So, here I am cutting parts from random games and stitching them together into one consistent experience. Prepare to be amused.
Job System - Stolen from Final Fantasy Tactics
I love the Job System from Final Fantasy Tactics! I'm sure that it's one of the most loved character progression systems that has ever been designed. Anyway, I'd probably steal all of the melee-focused classes and add a few of my own. It would be designed so that the user gets more useful and powerful classes as they go through the game, which is self-explanatory. The reason that magic users would not be available as through the class system will be revealed shortly.
Emblem System - Stolen from Tactics Ogre: The Knight of Lodis
Emblems are awesome! In The Knight of Lodis there were numerous actions that would result in minor stat boosts or unlocked classes, and I'm pretty much cribbing what my game offers directly from that. There is one main difference, though. Similar to the License Board from Final Fantasy XII as you unlock emblems you can see what the benefit is for all adjacent emblems. Beyond what XII did, however, you would also be able to see how to unlock those emblems. Obviously XII didn't need to show you how to unlock squares on the License Board, you just needed a set number of License Points. I realize that.
Active Time Battle System - Stolen from the Final Fantasy series
Active Time Battles. Pretty simple, right? Yeah, sure. Well, I've thrown a couple wrinkles in just for the people that would say that. In battles you can initiate counter an enemy at any time by hitting the D-Pad either Left, Down, or Right (There are only three characters in the party). Just hit the required D-Pad Direction depending on who is getting attacked, then input a short button string successfully, and there you go: you prevented damage to your character and damaged the enemy in one efficient motion. This does not deplete the ATB meter at all. However, blocking does. If you simply hold down a direction on the D-Pad your character will block - which decreases the ATB meter and prevents you from getting a turn for a short while.
Also, Since we have a wide variety of buttons available and a couple of motion-sensitive peripherals, why not do active commands like those found in the Paper Mario series? Sounds cool. For example, Gunners equipped with dual handguns are given a short window to select targets and fire at them in real time. Taking advantage of the motion-sensitivity of the Wii Remote and Nunchuk, and the trigger-like feel of the Z and B buttons, my (potential) RPG would give players a satisfying involvement in the proceedings instead of the ability to view scripted battle animations. And that's just the start!
Magic System - Stolen from my own mind
The magic system is one of the only (possibly) unique things in my (potential) game. To use magic a character must be equipped with a familiar, and each familiar represents an element. There are five elements in the design doc: Fire, Steel, Earth, Lightning, and Water. Each character can only be equipped with one familiar at a time, and that means each character can only use one element at any given time. That's the way I tried to balance the magic system, after allowing any character to use magic.
Elemental Strengths and Weaknesses:
Fire beats Steel Steel beats Earth Earth beats Lightning Lighting beats Water Water beats Fire
The Music of Combat - Again stolen from my own mind
Each familiar also plays a secondary role in my game. They also play instruments that provide the tunes during all battle scenes. That sounds pretty cool, right? No, well just read on and see if I convince you otherwise - and if not hit up the comments! You are not limited to three musicians (one for each battle character), but instead seven. This is possible thanks to the concept of 'Band Leaders.' A Band Leader brings with them up to four more instrument-playing familiars in order to give players more freedom and variety in designing their battle band. Also, even if a familiar plays the same instrument as another familiar, they all have different personalities - which affects how they play. Band Leaders also provide the music with a 'Style,' which influences the familiars they work with best. For example, perhaps it isn't best to have the 'Punk' Band Leader jam with the 'Classical' Guitar Player. Maybe they'll pick a fight with each other (in real time), instantly influencing the battle theme. Maybe they'll have a duel right there in the middle of the song, since they both play the same instrument. Maybe they'll make beautiful music together, though, so you never know.
In battles the band surrounds the party and the enemies. They would be fully animated and would reflect the personality of their music. This was implied, but I thought I should just come out and say it. This also means, that, if you want to, you could also spend time customizing the look of your familiar's clothing in order to create a consistent style across the entire band.
Wii Remote + Nunchuk Motion Controls - Stolen from No More Heroes
In my RPG, you escape battles by stunning your foes with sweet dance moves. These, at the entry-level difficulty setting, only utilize the motion-sensitive Wii Remote. (Note: The game always requires the use of the Wii Remote and Nunchuk together) Note that the songs played during these sequences are affected by your current band set-up. The difficulty progression is as follows.
How Difficulty Levels Affect the 'Escape Dance:'
Easy: Swing the Wii Remote Normal: Swing the Wii Remote and Nunchuk in a Given Direction Hard: Swing the Wii Remote and Nunchuck in a Given Direction while also tilting the Control Stick on the Nunchuck and pressing the Directional Pad on the Wii Remote in a given direction. Very Hard: Swing the Wii Remote and Nunchuk in a Given Direction while also trying to press random buttons on the Wii Remote and Nunchuck
Just understand that I don't know how to actually display the 'Very Hard' inputs on the screen. Secondly, all music from the game would be available in one of the side modes - and also as an optional side quest during the main game. Also, the less said about this next revelation the better.
Dance Pad - Stolen from Dance Dance Revolution
Thanks to the power of Dance Pad technology, I was actually able to create one final difficulty level. It was designed to be impossible, so keep that in mind.
Difficulty Level:
Why In God's Name Does This Difficulty Level Exist? How the Hell is one man supposed to coordinate all this shit? It's Impossible:Swing the Wii Remote and Nunchuck in a Given Direction while also trying to press random buttons on the Wii Remote and Nunchuck while also trying to hit directions on the Dance Pad. I know, it's pretty fucking sadistic.
Also, Frankenstein...
Leave any (constructive) criticism in the comments! read more
Here's a way-too-late-for-the-weekend special for all the Destructoid readers out there: A triple shot of impressions from that most lazy of gamers, Variable Gear! Tell me what you think of the redesigned layout!
So I just started playing the first game in the new Prince of Persia series, and let's just say that I am slightly disappointed with EGM's 2003 Game of the Year. There are quite a few major flaws with the game in my opinion, although I don't know how universal these will be for others. Numero uno is the Prince's voice. I mean, the game is called Prince of Persia, right? I don't need the game to be subtitled or anything, but the Prince's voice is incongruous with the setting and therefore for some time I played with voice volume muted. Note that this does not prevent voices from being heard during cutscenes, all of which suck. My number two annoyance is the camera and general game "direction." Ubisoft thought it was really cool to do all these dramatic closeups when the Prince gets a drink of water to heal, or do all these "flash-forwards" at save points, and have all these bits of "slow-motion" during combat. They were retarded, as usual. All of these are absolutely horrible and make the game look like derivative shit.
On the positive side, the combat is fun (Only when the collision detection works, I had an embarrassing "battle" with an enemy that I couldn't hit. He couldn't hit me either.) if rather simple and lacking in difficulty. The platforming is the obvious star of the show, and it is honestly fun to run and jump around in the Prince's world (which in this game consists of one building, realism eat your heart out!). The platforming is assisted by the temporal special abilities that the Prince builds up throughout his adventure. The time "spells" are great, as they reward the player for experimenting with how to get from "Point A" to "Point B."
Even so, I don't really recommend this game. It is cheap though, so if you have some money to blow you could check out Prince of Persia: The Sands of Time. Let me know what you think if you "pick it up."
Basic Intel/ Developer: Capcom Production Studio 1 | Publisher: Capcom| Release Date: 1/10/2006 | Systems: GC/PS2
The Mega Man X Collection is great. Well, Mega Man X to Mega Man X3 are great fun, but the Playstation iterations of the series leave a lot to be desired. Anyway, getting three great classic games (and four others) for under twenty bucks is a pretty fucking good deal. Especially if you, like me, had never played these games before. The first game, Mega Man X, is a masterpiece - everyone should play it! After that, each person perspective will differ - but X5 and X6 to me are very unappealing entries in the series that I would recommend avoiding. One thing that could have been a problem, was the GC controller. However, I didn't encounter a problem with it and if I did I would have tried to pick up one of these ASAP (Do you recognize the name of the highest bidder?). Not to mention that you can customize your controller layout to combat the sometimes broken default layouts.
Outside of the low quality of Mega Man X4, Mega Man X5 and Mega Man X6, I have a few gripes with the design of this compilation disc. There were no changes made to the classic menus. That means that it is impossible to exit one game (Mega Man X3, for example) without getting a 'Game Over' or resetting the system. When you get a 'Game Over' you can select the "Return to Launcher" option to, well, return to the game select screen. Outside of that, there really isn't much to bitch about.
The ports are excellent and the price is right, and therefore the Mega Man X Collection is recommended for all - especially if you never played any of the games when they were originally released. Let me know what you think if you "pick it up."
Way of the Samurai is a narrative-heavy samurai-themed beat-em-up that was released for the PS2 in 2002 and damn, does it show. The graphics are choppy, and the traversable area is rather low as well - but the way you make can make an impact on the game's story keeps it interesting. It's kind of like a choose-your-own-adventure book, as has been said countless times before, in that you are thrown into an environment in medias res and forced to pick sides.
Another cool thing is that the fighting engine feels like it is ripped right out of a fighting game (more on this later), and that you create new moves as you play. You'll just be fighting and a window will pop up in the bottom-right corner of the screen alerting you that you just earned a new technique. Thankfully it also displays the string you need to input to utilize the move, cutting down the time spent in menus.
Unfortunately there is no voice acting to speak of in Way of the Samurai - there is only the occasional grunt or scream. However, something cool about the game is that you can press the circle button to talk to those around you, even during battle. This provides you with a way to avoid losing your life, just as long as you don't mind losing a bit of pride. You can also boast in battle, which is great for all the dicks out there.
About the ripped-out-of-a-fighting game feel of the combat system, there actually is a conventional 1 on 1 battle option for up to two players. I haven't tried out the two-player options for myself, but I can see the appeal of importing your custom character, having your friend do the same, and going at it for a few rounds. You also have a 1P vs. CPU option after you realize that no one will ever play the single-player game enough to make the 2-player combat as interesting as it sounds at first. Thanks to the fact that a Way of the Samurai 3 is apparently still in development for the Playstation 3, my dreams are filled with visions of sugar plums and...I mean filled with visions of robust online multiplayer that would allow people to import their custom character for battle. It's not quite the Night Before Christmas, but for me it suffices.
Way of the Samurai is rather short, but doesn't that just foster good replay value? If you had a fun time, I can see you jumping back in right after the credits roll to see what happens if you act differently during your time in Rokkotsu Pass. The game is definitely recommended, and tell me what you think if you "pick it up."
P.S.: Neonie and Trevor McGee should check my friends list.
P. P. S.: The inspiration (if it can even be called that, it's really more like theft) for the additional information at the end of each preview came from Racketboy. So, kudos to him!
P.P.P.S.: I beat Killer 7 on Saturday! Expect a review to follow in the coming week sometime, although it may take longer as I want to play a bit more of the "Killer 8" mode (I'm currently on Mission 2: Sunset) that opens up after the standard game is beaten before I give the game the proper treatment.
Here's a weekend special for all the Destructoid readers out there: A triple shot of impressions from that most lazy of gamers, Variable Gear!
Let's start with Final Fantasy X-2. This game is fucking amazing! Actually...that could be a pretty contentious comment for some people. That's because there's really a lot to stumble upon if you hold the carefree and unambiguous narrative tone of Final Fantasy X-2 too close to the serious and foreboding tone of its prequel, Final Fantasy X. Yes, the plot (at least for the first three hours of play) is mere fluff. Yes, many lines of dialog are groan-inducing. Yes, the saccharine nature of the characters and the world will be at first embarrassing to veterans of Final Fantasy X.
However, Final Fantasy X-2 has (arguably) the best battle system in any Final Fantasy title. What has gone is the Sphere Grid, the relatively slow battles of Final Fantasy X, and Overdrives. What has been gained is the classic job system (from Final Fantasy III, Final Fantasy V, and Final Fantasy Tactics) a relentless sense of speed and ON-THE-FLY job switching.
Final Fantasy X-2 is not as tacky as I might have thought, and, in fact, it is a very impressive game; one that absolutely perfected the job system for a new generation. The game can be bought used for under $13, and it's an experience I wouldn't want anyone to pass up on face value. Final Fantasy X-2 is definitely recommended for all!
Wow, just wow...
...This is one of the most intense and exciting games I have ever played. Geometry Wars: Galaxies, the first full-priced (with the purchase of a Classic Controller, but more on that later) entry in the Geometry Wars series throws just about every possible twin-stick shooter scenario at the player. Kuju went above and beyond the call of duty, making sure that gamers will look forward to unique level after unique level in this near-perfection of the genre.
Before I go too far I would like to mention a couple things. Numero uno is that for all intents and purposes, the Classic Controller is the way to go. (Note that this pushes the seemingly lower-budget nature of Geometry Wars: Galaxies, which retails for $39.99, up to the standard $59.99 price point) You can play with the Wii Remote and Nunchuck, and, no it isn't an abortion like John Davision (of whattheyplay.com, formerly of EGM and 1up.com) would have you believe. It's possible to get enjoyment out of the control scheme, but it presents another layer of difficulty in navigating the screen (especially in Co-op) thanks to the presence of a targeting reticle. Secondly, why no custom soundtracks? There's only like four tracks in the game and, while passable, they don't prevent me from thinking about how awesome it would have been to blow up geometric shapes to "Particle Man" by They Might Be Giants (as seen in this video).
But, even with those minor gripes everyone who owns a Wii (and a Classic Controller) should be "picking up" Geometry Wars: Galaxies ASAP!
This is a toughie. I really want to like this game, I really do. You can see the potential. You can just predict the cashwh0re reviews now,"Immersive FPS core gameplay fused with what could be 2d or 3d cel shading and a unique and interesting body-swapping poltergeist mechanic...with sound; 11/10."
It all sounds well and good, until you realize several things. The default stick sensitivity is way too low for this "grizzled" Halo 2 "veteran," (10 FTW!) which causes the aforementioned FPS gameplay to fall to the floor in shambles. And, honestly, it isn't the player's fault because there is no sensitivity option in the options menu. Secondly, the voice acting is a complete embarrassment. (Thirdly, I'm talking about Geist, an exclusive Gamecube game developed by n-Space.) Fourthly, the story is a joke. Fifthly, the UI is SHIT!
...Anyway, I like the ideas that the game the presents. Unfortunately, the execution leaves a lot to be desired. You can get Geist for the low, low price of under $10 (used) at your local Gamestop. I don't recommend it, but it could be fun to try for some.
I'm going to try to keep this format up. Three games per weekend. Impressions of each. Words, Wrds, wds.
This Has Been a Variable Gear Production read more
Promotion! The scene where Robotnik smiles in a vile way is my sister's favorite, but I personally enjoy the helium-enhanced "promotion" sequence the most. Surely, you will have a fun time.
The scene where Peach appears on a tree branch, the tree branch disintegrates and she is caught by Roy Koopa is amazing! Also, disappearing door reappears instantly. What the Fuck?
Baccano! is the best anime around right now (excluding Gurren Lagan), and it better get licensed for the US soon. It has a great soundtrack, interesting setting (mainly Prohibition-Era America), believable characters, and great animation quality. The first episode is a total WTF-fest, where the viewer is led through many confusing situations that they are meant to have no understanding of - but do not let this prevent you from finishing the series (as many have done), which is a manageable 13 episodes long. Watch this, for the love of God...
Also, the ending is horseshit. Just skip it, every time. It completely breaks with the style of the series and uses some cliche J-Pop music, which is really fucking embarrassing. DO NOT WANT! read more
Here's another new feature from me. There are two others that I will be revealing soon as well. Once the kinks are worked out (aka: when I actually finish the first and begin the second) they will both go live. Until then they will stay hidden...
...What the fuck am I even saying?
Let's try that again. These are my favorite five remixes from goat, a prominent member of the OverClocked ReMiX community. His mixes are known for their awesomeness thanks to the rocking guitar sections. Just click the pictures and enjoy!
Ninja Gaiden 'SuddenLoss'
Castlevaina 'The Raven'
Castlevania 2: Simon's Quest 'NoFleshAllowed'
Castlevania III: Dracula's Curse 'Froggy Mosh'
Final Fantasy IV 'The Sky Was Never A Limit'
...So what did you think of goat's remixes? They're pretty fucking awesome, aren't they! Is this something you'd like to see again in the future? Is a Remixer Spotlight something the community is interested in?
When I saw the most recent TAS of Super Mario 64 today on Jetsetlemming’s blog , I looked forward to the ending. Why? Because Super Mario 64 has one of my favorite ending themes of all time. So, I now ask the community: What are your favorite ending themes? Also, is there a specific generation of gaming that sticks out to you with great ending themes?
Some of my favorites follow, in no particular order:
I think I teared up when I first heard this ending theme….
The Wind Fish theme is one of the best Zelda songs ever! Too bad it hasn’t been included in any subsequent Zelda games…
The Pokemon soundtracks were always endearing to me, and the first time I finished off the Elite Four was a very special occasion. Little did I know that this would happen every few years…
The Golden Sun games had great soundtracks that took advantage of the weak GBA sound chip. Too bad there was never a third game in the series…
The Wind Waker had great music, and this medley of Zelda remixes provided a fine finish to the game after the player saves the ocean of Hyrule from Ganon. Too bad Phantom Hourglass is shit…
Chrono Trigger had one of the best Soundtracks of its generation (thanks Mitsuda-san), and the ending was a great send-off to a unique band of adventurers. Too bad the sequel sucks…
This etheral piano + drum theme surprised me when I first heard it on my GBA. Another excellent ending theme for a Zelda game.
This emotional theme provided effective closing to one of the most-loved RPGs of all time. Let’s just say this is the only Final Fantasy I have ever beaten and move on…
So, what are your favorite ending themes? read more
Karma is a single-player experience focused on the effects of ones moral choices. Another important concept is the evolution of stimulating drugs in a near-future scenario - and their impact on humanity. Karma shows its experimental side with evolutionary magic and storytelling systems. This is just a concept, but I thought it could be fun to see the community reaction.
The UI is really simple, here is a horrible picture in paint of the planned version of the interface.
For those Asking "What does any of that mean?," here is a little FAQ.
Q. What is Karma?
A. Karma is an evolutionary 2d Platformer-RPG Hybrid for the DS.
Q. What Are The (Planned) Controls?
A. This one is pretty simple, don't you think?
For Right-Handed Players
- D-pad: Movement
- L Button: Jump
- Stylus: Everything Else
For Left-Handed Players
- ABXY: Movement
- R Button: Jump
- Stylus: Everything Else
You can switch between the control schemes at any time.
Q. What does the Top Screen Display?
A. The top screen displays the player character, meters, environments, and enemies. Important meters include: the Karma Meter Dosage Gauge, the Aggro Meter, the Health Gauge, and the Description Bar.
What does the Bottom Screen Display?
The touch-screen displays all of your Spell Circles and the Action Circle.
Q. What is a Spell Circle?
A. Spell Circle are smaller Circles that are surrounded by an experience/cool down gauge. The spells are arranged in this manner at the beginning of the game: Light spells at the top, Dark Spells at the bottom, and Earth (Elemental) Spells in the middle. You simply tap the spell Circle to select it and then touch the action circle to cast. You can only have One spell equipped at a time, but you can combine them. (You are able to combine spells by clicking one, dragging it over another and letting it go.) As you damage enemies with a spell its experience gauge increases resulting in faster casting times and enhanced damage.
As you take damage, your spell circles, beginning with the spells you use most, will begin to crack, and if they break you will have to wait for the cooldown gauge to empty before they can be used again.
Q. What is the Action Circle?
A. An Action Circle is the Radial Action Button prominently featured in the center of the touch screen. The center of the Action circle Represents your character, and touching the top right section of the circle will make your avatar cast his/her currently selected spell in that area .
Q. What is the Karma Meter?
A. The Karma Meter is a measure of your moral standing, and it sits near the top of the top screen UI directly under the health meter. Left is for the Sinister, Right is for the Light, and the Middle is occupied by the Neutral. The type/amount of spells you have is determined by your placement on the Karma Meter alone. As you go to the right you sacrifice Elemental Spells (Neutral) and Dark Spells (Left) for Light Spells (right), etc. This happens automatically as you play the game.
Q. What Kind of Health System is there in Karma?
A. Karma uses the automatically recharging health system found in some of today's most popular games. Stay out of trouble for long enough and you'll be back to 100%. There are a couple wrinkles, however. The main feature is that when you die your Health Meter is shortened. Also, the blood that you lose from attacks streaks down the bottom screen (from the Health Meter), obscuring your view of your spells.
Also, as mentioned before, Karma's Spell Circles will crack and break if you sustain too much damage - after which you have to wait for the cool down gauge to empty before using them again. The spells that break first are the ones you use the most.
Q. What is Dosage gauge?
A. Dosage is the Left (Yellow) Meter on the top screen. Dosage increases as you cast spells by injecting yourself with stimulant. The more spells you cast the faster Dosage rises, and if you lay off the spells for the Dosage bar will decrease.
As Dosage Increases:
- You Deal More Damage
- Spells Fail More Often
- The Player Character Hallucinates more Frequently
- Spells Can be Cast More Quickly
- Movement Speed is Increased and Jump Distance is Heightened
- Damage Taken Decreases
As Dosage Decreases:
- You Deal Less Damage
- Spells Fail Less Often
- Player Character Hallucination less Frequently
- Spells Require more time to cast
- Movement Speed is Reduced and Jump Distance is Shortened
- Damage Taken Increases
Q. What happens if I fill The Dosage Meter?
A. This state is called "Overdosing." The touch-screen displays an animated flashback based on your current moral standing while the top screen displays the player and the gauges. The player cannot access their spells at this time and Hallucinations become more frightening and numerous. The player has to find a safe place to recover from his/her enemies until the Dosage gauge cools down.
When the Dosage gauge is emptied after exiting the "Overdose" state the meter is shortened slightly.
Q. What is the AGGRO Meter?
A. The Aggro Meter is the right (Blue) Meter. Aggro is a concept taken from MMOGs. Aggro, in Karma, refers to the focus of enemy characters on the player. When the player is not in line-of-sight of a monster, attacking a monster, or being attacked then the Aggro Meter decreases.
As Aggro Increases:
- More Enemies Spawn
- Enemies Deal More Damage
- Enemies Chase After the Player
- You Deal Less Damage
- Dosage Requirement for Each Spell Cast Increases
- Action Circle Size Decreases
As Aggro Decreases:
- Less Enemies Spawn
- Enemies Deal Less Damage
- Enemies Don't Chase after the Player
- You Deal More Damage
- Dosage Requirement for Each Spell Cast Decreases
- Action Circle Size Increases
Q. What Happens When I Fill the Aggro Meter?
A. Well, you are in a little trouble, punk, because you have just been sucked into another dimension - one where a giant monster is breathing down your neck. Boss Rush is activated, meaning that for a short time a Boss-Level character chases after you. The Boss can be killed, although it is always tougher than the player. Note that your action circle will be enlarging as the Aggro Meter cools down, and that at the start of Boss Rush it will be invisible. When the Action Circle reaches its normal size and the Aggro Meter empties the Boss Rush is over. You are then spit out of the Boss' dimension and back into the main game.
Just as in the "Overdose" state, your Aggro Meter is shortened when you exit Boss Rush Mode.
Q. Can I achieve the "Overdose" state and enter Boss Rush Simultaneously?
A. Yes. This is a really crushing blow to be hit with in Karma, and it is the most important one to avoid in the game.
Q. What is the Description Bar?
A. I thought this would be pretty self-explanatory, but here goes. The description bar provides a description of the currently equipped magic. The description bar is the bottom (green) meter.
All Ideas Inside Copyright 2007 Vincent Graves
....IF you have any more questions/comments/criticisms just reply to this post.
Suggestions for Comments:
- How does Karma Fit in with other DS Software?
- Would You Buy Karma?
- What improvements are necessary?
- Would/could the game be a success?
- Is Karma evolutionary/revolutionary or neither? read more
Following the IGN/Penny-Arcade catfight may be painful for some, but this video is not.
*Leans Forward*
Anyway, now that you are in the door allow me to announce that something big is happening soon and that Joystiq will have a post up about it. I just got off the phone with Rob and he confirmed it for me. Anyway, thanks for reading these lies and sorry for the lack of original content on the blog! I blame Super Mario Galaxy.
Also, I am editing a post from the past that some of you may have commented on. I would like to hear what you think about the same topic now. It is very interesting, to me at least.
1) You don't need to answer the VERY HARD or VERY EASY questions correctly to win, however all other questions are mandatory.
2) You post a comment explaining where the lines can be found in "A Link to The Past," as well as who spoke them (if applicable).
3) Someone eventually gets them all correct
4) That person gets no prize, because I ate all the cookies mom baked yesterday :(
5) ???
6) Profit
7) This is a feature. One that will improve in the future.
8) WHY IS ^THAT^ IN THE RULES SECTION!?! 9) Seriously, what the Hell...? 10) I give up...Here come the questions!
VERY EASY
"The Hero's triumph on Cataclysm's Eve Wins three symbols of virtue The Master Sword he will then retrieve, Keeping the Knight's line true"
EASY
"Pay no attention to the average middle-aged man standing by this sign. Leave him alone!"
MEDIUM
"...mumble mumble... My son really liked to play the flute, but he went to look for the Golden Power and has not returned... ... ... I wonder where he is and what he is doing now?... ... Zzzzzz Zzzzzz"
HARD
"Link! You are a second too late. I have failed... Zelda... The soldiers have abducted her. They have taken her to the castle. You must find her before the wizard works his magic. Please...You are our only hope..."
VERY HARD
"Take some Rupees, but don't tell anyone I gave them to you. Keep it between us, OK?"
This has been a Variable Gear Production, and thanks for reading! read more
bluemeep posted a blog about Mega Man Star Force, calling it the most depressing game he had ever played, and right when I heard this I placed my hands above my keyboard and jammed out an off-topic comment:
"What I wish they would do is change up how enemy encounters are initialized. The random battles happen way too often in the Battle Network games (I played 3 and 4*), and I would like a more hybridized system.
Imagine this: Enemies are arranged on a 2D side-scrolling field similar to any other Mega Man game, except when you touch the enemy a battle starts. You can get an early attack in if you hit the enemy to begin the battle, but enemies can get the jump on you if you get hit first. Then the battle plays out as normal, like it did in MMBN1-MMBN6. I didn't really like the perspective shift..."
And, at that time I didn't think that it would be wise to put my entire concept up here. However, with time and in response to a comment by deiga-the-semivaliant I posted this:
"...I'm definitely going to put up my MMBN idea on my blog tomorrow."
Ok, here is the rundown of things I HATE HATE ABSOLUTELY HATE about the Mega Man Battle Network series:
Exploration: It takes forever to get anywhere in the Virtual World or the Real World, and the Exploration itself is unsatisfying.
Puzzles: Find the square peg for the square hole! It was boring the first time and is still boring now!
Folders: Why only three?
Shopping: Buying and Selling Items is really tedious.
Styles: Not customizeable enough, I want custom armor and one folder for each style!
Story: This needs to go away. The story is absolute trash. It sucks, etc. Just give me good gameplay!
Random Battles: The timer is too short and therefore battles get tedious.
RPG Elements: Just use the NaviCust System by itself, Capcom. Do not try to integrate a RPG-style level-up system and the NaviCust system!
Here is where I offer my edits that will revitalize the series. And, no, I didn't play Mega Man Star Force, because the perspective shift didn't really interest me, the Brother Band system seemed lame, and the fact that I am pretty burned out on the series in general. Star Force is probably a good "soft reset" of the franchise, but I hope Capcom has something more evolutionary planned. Anyway, here are my edits:
Exploration: I would scrap the isometric perspective used in the previous MMBN games and go back to a side-scrolling 2D level design philosophy. This makes exploration less tedious and more fun! Also, chips could be used on the field...That's interesting, right? Oh, yeah...I forgot about that...it won't suck like that did.
Puzzles: Enivornmental puzzles would be possible thanks to the use of classic Mega Man gameplay. Most of these would be unnecessary to complete to finish the game, but they would offer bonus chips, armor pieces, or programs.
Folders: One Folder per style!
Shopping: You can pull up the Shop/Chip Dealer anytime during your exploration of the game.
Styles: You can customize the look of the armor for each style. Some pieces offer minor stat boosts but most of them are there to look cool. You can use any piece with any style, it is not like they are pre-colored or something :)
Story: Almost completely removed. Minor storytelling elements similar to retro Mega Man games.
Random Battles: These would obviously be done away with by the switch to two-dimensional side-scrolling stages. You can get advantage by hitting the enemy on the field and they get advantage for hitting you. If you collide with an enemy a battle starts and no one gets advantage.
RPG Elements: The NaviCust System would be used exclusively to Power-Up your styles. I would prefer it if each style had its own unique NaviCust section.
That's pretty much it, although I would like to add that if this game were happening Capcom should give people the ability to turn off all MMBN features and play the game as a pure Mega Man game. The side-scrolling, beat-the-boss-and-steal-his-weapon Mega Man game is the starting point to which Programs, Custom Armor, and Chips/MMBN Battle System could be added. Also, note that I would bring back the Battle System used in MMBN1-6 and you get styles from Bosses and Boss Weapons have a standard fire and one alternate fire There would be unique bosses and stages in each mode to not make it a grind to go back through the game.
This has been a Variable Gear Production
OMG!!! What do you think?!? Is this any good? Am I CRAZY?!? Respond in the Comments!
ALSO, COCKS
*I played MMBN2 as well...I forgot to add that in my first comment.