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Reality

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  1. 1. Favorite and least favorite controllers? I'm kind of leaning toward the PS2 Dual Shock. Gamecube is close, but in my experience, I think that their joysticks get sticky easier and have their heads break off easier, not to mention the general nuisance of the C-stick being a different size than the main one. Least favorite... The Wii mote is bad when used by a game like Metroid Prime 3, but it works fine in a game like Boom Blox. Similarily the N64 trident, isn't too bad for most deveopers who wisely only used half of its buttons, but then you have stuff like Jet Force Gemini's 3rd person shooter controls, which really exaggerate it's problems. I think I would have to say N64 is my least favorite overall, since it gets used as a weapon when you beat people at mario party. 2. Do you prefer wireless or wired controllers? Wireless. Especially for nintendo, who fluctuate between making cords that violate the 5 feet eye safety thing (SNES/N64) and cords that are cartoonishly long (GCN). Playstation/Xbox cords havdn't been really bad in my experience, but as someone who does couch co-op constantly, I know the danger of ... overexcited people pulling on their controllers hard enough to knock the entire console down. I'm actually a little thankful for the Wii and Wii U despite the problems they have elsewhere. 3. Do you collect controller variations? Why or why not? N64 - because it's the only way you can get them while actually supporting used game stores lol. Granted maybe I wouldn't break as many of them if I used amazon to get normal grey ones in good condition.
  2. Does this count only people with Unique weapons? Because otherwise, I think Raven going from Brave Axe + to Basikillos opens the floodgates for a lot of mediocre statline people with normal weapons. Similarily, does Hautecarte and Clarisses' Bow justfiy GHB and TT units getting Refine upgrades?
  3. Spring Camilla - Blade/close counter/Vantage set and Raven/Triangle Adept set That's pretty much it besides swapping breaker skills, mostly on Brave units.
  4. I killed a Brave Lyn for Kagero. In November, when she had already started to be creeped out of her status on top of the other dagger units. I also invested in Male Corrin (red sword vanilla version), for artwork reasons. I loaded Tailtu with breaker skills because the game kept refusing to give me Blue mage pulls and I had no real alternative.
  5. I played in the order N64>GCN>GBA>DS>Wii>SNES>WiiU There are a couple things about N64 and GCN that I really miss, namely that the physics on Green Shells and Bannas felt a lot better. In the newer games when you throw bannanas forward, they go excessively far, while back then, you could legitmately sweet spot people with the forward throw. My brother tells me that Mario Kart 8 and Super Sprint (the GBA one) are the two best games in the series. I'm not sure, but I do like that the excessive need to do wheelies from Mario Kart Wii is gone. I mostly hesitate on MK8 because of the anti-grav sections, specifically the speed boost bumper things and the way bumping other people gives mutual boosts. I always feel like I lose momentum on both of those. Also I get that stuff like the boomerang is supposed to free us from the first place "always hold shell behind you as shield at all times" but I still consider it one of the most obnoxious items. I think coursewise and mechanic wise my favorite is actually DS (to my knowledge that's the only one where dropping out of first place temporarily will let you dodge the blue shell due to it picking a new target mid flight # brakestrats). Double Dash is still my favorite multiplayer wise, just cause I had more people around then. No love for rival kart series like Diddy Kong Racing, Crash team Racing, looney tunes space race, and Sonic All stars transformed
  6. Dr. Lunatic Supreme with Cheese (PC) - and by extention Mike Hommel's other Dr.L engine games. I was introduced to the world of Mike Hommel through his demo for the game (Spooky Castle). Mike Hommel's Dr.L engine games are dificult to describe. I love them because of the incredible variety of level design, and the very distinctive aesthetics and humor. Supereme with Cheese is also a testament to the Hamumu community, since Mike Hommel made like 70ish of the game's 1000+ levels (and that's only counting those put into the release). It still has an editor attached to it, but I have no clue how people managed to stand it. For obvious reasons, the game's level quality is not consistent whatsoever, although playing Mike Hommel's worlds alone takes over 20 hours. The major downsides to the game are mostly the fact that you get rooted to the spot when attacking, despite the game having arcade roots in things like Gauntlent/Chaos Engine/Smash TV. This isn't too noticable in short bursts, but there is so much game to go through that it almost seems like an obvious addition. A few mechanics like Ice/Vehicles have very little depth to them. The game doesn't support checkpoints in the vast majority of its levels (and it can be fairly hard or challenge your endurance on a lot of them). The game's audio is charming, and a lot of the catchphrases from this game are childhood memories to me, but the actual audio quality is spotty. Finally the other game's on the engine tend to suffer from Mike Hommel's Diablo/World of Worldcraft obsession (Kid Mystic/Loonyland/Sleepless Hollow), and despite being very interesting on a first playthrough, the second playthrough is a horrendous grindfest. Thankfully Supreme With Cheese itself has no experience or level up system. Chrono Cross (PS1) - Chrono Cross is a very interesting game, but it's also a case study in what charather bloat does to hurt a good game. The plot is also too complicated for its own good, and between the multiple dimensions, a closed time loop, and the war between robots and dinosaurs, you have a main villian who is basically evil because "he locked himself out of his house" and since locksmiths don't exist he needs to posess the main charather to get back in. Of the 40+ charathers, you have about 15 real charathers and then 25ish gag charathers, many of which are animal-human hybirds when they aren't something more exotic (3 plant charathers is probbably a record). The battle sysem is also something that I want to love, but although the field and color systems are potentially really amazing, the low difficulty and the way the game handles experience/level ups means that you can ignore all the fancy stuff and just spam fierce attacks from begining to end. Even with all it's problems, I really like the game, especially because of its music and art, but also because the more restrained parts of its story and charatheriation do have a lot of charm. The Adventures of Cookies and Cream (PS2)- I did buy it just because I wanted to meme by owning a pre-Souls From software game. However, this game stuck with me some reasons I couldn't predict. 1: Despite the graphics and boxart insisting that it's child friendly, it's far more demanding than a co-op games deserves to be. 2: The soundtrack is way on the wrong side of cutesey, especially the level select theme, which from what I can tell, uses the bleating of live animals. 3: Awful and finnicky hitboxes whenever you have to use the grab commandd, enemies willing to combo you to death with next to no player invincibility frames (unless you abuse your own incorrectly large ground pound hitbox). 4: Game uses the timer instead of health, except instead of making the game easier ala Yoshi's Island, this means that any fall will slash 20 seconds of your time to finish the level and time outs are extremely common, since it also respawns you extremely abrubtpy and if you hold up after a fall, you can fall again and lose 40 seconds. The good things about the game are it's puzzle and level design.... I really like the effort to make the two charathers have to progress at the same time and affect each other's screens, especially on the rare levels where they actually cross over. Cookies and Cream is kind of awful but I love it because of the legitimate genius that controling two charathers at once creates. At least I have the Touhou puzzle game Marisa and Alice Trap Tower to justify that the core idea of Cookies and Cream wasn't the problem with its game design
  7. Physical. I recently had to go through 4 pdf books because I wanted to be stingy on kickstarter rewards. It slowed down my reading speed, and also I instantly considered going for another set of 2 when I finished, which I consider an unhealthy attitude.
  8. I'd say not play it at all. Unless yoyu are counting "bad ports" as anything that's not absolutely the best. Like, off the top of my head, playing Crazy Taxi, Soul Reaver, Sonic Adventure, MDK1-2, THPS, and Rayman 2, would be a completely alien (and awful) experience on pC. At the same time, PS2 MDK2 works decently despite the inferior lighting, Rayman 2 is fine on all of 3DS, n64 , and Dreamcast. Crazy Taki, well maybe that is acthually only good on Dreamcast.
  9. I think we should still seperate series from films if we don't seperate east from west. Top Courage from Courage the Cowardly Dog / Eric Duckman from Duckman / Hank Hill from King of the Hill Middle Eddy from Ed, Edd, n Eddy / Eikichi Onizuka from Great Teacher Onizuka / Donald Duck from Disney Bottom Bugs Bunny from Looney Tunes / Dr. Tenma from Monster / Vash the Stampede frorm Trigun
  10. I like the umounted sword animations in Thracia 776 and the GBA general's melee axe and lance attacks.
  11. Legendary Heroes: Ike - 315 Orbs - 16 full pulls over 4 days. 6 five star heroes. 4 unique five star heroes factoring in repeats. 2 Lucinas, 2 Fayes, 1 Siegbert, 1 Takumi. I'm kind of underwhelmed with this banner compared to the first legendary heroes (I skipped the second one entirely). Especially since I had to do most of the lunatic chain challenges to scrape these orbs together.
  12. I'm going to go with Cubivore. I guess the "de-make" graphics movement exists now, but other than that I think it still stands out fairly well.
  13. They can still be called Western RPGs. Continental Europe and the United Kingdom are usualy considered part of the Western world for history and political purposes. Maybe games by Russian developers are a fringe case. More importantly, the games (usually) have a lot of mechanics in common with American CRPGs that are very rare in JRPGs, such as having more direct connection to D&D, systems like GURPs, a certain kind of skill talent tree progression and so on.
  14. I think this is too large a leap. It would make me think of idk, a setting with Sebex or a third gender, rather than a medievel fantasy setting.
  15. S.C.A.R.S. (N64) - I played a lot of this for some reason. I really like it's power up system, and more importantly, it was the first racing game I ever played that ever required use of the brakes due to having real corners (as opposed to the stuff I drifted around in my exclusively kart gaming experience before). Playing it today... It kind of re-uses level themes, and the Daytime Nighttime setting were obviously far to ambitious for the N64, resulting in the. Also it's a progression racer, and you pretty much have to abandon your old vehicles and use new ones (which are better in all categories) which is sad because of the excellent themeing of all the cars. Such a system makes sense in a Forza or Gran Turismo, but considering this game uses powerups and in all other aspects is an arcade-style racer, they should have just roughly balanced them between different accleration/handling/top speed so that every vehicle would at least be playable. Lego Racer (N64) - Car customization is far more limited than it needs to be for a Lego game. A lot of the levels have a little personality, but at the same time, they also have awkward and blocky corners. The power up system in this game (especialy the teleport) was not thought out well at all. Having to play the races in Mirror mode in the entire second half of the Grand Prix is disapointing. Billy Hatcher (GCN) - As a 3D platforming game, it has kind of a sloppy physics system which makes it unfun to me. I think that in many ways, it is worse than 3rd string 6th gen platform games like Dr. Muto and Vexx. It does have moments of brilliance in the later levels. A lot of the game's most interesting powerups (the circus hat that lets you ride on top of the egg or the psychic hat that let you remotely control the egg) are only used as a gimmick in maybe 1 level. Needing to ground pound to use your basic double jump makes the game, very, very slow. The game also loosely tries to incentivice playing for score with Sega's rank system, but it's not really warranted (although it makes the combat a little less stale when you go for combos instead of Katamari Damacy-ing the enemies). The game also has WAY too many levels based around giant slides. Rayman Arena (GCN) - I still really want to love this game to this day. Because Rayman 2 was that good. The game is pretty unique as a racing game because you play the levels on foot as an obstacle course. Main mechanics include grappling purple lums (ala Rayman 2) and managing slides (which unlike the above game, is a good thing, because of the amount of control you have on them) Many of the levels have tons of shortcuts, to the point of feeling like a Sonic game (upper paths=fast, ground level paths=slow). The game also has a bunch of bonus modes which are of a lot worse quality than the basic races (the combat part of the game). The game is not really good to introduce to other people as a multiplayer game, because it doesn't equalize skill gaps between players the way something like Mario Kart does, and is a little too dependent on memorizing all the secret stuff in all the levels. Steambot Chronicles (PS2) - Steambot Chronicles is a VERY unique game that can be roughly be classified as a sandbox game (ala Grand Theft Auto). However, unlike GTA/Uncharted/Far Cry, it's a lot less over the top with it's physics, and the game stays PG and morally non-threatening. The game has a good setting (steampunk mechs against early industrial era Edwardian-esque architecture) , a good artstyle (cel shading mostly), tons of side content (collecting stuff for a museum, running a band, playing billiards, a stock market, expanding the train line, etc etc), a decent story, a lot of humor (my favorite being the All Angels Have Wings reference) , and replayability (You have 3-4 options for nearly every conversation, and there are 3 major endings). The game seems to do everything right, but it all comes down due to one thing.... THE CORE GAMEPLAY. Remember when I said that this game uses Steampunk Mechs? Well, they've got non-bindable Tank Controls! This alone wouldn't be bad, but the game's combat engine is very poor- The game creates tons of lag whenever an enemy dies, whenever a ranged weapon is used, and sometimes just because certain areas are way more crowded than they should be. And while Tank Controls in actual tank games where you have ranged weapons aren't too bad, having tank controls in a game with primarily melee combat is so much worse. Finally, the lock on automatically disengages pretty much whenever it wants to and you have to manually re-lock on (and getting hit by many attacks will spin you 180 degrees to make it worse). If I have to look at it in retrospect, Steambot Chronicles is a total trainwreck. But all the non-combat parts of the game are truly great, and the three main towns in Steambot Chronicles are my favorites in any video game. Pokemon Stadium (N64) - Thunder Wave + Confuse Ray. A computer Alakazam with Perfect DVs that could 2HKO the rental Chansey. Gen1 speed based crit rate. Trainers with full Horn drill teams. Minimize and Double Team. The amount of hyper obnoxious stuff in Pokemon Stadium is almost impossible to imagine. I do think that the glorious announcer and the minigames make it fun to revisit occasionally, but if my cart got corrupted, I definitely, definitely, would not bother beating Round 2 again. Pokemon Stadium 2 is less obnoxious because Mirror Coat/Counter/Destiny Bond makes it playable with Rentals only. Even with the addition of the new status move Attract to list of gimmick trainers. There's probbably a dozen other games I could bring up.Bomberman Hero. But these six are enough for tonight with me losing internet connection constantly.
  16. Weren't the Brave Heroes supposed to have been wished into existence? (Based on the Paralouge) This makes me think that they won't actually have to change the story, since Brave Veronica will be a different character than original Veronica. Bridal Charloote is a precedent for a hero who got a variant before a normal form
  17. I'm anti- remake in general, so I'll just say some mechanical things Kishuna - needs to be less of a dodgetank, especially with the turn limit to unlock some of the gaidens (other strong throne bonus bosses are less of a problem since getting the highest rank isn't that demanding) Hard mode unlocked by default - Level design should be made less reliant on checking position triggers to activate enemy AI / reinforcements.
  18. Do nothing till you hear from me - Jack Sheldon The Impossible Dream (The Quest) - Simon Gilbert The Impossible Dream (The Quest) - Jim Nabors Here's that Rainy Day - Jack Sheldon I don't stand a ghost of a chance - Jack Sheldon 6th Avenue Heartache - The Wallflowers Barracuda - Heart Let's Get Married - Al Green The Sky is Crying - Albert King The way you look tonight - Frank Sinatra Goldeneye opening theme - Tina Turner Nowhere Man - The Beetles Elvira - Oak Ridge Boys A Boy Named Sue - Johnny Cash
  19. Ah Creatures. good memories. However I don't think that the Grendels are really good as antagonists (outside of written material like the game manuals). Creatures 1 Grendel - The Creatures 1 Grendel doesn't actually act hostile in most situations. It does get "reinforcement" brain chemicals if it starts slapping a Norn, but the initial desire to do it isn't actually built into them. They also live for really short periods of time. Even as a carrier of diseases, they aren't that bad (they aren't inherently born with them despite the description of them in the manual/tooltips), and are actually a little sad, since in the first game, they are carriers without being immune to the diseases themselves, so the worst they can do is come to your creatures while infected and die near them, rather than actually antagonize them during their own lives. If they manage to avoid infection, they are easily gentle enough to hang out on the same screen as Norns for in-game years. Creatures 2 Grendel - In the second game they completely fail at being a scary force because they are born in the worst location. Poison plants grow in the volcano and they can't resist eating things. Also the volcano's radiocativity gives them bone disease. Any Grendel who actually manages to make it your creatures is almost guaranteed to be barely alive. And what's more the Norns are really slap happy in C2 (moreso teenagers than adult) so the Grendels can only really harm Norns that are already seniors or still babies. I honestly think of the C2 Grendel as being more of an underdog than the Norns themselves. Creatures 3 Grendel - Grendels in this game can realistically kill Norns, and if they get into the Norn Terrarium they might end up even going on a spree and killing multiple Norns.. However, it's kind of a matter of two glass cannons- the C3 Norns themselves can sometimes become way more violent than the Grendels (both in self defense and whilst terrorizing other Norns). Also the hand can chase the C3 Grendels to a greater extent by spanking them than in other games in my experience. Behaviour wise they're probbably the most interesting Grendel, but they're also the worst one graphics wise so I tend to be underwhelmed by them.
  20. Thinking GBC - Only play without batteries via Using the adapter plugged to the wall. For this reason i mostly just leave it in storage since the GBA charger is easier to use and I can use the game away from the wall for an hour and half. Wii - it's locked in a toolbox. I keep it around because it has some virtual console stuff on it that I don't want to bother transfering to Wii U. Xbox 360 - It's kind of gathering dust tbh. Wii U - I feel like I don't use it enough. 2017 I used it for Breath of the Wild, Boom Blox, and very little else. N64, PS2, and GCN remain as my most played consoles (in 2017, as well as overall). DS, PS4, and GBA SP get enough use for me not to feel guilty for keeping them around, but if I think about it I don't use them near as much as my favored three.
  21. I'm just looking at process of elimination. Heroes that shouldn't be voted for A: 3-4 star hero pool - most players will see all of these characters if they stick with the game for 3-4 months, and while saving the need to promote is nice, all of these units are things that players can definitely have if they want to have them, rather than if the game wants them to have them. B: Hero Fest 1 Young Mercenary Ike, Ninian, Deirdre, Genny - Since new playes can summon from this banner guaranteed (and it's put in the first banner slot to encourage them) C: CYL 1 - Same reason as above. D: Tempest Trial and GHB - reruns exist, although they are slow enough that they aren't as bad as higher options (as someone starting in November I've been sad with only five lol) E:4-5 hero pool. - from the 1 year retrospectives that people have been doing, it seems like it takes an average of 10 months to get all of these, although for a few people they end up missing (a single digit amount) of them. Granted this is a long time, so getting one of these for free could be nice, but strictly speaking these aren't really lock out units. Heroes that should be voted for F: Seasonal units. G: 5 star locked units in normal summoning pool H: Legendary units except Fjorm Legendary units are placed the lowest because of the promise that their banners will repeat. These units should be further weighted by skill inheritance, particularly for skills that have drastic effects for new players. In cases where both a normal summon pool unit and Seasonal unit are used for same inheritance, prefference should be given to seasonal (Trick or Defeat Nowi > Hinoka for Hone Fliers for instance) Personally I feel like the most drastic skills for new players are
  22. I used to dream of going to school in obnoxious detail. Usually up through the 2nd or 3rd class. Then I'd wake up and actually have to go to school. Nowadays I dream about writing, and not "conceptual stuff or the actual content of what I'd write" I mean I dream about opening up microsoft word and typing for hours. Then I wake up and have to do it again. TLDR I hate dreams and don't regret the loss of them due to switching to medication to improve my sleep.
  23. Majesty was one of my childhood games growing up. A little overview- Majesty was released in 2000, and became a cult hit to the few that played it. It was a minor project by the Cyberlore, a studio best known for making expansion packs for other companies (mechwarrior fans actually dominated the majesty forums before the moderators learned how to properly redirect people) Majesty is a very unique game. It is most often compared to Dungeon Keeper. However it manages to stand out from its competition. The main innovation over other godsim games is its indirect unit control. The only direct control the player has is over building construction and placing bounties, but the actual adventurers (all fantasy staples like warriors, rangers, wizards, etc) may or may not choose to pay attention to your bounties. The gimmick works surprisingly well, as despite the apparent annoyance of not being able to deal with objectives, the characters develop personalities really quickly, and often go on adventures far away from safety on their own initiate. The other contribution toward it's cult status besides the gameplay was the game's copious amount of voice clips, portrait art, and the Sean Connery impersonator who served as the game's narrator. Majesty would receive minor support through a super quest available for download for free on the website , and then a large expansion pack in 2001(nearly doubling the length of the game). Majesty would go dormant after this, but many good times were had. The Majesty IP was eventually purchased by Paradox Interactie who produced a sequel, Majesty 2 in 2009. Most fans of the original dislike it for changing the indirect control personality of the heroes. (In this game they'll all basically idle unless you put bounties so it plays like an RTS and kind of misses the point.) However, Majesty 2 does attempt to re-create some of the appeal of the original game to its credit. It is appallingly short without its expansion packs however. Also I'm in the crowd that thinks it's bad. Majesty is getting a bit of a resurgence. In early 2017, without warning, Majesty received mod support on its Steam version. Although janky, a few people were able to make good use of it. 2 days ago, after a long wait, and due to the heoric efforts of a single developer, Majesty has finally received it's second beta, restoring the online multiplier unless you happened to be one of us cult fans who played it on Hamachi with fake lan . The game is definitely not for everyone due to it's non-traditional gameplay, and several pre-existing issues such as being prone to crashing if the game keeps playing on to the point of the player building a mega-city and a fairly extreme difficulty curve. However, it is full of personality, and for me, is one of the most unexpected pleasures of 2018. Personally, I'm really excited for the future of Majesty, so I guess I might as well spread awareness of some random early 2000s game
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