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dragonlordsd

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About dragonlordsd

  • Birthday 08/20/1992

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  • Favorite Fire Emblem Game
    Binding Blade

Allegiance

  • I fight for...
    Nohr

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  1. I mean, Eternal Poison was freaking awesome, its only downside was that it was stupidly difficult. I like the concept, though. I'm ok with a radical shake up of fire emblem from an aesthetics/story/concept perspective, I just want them to keep the gameplay the same.
  2. Agreed. I mean, this is just one mechanic, it may not even be a big deal. Awakening had spotpass "heroes from the past" and that had very little effect on the quality of the game. That said, the word "squad" has me concerned I hope that's just a weird choice of word, and not indicative of going full Valkyria Revolution.
  3. OOOH! That's clever. Definitely trying that out. That said, I don't like the idea of them being on the map but invincible, but I'll play around with it. Even if it doesn't work for that specific example, that's still a really cool trick.
  4. Having experimented a ton with spawn types in SRPG Studio, I'll share my quick thoughts: Ambush spawns are really useful under some circumstances. For example, I made a map where the player was being chased, and the objective was to reach a certain point. Starting on turn 4, enemies would spawn at the start of the map every turn to chase down the player. (I had to switch it to every other turn, because every turn ended up spawning too many). Ambush spawning worked really well there because it A) added a sense of urgency, as it felt more threatening and B) forced the player to play the map as intended. They couldn't just react to enemies as they appeared forever and grind out a million levels. So, really useful there. Another situation is plot-ambushes, but those fall under the heading of "tripwire ambushes." Nevertheless, they are useful for specific plot-related moments, as they feel more natural and add extra intensity. Ex, the player enters the center of town, and enemies jump out and ambush them. It felt a lot better to playthrough if the enemies got a turn first. And.... that's it. In basically every other circumstance, they were bad. For all the reasons that have been mentioned above, they're just too frustrating in moment to moment gameplay. Even if you carefully control and telegraph spawn points, they don't add anything over regular reinforcements. Ok, so why not do both? Because everyone who tested my game hated it. It was just fundamentally too confusing. There isn't a great way to tell the player "these enemies will attack and move on the turn they spawn" and "these enemies won't do that", which just led to people being frustrated. All in all, ambush spawns can be really valuable, but I found that they aren't worth it. The situations in which they help are too rare, and usually can be worked around by changing up the design.
  5. I thought the same thing. It may have been miswritten on one of the translations, because I distinctly remember reading that it was Castoria's 1st too.
  6. One detail I find hilarious is that no Japanese release has been announced for Advance Wars. Is it going to be like Days of Ruin and never get a JP release?
  7. We can only hope. There's still a ton we don't know about the game, so we'll see. That said, after the success of Hyrule Warriors, I'd find it strange if Link was the only playable character, but who knows?
  8. Tragically, I don't think we'll be seeing KH on the switch, though I keep hoping to be proven wrong. There was an interview (which I'm having a hard time tracking down, since melody of memory dominates any "kingdom hearts switch" google searches) in which Nomura said they tried to port it to the switch after Dragon Quest XI's success, but that they couldn't get it to work properly. Advance Wars and Metroid Dread are definitely huge hype. Samus Returns was good, but I felt like a lot of the art style was wasted on the 3ds. It was hard to focus on the details in the background because the screen was so small, and the colors needed more pop. It looks like Dread will be a big improvement on that, which is hype. SMT V looks like... SMT V. Not sure what I was expecting, but I'll buy it, I'll play it, and most likely love it, so that's nice. Astria Ascending looks good... we'll see if it's actually good.
  9. The biggest innovation in 3d graphics of the last decade is proper understanding of the Fresnel Effect, which determines how light reflects off surfaces. The complicated explanation can be found here: https://en.wikipedia.org/wiki/Fresnel_equations Most video game engines now either use it as their only system for lights, or their default system.
  10. I may need to let it go, but I still give KOTOR2 crap for how unfinished the original version was. The Restored Content Mod is more or less essential for that game, but I will admit that with it, it's a fantastic game. For me, though KOTOR 1 will always be the best, just because of how good the plot twist was, as well as some of the side quests. But yeah, favorite star wars game would definitely be the KOTORs.
  11. This is certainly true. Those stories make the news, and you have to remember, transgender people are a minority. Most people do not personally know any transgender individuals, and these stories are all they have to base their understanding on.
  12. Given how deep of a hole that Last Jedi dug the franchise into, this movie is probably the best it could possibly be. Was it extremely easy to make fun of? Yes. Did I enjoy it? Surprisingly, yes. This movie, because of the mistakes the previous movie made, had to A) Be the last film in the Trilogy B) Resolve as many plot threads as they could C) Give a satisfying conclusion that would make people want to see future movies. I did have issues with it, but most of them were things that the film couldn't realistically have done any better on. The Knights of Ren, for example, should have gotten way more build up and development. But the movie was rushed as is, so realistically, they just didn't have time. Similarly, issues with Palpatine, a lot of other characters, etc, had to give way to finishing the story. In a perfect world, the first half of this movie would have been its own, separate film, but we can't make it four movies. They did the best they could with what they were given, it was actually fun, so that's a plus, I give it 7/10
  13. I dunno, I'm really suspicious of these leaks. The "leaked pokedex" turned out to be intentionally misleading, at this point I think the "leakers" are just screwing with us. There's so little on this game, it's not really worth speculating on imo.
  14. They are mostly not covering it. I didn't know what was happening until a buddy of mine in Chile was like, "Whelp, my city's on fire." But yeah, it's rough. I honestly can't sort out what's going on, because there are so many conflicting narratives.
  15. I'd say it's more explicitly "America" in decline than "the west" as a whole. Europe's been on a roll for the last few years. Japan's been hitting their stride as they are finally catching up to the west in technology. Substance Designer suddenly became a thing, and even Nintendo is using it, Mario Odyssey being the first game I know of they used it for, though Nintendo is a bit of a black box even in the game industry. Capcom, similarly, has implemented SpeedTree (first used for Witcher 3), as well as marvelous designer to great effect. Additionally, Japanese companies have started bringing in more international artists, which has helped them greatly. Finally, the a lot of Japanese companies are switching to Unreal, rather than trying to build their own engines. Most of Square Enix's problems for the last decade were either out right caused by bad engines, or were exacerbated by them. By switching to Unreal for everything, they're saving a lot of time and effort, and it shows in DQ11 and Kingdom Hearts.
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