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Social NintenZone Social 4 - Bring It In, Guys!

When, if ever, do you plan on buying the Switch?

  • At launch

    Votes: 40 36.0%
  • Late spring/summer

    Votes: 25 22.5%
  • During the fall/holidays

    Votes: 17 15.3%
  • Sometime after 2017

    Votes: 7 6.3%
  • Not until [insert game here] is released

    Votes: 20 18.0%
  • I'm not getting that bucket of turds!!

    Votes: 2 1.8%

  • Total voters
    111
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D

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tbh this reminds me of a 'player philosophy' in game design. Make it so the player can choose how they play at their own pace and strategy. When I replayed Awakening, I tried units out I didn't even use the first time, like Gaius or Tiki. Because I had the freedom to experiment, I could play how I wanted too. Pokemon lets me do this too, as I can use whatever team I want. Even no RPG games like Sonic or Metroid let me go at my own pace to try things out. AW doesn't let me do that because everything's got fixed stats depending on the type of unit

I meant all of the above, and it doesn't mean FoW isn't cheap against someone new to AW
Yahtzee Croshaw's FFXIII review pretty much says what the problem is with 'you need to get used to it'. If I'm not entertained for quite a while, as I played Training too, why should I waste more of my precious free time playing a game I'm not enjoying?
When I play a game, I want to have options, I want to feel in control of what I do and how I play
AW forced me to work around the units it gave me and said to use this one specific strategy, that's just not fun, at least not MY definition of fun
You're right about whoever getting the first hit getting the advantage in AW but in the pre-AW games it wasn't based on that much and it was both units attacking at the same time. If there's going to be future AW games I hope it goes back to both units attacking each other at the same time like before.
That's not the problem, it's about how you are stronger when attacking first not about who attacks first
Offensive and Defensive play are both useful and rewarding depending on the situation and how the PLAYER wants to approach the situation(I played most FE games by playing defensive(even when it's not as viable such as timed missions and the like) but I can just as much be offensive and eventually clear the maps

AW wants you to play offensively even when you're outnumbered and a defensive approach would be better, you HAVE to play it the way it wants you to play otherwise you'll get punished by enemy units before you can even retaliate
This. Not to mention AW gives you a map designer to make your own maps and it has multiplayer that FE doesn't have. Both series are great in there own ways and I can think of reasons for why both series are better in different aspects.
I'll say I liked that there is a map designer, something I always wanted FE to have. I love level creators. Period.
But FE also has multiplayer, Awakening didn't(which I would probably have spent a lot of time playing with my friends) but the GBA games did(with the Link Arena) and the DS games and Fates have it too(though you're limited to 5 units and online is full of hackers so it's better to only play with friends)

I really want my friend to finish Birthright already so I can borrow it from him I can kick his ass with my 20/20 royal team(except Elise, she dead)
 

ChikoLad

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Second to last reminder on this, but the Sonic Joypolis stream is happening in just under 8 hours from now.


This is on at 6AM for me so I think I'm actually gonna start winding down for bed now.
 

Ura

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When I play a game, I want to have options, I want to feel in control of what I do and how I play
AW forced me to work around the units it gave me and said to use this one specific strategy, that's just not fun, at least not MY definition of fun

That's not the problem, it's about how you are stronger when attacking first not about who attacks first
Offensive and Defensive play are both useful and rewarding depending on the situation and how the PLAYER wants to approach the situation(I played most FE games by playing defensive(even when it's not as viable such as timed missions and the like) but I can just as much be offensive and eventually clear the maps

AW wants you to play offensively even when you're outnumbered and a defensive approach would be better, you HAVE to play it the way it wants you to play otherwise you'll get punished by enemy units before you can even retaliate

I'll say I liked that there is a map designer, something I always wanted FE to have. I love level creators. Period.
But FE also has multiplayer, Awakening didn't(which I would probably have spent a lot of time playing with my friends) but the GBA games did(with the Link Arena) and the DS games and Fates have it too(though you're limited to 5 units and online is full of hackers so it's better to only play with friends)

I really want my friend to finish Birthright already so I can borrow it from him I can kick his *** with my 20/20 royal team(except Elise, she dead)
You realize that's not always the case though right? You have Bases, Ports, and Airports to deploy units to better suit your strategy of winning. The units you have most of time are what you build. The only time where you're forced to use units is pre-deployed maps with no bases. There's also the CO which you use that heavily influences your playstyle in a map so I wouldn't say you're forced in to a situation.

That's true as I mentioned and that's something I want to see changed when/if IS is ever going to bring this series back to life with units being stronger when attacking and always getting the first strike. Like I said before you can still play defensively in AW. Luring your opponent in or just stopping your opponents assault cold with indirect units is a great way to play defensively and FoW against humans is basically when defensive play is more rewarded than offensive play because you want to both bait them out and suprise attack them.

Made a mistake with FE's multiplayer but really AW has it beat in that category with it's map designer and stuff. IDK how an FE map designer would work because the units you have aren't just faceless units like the ones in FE. And besides I would be extremely salty if they brought back the map designer for FE and just continued to leave AW dead. If they're going to do that then at least they could give this series a revival on the NX alongside whatever new FE game they release.
 
D

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You realize that's not always the case though right? You have Bases, Ports, and Airports to deploy units to better suit your strategy of winning. The units you have most of time are what you build. The only time where you're forced to use units is pre-deployed maps with no bases. There's also the CO which you use that heavily influences your playstyle in a map so I wouldn't say you're forced in to a situation.
Field Training gives a really bad idea of what it's like then
I can get the first few missions being tutorials but there are too many of them and when I skipped to the FoW map to see how it's like, it was still the same tjing as early maps
Made a mistake with FE's multiplayer but really AW has it beat in that category with it's map designer and stuff. IDK how an FE map designer would work because the units you have aren't just faceless units like the ones in FE. And besides I would be extremely salty if they brought back the map designer for FE and just continued to leave AW dead. If they're going to do that then at least they could give this series a revival on the NX alongside whatever new FE game they release.
You could just use your own units
Even then, you would probably be able to add auto-fielded generic blue units
Though I'd just prefer a FE Maker, even if you could only use generic units( and maybe being able to name and put portraits of characters from the series on them)
I can see it being just like SMM with Ninjas surrounding you in the first turn and a ****ton of music levels
 

Ura

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Wii U browser is making me furious! Grr!
What's an airport, again?
The thing Andy learned the hard way when he had the unfortunate experience of facing off against Eagle in Hard Campaign Rivals.

Suffice to say after that experience he always remembered what an airport is. It burns in his memory for him not to remember.
 

Wolfie557

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Smash Crusade Character Thoughts....... if anyone cares.

Ganondorf - I sorta like his new moves. Still want Ganondorf changed to be 1/3 as he is now 1/3 magic and 1/3 sword/trident/double sword/all

Ice Climbers - First time playing as them in some form. Makes me miss them even more ;.;

Snake - Not my style but still want him back. Quite fun.

Geno - I actually can see why people want him so much now with all those cool lasers and other abilities and he is surpising fun. It's just, I really hate his character design, similar to Banjo. (Kazooie is alright) And looks are a big thing for me okay?

Ashley - Love the effects. Didn't expect any hair attacks - nice. Her specials are really awesome, especially that broom stick! I don't get what down B is meant to be. I actually like her even more now.

Ridley - Works good enough here. Believe with enough time and effort any character will work in Smash. I don't think he should be able glide tho...

Toad - I like his potential better now, too. Tho this vers feels very made up. I like how it used the propeller item tho. Voice as annoying as ever. >.< . Still do not want any new Mario characters for Smash5.

Waluigi - His appeal is being funny and plain wierd XD. If he joins, AIR SWIMMING IS A MUST. I like him more than Daisy as always. Specials are spin-off inspired. Thoughts remain the same. If they count him as a Wario character I'd be okay from the start if he joins. (for Mario ones it would take some time)

Krystal - WOULD MAIN. Smash and Special Attacks awesome and varied. I like her more now too. **** haters just because all they see is fury stuff. Their fault for looking at that.

Saki - As expected, flashy and awesome. Sadly very low chances of happening. Thoughts about character unchanged.

Mach Rider - Not how I imaged him. Feels like a re-imagined , more agent-like C.Falcon. Would expect him to be on his bike almost all the time tbh. Still one of only 3 obscure/retro characters I am willing to support.

Rayman - So fun and feels great. Want him even more! But he NEEDS to throw those yellow orbs as one of his specials. No idea what his Side and Down B are and where they from lol. Don't rrly like them either.

Crash - Feels good. Basically a more quirky brawler type. Projectiles are cool. But I just don't about him tbh.

Shadow - I'D MAIN HIM. So fun and essentially my style. However I'm against idea of multiple character per 3rd party franchise for various reasons.

Knuckles - fun but not as good as Shadow. His falling sucks. Also, same thing applies.

P.Wright - Well.....meh. Looks so stupid with those pages as attacks and stuff. Appeal has decreased.

Klonoa - Meh as well. Good character design but she is just to random for me. Better than Wright tho.

Porky - really fun and cool but never happening so eh.

Chun Li - It's Chun Li. Nuff said. Tho personal rule... ;.;

Sorry for the long post. ;p
 
D

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All this talk got me in the mood for some FE
I played only two chapters of Hector's Story so I might as well do that
Wish me luck, I'll need it if I want to unlock Chapter 20xx
 
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Ura

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Field Training gives a really bad idea of what it's like then
I can get the first few missions being tutorials but there are too many of them and when I skipped to the FoW map to see how it's like, it was still the same tjing as early maps

You could just use your own units
Even then, you would probably be able to add auto-fielded generic blue units
Though I'd just prefer a FE Maker, even if you could only use generic units( and maybe being able to name and put portraits of characters from the series on them)
I can see it being just like SMM with Ninjas surrounding you in the first turn and a ****ton of music levels
Field Training doesn't have Bases from what I believe so maybe that's where you got the idea from. Every map in the Campaign has Bases for you to deploy units so the way you go about clearing the mission isn't the same way I would. Different maps call for different strategies and different CO's.

Not sure if there was ever an instance where you played as generic units but that sounds pretty appealing. Especially being able to use different lords like Marth and Ike on a created map. I just want IS to bring AW back if they're going to give FE one of the things AW is best known for. Or even do a FE VS AW crossover-type game where you pit AW CO's against FE Lords in a game that combines mechanics of both series. That would be a good way to raise brand awareness about AW and would ultimately lead to a new AW game.
All this talk got me in the mood for some FE
I played only two chapters of Hector's Story so I might as well do that
Wish me luck, I'll need it if I want to unlock Chapter 20xx
Good luck with Battle Before Dawn. You're going to need it lol.

I also need to get my arse on continuing my FE7 playthrough.
 
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Every map in the Campaign has Bases for you to deploy units
Either i'm playing the wrong game, I missed a huge detail, or this isn't true.

Pretty sure 6, 7, and 8 all don't have bases


I either don't want people to get the wrong idea of the game or im going to learn im a bigger fool than I thought
 
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Swamp Sensei

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Yeah, about half of the first game campaign missions have them.

Others don't.
 

Wolfie557

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What Sonic twitter is doing is really good for the fans and a very clever way to advertise and hype up whatever the next game will be.

So many high class youtubers are getting on this.
 

Ura

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Either i'm playing the wrong game, I missed a huge detail, or this isn't true.

Pretty sure 6, 7, and 8 all don't have bases


I either don't want people to get the wrong idea of the game or im going to learn im a bigger fool than I thought
Oh yeah I forgot. You'd think i'd remember with me being a wannabe AW master and shiz. Good call.

Most of the purely pre-deployed missions are straight forward and still have different ways of completing the mission. Particularly the first Kanbei mission where you have the choice of baiting out his initial attack with your indirect units or going head first against his units. Then there's a particular Drake mission in Max's path that involves getting rid of his Battleships to clear a path for your lander to cap his HQ or just routing all his sea units.
 

Swamp Sensei

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Apparently there's a petition for London to have an independency referendum, as well.
I think people are getting a little too upset by this now.

Those wacky youngsters.
 

BandanaWaddleDee

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Here's the answer we've been waiting for
There was a problem fetching the tweet
 

Ura

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I want to declare my house as independent from Canada and it's own nation. I'll start a referendum and call my nation "SMX Land" with my own foreign currency.
 

ChikoLad

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The one they answered about school systems is the best one.

"Success is achieved through manipulation. You'll end up learning THAT in school."

Eggman speaks the truth.
 

Coricus

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I think deserts are about my least favorite kind of video game level.

There seem to be a couple of different reasons I have for this. One of them is that deserts are usually home to some fairly unpleasant gimmicks. The other is that deserts are one of the few biomes to be naturally only a certain variety of shades in video games, essentially making them nextgen brown by default.

To elaborate on the gimmicks, there are quite a few deserts I've seen that have something dragging them down in some way in terms of level design. Some of the ones in more open environments like Ratchet and Clank, various block crafting games, and Xenoblade Chronicles X avoid it, although the last one suffered badly from the latter problem I had concerning artstyle where the other two dodged having too many issues there. But then you have other games that have at least one. . .quirk. Racing against flowing quicksand or crushing buildings, having to constantly pull light switches or die when you just want to progress, having to constantly heal your heat stroke, constantly having a sandstorm whip you in the face. Heck, most of these examples are from pretty well liked games. But no matter how much the designers think it boosts immersion, it actually takes me OUT of the game for a bit because you're frustrated at all the hoops the game is trying to force you through.

Plenty of other environments have irritating gimmicks as well, but deserts are distinct in that at least most of the other irritating environments are a bit more pretty in how they're handled. Every desert I walk into in games with a very small number of exceptions has been basically nothing but brown, brown, brown as far as the eye can see. Even a blue sky might help a little, but in some games you don't see the sky and in others it's choked by sand and brown as well. Perhaps something with blue skies and red sand would be a suitable change of pace. Deserts like that exist in real life, but you wouldn't know it from many video games.

That isn't to say I don't have qualms with other level types, it's just that I have them slightly less so.

Grasslands are fun enough to play in, but I've seen so many in games that I feel very bored looking at many of them. They're how every game and their mother starts. I wish it wasn't used in so many games as the tutorial level as opposed to any other level in the game, and I wish they looked a little prettier and more varied. Perhaps the grass needs some flowers or something and early video game graphics just couldn't handle having enough flowers to make a difference. We're still not seeing fields of tiny brightly colored flowers in modern grassy starting areas either, though.

Water levels are mostly frustrating because they A. slow you down and B. force you to obey the whims of a air meter. Give me a swift swimming character with scuba gear or some other way to avoid drowning indefinitely and they'd probably be a lot more fun.

. . .Well, unless they went the Mega Man 9 route and messed with your jump physics in the opposite direction while also leaving a ton of one hit kill obstacles everywhere. Still way better than air meters and slowdown, bu- *dies on spikes*

And then there's ice levels, which. . .I haven't done very many of these, so I think my main issue is when they request I do puzzles or have some level of precision in them. And cold damage. But. . .I gotta be honest. That one slide on Valak Mountain? Where you have to leap onto a cliff wall and grab it in a fraction of a second or you'll fall into the hot spring below? The one where you die if you aim your jump wrong? That's probably my worst ice level situation.

I probably have issues with most other types, too, but this was just the stuff off the top of my head.
 

Ivander

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You could just use your own units
Even then, you would probably be able to add auto-fielded generic blue units
Though I'd just prefer a FE Maker, even if you could only use generic units( and maybe being able to name and put portraits of characters from the series on them)
I can see it being just like SMM with Ninjas surrounding you in the first turn and a ****ton of music levels
FE Maker, last time I checked, is already being made by the old FE creator. I think it was called SRPG Maker?

That being said, FE Maker would be really neat, although I wonder which palettes they would choose. I mean, you have NES/SNES/GBA/Radiance/DS/3DS styles for Fire Emblem. Would they go NES/SNES/GBA/3DS? Or NES/GBA/DS/3DS?
And hey, generics can be pretty good(and also pretty as shown by Awakening and Fates). Heck, in Conquest, you had that Ninja with Poison Strike & Grisly Fang and the RallyMan. I think an FE game where it's only your main lord as the only unique character and the rest of your units are generics(like in DQ3) would be an interesting concept for an FE game.
Not sure if there was ever an instance where you played as generic units but that sounds pretty appealing.
Well, in Fates, you can actually capture Generic units. They aren't and won't be as good as your main units, but in the case for Conquest, Capturing generics can potentially give you good units if your main units are RNG'd. That being said, you can't do a Generic only-run until Chapter 8 where you get the character who can capture units.(I believe it takes longer to get them in Revelations.)
 

Ura

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I didn't know @Zoroarking meant FE Maker like Mario Maker. I guess that would be pretty neat. Would still be pretty similar to AW's map design though.
 
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I think deserts are about my least favorite kind of video game level.

There seem to be a couple of different reasons I have for this. One of them is that deserts are usually home to some fairly unpleasant gimmicks. The other is that deserts are one of the few biomes to be naturally only a certain variety of shades in video games, essentially making them nextgen brown by default.

To elaborate on the gimmicks, there are quite a few deserts I've seen that have something dragging them down in some way in terms of level design. Some of the ones in more open environments like Ratchet and Clank, various block crafting games, and Xenoblade Chronicles X avoid it, although the last one suffered badly from the latter problem I had concerning artstyle where the other two dodged having too many issues there. But then you have other games that have at least one. . .quirk. Racing against flowing quicksand or crushing buildings, having to constantly pull light switches or die when you just want to progress, having to constantly heal your heat stroke, constantly having a sandstorm whip you in the face. Heck, most of these examples are from pretty well liked games. But no matter how much the designers think it boosts immersion, it actually takes me OUT of the game for a bit because you're frustrated at all the hoops the game is trying to force you through.

Plenty of other environments have irritating gimmicks as well, but deserts are distinct in that at least most of the other irritating environments are a bit more pretty in how they're handled. Every desert I walk into in games with a very small number of exceptions has been basically nothing but brown, brown, brown as far as the eye can see. Even a blue sky might help a little, but in some games you don't see the sky and in others it's choked by sand and brown as well. Perhaps something with blue skies and red sand would be a suitable change of pace. Deserts like that exist in real life, but you wouldn't know it from many video games.

That isn't to say I don't have qualms with other level types, it's just that I have them slightly less so.

Grasslands are fun enough to play in, but I've seen so many in games that I feel very bored looking at many of them. They're how every game and their mother starts. I wish it wasn't used in so many games as the tutorial level as opposed to any other level in the game, and I wish they looked a little prettier and more varied. Perhaps the grass needs some flowers or something and early video game graphics just couldn't handle having enough flowers to make a difference. We're still not seeing fields of tiny brightly colored flowers in modern grassy starting areas either, though.

Water levels are mostly frustrating because they A. slow you down and B. force you to obey the whims of a air meter. Give me a swift swimming character with scuba gear or some other way to avoid drowning indefinitely and they'd probably be a lot more fun.

. . .Well, unless they went the Mega Man 9 route and messed with your jump physics in the opposite direction while also leaving a ton of one hit kill obstacles everywhere. Still way better than air meters and slowdown, bu- *dies on spikes*

And then there's ice levels, which. . .I haven't done very many of these, so I think my main issue is when they request I do puzzles or have some level of precision in them. And cold damage. But. . .I gotta be honest. That one slide on Valak Mountain? Where you have to leap onto a cliff wall and grab it in a fraction of a second or you'll fall into the hot spring below? The one where you die if you aim your jump wrong? That's probably my worst ice level situation.

I probably have issues with most other types, too, but this was just the stuff off the top of my head.
FE deserts aren't exactly fun either :p

But what this all boils down to is'


EDIT

bruh
There was a problem fetching the tweet
 
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Wolfie557

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A Distant Demon A Distant Demon tell me it! (go twitter)
I think deserts are about my least favorite kind of video game level.

There seem to be a couple of different reasons I have for this. One of them is that deserts are usually home to some fairly unpleasant gimmicks. The other is that deserts are one of the few biomes to be naturally only a certain variety of shades in video games, essentially making them nextgen brown by default.

To elaborate on the gimmicks, there are quite a few deserts I've seen that have something dragging them down in some way in terms of level design. Some of the ones in more open environments like Ratchet and Clank, various block crafting games, and Xenoblade Chronicles X avoid it, although the last one suffered badly from the latter problem I had concerning artstyle where the other two dodged having too many issues there. But then you have other games that have at least one. . .quirk. Racing against flowing quicksand or crushing buildings, having to constantly pull light switches or die when you just want to progress, having to constantly heal your heat stroke, constantly having a sandstorm whip you in the face. Heck, most of these examples are from pretty well liked games. But no matter how much the designers think it boosts immersion, it actually takes me OUT of the game for a bit because you're frustrated at all the hoops the game is trying to force you through.

Plenty of other environments have irritating gimmicks as well, but deserts are distinct in that at least most of the other irritating environments are a bit more pretty in how they're handled. Every desert I walk into in games with a very small number of exceptions has been basically nothing but brown, brown, brown as far as the eye can see. Even a blue sky might help a little, but in some games you don't see the sky and in others it's choked by sand and brown as well. Perhaps something with blue skies and red sand would be a suitable change of pace. Deserts like that exist in real life, but you wouldn't know it from many video games.

That isn't to say I don't have qualms with other level types, it's just that I have them slightly less so.

Grasslands are fun enough to play in, but I've seen so many in games that I feel very bored looking at many of them. They're how every game and their mother starts. I wish it wasn't used in so many games as the tutorial level as opposed to any other level in the game, and I wish they looked a little prettier and more varied. Perhaps the grass needs some flowers or something and early video game graphics just couldn't handle having enough flowers to make a difference. We're still not seeing fields of tiny brightly colored flowers in modern grassy starting areas either, though.

Water levels are mostly frustrating because they A. slow you down and B. force you to obey the whims of a air meter. Give me a swift swimming character with scuba gear or some other way to avoid drowning indefinitely and they'd probably be a lot more fun.

. . .Well, unless they went the Mega Man 9 route and messed with your jump physics in the opposite direction while also leaving a ton of one hit kill obstacles everywhere. Still way better than air meters and slowdown, bu- *dies on spikes*

And then there's ice levels, which. . .I haven't done very many of these, so I think my main issue is when they request I do puzzles or have some level of precision in them. And cold damage. But. . .I gotta be honest. That one slide on Valak Mountain? Where you have to leap onto a cliff wall and grab it in a fraction of a second or you'll fall into the hot spring below? The one where you die if you aim your jump wrong? That's probably my worst ice level situation.

I probably have issues with most other types, too, but this was just the stuff off the top of my head.
Deserts are some of my least liked environments too.
Well, I'd say canyons are worse but you get the idea. Too much yellowyness and sameyness.

Love Snowy Mountains/Forests and Lush Jungles.
 
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Wario Bros.

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There was a problem fetching the tweet

Dang it Phil! I know nothing is confirmed or official for a Mortal Kombat vs Killer Instinct but stop teasing us!
 
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Z25

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Here's the answer we've been waiting for
There was a problem fetching the tweet
Yes, now no other answer matters. That response was perfect.

"It says here, he only uploads High Quality Video Game Rips. So it must be real!"

They should have played one of the sonic ones, they are great.
 
D

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Mfw you spend more time trying to fix the speed of your emulator than actually playing it
Someone explain to me how Erik wasn't executed and why Eliwood never told his son to not go to Laus for help because they're a bunch of backstabbers?

Rip Erk and Bartre and also Karla technically, none of you were worth a reset
Also, Eliwood is taking little damage and actually being able to kill things, did he get RNG blessed in two chapters or what?
Which one? I only have Awakening. I got it like 4-5 days ago and it is amazing!



Anyways, imma play some Undertale!
Hector's Story or Hector's Mode is from FE7
It's unlocked after beating Eliwood's Story and it's basically the same but with Hector as the main lord and this the story is from his perspective, harder than EM and with some characters and chapters added
I think deserts are about my least favorite kind of video game level.

There seem to be a couple of different reasons I have for this. One of them is that deserts are usually home to some fairly unpleasant gimmicks. The other is that deserts are one of the few biomes to be naturally only a certain variety of shades in video games, essentially making them nextgen brown by default.

To elaborate on the gimmicks, there are quite a few deserts I've seen that have something dragging them down in some way in terms of level design. Some of the ones in more open environments like Ratchet and Clank, various block crafting games, and Xenoblade Chronicles X avoid it, although the last one suffered badly from the latter problem I had concerning artstyle where the other two dodged having too many issues there. But then you have other games that have at least one. . .quirk. Racing against flowing quicksand or crushing buildings, having to constantly pull light switches or die when you just want to progress, having to constantly heal your heat stroke, constantly having a sandstorm whip you in the face. Heck, most of these examples are from pretty well liked games. But no matter how much the designers think it boosts immersion, it actually takes me OUT of the game for a bit because you're frustrated at all the hoops the game is trying to force you through.

Plenty of other environments have irritating gimmicks as well, but deserts are distinct in that at least most of the other irritating environments are a bit more pretty in how they're handled. Every desert I walk into in games with a very small number of exceptions has been basically nothing but brown, brown, brown as far as the eye can see. Even a blue sky might help a little, but in some games you don't see the sky and in others it's choked by sand and brown as well. Perhaps something with blue skies and red sand would be a suitable change of pace. Deserts like that exist in real life, but you wouldn't know it from many video games.

That isn't to say I don't have qualms with other level types, it's just that I have them slightly less so.

Grasslands are fun enough to play in, but I've seen so many in games that I feel very bored looking at many of them. They're how every game and their mother starts. I wish it wasn't used in so many games as the tutorial level as opposed to any other level in the game, and I wish they looked a little prettier and more varied. Perhaps the grass needs some flowers or something and early video game graphics just couldn't handle having enough flowers to make a difference. We're still not seeing fields of tiny brightly colored flowers in modern grassy starting areas either, though.

Water levels are mostly frustrating because they A. slow you down and B. force you to obey the whims of a air meter. Give me a swift swimming character with scuba gear or some other way to avoid drowning indefinitely and they'd probably be a lot more fun.

. . .Well, unless they went the Mega Man 9 route and messed with your jump physics in the opposite direction while also leaving a ton of one hit kill obstacles everywhere. Still way better than air meters and slowdown, bu- *dies on spikes*

And then there's ice levels, which. . .I haven't done very many of these, so I think my main issue is when they request I do puzzles or have some level of precision in them. And cold damage. But. . .I gotta be honest. That one slide on Valak Mountain? Where you have to leap onto a cliff wall and grab it in a fraction of a second or you'll fall into the hot spring below? The one where you die if you aim your jump wrong? That's probably my worst ice level situation.

I probably have issues with most other types, too, but this was just the stuff off the top of my head.
*Comes back from playing FE7*
*Sees this*
*War flashbacks kick in*
"Pent stop killing everything! I need that exp!"
FE Maker, last time I checked, is already being made by the old FE creator. I think it was called SRPG Maker?

That being said, FE Maker would be really neat, although I wonder which palettes they would choose. I mean, you have NES/SNES/GBA/Radiance/DS/3DS styles for Fire Emblem. Would they go NES/SNES/GBA/3DS? Or NES/GBA/DS/3DS?
And hey, generics can be pretty good(and also pretty as shown by Awakening and Fates). Heck, in Conquest, you had that Ninja with Poison Strike & Grisly Fang and the RallyMan. I think an FE game where it's only your main lord as the only unique character and the rest of your units are generics(like in DQ3) would be an interesting concept for an FE game.

Well, in Fates, you can actually capture Generic units. They aren't and won't be as good as your main units, but in the case for Conquest, Capturing generics can potentially give you good units if your main units are RNG'd. That being said, you can't do a Generic only-run until Chapter 8 where you get the character who can capture units.(I believe it takes longer to get them in Revelations.)
NES/SNES/GBA/3DS would be my bet, I don't think anyone wants to be reminded of how the DS games looked
I'll look up that SRPG Maker later though

As for generics in Fates, yeah, they're really cool
Seriously, the class designs(at least the pronoted units) look SO good
Just look at Berserkers, Great Knights and Generals
Also, you can get generics from the Einherjar shop too, though capturing is more efficient
And hey! Haitaka is one of the best units in the game! Granted, he isn't a generic but he is capturable and I won't just stand here while my man gets ****ted on!
Lance B-Rank, free Rally Def and Strong Riposte, only Spear Fighter(besides generics) in Conquest and those growths are better than some playable characters
 

Aetheri

W/E happens don't panic...
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Everytime I see KI, I think it's Kid Icarus, thus creating a lot of confusion for me.
Same with MK and Mario Kart.
Kid IcarusxMario Kart confirmed?




to be Xbox exclusive
 
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