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About vanguard333

  • Birthday 11/13/1997

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  • Favorite Fire Emblem Game
    Path of Radiance


  • I fight for...

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  1. I suppose. I guess I just didn't notice any Ancient Greek imagery in the stage. Yeah; he is a good boss fight, and his weapon is pretty good. I can't help but wonder how it would've worked if the weapon had included a shield like the one knight man has, though that probably would've been overpowered. That is a neat detail. I already knew about the music influence: Rock, Roll, Bass, Treble; it is a bit on-the-nose... but me using a music analogy was a complete coincidence. I'm glad you liked the analogy. Anyway, I completed Mega Man 6. I have to say, of all the obvious fake-out main villains in 4, 5, and 6, Wily posing as a mastermind called "Mr. X" that was supposedly using Wily, by wearing a dark cloak and goggles, has to be the silliest of them, and I can't tell if that was deliberate. One reason I think it might've been deliberate would be that it comes after 4 had "this brand new scientist is causing trouble" and 5 had "Proto Man is seemingly behind this" after 4 confirmed that Proto Man was good the whole time, so they are in decreasing order of plausibility. The Wily Machine was a lot better in this game than in the previous one, though the Wily Capsule fight wasn't. The energy balancer was convenient in that it meant I didn't have to swap weapons to decide which one to restore.
  2. It's not just the invincibility; using the slide is far more intuitive than trying to jump just near enough to an enemy and attack, and since it uses the slide, it has much better range. Funny; I started Mega Man 6 earlier today, and I ended up starting with Flame Man. Centaur Man ended up being my second-to-last opponent, with Wind Man as the last. I have used the adapters. The power adapter is good for getting rid of cracked blocks and mobile spike enemies, but otherwise not worth it. The Jet Adapter is great; it kind-of reminds me of using Treble in Mega Man & Bass, and in a good way. I learned about the BEAT tiles online, and I made sure to get all the BEAT tiles. I also made sure to get the Energy Balancer. Yeah; MM6 is definitely a lot better. When it came to stages in 5, the only two I really liked were 5 were Charge Man's because I liked how a lot of it took place on a train and there was a lot of attention to detail, and the fake Proto Man's castle; also for more novelty reasons. With 6, the stages have almost all been rather neat, with all of them using their themes rather well. The only one I'm not so sure about is the Centaur Man stage, simply because it seems a bit ill-fitting: why does Centaur Man have what is essentially a water stage? The only connection I can think of between centaurs and water is that the centaur Chiron in Greek Mythology trained Jason, whose main story is him journeying on a ship called the Argo, and that connection is extremely tenuous. Anyway, the bosses so far have been fairly fun (Knight Man in particular stood out as a good boss fight), and their weapons have been fairly useful.
  3. Well, I just completed Mega Man 5 before I read this. I found all the weapons at least somewhat useful, though the napalm mine and the rock attack were very tricky to use accurately. My favourite, though I didn't use it often, would have to be the charge kick, simply because it's an upgrade of the slide that damages opponents and makes Mega Man invincible for the duration of the dive. Yeah; I could definitely feel that it was phoned in. It wasn't bad, but if it were a song, it would be the kind of song that just goes in one ear and out the other. Next is the last game in the collection: Mega Man 6. After that, I'll decide whether or not I want to play the second part of the collection. These are some good games overall; I'm just not sure if I'm enjoying them enough to want 7, 8, 9 and 10. I'm really enjoying them, but I don't think I've become a classic Mega Man fan. Does that make sense?
  4. @Lord_Brand Thanks for the information and for the heads up about the Rush Coil. No apologies necessary; I had my laptop next to me and didn't bother looking up how the wire item works. No, I didn't try the Flash Stopper on those enemies. I have an unfortunate habit of not using the items except when necessary or when I know there's an item refill. It's the old video game item paradox: useful, therefore never use. Huh; 5 is considered even weaker than 1? That's good to know in advance. I knew about those comics. Eh; I don't really read comics. Thanks again. Yeah; I was wondering whether to get the treasure trove collection or just the main game, so thanks.
  5. @Lord_Brand Well, I just completed Mega Man 4. In a number of ways, the game is a refinement over 2 and 3: the plot is easy to understand without an instruction manual thanks to the simple intro, the doctor that Wily forces to help with his evil plans is a more understandable secondary antagonist than Proto Man (and Proto Man is an outright good guy in this one, which clears up some things about his actions in 3), that doctor's castle is a much better between-the-robot-masters-and-Wily's-Castle content than the stage remixes from 3, and Bright Man's version of Flash Man's ability has an off switch (albeit a somewhat clunky one) and doesn't leave Mega Man unable to attack. Moreover, none of the weapons felt situational-at-best; they all were at least decent projectiles. That said, I do have a few problems with it; most of which are areas where I felt the game broke something in an attempt to fix it. Part 1 of the Wily Machine fight is overall an improvement: it sticks to the right side of the screen and gives the player just enough room to reasonably be able to move around and dodge, and its weak spot takes effort to hit without being annoying, though I did find the first phase very easy to beat without taking any damage by simply standing near the machine and jumping & shooting only after it stops firing. The second phase, however, was a frantic mess. Remember how I liked the second half of the Wily Machine 3 because the player could use rush Jet to maneuver around it? Well, you can't in this game, so the Wily Machine goes back to being as terrible as it was in 1 and 2. Speaking of which, the Rush Jet was seriously nerfed, and not in a good way. I suspect that there were places where Rush Jet in 3 was considered game-breaking, but their attempt to nerf it just made it clunky, unrefined, and something I almost tried to avoid using. Support items in general are worse this time around: Rush Submarine went from something I rarely used to something I never used, the balloon is basically the elevator platform from 2 but somehow even worse (and redundant because there's nothing it can do that Rush Coil can't), and I didn't get any use out of the wire item, though that one may be because I didn't figure out how it worked until I got to Wily's Castle. Finally, though this is a very small issue, we went from ladder-crawling enemies that could be destroyed in 3 to ladder-crawling enemies that can not be destroyed in 4. Finally, for neither good or bad but still worth mentioning, I did like the addition of the charged shot, but I didn't find it as useful as I thought I would. It was somewhat useful, and it made me realize just how much I default to the rapid-fire button whenever I'm using the standard mega buster, but I get the feeling that I will like the charged shot more in 5 and 6. Anyway, I was recently looking at the game Shovel Knight, as I remembered that being a very well-received tribute to NES-era side-scrollers like Mega Man and The Adventure of Link, and I was wondering if you would recommend it to someone like me who really is rather new to old-school 2D side-scrollers.
  6. @Lord_Brand I see. Thanks for the info. I'll keep an eye out for those secret side paths in those two stages. …Then what does he do if the player jumps? I see. I think I still prefer Battle Network overall, but that's mainly because I really like the combination of tactics and action, and I'm not really used to side-scrollers. Battle Network and Star Force resonated more with me. But I can easily see what made classic Mega Man special to a lot of people.
  7. I'm not so sure about that considering its extremely short range and it only being able to be used while in midair, but I'm not exactly skilled at these games, so I'll take your word for it. I see. Hm... maybe. As I said earlier; it was the Battle Network games (and the Star Force games as well) that I played a lot, as the first two series were before my time, and I only got the classic Mega Man Legacy Collection because I've long wanted to try the classic games (mainly because I used to play Mega Man & Bass, but also to see how the franchise began) and because I heard a lot of good stuff about the Legacy Collection as a collection. I might consider playing Mega Man X after doing a bit of research about it and seeing if it would be my cup of tea or not. I see; that makes a lot of sense. Yeah; I did not see it for Mega Man 2, partly thanks to the save states, but also thanks to playing 2 immediately after playing the much jankier and more difficult 1. Well, I'm going to be playing 4 next. Since 3 introduced the slide technique, I have to ask: was 4 the one that introduced the charge shot? I found myself missing it a lot, as there are a lot of places where it would've been useful.
  8. I'm going to reply to everything you said; I'm just cutting the quote to keep this from being too long. Yeah; 3 is a bit restrictive compared to 2. But I think all three games so far have had their share of good weapons and terrible weapons. Let's not forget that 2's time-stop weapon had no off switch and left the player unable to attack in any way. In terms of support items, I think 3 is the best overall with the 3 different Rush abilities, though they are far from balanced in terms of usefulness (the sub is situational at best). Rush Coil is far better than the temporary platform/elevator items in 2 and Rush Jet is really good in general. Yeah; Gamma Phase 2 is basically the only situation in which Top Spin is unambiguously useful. Outside of that, it can spin into some spikes for all I care. Yeah; Proto Man's weakness to Hard Knuckle really doesn't matter since he's an extremely easy fight every time except the Hard Man stage. I see; that would explain why thought the game needed padding. As far as padding goes, it isn't the worst. At least it's interesting to use the new weapons on the old bosses, and at least the stages are remixed when you go through them the second time. …It took me a while to get that pun. Thanks. I don't mind weapon swapping during battle too much, mainly because I often end up needing to go into the menu anyway to use an energy tank. I see. So... Proto Man's actions are just as incomprehensible if the player does have context; I honestly wasn't expecting that. I went through the whole game thinking, "This has to make sense in context". My guess, going from something in the Proto Man documents in the Legacy Collection about Proto Man mysteriously disappearing and having a faulty energy core or something like that, was something along the lines of that he was helping Wily to get his core fixed but was always loyal to Light and a good guy; hence him saving Mega Man at the end. But I honestly had no clue. Well, aside from the fact that Mega Man 4-through-11 exist, I knew it wasn't the end of Wily due to his flying saucer appearing in the end credits (Proto Man could've been piloting it, but he doesn't need to since he can seemingly teleport great distances). By the way, speaking of credits, I don't know if I encountered a bug or if this is just how the game ends, but 3's credits never ended. 1 and 2 had very quick credits, and once they ended, it went back to the game's menu (if I recall correctly, since I distinctly remember being able to save after beating those games). But for 3, the credits reached the point where it had "Made by Capcom" on the screen, and then it just stayed there with the text blinking and the music continuing to play. I waited several minutes to see if the credits would end on their own before ultimately saving and quitting the game. Also, what was that grid that appeared after every stage? The one where seemingly random parts of it would be filled by a blue or a pink dot after every stage?
  9. I've never been against the "Power of Friendship" trope in-of-itself; as with most tropes, it's far more about how well the trope is used. Personally, I prefer examples of "power of friendship" where the power is not... nebulous (for lack of a better word); I prefer examples of it where the power comes in the form of teamwork, vital emotional support, and stuff like that. My favourite examples of this trope in recent years would have to be from Black Clover. There are a number of really good examples I could point to, so I'm just going to list a few to illustrate what they have in common (spoilers ahead): 1. The Black Bulls working together to defeat Third-Eye Vetto. 2. Vanessa, determined to protect her friends, creating the Red Thread of Fate spell that literally bends fate to protect her family, with her family being the Black Bulls and not the Witch Queen. 3. Well, this: But really any moment with these two.
  10. True. As I said, the most likely reason they adapted the arcs out-of-order was to coincide with the third movie: World Heroes Mission. I was okay with them being out-of-order as I had a good idea of what happened in the manga, but them cutting out stuff is a real shame, especially since each season has 25 episodes and, even if there wasn't room for every part of the arc, they've ended seasons midway through arcs before.
  11. You would be correct in that Black Clover fans have a different take on things. Honestly, I never once saw Black Clover as derivative or iterative; anyone who said it was one of those two things wasn't paying attention as, like My Hero Academia, it did expand on the conventions of the shonen formula and adjust ones that don't work. I can agree that Asta at first glance can seem like the typical shonen protagonist. I will just say that one area where it should've been obvious to viewers that Black Clover was not just an iteration was with the main rival: Yuno. Even My Hero Academia still went with the typical abrasive & antagonist shonen rival in Bakugo; the main differences being that Bakugo picked up all the shonen-protagonist traits that Midoriya shed and that he outright defied the rival-turned-evil trope. With Yuno, however, while he initially is presented as resembling the typical shonen rival: aloof, talented, etc., he turns out to be a complete subversion of the trope as early as episode 1: he isn't antagonistic towards Asta at all; just the opposite: he deeply respects and looks up to Asta, and their rivalry is mutually-supportive and brotherly. It even turns out that he isn't even aloof: he's just an introverted and socially-awkward individual who can seem stoic because he vowed at a young age to stop being a crybaby, and he's just not very good at communicating with people other than Asta. I see. Yeah; even I noticed that some of that stuff was missing. At first I figured that some of it was because of the arc being framed as a flashback, but as it shifts perspective between different members of the league, it's clear that they could've still kept all that stuff. I will just say, as someone who watches it with subtitles instead of watching the dub: don't worry; Twice is done justice. Yeah; probably a bit of that as well. It still just baffles me why one got lauded as a successor while the other, which had less in common, got reviled as a ripoff.
  12. To this day, I still find it weird how, when My Hero Academia released, it got lauded as a "successor" of Naruto, and yet, when Black Clover released, despite it having more in common with stuff like Bleach, it got mocked and reviled as a "ripoff" of Naruto. I think the main reason for the shuffling was because of the new movie, but I'm not sure. Are they really rushing the My Villain Academia arc? I know what happens in that arc, but I haven't actually read it; are there things that they skipped or something like that?
  13. I can think of Ike & Mist, Ephraim and Erika, Chrom and his sisters, maybe Marth and Elice (I say "maybe" because her only role in both games is to be captured and in need of being rescued before being playable for only the last ten minutes of the game), and that's about it (I wouldn't count the Fates siblings because they can be allies or antagonistic depending on the route). Oh, I suppose there was also that brother of Celica that was added in Shadows of Valentia, but he doesn't really add anything to the plot. But you are correct in that at least Fire Emblem has more examples than most media.
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