Hmmm...I thought Heroes was infinitely worse on all counts with the problems you mentioned. The more games they made, the more they broke things. Shame as it was a lovely looking game and I loved playing as the three characters in the teams. But drops to nowhere, on-rails sections that threw you into said drops to nowhere and the camera of death made the game pretty much unplayable in the later levels.
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I think I stopped playing Heroes at the halloween level where i had to jump from wall to wall opposite each other but had to make sure i was high enough to land on the grinding rails... but the wall jump didnt always work... THEN I had to do that enemy hopping thing which was so broken i actually broke an xbox pad.
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Super Mario Sunshine - I don't need to qualify this, it's just broken.
Streets of Rage 3 - **** music, **** enemies, **** everything, such a let-down after the glory of the first two.
1080 Avalanche - Enjoyable in its own right, but the GC is capable of so much more.
All RPGs that feature random battles with invisible enemies - Completely needless, there are no longer technical limitations that mean you don't need to display enemies at all times.Last edited by vertigo; 03-10-2005, 10:29.
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The camera angle issues that you all hate has been fixed hasnt it? not in the individual games but in other games. Zelda for example, where you can centre the camera to where you are facing.
As for invisible enemies in RPG, i agree with what is said, but its the only way to make you level up enough to progress without having the screen littered with enemies. I suppose they could give you more experience points but where the fun in that!?
Ill tell you what game is broken beyond repair! shinobi on the ps2! Grr.......... not even the sub sequel could salvage it completly!
112
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Originally posted by 112As for invisible enemies in RPG, i agree with what is said, but its the only way to make you level up enough to progress without having the screen littered with enemies. I suppose they could give you more experience points but where the fun in that!?
If they've been able to do it in ARGPs since the dawn of that genre and with Chrono Trigger you could see every single enemy in the game and that's a menu-driven RPG, there is no justification for invisible enemies. I believe the original reasoning behind having the invisible random enemies was because the console of choice (NES) couldn't render enough sprites without major slowdown. That simply does not apply any more. Consoles are powerful enough to render a reasonable number of enemies.
There is also no need for a battle every five sodding steps. When Skies of Arcadia was released on GC they reduced the number of random battles because it was needlessly high and balanced the EXP bonuses as appropriate.
Trying to get to a save point when you've got minimal HP left but have no choice but to trudge through a whole big area hoping that you don't encounter too many enemies is just ridiculous.
Perhaps I just prefer ARPGs, but as Chrono Trigger and Earthbound both prove, even traditional RPGs are just so much more convincing and less frustrating when you can at least see the enemies before you encounter them, with the possibility of avoiding them.
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Originally posted by vertigoSuper Mario Sunshine - I don't need to qualify this, it's just broken.
Streets of Rage 3 - **** music, **** enemies, **** everything, such a let-down after the glory of the first two.
Mariosunshine may not be as good as Mario 64, but it's still the second best 3D platformer ever made, which isn't *too* bad a level to reach.
And Streets of Rage 3 was great! I avoided it for years with all the bad word of mouth it got, but when I finally picked up a JP copy in Akihabara a few years back I loved it. Bare Knucke 2 is better, but still, a great fighter, and how could it not be - it's the same game as before with some new backgrounds.
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Originally posted by Kotatsu NekoA bit harsh!
Mariosunshine may not be as good as Mario 64, but it's still the second best 3D platformer ever made, which isn't *too* bad a level to reach.
Killzone, loved the atmosphere (have a real soft spot for wartorn cities of the future). All I have to say is framerate, what framerate.
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I guess I'm one of a select few but I've always felt SoR3 was the series' peak.
I remember first playing it and not being too impressed (the music especially didn't seem 'right') but as I played it more it all clicked. I even grew to like the tunes and felt they were much better than the first two games incredible soundtracks.
I think, like Yoshimax, it was the run function that made the game for me. The feeling of dashing towards a large group and nailing them all made SoR2 seem positively sedate when I went back to it after SoR3. Add multiple routes through the game and a playable Shiva (Shiva was boss to play as, especially with his sideways 'dash' with a double tap of up or down and FINAL CRASH!) and I think it will always be the one.
Playing BK3 years later (via the wonders of emulation) made me appreciate the game even more. The butchering that was done to the western version was a disgrace and why they recoloured the sprites with some of the worst colour schemes ever seen is baffling.
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Originally posted by eastyyDid sonic adventures DX fix any problems?
Originally posted by Kotatsu NekoMuch as I enjoyed the Katamari games I have to agree with you. I suggested this in the first play thread for Minna Daisuki and was blasted by several people for daring to say it!We are the NTSC-UK rebels
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