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OakTree

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Posts posted by OakTree

  1. 6 minutes ago, Tryhard said:

    I mean, he's right. It was a undoubtedly shitty thing to do and reflects poorly on them, even if this game is different it's not unreasonable to make that connection.

    Fangames are not legal, people have to just accept that fact already, Nintendo sent a cease-and-desist because someone was infringing in their copyright, while yes, companies and creators who are supportive of fangames of their porperties exist (see profile pick), they are the exception and not the rule, what Nintendo is doing is not in any relative terms "shitty", unless you consider the very standards of copyright law to be "shitty".

  2. Just a small thing to add: A NeoGAF leak which may be false claims that Monster Hunter World is essentially a "westernized" Monster Hunter with an open world, lots of QTEs, no quest system and a simplified combat.

  3. Kirby, King Dedede and Meta Knight.

    Name a more iconic trio, i'll wait.

    Memes aside, i have loved the Kirby franchise for a long time now, those games can bring a smile to my face in a way most other franchises just can't, and the memorable cartoony characters definetly help with that, all of them are fun characters on their own right, hell, Dedede and Meta Knight feel like they could easily be the protagonists of their own platforming franchises, that's just how great they are.

     

    Another character who deserves mention is Amaterasu from Okami, Okami is my favorite game of all time so i might be a little biased, but i find it breathtaking how much personality they managed to give her despite her not having a single line of dialogue. She is a loveable silly furball but also a poweful, graceful goddess at the same time.

     

    Also, i am a Touhou fan, and like most Touhou fans, i have a favorite character, people who look at my profile screen can see that it's Toyosatomimi no Miko, i love Miko for many reasons, but the biggest one is probably her desire for more wisdom and knowledge, there are a lot of characters in media who pursuit knowledge and are presented as either insane or a little weird, Miko however is presented as a person who has the occasional smug moment but who, for the most part, remains friendly and casual towards others.

  4. I had this weird idea for a story where there are two main campaigns, the first you play plays out structurely like a typical Fire Emblem story, yet there are a lot of characters who are of great importance to the story who you never get to really play as or fight against, or who are not important to the story but just happen to shortly appear with the player never knowing what their deal is, so comes the second route, which would feature one of said characters as the protagonist and would happen at arround the same time as the original route in order to fill the missing gaps, the second route would also be far less straight-forward than the original one in both story content and gameplay, with the second protagonist facing conflicts far less straight-forward than "We are being attacked by the other army" and "We must seize the other army's base" and the gameplay itself going for bigger variance than the first campaign due to said different conflicts, i myself don't even know if there's any actual benefit to telling the story in this specific way that can't be achieved in simpler ways, but i just find the idea appealing for some reason.

  5. 5. Inazuma Eleven: I like dumb stuff, sue me, i also love it when RPGs use unconventional gameplay systems, sucks i can't play Galaxy though.

    4. Fire Emblem: I mean, we all like Fire Emblem, don't we?

    3. Kirby: Kirby is one of these things that fall in the "If you don't like this, odds are likely you hate fun" alongside K-ON! and Spongebob.

    2. Etrian Odyssey: My favorite RPG series, not only due to the heavy focus on gameplay, but also on it's incredible aesthetics (Specially on the newer games on the series), i could sing praises to how excellent the aesthetics and small tidbits of writing in the EO series in the series makes it's world feel more lived in than most other JRPGs, but i'm a terrible writer.

    1. Team Ico: I know this doesn't count as a series, but i don't really care, the three games by Team Ico are some of my favorite games of all time, with all three having some spot in my personal top ten (With Ico being second only to Okami), these games are, to me, some of the best examples of what videogames can do as an art form, these are the kind of games (alongside anything by thatgamecompany) i will always recommend to anyone, even people who i know will hate them, simply because they are an experience too unique to not be played at least once.

  6. 1 hour ago, vanguard333 said:

    There are several ways that a leveling system can hinder depth: for one, it enables for grinding. "Here's this boss that's really tough. Should I be strategic? Nah. I'll just defeat a whole bunch of random enemies until I am higher leveled than him and then I can defeat him easily." If one does not have a level system, one cannot do that, and will have to rely on skill and strategy to beat a tough opponent. Also, player characters can grow in power and increase their arsenal without the need for a leveling system; just look at Megaman (specifically Battle Network and Starforce, as the original is more of a platform game), Legend of Zelda, etc. These games avoid a level system while still enabling the player to grow in power and increase their options. They also provide a natural difficulty curve without the need for a leveling system. Another way that a leveling system removes depth is that, in most games with a leveling system, at a high enough level the character's stats have increased so much that lower-leveled enemies cannot harm the character even if the character is not wearing any armour. I'm sorry, but if a knife/claw/axe/sword hits someone unarmoured, then it will deal damage. Also, a leveling system can sometimes actually make the game become easier as the game progresses, rather than harder. In Xenoblade Chronicles X, I found a lot of the later boss fights easier than the earlier ones, and earlier in the game you had to be a lot more careful and strategic when exploring than later in the game (though random Tyrants and such meant exploring later in the game was no easy feat either).

    Keyword being "can", there's nothing inherently wrong with leveling systems as a concept, any problems that come in a RPG with leveling system are balance problems, not leveling system problems, and while i have never played the Megaman RPGs, they definetly don't seem to be as complex as something like the Etrian Odyssey games (Which are my favorite RPGs), and if they are as complex, they don't seem to be complex due to their way of handling growth as much as because of their battle system, which is something separate from leveling, and TLOZ isn't even a RPG, the series has more in common with point-and-click adventure games than your average RPG.

  7. 20 hours ago, Zera said:

    My two cents -

    Level-ups are a thing of the past. Wanna make a deep and strategic game? Then do it. Level-ups have never added any depth to anything. (Unless they have, in which case please tell me.) Best case scenario, you choose what stat goes up when you level-up. Although the battles in recent Paper Mario games are too unrewarding and easy, I feel like IS was onto something by removing the grind entirely.

    I hate output randomness. Anything that can be accomplished by luck or grinding could be accomplished with skill, if only the devs would trust players more.

    In what world does adding a levelling system hinders depth? Levelling systems, when done right, exist to create a natural difficulty curve, at the beginning of the game, both the player and the enemies rely on nothing but simple strategies, and as the players grown in power so does their arsenal of options of how they can take on their enemies, and so do their enemies, and you can say that RPGs could easily achieve this kind of curve with other systems, but the point of the levelling system is that it facilitates this type of curve, it's far easier to design a game that starts simple and becomes more complex as it goes along with a levelling system than without one.

  8. Does anyone else agree with me on this? After all, shouldn't one of a gacha game's jobs be to make sure that any player will be capable of at least being able to roll something new with every new release? Making every single new release be either a 4-5* or a 5* causes the problem that most of the time when the player is trying to roll, they won't for most of the time be able to roll anything that is at least new, specially considering the banners only give a rate-up for the 5* version of every single new unit released.

  9. 23 minutes ago, Slumber said:

    The top portion of that soldier's armor ends very slightly below where Sain's armor ends. And Sain is wearing proper armor. He's wearing the strictest definition of a "breastplate", as in, it covers his most vital bits which are the most vital parts to protect when you're on a horse. The only questionable decision is wearing cloth instead of chainmail to protect his other areas, but what is there is obviously a more stylized/anime-ized version of this. That piece of armor ends right below the ribcage, and strictly covers the front of the knight, which is where Sain's ends.

    And just as you can say there are plenty of depictions of cavalry wearing heavy armor(Clearly not ONE PIECE DOWN TO THE THIGH LIKE KELLAM'S), there are also plenty depictions of depictions of medieval cavalry only wearing chainmail, wearing leather, wearing lighter armor, similar to Sain, or just straight up not wearing and visible armor at all.

    On the flipside, since this is such a sticking point to you for Sain, I challenge you to find a depiction of infantry wearing anything remotely similar to what Kellam wears.

    I can't, i'll straight up admit that, mostly because this was never about whether Kellam's design was good, which it isn't, i criticized his dumb shoulder pads and the lack of leg mobility, and mentioned the fact he has a full torso breastplate as something he has over other armored units in the series, even if it isn't done particularly well, and the conversation became about the utility of one piece breastplates, and the main reason i did that is because in my head Kellam's design isn't and will never be as bad as the Black Knight's, who i still consider the worst design in the series (Now that i think about it, Tellius had a lot of lackluster designs that are easily comparable to Awakening's, such as Tauroneo's and Nephenee's). So yeah. I can't do that.

    Also while yes, there were horsemen who wore lighter armor, they were for the most part using normal cloth in the front torso while wearing armor in other parts of the body like the arms and helmets in the head, im pretty sure i've never seen one that depicts them as wearing the same "Chest-only breastplate" that the GBA cavaliers use.

    25 minutes ago, Extrasolar said:

    RE: Armor discussion

    Yeah, real-life armor was split into a bunch of smaller segments for ease of movement as well as protection.  Kellam's torso armor is silly for being just one giant piece; sure, it would offer him some measure of protection if he was to just stand there and have guys just walk up to him and slash at him, but his mobility would be extremely limited and awkward. Even for a big-ass armor knight toting all kinds of armor, you need some maneuverability in order to fight another guy. Kellam is essentially stuffed into a slightly-oversized tin-suit, with just as much awkwardness as that would imply.

    Gatrie's armor does it right. And with a tower shield to boot.
    latest?cb=20160621004717

    Those shoulder pads are almost as bad as Kellam's, there is no reason to have shoulder pads extend beyond your body, it just hinders you and gives a good spot for enemies to attack so they can disorient you, also, what the hell is up with those pieces in his legs? why not just wear an fauld?

  10. 6 minutes ago, Slumber said:

    That piece of armor that the generic soldier has is not one piece. It's clearly at least two segments, with the top segment ending about where Sain's ends. Yeah, Sain could wear something more akin to this to get some protection for his stomach, but you're ignoring the part where he rides a horse. The most vulnerable areas for a horseman are the chest area, since that's where other horseman and archers will be able to most easily hit you for the most damage. Infantry won't be able to hit your gut due to the half ton animal in the way, and they'll aim for the horse before even trying to hit you in your stomach.

    And that full torso piece of armor you linked ends above the pelvis. Fine for somebody on the ground, but a horse rider would still probably castrate themselves wearing it.

    It is a one piece design, there are zero aspects of the design that suggests that it possesses two separate segments, the part below the belt is very clearly a different piece of armor altogether, and in real life, being on top of a horse never stopped a soldier from wearing proper armor, any painting and armor recreations of actual medieval times suggests that even cavalry wore heavy armor, Sain only covering his chest is not in any way more practical than covering his torso on the basis of the fact we have real life evidence that supports the contrary.

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