I like the fact that you can use the double-tap/sidestep when in a grapple to get behind the enemy. Otherwise it's really rare that you'll get the chance to use a behind-mount throw (unless you stun em first)...
Anyone have any tips for preemptive strikes? I've only managed to get the jump on an enemy once; it was great to get the full power bars!
I beat Hybrid Heaven last night, and I was right: The game just kept getting more affably stupid until it ended. Honestly, the game overloads you with more than enough life chargers to ensure your survival so long as bosses don't head-stun you and have their way with you while you're grounded. The end bosses are also around the time when you should use all of the offense, defense, and speed boosters and drainers in your inventory, as well as all those shot weapons you may or may not have been storing up to then.
I'm glad this one was picked in the long run. What was pending to be dreadful actually turned up really amusing. So far as RPGs on the N64 go, this one beats the globby snot out of Quest 64.
P.S., we didn't spit on the free games for the last two Lingering Questions contests, I promise! Somebody claim them!
Yeah, I need to put those up on the blog or something. There are definitely more people who listen to the podcast than participate in the threads, so surely there's someone out there who can claim these bounties.
Or maybe the GB port of Pit Fighter is more of an incentive NOT to do something.....
Okay, question time! Who here can name games that play similarly to Hybrid Heaven? Obviously there's Vagrant Story, but the games in question don't need to play identically to Hybrid Heaven, they just need to have a similar mix of real time and turn based combat, with an emphasis on picking options during the turn based phase. Western examples would be much appreciated, as would examples that predate or postdate Hybrid Heaven!
I'm curious what else is out there, because I get the feeling Hybrid Heaven isn't the first or last game to play like this.
Edit: One example that comes to my mind is Toribash, a simultaneous turn based fighting game. This one shares Hybrid Heaven's emphasis on targeting limbs to maximize damage. Unfortunately, I can't find any video examples that aren't heavily edited or filled with obnoxious commentary, but the game is now free to play, so you can try it for yourself.
Last Edit: Oct 19, 2012 12:08:06 GMT -5 by Snarboo
While not perfect similarities, here a few examples that come to mind that have similar elements.
Parasite Eve, while lacking the wide array of moves and limb-based leveling (focusing instead on guns), has a similar real-time system, enabling you to dodge while you wait for your "turn."
Panzer Dragoon Saga has a power gauge system similar to Hybrid Heaven's: you have three gauges, and various actions cost anywhere from one to three of them to execute (attacks cost 1, Berserk specials cost 2 or 3, etc), and the power gauge does not charge while you are moving. Movement is much more limited, however.
Xenogears' combat system is more akin to a Final Fantasy game in interface, but (outside of Gears) the combat system is similarly martial-arts based, with normal attacks being a combo-building system that includes a number of special moves. Biding one's time and not using the entire combo in an attack actually reserves the points, that you can then use to combo together your special moves in a long Deathblow.
The closest WRPGs I guess are the Infinity Engine games and Might & Magic 6-8. The latter even moreso, since the party can only move around in real-time mode. (You can also attack without switching to turn-based, hopeless as it gets later in the game).
Fallout 3 might also be worth a mention, and the earlier Fallout games, too, for the ability to target specific body parts (even though they switch to straight turn-based as soon as a hostile NPC is around).
I was kind of thinking of the fighting tournament sequence from "Live A Live" - both that and HH have one on one fights, you learn new moves by getting injured by them, and positioning is a big factor in both games. Of course they play totally different, but those are what I was thinking of...
Speaking of positioning, anyone figure out what switching your stance does (pressing B in battle to shift your left or right foot forward)? For that matter I'm trying to figure out if that and/or what attacks you use (which limb/side) will allow you to break through an enemy's guard.
So far as I can tell, your stance only seems to affect how fast certain moves will be - if you're in "right" stance, moves with your right arm and right leg will fire faster, but if you're in "left" stance, your character will need to change stances first. It's barely noticeable, and probably makes no real difference unless you're trying to hit a fast enemy that's trying to step out of the way.
Post by Ace Whatever on Oct 20, 2012 15:38:30 GMT -5
I believe the count for the yellow monster spawn panels is about 8. Chapter 3 has like 8 of the damn things, which is probably why they start going the way of the dodo afterwards like Sotenga said. Stay close to the purple coral head monster so he doesn't fire his poison darts. The fat meat thing (FMT) with skinny limbs on the other hand can poison you up close. Both however never grapple. FMT can't be grappled but you can use ground techs on him.
Also, for some reason my tech use count seems stuck in the 20's. Has anyone been able to get past that? Is it tied to your limb levels?
Area 5 consists of three sections that are separated by lifts. Once you go down a lift, you can't go back up, so be careful before entering a new area. Each section hosts a gauntlet of forced fights in small arenas. Much like the lifts, once you enter, you cannot leave until the threat is taken care of. There are also side rooms that are unlocked with buttons near the lift to the next section, so be sure to hit those first and then backtrack!
However, the real fun starts when you get to the bottom. You'll enter an area that looks like a reactor, at which point you will fight four bosses in a row. Save up any buff and debuff items you have for these fights!
The first thing you should do is either buff up your defense, or drain the boss' offense. All of the bosses have incredibly damaging attacks, so using stat boosting items is a must. You can also guard against most of their projectile attacks for reduced damage.
Each of the four bosses has an elemental theme - ice, water, wind, and fire in that order if I remember correctly. If you've got any of those (blank) shot SP weapons, they're a great way to chip away a good amount of the boss' health if you use the right one (i.e., fire on ice, ice on fire, plasma on water, I don't know what on wind...). I didn't have too much problems with them that way, except for the water boss who healed once for 1000 hp...damnit!
[18:35:39] <wildweasel> Ooh. Another battle tip - you might notice that if you're constantly backing away from your opponent, that your gauge charges slower... [18:35:57] <wildweasel> If you only push the control stick back halfway, your backsteps will be smaller but your gauge will charge at the same rate it would if you were standing still