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EchosMyron

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EchosMyron

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#1  Edited By EchosMyron

That Zelda article sure was an overwrought way of saying "I like old NES Zelda games, because they're harder and more open, with less structured goals. I wish they'd make another, more exploration intensive Zelda game".

The article is very weird, almost as if the author feels there's only one way to make a good game, Ocarina and other 3D Zelda game's aren't bad because they're more structured, it's just a different way to have fun.

He should go play Skyrim, there's a lot of hidden stuff in that big open space that you don't necessarily have to be explicitly told to find. However, that's not the only way to have a fun game, or even to design a sense of exploration. There are multiple roads that lead to the destination of enjoyment.

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EchosMyron

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#2  Edited By EchosMyron

This moved me to tears, GiantBomb is the greatest website ever.

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EchosMyron

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#3  Edited By EchosMyron
@gakon5 said:
" @EchosMyron said:
" I think to go as far as saying that there is no compromise is a bit crazy. The lack of the polygonal event scenes and the slide show versions of the animated cut scenes are super uncool. A lot of the moments just aren't as good without them. Movement between areas was already not tedious in P4 with the square button so it's not like you have to sacrifice one for the other. I'd say it's great for people who have already played p3 and it's probably still great for people who haven't but I wouldn't have wanted it to be my first experience with the game.  I'm wondering, right now, how some of the boss battles will have to be rebalanced to still be challenging with the inclusion of direct party controls. Which I maintain is a difference but not necessarily and improvement. (my friends think otherwise :/ )  "
I feel like the game probably wasn't re-balanced around the changes to party control, or the change to knocking down which allows you to get up an immediately act.  That part specifically sucks.
 
But yeah, somehow people's sentiment is "oh, they added in all the changes to Persona 4, now it's automatically better!" to which I say NAW, SON.  They're different enough in design that just importing every new feature isn't going to make the game better necessarily. "
Yeah I agree, I feared that the battles wouldn't be rebalanced to fit the changes. Maybe that's what all the new difficulty levels are for? Although It's hard to see how that would fix all the potential issues. I can't imagine some of the bosses, the final boss especially, being the least bit challenging unless they completely retooled the way they worked.
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EchosMyron

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#4  Edited By EchosMyron

I think to go as far as saying that there is no compromise is a bit crazy. The lack of the polygonal event scenes and the slide show versions of the animated cut scenes are super uncool. A lot of the moments just aren't as good without them. Movement between areas was already not tedious in P4 with the square button so it's not like you have to sacrifice one for the other. I'd say it's great for people who have already played p3 and it's probably still great for people who haven't but I wouldn't have wanted it to be my first experience with the game. 
 
I'm wondering, right now, how some of the boss battles will have to be rebalanced to still be challenging with the inclusion of direct party controls. Which I maintain is a difference but not necessarily and improvement. (my friends think otherwise :/ ) 

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