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Glennstavos

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About Glennstavos

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    That archer you benched

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    SoCal

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  • Favorite Fire Emblem Game
    Sacred Stones

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  1. This week I played the Switch release of No More Heroes 2. I was expecting a very long game when you have to beat 50 assassins ranked above you, but it turns out the majority of them are killed offscreen during certain story events. The game is actually shorter than the first, but only because you don't need to grind side jobs to access the next story mission. If you want to make a straight shot to the end, you could beat the game in five hours and it wouldn't be especially harder without purchasing upgrades. They ditched the open world too, now everything is accessed from a menu. I think these changes are in direct response to backlash from the first game. While I appreciate that you can play the game at your own pace, I'll admit I miss the metanarrative of your character's daily grind of nonsense jobs in order to finance what he's really passionate about. The plot of NMH2 is pretty bad, though I wasn't expecting anything passable. Travis' motivation is getting revenge for a friend we have never seen him interact with. And a major plot spoiler of the first game gets retconned in the opening cutscene in order to justify why there's a new cast of assassins you need to take down. The gameplay in NMH2 is rock solid. Being able to choose your weapon between three types doesn't yield any real advantages or weaknesses, but at least you get new animations to look at. The fleshed out hand to hand combat is also appreciated since you can intentionally access wrestling moves as easily as your beam katana finishers. It also allows you to continue fighting if your sword runs out of energy. There were some fights near the end that I felt dragged on a few minutes too long, and I wish there was some real enemy variety, but these are easy to overlook. Perhaps the biggest flaw is the slots system that activates after every kill. There's nothing the player can do to influence the result, so these power ups that essentially turn on God Mode for a bit are activated at random. Other than that, this a solid action game for its time. It's no God of War or modern Devil May Cry, but certainly gives you ways of expressing yourself. I also played Mega Man Legends. Not for the first time, but I always felt I never gave the game a fair shake. So this time around I did all the side quests, and talked to a lot more NPCs. I can definitely see why people love this game, I sure would have if I had grown up with it. And there's so many cozy interiors to poke your nose into. Great environmental design where most objects are rendered in the game world. And when parts of the city are destroyed during story sequences, you can donate money to their repair, how wholesome! The saturday morning cartoon facial expressions are much higher fidelity than what you'd normally find on a PS1 game, and there's a dancing monkey that saves your data. So much love is in this video game. Somebody on the development team has a real issue with dogs though. There's a minigame called Beast Hunter where you kick balls at an animatronic dog for points. And in the Japanese version, an early scene of the game has you rescuing Tron by kicking the dog that's chasing her. There's also a part of the city where rabid dogs attack you and the only way to interact with them is to kick them. And the toughest enemies in the game are giant robot dogs that breathe fire. Wow, I detest dogs too, but I wouldn't express that in my game design. This is a cry for help. Dungeons aren't as intricate as in a Zelda game, but you've got a pretty great map for showing what areas you may not have explored yet. And there's a giddy pleasure to discovering seemingly junk items that can be converted into new special weapons or upgrades. Not being able to change your special weapon from outside your base is a real drag though. It's already hard enough to encourage special weapon experimentation in Mega Man games, and just like in the X series, your buster is so incredibly versatile and only gets better as you find more upgrades. You can spend precious zenny on upgrading special weapons, but it's much better spent on health upgrades. If Mega Man Legends has useful special weapons, then I certainly missed it. I spent much of the game with the vacuum arm equipped. I don't need help killing enemies, I need help picking up the money they drop, and the vacuum is the perfect tool for that.
  2. Hi, resident jackass that's always complaining about retro game offerings going extinct. Yes I do expect this same announcement for NA in the next few days. But no I don't think it's as big of a deal as what Sony attempted to do a few months ago. The reason is because you can add funds to your nintendo account through Nintendo's website, or through your Switch. I just did it a few minutes ago to double check: If your Wii U and 3DS have your up to date Nintendo account, then there's nothing to worry about. You can still add funds and buy stuff until the eshop gets pulled entirely offline. So when does the eshop get pulled entirely? Well the Wii took an additional year to get to that point. The reason why there was more permanence with the Wii at this stage is because the Wii eshop didn't run on money. It converted your money to "Wii points", and they didn't allow you to add Wii points outside of the Wii's stupid interface. Thus all you could do in that final year was make any final purchases with leftover points. I guess it's time I start organizing my lists of game pickups now.
  3. This is my only advice I've ever provided regarding these two springs. I suppose if you're dead set on benching Boey, giving him any stats is a waste, but you're a fool to bench him so early on in the game as Chapter 2, and it's not like Boey will ever be competing for a deployment slot until dungeons and the final battle. So let the boy do some chip damage while he's around
  4. No More Heroes 3 is coming soon, and I felt it was time to finally replay the first game to completion. I haven't touched it since it came out in 2007. I'll be honest, I didn't like it then. But I was also a dumb teenager in 2007. Seeing where the series has gone, I've retroactively come around on the game and its...unique protagonist. I feel like the only way I'll understand Travis' characterization is by becoming close personal friends with Suda. Heck in the last game Travis was basically serving as a mouthpiece for the guy. I don't understand what I see in No More Heroes, but I did enjoy this replay. Plus it helps that GTA clones aren't freaking everywhere now like they were fifteen years ago. Like most sandbox games, the world of Santa Destroy is almost totally barren beyond the side jobs you'll see on the minimap. You can run over civilians in your motorbike, but there's no repercussion for doing so. I ran over a hydrant, and the hydrant just disappeared with no water spurting out. C'mon, even GTA3 got that detail right in 2001. There are hidden collectibles, but beyond earning the ability to sprint outside of combat they provide extremely little value. Eventually you get an upgrade that lets you see the locations of hidden treasure that you can dig up. However the location of the treasure is extremely precise, your character model needs to be directly on top of it. And the game's mini map is extremely imprecise for gauging distance and bearing toward it. This sort of pixel hunting is probably the biggest drag on the completion experience. Thankfully a speedrunner recently uploaded video guides for the collectibles. That's a big help in finding them. Often when I go back to 100% a game, I'll check if the Completionist has covered it. And he has - twice. But in both videos he doesn't mention anything about what completion means in a game like this. He doesn't mention the pixel hunting and kicking open dumpsters for more T shirts. How half of the trading cards are only accessible in New Game +, or how most of them are in the main story missions which you cannot replay. Thus missing one requires a whole new playthrough for another chance at it. Thankfully those cards are almost always in plain sight, but it forced me to keep consulting a guide to make sure i got what I could before saving my game. Anyway, my goals have been going well in recent months. Except for 500 or less unfinished games. I'd have to beat fifty by November 11th, on top of any I add to my collection. I don't think this is happening this year. If I'm going to satisfy every other goal, that means I'd need to single out these specific games: Super Monkey Ball Touch & Roll Suikoden 3 Ascend: World of Kul SonSon Persona 4 Golden. It's an odd batch for sure, but that's what happens when you let a computer pick them out of a hat. I have about a dozen hours on Suikoden 3 already. I played and really enjoyed the first two games much earlier this year, but this third one really drags. I'm having difficulty continuing it. What I liked about the original Suikoden is how you never needed to grind. Then Suikoden 2 added incredibly valuable, permanently missable rare drops, which kills the pacing unless you have the willpower to ignore it and make the game harder. And now Suikoden 3 feels longer and grindier than your average RPG. You not only need the experience, but also skill points to improve your accuracy and spells. Thankfully you can save scum the game's lottery very easily to avoid the money grind, but even with the extra advantage I'm getting my ass kicked even at the start of the game. Plus the enemies seem to always target low health party members without fail, so you really need to be proactive about healing if you don't want characters falling behind.
  5. These writers really love taking us to dark mage therapy. Although I guess it beats the other obvious writing prompt where manakete kindergarteners convince Nyx through their baby logic that not aging is actually really fun.
  6. That's the thing, who's keeping track? Because in Pac Man's case, you could imagine a global, journalistic effort keeping tabs on the exciting, new arcade craze. What we now call the Golden Age of Arcades. I can expect most arcade owners keep careful track of how much money a particular machine brings in, but do they ever report such numbers? Does anybody ever care to ask? Probably not in the twenty first century. My brother and I pumped eight dollars into a Terminator rail shooter yesterday, who's going to report that? I don't think anybody ever will.
  7. Doesn't this list exclude arcade sales? That's really unfair to fighting games isn't it? let alone everything else that has come out for arcades. I could pump sixty dollars worth of quarters into a mortal Kombat machine and that doesn't count for a sale under any metric. Heck, we don't even know if an individual, five hundred dollar cabinet sold to an arcade even counts as one sale. I highly doubt Crash has made comparable money to street fighter, mortal kombat, or Tekken.
  8. I'm still keeping my expectations at the bottom. The last character announced for Smash 4's DLC, Smash Ultimate, and its first season pass were either a pokemon or a fire emblem. And I think we're good for fire emblem since they did not announce Echoes of the Holy War at E3, so, pokemon time. If a big event like E3 or Game Awards were coming up then it would be a good time to bet on some awesome guest character. I think Claptrap would be great for Smash. He's a series mascot, he's playable in one of the four games, incidentally the one with ground pounds and double jumps which are very Smash Bros things. He'd also stand out visually among other DLC characters, being the only non human of the current season pass. Lilith might be even more likely. She's a major character in all four games, even if she's only playable in the first one (note that none of the characters are playable in more than one game). And her siren powers are really diverse, covering flight for her recovery, being able to disappear for a Greninja-esque shadow sneak attack, and plenty of other fire based stuff if you wanted to limit how many guns are present in her moveset down to zero - you could do it. There's even alien blaster like guns as well. I think the biggest barrier to Borderlands in Smash is the same for most franchises on that list: It's hard to gauge how much of a presence there is in Japan. And Crash is no different. Heck the Fake Crash character is a joke on how awful the marketing was for the series in Japan. If there were a list of best selling franchises in Japan, you'd probably have a more accurate data set to predict characters in Smash. Though you could argue this trend is being bucked as more western - appealing characters are added to smash, like Banjo, K Rool, and more Metroid characters. Sakurai's got pretty diverse gaming tastes (he owns an Xbox One for god's sake), but his choices for character additions are first watered down by arrangements that Nintendo of Japan wants to be making.
  9. I'm pretty sure I've pulled a Mozu? Hang on... ...who the heck is Midori? One of the brats? Wow, I've been duped for years lol
  10. Seems like every other day there's a new poll thread asking which character you want added to Smash under some incredibly arbitrary set of rules or suggestions. And this thread is no different. Imagine you get to put 26 brand new characters into the next Smash Bros, but they must match the letters of the alphabet. Some characters happen to go by several names, like Doctor Eggman or Doctor Robotnik. That's an E or an R pick, maybe even a D if you think the title of 'Doctor' is that crucial to their name. The only rule I suggest is to use an officially recognized name for that character. You can be cute, but don't make up stuff like "Undertale Man" to refer to Sans or something like that. Athena Asamiya Bandanna Dee Claptrap Dante Earthworm Jim Frank West Gooey Hsien-Ko Ico John-117 (aka Master Chief) Kevin Keene (aka Captain N) Linkle Midna Neo Cortex Octodad Phoenix Wright Quark Ryo Hazuki Sub Zero Travis Touchdown Ulysses Viewtiful Joe Wesker Xiaoyu Ling York (Francis York Morgan, but just call him York. Everyone does.) Zero What's that? You're having trouble thinking of characters who start with specific letters? Well, a sophisticated gamer like myself would have no need of this, but here's a database of character names organized by letter. It's not every character in existence, but it's certainly a lot of noteworthy ones.
  11. I feel like I can't speak on Left Handed modes as an accessibility concern because I just can't imagine the left handed experience when it comes to gaming. Is it a minor inconvenience? An insurmountable challenge? Is it something you get used to after playing enough of video games in general, or playing enough of that specific game or genre? I have no idea. I do know that Nintendo are definitely behind on accessibility in gaming. These are the jackasses that put mandatory motion controls in Pokemon. Pokemon! The one super popular game that disabled people can generally have fun with since it doesn't ask the player to make fast or precise inputs like an action game would. My brother has exactly one functioning finger to play games with, and when pokemon came back to home consoles with Let's Go, the inability to turn off motion controls was heartbreaking. Another thing I'd like to see from nintendo is a "Joycon drift mode" (nintendo wouldn't call it that, I know), where you can disable your controller's control stick inputs for any game where the Dpad is an alternative. And you know, make more games where the Dpad is an option. Because I can't think of many first party games where that is an option. Being forced to use the control stick in a game like Link's Awakening is outrageous.
  12. Oh there's more outside the trailer? Yeah I guess that makes sense, because it occurs to me now that they only showed two of the four Teenage Mutant Ninja Turtles. And it's the worst two, at that. Raphael and Donny all day for me.
  13. I'm interested in the generational gap in people reacting to a trailer like this. For me it's a lot of dunno who that is...spongebob sure...oh yeah the monster show I remember that...oh god, Nigel Thornberry...Helga? Dude, yes...REPTAR??? Now give us CatDog and the Angry Beavers as an ice climber duo where they fight each other as much as their opponents. The keyword there is rollback. Saying a game has "netcode" just means it has unspecified online play lol
  14. I've been in an uncommon mood for tactical RPGs the last few months, and it's led me to Shining Force on the Sega Genesis. It's a genre shift from the dungeon crawler Shining in the Darkness that preceded it. Coming out just two years after the original Fire Emblem, it does use a lot of FE1 as a base. Level up gains are random, your level cap is 20 and you can promote to a better class upon reaching 10. Shining Force lacks a battle forecast or battle stats. Your hit rate, avoid rate, and how much damage you deal are all hidden from the player. In Fire Emblem you could simply compare your attack and weapon stats against your opponent's defense and get a reliable figure, but Shining Force rejects such notions. Units do have numerical stats you can check, but it's always a crapshoot trying to calculate how much damage they could do or how many units you need to kill something. Adding to the chaos is the turn order. There is no player or enemy phase. Turn order is vaguely determined by a unit's agility stat, however it's not a hard and fast rule. If Ken gets a turn right before Luke, you should try to ignore any expectation that Luke's next turn will once again follow Ken. Turn order is constantly changing and constantly hidden from the player. If you want to swap out a front line unit in need of healing for a healthy one, it's a dice roll whether you can get character A out and character B in before the enemies pass through the opening you left in your wall. And boy are you building a lot of walls in this game. Too often does the map design start you off with a tiny chokepoint with a mob of enemies waiting beyond it to fight you. You've got to knock them down one at a time, and with an unknown turn order it can be a challenge planning out the most efficient way through when you can't know who's moving next. The pacing of battles can also be obnoxious since you can only deal damage when it's your turn. Since there are no counterattacks in this game, combat occurs at approximately 50% the pace that Fire Emblem games do. And adding to the slog is how the game runs through the turns of enemies that aren't moving or attacking. You have to sit there and wait as the game cursor scrolls to each enemy unit and shows them choosing the Wait command before scrolling to the next unit. The toughness of enemies is often startling as well. This game has a bad habit of introducing new enemy types at the end of the map instead of one or two at the start so that player's can test out their strength in a safe environment. Several times I had to reset because I let my lord stand in range of a new enemy type with enough damage output to one shot him with the aid of a crit or double attack (both of which are completely RNG in this game, and don't seem to be tied to any stat). And, excuse me for not being prepared for the enemy mages to kill my lord with one swing of their healing staff. This game is jank. In terms of difficulty, I'd definitely rate this among most of the hardest difficulties of Fire Emblem. Because even a suitable understanding of the game's mechanics cannot save you from the RNG. The enemy strength is much higher than what you normally encounter in Fire Emblem, however, the enemy AI is considerably dumber than even FE1. Enemies will stand in one spot and wait for you to bog them down with ranged attacks just because they lack the AI script to do anything other than Wait for something to enter their melee range. They'll occasionally move towards but not attack a unit that is in range. When they are ready to attack somebody, they'll sometimes fail to notice that they can kill one of your injured units. I also noticed the FE1 quirk where enemies would almost without fail target your Lord character whenever he's in range. My recommendation for a suitable experience difficulty-wise is to drop a save state every time it's your Lord's turn. Because his turn is the only one that matters as far as you getting a game over or not. The way this game handles promotion is nothing short of baffling. While looking up game mechanic speculation on old forums, some users claimed that promotion at 20 was always optimal, and since so much of the game resembled fire emblem I didn't question it. I ended up promoting my units around level 15 when the game had started selling weapons that could not be wielded in a base class. I dropped a save state to compare stats before and after promotion and my jaw dropped. Your stats are dropped down to a base level, and you only get an incredibly minor stat bonus based on how many additional times you leveled up past 10. Any very lucky level ups you earned are erased, as are any stat boosters you decided to use before promotion. Promoting at 20 is only advisable for players who intend to spend at least a dozen hours grinding battles to just add up to five additional points to that unit's stats for the endgame. It's not worth it. My decision to wait until level 15 made me feel like a fool when the game immediately spiked in difficulty. The best thing to do is promote at 10 and bask in your new class' much higher level up gains. If you really want your units to grow as strong as they can be, than just compulsively save state to reroll their level ups. The difference between a good level up and an empty level up can be game changing for that unit. About the only way the game takes it easy on you is the lack of permadeath. Only your Lord dying can cause a game over. Any other unit can be revived in towns once you've cleared the map. The cost to revive a unit was consistently below the amount you earn for killing just one enemy. Getting a game over does cut your money supply in half, which sounds threatening, but you just never run low on money in this game. Shining Force was a trying experience, and like other games I've played recently has given me a new perspective on how much Fire Emblem gets right in its design. Ultimately the only thing I like in the game was the towns and NPC interactions. There's some fun scenes, and the translation seems stellar for the standards of early 90s RPGs. The battle sprites are also pretty awesome. Much larger and more detailed than you'd see in classic fire emblem.
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