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vanguard333

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Everything posted by vanguard333

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. I don't know if this counts, but I'm going to list it as an example: I really dislike the evil sibling trope. But, the thing is, I can not actually think of a single example of this trope that I dislike; every example of an evil sibling that comes to mind: Azula to Zuko from Avatar: the Last Airbender, Langris to Finral from Black Clover, [Spoilers] to Shoto Todoroki from My Hero Academia, etc., are all well-written characters with interesting story arcs and compelling dynamics with their good sibling. So, why do I dislike the trope? The simple answer is that it's just so overused. It appears in so many places that, if any of the main cast has a sibling, you can be almost certain that it's an evil sibling. And the overuse of it is made all the more apparent by just how few stories there are where one of the main characters has a good sibling that's actually a character. The only two examples I can think of good siblings in fiction are Asta & Yuno from Black Clover and Edward & Alphonse Elric from Fullmetal Alchemist: Brotherhood. That's it. So, yeah; it's a trope that I generally dislike, with specific exceptions being... almost every example of the trope.
  6. Thanks for the info. The Yellow Devil in Mega Man 1 was a real pain until I learned about the damage-multiple-times-by-repeated-pausing trick. Hm... I'm not sure; maybe. I'm not sure how much I can really say, as a confessed outsider to both classic Mega Man and 2D side-scrollers in general, that hasn't already been said about these games or the collection for that matter. EDIT: I have now beaten four of the bosses in Mega Man 3. I have to say that, with both this and 2, I tend to gravitate towards the items that let me attack at multiple angles. That might be from me having played Mega Man & Bass, where Bass could fire in seven different directions, but I suspect that's it's more because of the simple convenience. No matter what I do, I cannot find a button configuration that enables me to jump & fire while still being comfortable for my hand. I can still jump & fire (which I end up having to do a lot), but it is not comfortable. Going back to items, I criticized the bubble item in 2 for only being an effective attack on the ground and having pathetic range if firing while jumping (which you have to do to hit the final boss in 2), but the Top Spin is far worse, and I honestly think it is by far the worst item I have encountered so far. It only works if you jump first; something the game doesn't tell you because it doesn't tell you anything (I find myself missing how Mega Man & Bass did little animations that showed you how the item worked), and I already stated how uncomfortable attacking while jumping is for me in this series. It's a melee attack with pathetic range in a game where even the slightest physical contact with an enemy will result in you taking damage, and if you take damage while using Top Spin, the item meter for it gets completely depleted. I had to rewind my fight against Shadow Man multiple times just because it kept ending up empty while he was at more than 2/3 of his HP, and even then I couldn't beat him with the top spin and had to take out the last quarter of his HP using the mega buster, and it was a very narrow victory. It's even worse than the worst items in 1; as situational as the bomb and the guts throw were, when the time came for them to be used, they were useful and intuitive. Top Spin is pathetic. Outside of items, one thing I can say is that it is very clear with these games that they expected the player to know the story context from the instruction booklet and/or the back of the box that the game came in. I know about Proto Man from Mega Man & Bass, and seeing him as a recurring mini-boss in 3 without any context was very confusing. I can very quickly guess as to what his story is supposed to be, but there is still that bit of dissonance. In gameplay though, Proto Man is a very easy fight. He always jumps before firing, so I just use the mega buster without moving, then dive when he gets too close. The one time where I encountered some difficulty against him was Hard Man's stage (which I didn't finish simply because I stopped playing and moved on to do something else), simply because the terrain was uneven and I couldn't avoid him through sliding. But then I had a new problem: how are you supposed to avoid him then? You can't jump over him, and you can't slide under his jump. EDIT: So, I've beaten all eight robot masters in Mega Man 3. Normally, this would mean that I've gained access to Wily's Castle. Instead, four identical boss faces have appeared in previous boss stages. At first I thought, "Okay; maybe the game's making the rematches happen in a staggered way instead of all at once in a particular section of Wily's Castle; that way, Wily's Castle isn't nearly as long". But then I checked online: Wily's Castle has six stages; that's more than in the previous games. Are these revisits of previous areas just blatant padding or something? At least the stages are somewhat remixed and the boss fights are recreations of the boss fights from Mega Man 2. EDIT: So, I've beaten Mega Man 3. I liked the bosses for Wily's Castle in this game a bit more than I did for the previous two games. Proto Man (I mean "Break Man") was as easy as ever but still an okay fight, the second version of the yellow devil was better than the original, and I thought I wouldn't like the hologram Mega Mans, but there's a trick to them: while the magnet item will do no damage to them, it will go for the real one, so I used it to find the real one, then swapped to the snake item and quickly destroyed it before it swapped places with one of the fakes. The Wily Machines have never really been fun boss fights for me because they always take up most of the space, and this one's first phase was no exception, but the second phase where it's recommended to use the rush jet was great. I also liked the fake-out with the fake-Wily robot that grovels before the reveal. Gamma was a semi-interesting final boss, and I think a much better way to have a giant boss fight conceptually as most of the boss is in the background and doesn't impair your mobility. I dislike that the final blow is best achieved through top spin, but that's just a minor issue. I like how Proto Man saves Mega Man at the end, though I don't really understand the story in this game because I'm missing vital context. Could someone please tell me the parts of the story that evidently must've only been in the instruction booklet?
  7. I see. Thanks. I'm not really interested in the Mega Man X series, but you making 3D remakes does sound interesting. I hope you are able to make them.
  8. @Zapp Branniglenn I see. Thanks for the info.
  9. Oh, yeah; I've heard a bit about them; I once saw a video of a GDC lecture by someone from Digital Eclipse. In it, he was mainly taking about preserving video game history and the need for game companies to embrace emulation instead of fighting it, but he did also talk about his time working on the Mega Man Legacy Collection. It was a very interesting lecture, and I say that as someone who knows almost nothing about emulators or any of that stuff. Yeah; it definitely explains all the extras that I've been seeing. By the way, do those X and Zero Collections that you mentioned have that amount of content? I ask because, as I said before, I'd love to see a Battle Network Legacy Collection, and I was wondering what the odds were of something like that having the quality and content that this collection has. Thanks for letting me know. Yeah; no one in my family has that issue thankfully, but yeah; those flashing effects are a pain. Anyway, I have now also completed Mega Man 2. I have to say, it was a lot easier than the first game, and overall just better in almost every way if not literally every way. My main criticisms would be (spoilers) But anyway, now I'm moving on to Mega Man 3, where I finally have the slide move. I rather missed the slide move in 1 and 2, as it was very useful in Mega Man & Bass (and in Smash Bros.), though those games rarely had areas wide enough for it to have been useful. One issue I've been running into in 3 is that the slide move is both necessary for dodging certain attacks and very hard to use for dodging attacks; it feels a bit... off, if that makes sense. Plus, I'm having some trouble figuring out which boss is the "easy" boss that you can more easily beat with just the standard buster attack. In 1, it was Cut Man. In 2, I can't remember who they were since I ended up beating 2 bosses with the standard buster attack, but I think one of them was Air Man. For 3, I'm having trouble figuring out which it is. Then there's the fact that there's a lot of flashing light in the electric stage. The flashing lights were semi-tolerable in the previous two games, but the amount of it in this level made me really dislike it. Overall, I have to say that I was never really one for 2D side-scrolling games; not because I don't like them or anything like that, but simply because I didn't really grow up on them. The only ones I had were Mega Man & Bass (on the Gameboy Advance) and New Super Mario Bros. Wii, and while I did play the former a fair bit as a kid, I only really played the latter around the time the Wii U already existed. And I can say, as someone who really isn't used to side-scrollers, that these classic Mega Man games are a lot of fun so far; I'm just having a lot more trouble getting used to them than someone who has played a lot of these kinds of games would have.
  10. Considering you listed Tifa as an example, I'm guessing that by "monk", you mean "martial artist", and not what monk actually refers to.
  11. After hearing a lot of good things about it, I decided to purchase the Megaman Legacy Collection. I have never really played classic Megaman before; it was before my time and I was a lot more interested in the Battle Network series. The closest I came to playing classic Megaman was by playing a spin-off called Megaman & Bass on the Gameboy Advance. That game was rather fun, though it was extremely difficult (and often in very unfair ways), so I can say that I have wanted to try classic Megaman for a while, if only just to see if Megaman & Bass' difficulty was the exception rather than the rule. I figured that it only made sense to play the games in order, so I started with Megaman 1. If it's anything to go by, then Megaman & Bass' difficulty was the rule rather than the exception. If it weren't for the collection including a rewind feature, it would've been a gimmicky and frustrating nightmare of saving every five seconds and repeatedly loading the previous save until I got it correct. You really can tell that it's the first game in the series. That said, I kept playing, so either there's something about it that makes it really enjoyable in spite of its unfairness, or there's something wrong with me. …Hopefully it's the former. (This is just a joke). There is definitely a lot to like about the game. I also like how the collection includes a database listing all the enemies and their weaknesses; normally for an old game, I'd have to look up that stuff online. Having it right there in the collection is quite useful. The concept art is also neat, though as a newcomer, I'm probably not as interested in that stuff as a longtime fan would be. I also probably won't be trying the challenge modes either, as that stuff is probably also more meant for the longtime fans. Overall, even from first impressions, I can clearly see why this collection is so highly regarded. Personally, I'd love to see a Megaman Battle Network Legacy Collection or Star Force Legacy Collection that has this much content and extra features.
  12. Ah; that's what you meant. Ah; that's far more common with people on the opposite end of the autism spectrum than me; the form of autism I have mainly amounts to stuff like increased difficulty in learning social skills, sensitive hearing, and being a bit better at memorization than I probably would be without it.
  13. I am autistic, and I'm a bit confused as to what you're referring to by, "autistic special interests".
  14. I'm pretty sure that people are usually joking when they say that Robin's "breaking the bro code". I've seen a ton of different jokes along that line, and I only ever see jokes about it; never serious arguments. A lot of people evidently think that it's funny. Even the other argument you mentioned is also used for humour more often than not. If you don't believe me, I could list examples. But honestly, all you have to do is look at the comments section under a video showing Robin and Lucina's s-support; almost all the comments are different variations of these three jokes: 1. Robin is breaking the bro code (often with the punchline involving Chrom behaving like a stereotypical overprotective dad) 2. Robin being in a room with Baby Lucina and feeling awkward 3. Chrom is now a grandfather
  15. Well, I just 100% completed SpongeBob SquarePants: Battle for Bikini Bottom: Rehydrated. It's not the most refined or polished 3D platformer ever made, but it is a fun 3D platformer overall, and I quite enjoyed all the different references to various episodes of SpongeBob. …Oh, and I completed the story mode for Monster Hunter Stories 2 before doing this; I forgot to mention that earlier. Now, I'm just trying to decide: should I do some of the postgame for Stories 2, or should I go back to Three Houses and finish the routes that I haven't finished yet?
  16. Fair points. I'm just stating my experience when I used a fully-levelled Pelleas; he was able to double attack a lot of different units even when using the long-range dark tome; not just red dragons. You may not believe me, but it is true.
  17. Interesting. What do you think of Legends: Arceus then?
  18. I'm going to have to stop you right at the part that I bolded: I honestly don't care about the character customization in Pokémon games and I could easily take it or leave it (is that the right expression for not really caring about something and not really missing it if it disappears?). My point was simply that, if they're going to include it all, they should at least bother to remember that redheads exist.
  19. I finished playing through the GameCube version a bit over a month ago. I ended up really enjoying it overall. Personally, I'd rather recommend the original than recommend the remake, but there isn't really a good way to get the original right now. Yeah; I know what you mean about the pricing. Even when it was brand new, Majora's Mask 3D cost less than a brand-new 3DS game at the time. Why is every port, remaster and remake that's produced by Nintendo these days full price regardless of how much work they actually put into it? Of course, with Skyward Sword HD, the price was just one reason I didn't buy it; the other reason was the lack of a left-handed mode for the motion controls (I'm aware of the button controls and I don't care about them; the game's whole selling point was being able to swing the sword with your own hand). Anyway, after completing Majora's Mask, I decided that, after Valkyria Chronicles 1 (a war game) and Majora's Mask, I needed to play something more lighthearted before going back to Three Houses. So, I purchased Monster Hunter Stories 2. It's a fun game and I'm almost finished playing through the main story. If I had one criticism, it would be this: I have a tendency in team-building RPGs like this and Pokémon to mainly rely on Pokémon I obtain within the first half or so of the story mode for my story team, and I was somewhat punished for that in this game because the later monsters are literally better than the earlier monsters, with higher base stats and better abilities and everything. I mean; it's not that bad, as the early-game monsties can still fight well in the late game, but combine that with the fact that every new monstie starts at level 1 because you have to hatch them from eggs, and it means the game both punishes you for wanting to use new monsties and punishes you for not wanting to use new monsties. It's really weird. EDIT: Well, I just finished playing Monster Hunter Stories 2. Or rather, I just finished the story mode for Monster Hunter Stories 2. Naturally with a game like it, it has a ton of postgame stuff, and I'm honestly not sure if I want to do any of the postgame content.
  20. I admit that I haven't played Majora's Mask 3D, but, from what I've seen of it, while it does look good in a lot of areas, there are a few places where I don't like the graphics: The Moon. The moon largely looks goofy to me, whereas in the original, while it didn't look necessarily scary, it did at least not detract from the uneasy feeling of looking up in the sky and seeing it inch ever closer to Termina. Plus, there was some ambiguity in its expression; it could be angry, sad, or in pain. Deku Link. In the N64 version, he actually looks like a creature made from timber and bark. In the 3DS version, he looks like a living Play-Doh doll. The clock. Admittedly, changing it from a rotating clock to a bar was probably pragmatic for the small 3DS screens, but I still prefer the rotating clock of the N64 version. Serious overbrightening, not unlike Ocarina of Time 3D. Again, this one was probably pragmatic because the game was being remade for a portable console, and most of the time it's not bad. But it seriously ruins moments that really need to be dark, such as the Gyorg fight. One of the things about the Gyorg fight that made it interesting was that it hid well in the darkness; making the fight kind-of like fighting an ambush predator. But, then again, I'm someone who honestly doesn't mind the N64 graphics. In fact, I honestly think that, in an odd way, it's actually aged well. I once saw a video explaining an eerie effect that occurs from watching a horror film on VHS that you don't get from watching the same film in HD, and playing the N64 of Majora's Mask recently reminded me of what the person was talking about: the N64 graphics honestly complement the eerie and surreal aspects of the game very well. I heard about how the owl statues are a permanent save in the 3DS remake rather than a suspend-save. That's fine, I guess; and having that option is certainly good for accessibility. However, removing the option to save by going back to the Dawn of the First Day was not good. I know of multiple people who played the remake, went back to the Dawn of the First Day before shutting the game off, and then wondered why their progress was gone. Not to mention, even without the problem it causes for experienced players who are used to the old save system, there's just something about locking in your progress by ending a cycle, and the game resuming on, "Dawn of the First Day: 72 Hours Remain" that you don't get from other save methods. More expansive Bomber's Notebook is certainly good, but I heard that now the game goes through a lengthy cinematic every time a character gets added to the notebook instead of the old and quick notice. I didn't play either 3DS remake, so I can't say anything about that one, and there isn't much I can say about the rest either.
  21. Here's a small list of anime I would recommend; I have not checked to see if anyone else has already recommended these or not. One-Punch Man: It is a parody of battle shonen anime that deconstructs the whole concept of power-scaling. The story is about a hero named Saitama, who is so powerful that he can defeat any opponent in a single punch, frustrating him to no end as it leaves him completely bored. It's absolutely hilarious and it's brilliantly written. Season 1 in particular is fantastic; season 2 was a lot less good in terms of animation quality and it rushed from plot point to plot point, but the plot and humour is still good. Violet Evergarden: This is simultaneously the most saddening and the most heartwarming anime I have ever watched. It's a fantastic show; I would just recommend watching it with a box of tissue beside you; odds are that it will make you cry. My Hero Academia: A battle shonen that takes place in a world of superheroes. It's well-written and well-animated. Black Clover: My personal favourite battle shonen right now. This one takes place in a medieval fantasy setting where everyone has magic; everyone that is, except for the protagonist. It has a bit of a rocky start, but it gets very good, very quickly, and it just keeps improving.
  22. Yeah; I figured that it probably wasn't anywhere near historical. As for scythes, there is actually a version of scythes that historically was used on the battlefield. However, they looked like this: The only video game I've seen have a historically accurate war scythe is Demon's Souls. As for chivalry, it wasn't chivalry itself that got influenced by the Arab world so much as the concept of Courtly Love, which was introduced via interaction with Spain. One thing to understand about chivalry was that it was not one unified set of rules; it was a nebulous concept that was a matter of debate and discussion even back in the Middle Ages.
  23. 1. Oh; don't get me wrong. Axes do have more heft than swords on account of the center of mass being near the head; I'm just saying that it is a sharp weapon meant to slash and chop. Side note: there's an ancient forward-curved sword called the Falcata that's essentially designed to combine the heft and chopping motion of an axe with the nimbleness of a one-handed sword. I've never played Etrian Odyssey; that's an... interesting gameplay decision. Why didn't it give them swords and pikes? 2. More than likely. Interestingly, the Estoc that I mentioned earlier had no edge and could only be used for stabs. It's essentially an extremely narrow and stiff longsword. The armorslayer in Three Houses is essentially an estoc, which makes sense as one method of fighting an opponent that's wearing plate armour is to stab into the gaps in the armour, and the estoc was optimized for that. 3. Yeah; it would be a good combat art. 4. I don't know why the weapon was called, "good day"; I just know that it was called that. In fact, there are actually multiple theories for why it was called that. 5. You're welcome. I just thought I'd share what I know as someone who has done a fair bit of research on this. I still wouldn't necessarily call myself an expert, as the research is a hobby of mine. 6. Well, like anything, how useful it is for someone to know is a matter of context. For me, I'm an aspiring fantasy writer, so I incorporate a lot of what I know about ancient and medieval society, particularly the military knowledge. This knowledge also ties into another hobby of mine: HEMA (Historical European Martial Arts). Most of my attention goes towards Celtic History; mainly Scotland. But I have also been looking a lot at French history because of a university course I took on Chivalric Literature and a fantasy story I plan to write about knights.
  24. This sounds interesting overall. I think at least a few RPGs these days divide damage between slash, pierce, and blunt. Just a few smaller things I'd like to point out as someone who has done a lot of research on medieval weaponry: 1. European Swords are generally cut & thrust weapons. There are some exceptions such as the kreigsmesser and the falchion (not Marth's sword; actual falchions), but generally, medieval European swords focused on both cuts and thrusts. In fact, the advent of plate armour in the late middle ages led to most swords becoming more focused on stabs than cuts, and there was even a subtype of longsword called the Estoc that could only be used for stabs. Also, swords could actually be used for blunt damage through an anti-armour technique called Mordhau: the wielder grabs the sword by the blade with both hands (if you hold it properly, you won't cut yourself as the blade has to move in order to cut) and bludgeon the opponent with the handle of the weapon. Of course, since the only purpose of the technique is anti-armour, it would be implemented in FE as a skill. 2. Axes are sharp weapons; they are designed for cutting. The weight of the weapon is for the momentum of the cut and even then, actual historical axes are far lighter than one would think because the axe heads are far thinner than that of woodchopping axes. Blunt weapons are weapons such as maces, war hammers, and flails. In other words, they are bludgeoning weapons with no edge to them. 3. Broadswords are not medieval weapons; the name "broadsword" refers to basket-hilted swords from the 17th-century. 4. Greatswords are not defined by weight; they actually generally feel lighter than polearms of similar length because of the weight balance being closer to the back. Greatswords are defined by their size and shape: they are almost as long as their wielder is tall. They, like most smaller straight swords, are cut-and-thrust weapons. Their greater length and momentum means they excel at being used for fending off the attacks of polearms and keeping them and smaller weapons at bay. They are bodyguards' weapons. 5. Rapiers can actually cut; they won't cut a limb off, but they can sever an artery. But you are correct that they are mainly for stabbing. They are also mainly dueling weapons, and you weren't that likely to see one on a battlefield. 6. Poleaxes were designed with versatility in mind: they generally have an axe head at the front, a spike on the top, and a hammer head at the back. They can cut, thrust and bludgeon. They were meant for use by heavily-armoured infantry for fighting heavily-armoured infantry. 7. If you want lance-blunt, there are a number of polearms that were designed for bludgeoning. Just a few examples include two-handed flails, the Lucerne (basically a more hammer-focused version of the poleaxe), and a Dutch weapon called the Goedendag (meaning "good day") that was a combination of spear and club.
  25. Ah, I remember that episode of SpongeBob that that video was referencing. That was a good episode. Yeah; Byleth is definitely an addition that hit rather placidly overall, with a huge proportion of the fanbase saying that someone else should've been picked. Even a lot of people who liked the idea of a Three Houses character in Ultimate were saying it should've been a different character than Byleth. @King Marth 64 I got a notification that you quoted me in this topic, but I'm not seeing the quote. Just wondering if you deleted it in an edit or something like that.
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