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Zapp Branniglenn

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About Zapp Branniglenn

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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. Actually yeah, there is something up with the Wii versions. In Metroid Prime 1 and 2, you can go into the options and switch the Free Aim setting to the lock on that was in the gamecube originals. This isn't switched on by default, but I recommend switching for an early boss in Prime 1, called the Hive Mecha. This boss was designed to teach you to use your lock on. But with Free Aim, the game simply gives up if you try to lock on to the targets. I don't know how this got past QA. Once you're past him, use whichever setting you prefer.
  2. To christen the Halloween season, I wanted to finally play Resident Evil VIILAGE, among other survival horror games. I invited some friends to watch me stream it over discord like I did for 7, but it was surprisingly tough getting the gang together, and Village also went on much longer than the previous three RE games. So instead of a Halloween wrap up, this is more of a "here's what I've been playing since the last week of October" round-up. (All of these are spoilered for length, not because of plot spoilers) Starting off with Resident Evil 8. I also played the original Silent Hill. While playing Resident Evil 8, my friends asked me what the scariest game I ever played was. Probably Fatal Frame, I answered. It's not a horror game but I also found time for Marvel's Guardians of the Galaxy.
  3. Hey, when it comes to screen writing, if you're gonna copy somebody, you may as well copy the best in the biz
  4. It's pretty cool that they were able to add the SNES version of Aladdin (it's quite different!), as well as the Jungle Book. These are the same developers that put out the Disney Afternoon Collection with a bunch of NES games (which still hasn't been ported to the Switch). I'm not familiar with many SNES era licensed games, but I imagine if they made a Disney Classics 2 then I expect them to stay in the SNES era. In which case my immediate suggestions would be Castle of Illusion and World of Illusion starring Mickey Mouse and Donald Duck. I haven't played them myself, but I've played the 2013 remake of the first one, it's really good. Alternatively, if they're willing to move on to the PS1 era, Toy Story 2: Buzz Lightyear to the Rescue is a very good collect-athon platformer. And Lilo & Stitch and Emperor's New Groove were pretty decent Crash and Spyro knock offs as well. Technically these games are still available digitally on PS3's store, but we don't know how long that's going to stay up.
  5. So I have had a chance to play on Peach's Birthday Cake, and I actually really like the changes. Getting sent to Bowser means going straight to the star space again right afterward. And unless it's early game that means your stockpile of coins may be high enough to nab a second star faster despite the "unlucky" choice. This is also the board with Monopoly style territory claiming that also rewards investing early. I love that they added small piranha plants that will steal coins for you, rather than just the 30 coin star stealing option. And each plant governs two spaces rather than one. It makes the mechanic relevant early game. You can also land on your own plant for a coin bonus and upgrade it to the star stealing version. In the original, landing on your own plant was a wasted turn beyond padding your green space count. And unlike in Mario Party 1, it feels like a unique board when it's the only one whose star space never moves and there are no path selections that can potentially plant you right before or after a star space. This is certainly the least jank/RNG board in the game. Try hards rejoice.
  6. I already took advantage of Gamestop's black friday sale last week to nab some pre owned PS4 games for my collection. Nothing I especially care to brag about, 'cept maybe Metal Wolf Chaos XD. I may make some impulse purchases on the Steam Sale, we'll see. I bought a bunch of games that came out this year, but missing out on Psychonauts 2 feels like a major blindspot that I might want to remedy. Highly recommended! I had a great time with this one. It was pretty buggy at launch but it's also been patched several times over.
  7. I can only speak for myself, but I wasn't impressed with that one in 2018. I still got it because me and my friends were anticipating a Mario Party game since the night that Switch was announced, and you can bet that we booted it up at parties for an hour at a time before Smash came out. But the vast majority of my friends did not want to play or see more of the game after their first session with it. As for me, all I had was hope that a few content updates and the addition of online play would bring it up to speed. And when those updates never came my neutrality turned to dislike. Even before all that time has passed, In my top 10 games of 2018, I excluded the game in favor of a Top 9 list because I just thought its quality was too far below the nine games that I ranked higher. Super does have the edge in Single player content, and a pretty lush cast of characters, but those were the only high points I could think of at the time. I also enjoyed the cooperative mode more than the main party mode. But the main party mode feels like an afterthought. Heck, coming straight off of that 3DS game, the top 100, I think it's fair to bet that it literally was an afterthought. The boards had very little going on, and the coin economy quickly devolves to people repeatedly visiting the shop for the Golden Pipe (10 coins!) rather than taking their chances in trying to reach the star. I also really disliked the lack of controller options. It wasn't totally apparent by the end of 2018, but joy con degredation was beginning to kick in. Super Mario Party could have used a "joy con-less" mode where everything that requires motion controls is shut off. But I also know that Nintendo would never put something in their game that acknowledges faulty hardware. 100% of Superstars can be played on any controller you want, and the game is much better for it. In the wake of Superstars, it's easy to see what Super Mario Party could have done better. Namely online play. Patching that in years after release is a slap in the face. You really never know which games Nintendo will decide to continue supporting with updates, and it's confusing that they would wait so long - particularly going to that effort while the next installment had already entered development. Superstars will no doubt be judged in retrospect on the quantity of its updates too. I haven't yet played enough of Superstars to really judge how I feel about it overall. Need more sessions with friends, and that's difficult in a pandemic.
  8. I'm usually picking out a different character with every game. Most recently I'm Birdo. I don't think I ever remember her playable in Mario Party? But in the last game I was Bowser all day. Playable Bowser and Bowser Jr salvages that game.
  9. Sacred Stones is the only FE game where you can finish the entire support library in a single playthrough. It's an open map game with multiple save slots and no route split-exclusive characters. So what you would do is initiate the support conversation in say the first floor of the Tower, grind up the next stage of the conversation and finish the map. Continue until you reach A, all the while saving that game to a second save slot in order to "record" that conversation to your support library. Return to your first save slot and repeat for the next pairing. As long as you avoid initiating any A rank conversations, you can do this at the end of any playthrough in order to earn that sweet sweet 100%. That's a breath of fresh air compared to attempting to finish the support library of FE7 over 10 or so careful playthroughs, but still it's a process that will take you many hours of mindless grinding. In my opinion SS's support quality is generally excellent enough to warrant that kind of grind. Unfortunately I think you do still need to beat sacred Stones twice - one on each route - in order to get all the music library.
  10. I've only played one round on Yoshi's Tropical Island but first impressions are pretty good! I feel like I say this in every Mario Party but you seem to get a lot of coins. There never appears to be an advantage for having earned 100+ except for winning a star tie on the final results, which is generally unlikely (you don't need the most coins, you just need more coins than your main rival). I understand a lot of players prefer a 10 or 15 turn game, but I don't like the coin economy being balanced around it. Maybe the best thing to do about that is to somehow drop the coin gain from minigames and other sources when you're playing a longer game. As for the board selection, I'm honestly annoyed hearing about the change to Peach's Birthday Cake. A lot of Mario Party 1 boards always embraced the RNG chaos compared to later entries, and although most players hated that board with a passion, it gets very funny and interesting when you're playing a 35 or 50 turn game and every player has carved out their territory with those expensive star plants by the late game. But seeing how this game is more balanced around shorter turn counts I agree there were better options from Mario Party 1. Linear path boards like Peach's cake and Rainbow Castle are bad design, but I appreciate the thought process of going with one of those just for variety. I would have liked to see Bowser's Magma Mountain for that slot. Definitely the most underrated board in the original, and it would work even better with this game's higher coin economy. And I love the chance of Bowser taking a star when you reach him. There's a lot of choices you're forced to make just moving around and I would have liked to see how items would have changed the experience. Plus my man Bowser deserves a board themed after him after not being playable in this game.
  11. Well by the post game you're either fresh off of scraping by the final boss, or you've spent dozens of hours following guides online to craft the best gear, Grind infinite stats on a maxed out sphere grid, and earn infinite levels. They can't build a fight that satisfies a party that's at 20% power (where you'd normally be at the end of the story) versus 100% power. Maybe they could have had monster arena fights scale based off your party's stats in a way that the Ronso boss fight of the main story scales directly off of Khimari's stats. But that probably wouldn't stop the Rikku and Wakka Dream team, their overdrives are too good. Let me ask you, have you ever used Wakka's Attack Reels during the main game? It's honestly not that strong until you've ramped his strength way above what his or any sphere grid provides. It can secure a tricky overkill, but it's not on the level of an Aeon overdrive. Ditto for Rikku's mix command, if you're just looking at the ingredients you have before dabbling into Monster arena stuff, her potential mixes are not that potent. The biggest thing that comes to mind is if you've got a stat sphere or level 1 key sphere you're okay with sacrificing then you have Final Elixir for an emergency. Fully heal and fully revive everybody. It's very difficult in FFX to come back from a situation where two of your three guys are KOd, because even if Yuna's alive in reserve she can only heal or revive one person at a time. X-2 definitely is one of the most open progression systems in a final fantasy game. But since the game designers have no idea of the player's power level, most encounters can feel extremely easy. I made it through the game on a setup of two dark knights and one chemist. Big AOE damage and Big AOE healing. I never needed anything else that other classes could provide and the game difficulty never seemed to push back until the final area. I'm also not a fan of how AP gain comes from performing any action - except for physical attacks. So if you want to advance in a physical class you want to do everything but attack, like pass around potions to full health party members. That is at least as much of a waste of time as hammering L1 and then Triangle so that all your FFX party members get their experience from a battle.
  12. If you're asking what is my favorite RPG whose battle system is strictly menu based with no additional player input, then I doubt it's my favorite because of its battle system. Strategy may be prevalent in such a game, but can the strategic depth cover every random battle in a 20-60 hour game? No way. And it's not like more actiony games are devoid of strategy - it's usually the precise opposite unless your definition of strategy excludes reflexive thinking. But under this restriction I guess my answer is Final Fantasy X. Though it might get disqualified by virtue of having some QTE limit breaks, 99% of time spent in battles are a point and click affair with no ATB meters so I think it gets a pass. FFX is still the king of turn based battle. Agility directly impacts how many turns you get in relation to the enemy's agility. Most random battle enemies are tailor made for one of your party members in order to drill the player on what every party member is supposed to be doing, then as the game goes on enemies stop being one shot affairs and you need to think for yourself (hey, that's pretty much what the plot is about in the latter half too!). The free character swapping lets you use everybody in every battle without any setup. The sphere grid keeps characters within assigned roles, and the game designers meticulously balanced the difficulty curve around the assumed progress of characters within their grid. There are ways to break FFX's battles, but it's never the same answer every time until you're twenty hours deep into post game content. I've heard complaints that the sphere grid is too rigid in its standard mode, but that just makes it a bigger breath of fresh air when you can finally go off script in the late game. In the past year, I've taken a look at the various FFX challenge mods that people have made. They can be interesting at first blush, but it's just so hard to beat the curated challenge of the main game. Every change you make is going to hamper something else you probably didn't consider. The only mod of FFX I want is something to cut out the fluff. Proper cutscene skips without just setting areas into their post game state (because that removes npc dialogue and items), giving all party members experience without having to swap them in and Defend, and weapons with the capture ability from the start of the game. Everything else is already taken care of by selecting Expert Sphere Grid on that repeat playthrough. But really, give me a game with Mario RPG action commands where each enemy encounter is actually unique and has stuff to learn in terms of your attacks and especially defending. Mario RPGs have long since "solved" what's wrong with turn based combat without just morphing it into a straight action game like what Square has done. By the way, what Square has done is really good too! I just think rpgs have always been a low budget genre and only a few development studios have the talent and resources to put Devil May Cry quality combat in their game along with meticulous world exploration and npc interaction that we have come to expect. I'm playing Final Fantasy 15 for the first time this week, and while the combat is woefully unresponsive and janky, it's still preferable to selecting attack on a menu for every turn. Hold up are you telling me I'll be able to PLAY as the other members of my boy band? I was having enough fun just ordering them around.
  13. According to David Jaffe, Mortal Kombat was a premier inspiration for Twisted Metal. Or at least the sort of game he could point to when investors tried to understand his car combat game. I personally view car combat games as a sub genre of fighting games. Unless the car combat is secondary to the primary objective that is winning the race. In which case you're probably talking about a kart racer at that point. It was seriously surprising moving from Twisted Metal 1 to 2 and discovering hidden special inputs. I know now that it was in the game's manual, but we always got our game disc from a video rental store, so manuals were a rare luxury.
  14. Sabin's Blitz command definitely lives on in Zell's limit break in Final Fantasy 8. Where the player is presented with two command inputs, and can keep inputting one or the other until the timer runs out to keep piling on damage. Most of Final Fantasy 10's limit breaks present you with a sort of QTE you need to clear, but nothing I would really akin to fighting game inputs. It is also worth nothing that most modern Square RPGs have gradually morphed closer to character action games. The attack inputs never get as complex as a fighting game, but the real time combat means the player has to consider spacing, and has to regularly find the balance between attacking and defending that will keep them alive and make the best use of their resources. I'm not an expert on this series but the Tales of games definitely take cues from beat em ups. I do remember being able to tailor your basic attack string, and then canceling into a special move. Locking enemies in hitstun or blockstun, maybe even juggling them in the air, it's definitely accessing the fighting game mentality of your brain. Another game that I have not played but have heard a lot about is Legend of Legaia. You select the direction from which you'd like to strike as part of a string. But if you select a particular combination of directions, it can result in a flashier special move. The game has a list of these combinations that expands as you discover them, so it encourages experimentation, and you can delay your turn with the "defend" command to allow yourself a longer string on the next turn. That means you can chain several special moves into one round. Almost by the same logic that you chain a special into a super in a capcom fighter, every direction you input for that round is considered as part of a sequence Personally I'm a fan of Action Commands (also called timed hits) in Mario RPGs. It's never as mechanically complex as lobbing a hadoken, but I like that the player has a unique input to make for every attack and every block or dodge. It keeps you engaged through the hours of random battles in a way that most menu-based battle systems simply can't.
  15. Assuming Moulder is a Bishop or is going to be made into a bishop, I suppose I'd give it to him. He'll do effective damage to monsters (which comprise most of the late game), and two extra points may result in less weapon uses. Light tomes are expensive.
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