BisonHero's forum posts

#1 Posted by BisonHero (6671 posts) -

@indeedcodybrown said:

Spelunky has awful AI but that's kind of the point. It's fine for pattern based AI I suppose.

It's kinda too late because gaming the AI is "part of the game" now, and Spelunky purists would probably complain pretty heavily if you changed how enemy NPCs behave at this point. But man, for experienced players the shopkeeper isn't really a threat because you can manipulate him pretty easily, which ultimately I'd consider one of the only failings of the game. I wish the AI in that game were a little more interesting.

#2 Posted by BisonHero (6671 posts) -

@beachthunder said:

I wanna see Vinny/Rorie/Dave?? play through the whole thing.

I've rarely found Endurance Runs/Let's Plays of games with a significant puzzle solving component to be that entertaining. Or at least, there's the constant risk that they get stuck somewhere and there's just an episode of 35 minutes of them wandering around not realizing what to do. Unless the story is absolutely phenomenal and the hosts reacting to said story redeem the stream.

Stuff like Grimrock or Shadowgate are good experiences by yourself and you feel like you accomplished something when you figure out a tricky obstacle, but I don't think they share very well.

#3 Edited by BisonHero (6671 posts) -

Everyone always bitches about the time limit, but I feel like the only people who do that must've played the game for <2 hours. The game forces you to find the tutorial scarecrow who for some reason is the one to teach you about the songs that slow down time and skip forward half a day, respectively, and once you have that, you're good. Begin every 3 day cycle by slowing down time. You now have ample time to do anything in the game. And guess what? If you finally upon up the way to a new dungeon but you're pretty far into the 2nd day of the cycle, don't start that dungeon! You can just reset the 3 day cycle, then quickly teleport to the dungeon and now you have a full 3 day cycle to deal with it.

I see why people get annoyed that you "lose your items and progress" when you reset the 3 day cycle, but you also regain the chance to open a handful of 100-rupee chests easily accessible in town. Money is completely trivial, so just go buy some bombs and arrows when you respawn, and you're good. I guess people got so accustomed to hoarding rupees that they saw this as an inconvenience.

The NPCs and sidequests are worth applauding as some of the best character writing Nintendo has bothered to put in a Zelda game, but I think most people never even interact with that system because they're too shortsighted to get past this "inconvenient" 3 day cycle and barely play the game. But that time loop feature is the most brilliant part, because Majora's Mask is the most interesting game whose events operate on a fixed timeline until Persona 4 came along.

#4 Edited by BisonHero (6671 posts) -

@geraltitude said:

@fredchuckdave said:

@bisonhero said:

Pathfinding in Starcraft 1 is fucking atrocious, leading to all your units just single file marching everywhere unless you babysit them constantly. Doesn't help that the default ramps in the game are like, 2-3 units wide, further creating dumb chokepoints leading to giant conga lines. It took RTS games in general too long to get pathfinding right. By which I mean, they sorta had it figured out by the time the genre was dying around Warcraft 3 era.

This is kind of a weird assertion. Pathfinding was bad over long distances but this placed much greater emphasis on the micromanagement abilities of the player and thus greatly enhanced the competitive scene. The total absence of that level of micro in SC2 is a large problem with the game ("A-Move" strategies work quite well), though it does serve to make the campaign easier. In many ways the limitations of the map editor for the original Brood War made the maps much better because you had a set of specific tools to work with and confines to work around instead of a vague set of development tools which would only be useful in the hands of someone already educated and presumably employed in the game industry.

I made so many maps in that editor. Never again in my life was "game creation" nearly so easy. Honestly, what a fantastic learning tool that was. I still recommend it!

I don't think it's a very weird assertion to make. You explain the benefits of that particular design quirk very well though. Had never really tied it all together like that myself.

I assume the assertion he was referring to was my own, not his. I still contend that pathfinding was a pretty major issues in most RTS games of that era. I mean, it was so poor that it gave a high ceiling to competitive play because there were SO many areas of the game that you had to babysit constantly or else they'd be horribly inefficient. But since later RTS games weeded that out, it seems that was never the original intent of the designers.

#5 Edited by BisonHero (6671 posts) -

Pathfinding in Starcraft 1 is fucking atrocious, leading to all your units just single file marching everywhere unless you babysit them constantly. Doesn't help that the default ramps in the game are like, 2-3 units wide, further creating dumb chokepoints leading to giant conga lines. It took RTS games in general too long to get pathfinding right. By which I mean, they sorta had it figured out by the time the genre was dying around Warcraft 3 era.

#6 Posted by BisonHero (6671 posts) -

@l1ghtn1n: Haha yeah, the Triti operations were nonsense. I know there's a method to how it grows and shrinks, but it was such a ludicrous departure from how the gameplay normally works, and the characters around you do a terrible job of hinting at how it works.

So much of that series actually should've been focus tested more, because for all the parts that Trauma Center gets right, I feel like every player I've ever talked to regarding the series has some universal dislikes about it, between Triti just not being fun at all, and most people wishing the operations were more normal/pseudo-normal like Ace Attorney, instead of being end-of-the-world man made parasites. Every game doesn't need a supervillain!

I imagine Atlus just merrily continuing to develop that series while taking absolutely no fan feedback about what should change, until (maybe sorta) the development of Trauma Team. Also that bomb defusal mission is just like, WHY. Why is that in this game? And instead of being a normal bomb, why is it a fucking 90s cyberspace bomb on the inside that I have to shoot lasers at?

#7 Posted by BisonHero (6671 posts) -

@hailinel: Hey, so what's the point of the characters you can buy with coins? They're all C or D rank. The D rank ones generally only have 1-2 skills, and no alternate jobs. The C rank ones sometimes have 4 skills, but still have no alternate jobs. The A and B rank ones you get from energy just seem like you should always have them in, since they generally have 3 jobs, meaning you'll have to level them from 1-60 three separate times. It just seems like once you have 6 or more A/B rank characters, you should just be constantly grinding out XP with them, compared to using some fucking wyvern that is only ever going to have one skill.

The only reason I can come up with to use the low ranked ones would be if you see a mission's enemies are entirely bowman or something, so you wanna just run all swordmen to counter them, and have to dip more into your low ranked pool of characters to actually have a full team of swordmen. But since so many of those characters are lvl 1 for me (because fuck using them), that strategy wouldn't be viable.

Also, is the blue B percentage just added on to each of the percent chances for each skill that character has? That's what I've been assuming.

#8 Edited by BisonHero (6671 posts) -

@thefinaltardis: Yeah, out of all the series that were weird new ideas on the DS (of which I'll also include Professor Layton and Ace Attorney, even though AA started on the GBA), Trauma Center is the one that definitely has a shaky future. I think only the first one on DS is the one that had any sort of zeitgeist around it of "check out this weird game nobody has really made before"; every sequel after that was criticized as still kinda having the same gameplay as the first game (Second Opinion, New Blood, Under The Knife 2), until Trauma Team actually switched things up, but by then, I think most reviewers and players had written the series off. That was where I was at, and I didn't have the heart to buy Trauma Team after I felt like New Blood was kind of a ripoff for being basically the same game as Second Opinion. Also I swear New Blood was only balanced for co-op, because getting good ratings by yourself was nearly impossible, even though I played the shit out of Second Opinion and got the highest rating on every operation.

Looking at the series overall, the characters were alright, but I think for the majority of people they weren't endearing enough to want to see their further adventures. They aren't as memorable as somebody from Ace Attorney or Professor Layton, possibly because they kinda switched up the characters a lot, instead of making Derek Stiles into the Phoenix Wright of the series. And I found that I always wished the stories were less absurd and less sci-fi, and were actually just about doing simplified versions of real operations. Having not played Trauma Team, I don't know if it addresses that issue of being too fantastical, but it was kinda too little too late if it did, as they really should've dropped that angle after Under the Knife/Second Opinion. The fact that New Blood/Under The Knife 2 both still had GUILT/STIGMA was a mistake, as I think fighting against goofy enormous parasites was the weakest part of the series. Gameplay-wise the parasites were alright, I just mean conceptually it was incredibly stupid.

The games did control quite well and I felt like a boss when I totally nailed an operation, but I'm assuming that the absurdity of the story and the characters that take themselves super seriously (compared to the lightheartedness of Ace Attorney or Professor Layton) eventually drove most people away from the series. And it just took them too many games to significantly vary up the gameplay; they basically released two DS and two Wii games, all with the same gameplay and variations on similar challenges.

We haven't seen a new Trauma Center game in almost 4 years, so that series is almost certainly dead. I kinda regret not playing Trauma Team, but I was let down enough by New Blood that I just didn't feel like risking another $50 on that series.

#9 Posted by BisonHero (6671 posts) -

Vinny seems like the only one who would get into this game. Or Alex, randomly. I don't have high hopes for GB West touching it, though if Brad could do that Shadowgate Quick Look, he could probably do a Grimrock 2 Quick Look. I just doubt it because he doesn't have as much nostalgia for Grimrock/the games Grimrock is based on.

#10 Posted by BisonHero (6671 posts) -