19 GMT -5
The Denjin Makai games are great. I was really surprised to find a gem like Guardians after randomly downloading it from a ROM site. I wasn't aware that support for the first game was added to MAME, so I'll have to give that a go. The stripped down SNES port isn't half bad from what I've played, though.
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Post by lanceboyle94 on May 30, 2011 18:36:32 GMT -5
God Hand, because beat-em-ups fucking rock THIS. God Hand was the best modern beat-'em-up ever made. That guy from IGN that reviewed it is an asshole. derboo: Streetwise, as a beat-'em-up, was decent, but the storyline and premise is just ridiculous. I mean, that whole mutant thing nearly at the end? Who came up with that? It's like a rejected Resident Evil storyline! Speaking of Streetwise, for some reason I finished the game many, many times (around 5 or 6)
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Post by derboo on May 30, 2011 22:18:27 GMT -5
derboo: Streetwise, as a beat-'em-up, was decent, but the storyline and premise is just ridiculous. No offense, but isn't a statement like this kinda funny right after declaring your love for God Hand? At any rate, Beat-em-ups are not the genre you're into for its subtle and coherent storylines. God Hand takes its aesthetics from an over-the-top '80s manga and reeks of Looney Tunes humor, Yakuza (1) has you dating hookers in the midst of your urgent mission and fucks its narrative up beyond believe in the ending. Oh, and then later they wanted to introduce Zombies.
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Post by kitten on May 30, 2011 23:13:37 GMT -5
derboo let me explain to you what tongue-in-cheek means and how one of those games having it means a world of difference in appreciating the premise
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Post by TheGunheart on May 31, 2011 3:02:03 GMT -5
All right, I'll be blunt: the parts of Halo I liked the most are the ones that seemed to make the least amount of impact on the industry.
The vehicles, the variations in enemy designs, the fact that you were a one-of-a-kind super soldier instead of a lucky grunt (yeah, I know, not quite), the wide-open levels (yes, not all of them were like that, but at least it had a few)...
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Post by kitten on May 31, 2011 3:30:36 GMT -5
Halo honestly did a great deal of good things that didn't catch on, but people would rather bitch and moan about how it made regenerating shields and "two weapons" popular. And, although often cited as the "death" of FPS to many old-school fans, it's now one of the only series still carrying the banner for highly competitive and skill-intensive multiplayer, as opposed to brain-dead grinding, intense reticule bloom, low health and camping that emphasizes playing the game "by yourself" and fucking your team over. The attention to detail in the universe is something that I really wish had caught on in every aspect.
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Post by retr0gamer on May 31, 2011 7:00:56 GMT -5
For a highly competitive and skill intensice multiplayer game I found Halo to be far too slow. Much rather the pace of Quake 3 and Unreal Tournament which requires a lot more skill.
I do think Halo is one of the last games were the emergent AI creates the set pieces and not the level designers scripting tools. Old FPS games used to rely on AI but most FPS games now rely on the COD model were practically everything that happens is precrafted with little deviation.
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Post by Revolver Ocelot on May 31, 2011 8:05:54 GMT -5
While they both got major acclaim and influenced other developers in terms of aesthetic, I wish people would've taken the minimalist ideals of Ico and SotC and ran with them. I think those games work so well because they distill the video game to its purest form, leaving nothing but a raw gaming experience that isn't bogged down by all the excess the industry tends to celebrate. The only place where you see that happening a lot is in the indie scene.
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Post by Discoalucard on May 31, 2011 9:41:17 GMT -5
derboo let me explain to you what tongue-in-cheek means and how one of those games having it means a world of difference in appreciating the premise Final Fight Streetwise does too, it's just much more subtle.
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Post by Deleted on May 31, 2011 10:02:55 GMT -5
I think I might have to finally break down and try Streetwise. God Hand, too, while I'm at it.
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Post by hidetoshidecide on May 31, 2011 10:14:12 GMT -5
Victorious Boxers 1 and 2. This game came from nowhere, and in spite of the anime license, was the best simulation of boxing ever made, and it hasn't been eclipsed. The Fight Night series tried to reinvent the wheel and has numerous realism issues- and the frustrating thing is that they should be apparent to any serious fan of the sport like, you know, the people developing the FN games.
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Post by retr0gamer on May 31, 2011 10:23:42 GMT -5
I met the lead designer of the last fight night game when he was demonstrating it in the UK, managed to blag my way into a press event. The guy was certainly into his boxing and seemed very knowledgable about it and from the way he was built I'd say he was pretty good in the ring as well!
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Post by hidetoshidecide on May 31, 2011 12:14:46 GMT -5
I met the lead designer of the last fight night game when he was demonstrating it in the UK, managed to blag my way into a press event. The guy was certainly into his boxing and seemed very knowledgable about it and from the way he was built I'd say he was pretty good in the ring as well! Perhaps, but I've easily put over 100 hours into FNR4, and it is impossible to knock someone out with a straight right if they aren't "stunned"- and even then, it's tough IIRC. There are other flaws, but the total neutering of the straight right is the worst of them. I will say that the demo for FN: Champion is promising- I was able to get a flash knockout on a straight right in that. But as I said, VB did this right ten years ago, so it's a bit silly for me to laud FN for it now.
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