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Post by kitten on Feb 4, 2011 16:59:08 GMT -5
Yeah, I saw that this was being made a few months ago, I think.
It's, uh.
Yeah.
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Post by kitten on Feb 4, 2011 16:17:35 GMT -5
Don't you ever compare Elder Scrolls to this again.
8((((
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Post by kitten on Feb 3, 2011 18:56:02 GMT -5
He let Ronnie get killed, you play as Randy.
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Post by kitten on Feb 3, 2011 17:12:27 GMT -5
That's sort of a thing though. I felt perfectly acclimated to Rearmed because the NES game had been burned into my brain. Quite a lot of newcomers found it too cumbersome, though, hence the changes. Again, after a bit of time, it totally clicks and is just as natural as the first game. I had only played the NES game a small bit (i.e. I never even beat the first level) before playing Rearmed, and I got used to the controls and nuances pretty quickly. I've been goofing around with Rearmed 2 for a while now, and I'm pretty sure that I can confidently say they're worse... And I'm saying that from the point of view of someone who had the original Rearmed being something almost entirely new to them (I've finished the original on Super Hard, from scratch, twice, and I've also finished all the challenge rooms twice). 1. You can no longer press "down" to detach from a swing. Instead, down reels you out. This is basically a safety measure for newer players who weren't skilled enough to drop and reattach. 2. Holding "forward" while swinging no longer detaches you from a swing. Another safety measure for less-skilled players that seriously messes with the flow of swinging. 3. You now have to hold forward to keep swinging back and forth, otherwise you stop swinging where you are. Yet another safety measure for unskilled players who made a stupid mistake. 4. The "B" button now detaches a swing and makes you use your arm - this drives me nuts, because I have to push more buttons to detach. In the original, tapping down or just holding forward at the end of a swing effected how you would come off the swing and was much more convenient. Swinging is now much less fluid. In the original, if I wanted to drop directly down while in the middle of a swing, I could reel in and then just press down. Now, I have to reel in, WAIT to stop swinging because of the new retracting rule, and then press down, which severely slows me down. I now also have to do excessive button presses to chain swings together. The whole game is considerably less fluid than it used to be because of these new mechanics, and they're all very obviously put in there just to make the game more accessible to people who complained about the original being too difficult. If I want to move like a snail, these changes are all just fine. I can still get from Point A to Point B. However, the fluidity of the original and the speed at which you could go through is now gone. They've changed the level design to have tons of backtracking, too (not just for bonus items, but also with annoying switch pulling, etc.), and you've lost any sense of real fun there was to zooming through the levels. The challenge rooms are less fun now, too, feeling much clunky because of the new control scheme - they feel less like they require skill and more like you're solving a boring puzzle game. I feel like I've acclimated to the controls about as much as I'm going to, and I don't see the game getting considerably better. Right now, it's really disappointing (and an insult that it's $5 more than the original). Maybe after I've beaten it and know all the ins and outs, it'll be a little better... but I'm just extremely dissatisfied. They did the worst thing they could possibly do to the series, which is make it utterly boring. I have to convince myself to keep playing it. Edit:UGHHHH. I completely forgot, and this is important - 5. The bionic arm button no longer reeling you in also makes vertically climbing up more of a pain, as waiting for the d-pad to reel you in again makes things more cumbersome. Edit Again:Up button reeling me and down button reeling me out are screwing me up so much that I can't even begin to freaking explain it. It's absurd how many times I accidentally press them while trying to swing left or right. Good thing it's mandatory I HAVE TO PRESS LEFT OR RIGHT WHILE SWINGING just to keep the swing moving, too! I hate these new controls. I hate them so much.
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Post by kitten on Feb 3, 2011 16:44:25 GMT -5
Zack is supposed to be based on Zakk Wylde, too. Then there's the obvious reference with King Crimson.
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Post by kitten on Feb 2, 2011 19:22:29 GMT -5
So far, I've got to agree with most of what justin is saying, rather disappointingly :/
The swinging mechanics have also changed to be more methodical and less skill intensive - the biggest change about this that bothers me is that can no longer immediately drop down and reattach by pressing the "down" button and no longer detach while making a swing forward by holding forward.
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Post by kitten on Feb 2, 2011 15:52:55 GMT -5
I rather wish they had kept Black Phantoms, and removed the co-op Blue Phantom aspect entirely. Did you play the game in co-op with a friend, at all? Co-op and pvp defined Demon's Souls, for me. You still have to learn just as much and I'd argue the tension can sometimes be higher when you're having to escort a less-skilled player (no offense to Ike =P). If you jump in with someone already familiar with the game, I can understand it ruining a lot of the learning process, which is one of the things that makes the game such a wonderful experience, but when both you and the friend are learning it together, I found it a considerably better experience than when playing by myself. I played the game solo for a while before going into co-op, and did an NG+ run after co-oping... neither time did I enjoy it as much as I did playing it with Ike. Having to do each level twice for us to progress hardly sped the game up too much, too. Edit:That new cutscene is really awesome, but I still like Demon's Souls opening cutscene better... it just really got you pumped for the game.
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Post by kitten on Feb 2, 2011 5:52:08 GMT -5
I really have no idea how I feel about it becoming open-world. It could be really good, or it could be really bad. What I worry about most is that if they keep the old method of finding co-op (or even pvp) games in, that it might be excessively difficult to get a game with a friend going.
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Post by kitten on Feb 2, 2011 2:24:13 GMT -5
Wait, it has DRM on the PS3 and Xbox? Oh, well. I've bought probably dozens of indie games by now that have the same thing about them.
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Post by kitten on Feb 2, 2011 0:00:05 GMT -5
Crap, it's 1200 points? I'm sure it's worth it, I was just hoping for another deal, like the original. I'll probably be picking this up tomorrow
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Post by kitten on Feb 1, 2011 18:59:50 GMT -5
There's an achievement for beating the game without jumping, just so you guys know that you can indeed beat it without needing to jump.
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Post by kitten on Jan 31, 2011 22:39:32 GMT -5
I did a "from scratch" hard mode run on DS1 before playing DS2 and didn't have any trouble, and this was not having played it since around when it came out.
And, no, if I'm remembering correctly, you couldn't NG+ into impossible (I know I didn't). I beat impossible just using the plasma cutter, too. The checkpoints were too generous to make the game difficult if you knew what weapons to use and how to conserve your crap.
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Post by kitten on Jan 31, 2011 22:11:24 GMT -5
Don't tell me you bought the DLC suits... www.gamefaqs.com/boards/975303-dead-space-2/57927298I bought the Supernova pack (details on what is in it in the above link). Upon finishing the game the first time, I could immediately tell it was going to be something I was going to replay over and over again. The DLC packs are definitely overpriced, but I feel that one added enough variety to make it "worth it." Plus, I missed pre-ordering at GameStop, so I didn't get the rivet gun, and that pack comes with one. If I had pre-ordered at GameStop, it would have been $7 more due to Tennessee's high sales tax - the DLC pack was only $5, and I got a bunch more with it.
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Post by kitten on Jan 31, 2011 21:43:59 GMT -5
Seriously, FFT was the only game I would skip school faking sick to play. You basically had to to beat it, the game is a second job. Do you guys want to know a dirty secret that i have
do you want to know the secret
..............
((((I only beat the GBA game and barely played the REAL DEAL))))I was young and foolish! To think, during the one point in my life where I'd play something as boring as a grid-based SRPG, that I would waste it on that.
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Post by kitten on Jan 31, 2011 21:24:25 GMT -5
Stupid question: how late in the game do you get that really cool RIG from all the official art? And is there a new game plus option that lets you use it the whole game? About 5/6ths through the game, you get it (the Advanced Suit). And yes, you can NG+ onto any difficulty (except hardcore) and keep the suit. You also find a recolored version with a different bonus on NG+, as well. Some of the DLC packs also have recolors for the suit that you can use at any point in any game after buying. The DLC suits come with the 2nd (Security) suit's inventory (15 slots) and armor (10%) bonuses as well as a unique bonus (which is usually something like +10% damage on one gun). When you buy a suit with new inventory and armor, it applies to your rig, meaning you keep the bonus whenever you switch to another suit, letting you choose which you wear based on the minor bonus it offers or whatever pleases you most, cosmetically. Edit: I should mention, if you like the design of the advanced suit, you'll likely also like the Security suit design. There are a few unlockable Security recolors for beating Zealot and Hardcore modes (Arctic [white camo] and Soldier [green camo], respectively).
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