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| Tweet Topic Started: May 8 2009, 01:17 AM (21,288 Views) | |
| TSL | Feb 2 2011, 09:12 AM Post #1036 |
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No daylight, I'm too weak to face it!
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I wouldn't call it "better" than FF7 since they are very different games, but I did enjoy Crisis Core quite a bit more than FF7. And Zack is easily my favorite FF character. Dude was awesome. |
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| Weidleface | Feb 2 2011, 05:04 PM Post #1037 |
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Been pimpin' since pimpin's been pimpin', pimpin'!
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As per the discussion in nate and kknd's RF3 thread, I started up a file in HM: BTN. I think I'm going to go for Ann this time around, because I typically wind up going with Popuri in the games that she's a part of. Anyway, I'm only 10 days in. I've got the majority of my farm cleared, with the exception of the stuff I need upgraded tools to take care of. Just sent my axe in to get upgraded, so that'll take care of some of it here soon. Also just got a chicken a day or so ago. |
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| kknd | Feb 3 2011, 04:43 PM Post #1038 |
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about 2 hours in Etrian Odyssey III, looks like they really did toned down the difficulty this time, sleeping at the inn is cheaper, weapons are cheaper, revives are cheaper, side quests now give exp, and you even have heal points at a certain spot in the dungeon (I haven't seen one yet but you get to buy tents to use at some specific locations) They redid all the character class, which is pretty cool, I haven't met any FOEs yet, hopefully not as insane as EO2. |
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| nate | Feb 3 2011, 06:48 PM Post #1039 |
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Let me know how that goes. I really wanted to like EO2, but FOE dodging was just such a giant nuisance I got fed up. |
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| kknd | Feb 6 2011, 11:03 AM Post #1040 |
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I'm in the middle of exploring B4F right now... I don't know if you played far enough in EO2, but when you encounter a FOE in EO2, your team's direction always changed to the direction facing the FOE, if your team ended up facing against a wall (which happens quite often), you won't be able to run away (aka instant game over). They decide to remove that in EO3 (THANK GOD!), also in EO3 foes give exp, so it's not such a waste of time anymore (YES!). They still owns you in a few hits though, but there's isn't as many in a level, at least the ones that turn in a circle for no reason are gone. Other than the FOEs, the dungeon itself is not much easier, except you now have camp points (so far there had been one on each level), you can use a tent (100$ a pop). The shortcuts are well placed too, so that I don't need to run through the whole level to reach the next floor. They added the sea exploration thing where you get to chart the sea around the town. Edited by kknd, Feb 6 2011, 06:07 PM.
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| nate | Feb 6 2011, 08:15 PM Post #1041 |
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It's no wonder I was under the impression that Mario sucked for so many years. It's not that I didn't get it. It's just that Super Mario Sunshine is a REALLY awful game. The level design is horrid, the platforming is lousy and the camera is a mess. God knows how this is part of the same series as the Galaxy games. I honestly don't even think I can do the 50 stars to beat this one. It's just rubbish. |
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| Ragnarok | Feb 6 2011, 09:10 PM Post #1042 |
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Everything, everything, EVERYTHING!
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I loved Super Mario Sunshine. :? |
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| nate | Feb 6 2011, 11:05 PM Post #1043 |
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That's kind of impressive, actually. That there's someone with the prescient ability to see into these levels to figure out what they heck they're supposed to do. That there's someone who is able to jump by choice instead of somehow triggering a hop or somersault over the platform.* That you're able to manipulate the camera into a middle ground where you can both see where you're going and yet somehow keep a modicum of control higher than a Lego character. I applaud you sir. :salut: *Can you imagine what must be going through the islanders' heads? "Hey, Mario's coming up to visit... :somersaults over their heads, falling many stories, landing in the water: well... that was odd." :lol: |
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| nate | Feb 6 2011, 11:37 PM Post #1044 |
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Crazy coincidence: This comes out on PSN next week. :lol: |
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| thinkfreemind | Feb 7 2011, 12:10 AM Post #1045 |
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I started playing Resistance 2 yesterday. R2 feels like a completely different game when compared to its predecessor. Aside from the graphics being improved, this game feels a lot more action-packed, like a CoD game. However, I am undecided as to whether this is a good thing or not. Another change is that only two weapons can be carried at a time, which makes sense, but is a real hassle after just having been able to switch between every weapon last game. None of those changes are as annoying as what was done with the controls. Both games allow for customizing the controller layout, which is an excellent feature, but a single change has frustrated my playing of this second game so far. Unlike the first game, in order to zoom (use more precise gun sights) in R2, you must hold the zoom button down the entire time. The first game had this function set to a toggle, but there is no way to change this in R2. Because of this, I had to map the L2 button to be my zoom button, which sucks because in the first game, it was my crouch button. Even this wouldn't be too terrible though, as I could just move the crouch button to the R3 button, but because they made it so that crouch and sprint are the same button, this can't be done well because it is awkward to hold down a stick to run, and jump can't be reached while doing so. There is the option to separate crouch and run to be two separate buttons (which I may still try to do) but the only problem with this is that there are only so many buttons on the right side of the controller and they are already being used for other very important functions. I am currently in Chapter 2 of this game, but still trying to figure out a control method that will work and be comfortable. And to think that this problem is entirely due to something as simple as not allowing zoom to be toggled, ugh! :brickwall: Edited by thinkfreemind, Feb 7 2011, 12:12 AM.
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| nate | Feb 7 2011, 05:05 PM Post #1046 |
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Climbed meticulously to the top of this structure. Looking at some small platforms I'm expected to hop across over a giant fall. How should I handle this? If it was Galaxy I'd long jump and then use a spin jump to correct at the end and land where I need to be. Hmmm... maybe I should <<BAM! angry gust of wind knocks me off the structure>> :whatever: |
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| Fs_Metal | Feb 7 2011, 05:08 PM Post #1047 |
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I would not call him my favorite overall. That would still go to Cecil and Kain, but he ism in fact, awesome Finihsed Crisis Core. Back to FFXIII and New Vegas Edited by Fs_Metal, Feb 7 2011, 05:09 PM.
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| nate | Feb 8 2011, 11:01 AM Post #1048 |
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Wii developers- STOP using the damned sideways wiimote control scheme. Is that comfortable for anybody? My hands are way too big to play that way for long before getting seriously cramped. Plus, the damned D-pad is so small and pointy, it starts to make my thumb sore, too. And, on top of that, who the heck wants to use a d-pad in a 3-D game anyway?? On that note- Playing PokePark Wii. Cute and fun, even if the controls suck. These guys have never looked better. It's almost worth it just to see well done 3-D Pokemon. :lol: |
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| kknd | Feb 8 2011, 07:20 PM Post #1049 |
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Edited by kknd, Feb 8 2011, 07:21 PM.
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| nate | Feb 11 2011, 12:09 AM Post #1050 |
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I started up Picross 3D. I loved the first Picross game. Loved it so much I was hesitant to play Picross 3D for quite some time because I knew it was so different. Thank goodness I finally gave this game a shot. I'm still in the beginner mode learning how to play the game right now, but I can already tell it's WAAAY better than the first. Just production value alone blows the other out of the water. And the 3 dimensional puzzle thing? Definitely not a gimmick. This game is legit. :D
Edited by nate, Feb 11 2011, 12:09 AM.
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9:20 AM Jul 11