egg's forum posts

#1 Edited by egg (1622 posts) -

Gravity Rush and Crisis Core

Maybe MGS2 if it wasn't a terrible game. Possibly the best story in a game in history but one of the worstest games.

Crisis Core is maybe too long I guess.

But wait. Wait wait wait. games should NOT be studied in the classroom. Hell no. Classes should be for practical or utilitarian knowledge only. And for the record the same applies to books and movies. They don't belong in study. Books are only remotely justifiable since they promote reading skills, so at least you're killing two birds with one stone.

#2 Posted by egg (1622 posts) -

What are some of your favorite video game soundtracks that people don't talk about, don't know, or in general just don't get the love they deserve?

Ace Combat: Joint Assault

#3 Edited by egg (1622 posts) -


For the record, you can comment on your lists I think using the "explain you choices" field at the bottom of the page where you make your list. Aside from that, you can post an opinion on a game and it will show up on any list where you rank that particular game.

Also, you can go more than 25, using honorable mentions which are displayed on your profile as 26th place and onwards. There might be a max of 25 honorable mentions (not 100% sure) in which case the max is 50.

#4 Posted by egg (1622 posts) -

Hundreds of games have you wield a sword, but how many let you wield a whip?

Not only that but a strong case can be made that the whip makes for a much more fun videogame weapon than a sword, due to its longer reach and satisfying snap crackle pops made with each successful strike.

#5 Posted by egg (1622 posts) -

Both? It's two different definitions of puzzle game. It's like asking someone whether the word "train" is more about railroads or more about physical workouts.

We are gravitating more toward the term "falling block" games though. Which is more accurate, since games are Tetris are more like action games. Most of the thinking is done on your feet if you could be said to be thinking at all.

#6 Posted by egg (1622 posts) -

I think I remember having some sort of self imposed rule in Midnight Club 3 Dub Edition.

The game had multiple vehicle types, and I loved that each one had its own league. However, much of the game lets you use any vehicle you want. In order to remedy this I would often try to match the vehicle type of my opponent.

#7 Edited by egg (1622 posts) -

@believer258 said:

@egg: What else could you have been doing while writing that post?

Damn, you're right. I could have played videogames instead.

EDIT: Oh, I completely forgot one. This one is SUPER IMPORTANT. If any aspiring game developers are reading this, listen up! I will tell you a little oft overlooked trick that's pretty much integral to creating a masterfully crafted game experience. Here's what your game must have: At one point in the game the player must come upon a branching path. One of the paths is invariably required to proceed with the game, while the other path is a dead end but contains treasure.

Few RPG's do this, but the ones that do tend to be the most riveting and memorable!

#8 Edited by egg (1622 posts) -

A number of things are integral to a successful JRPG, including but not limited to random encounters, and the inclusion of at least some of the following elements:

  • crafting, trading, melding, and synthing systems. These are fantastic and every game should have them. Simply buying things at a shop is too straightforward.
  • Spamming the player with materials for use with the above systems. When they find a 657th Rusty Twig or Salty Pebble, that's when the player will really feel accomplished.
  • Accessories that break after one use. The more reluctant a player is to use something, the better of a game mechanic it is.
  • single use powerups, attacks, or items, to be used never until the final boss
  • treating skills as tangible objects (e.g. de-equipping the Fire spell from one character and equipping it to another.) Remember, the primary purpose of RPG mechanics is not realism or immersion, but rather to supply the player with all the maidwork and accounting that is expected from the genre.
  • Having a multitude of ways of doing roughly the same thing. For example, 12 different healing items or 39 different spells that deal damage.
  • Vaguely defined stats such as agility, dexterity, and stamina
  • games that are linear to the point where the game might as well have a fixed number of encounters, thereby eliminating the entire point of having a leveling system
  • leveling systems in a game in which the only good way to level is to walk back and forth in the area right before the boss room or nearest save point
  • Not letting players change equipment/loading against a boss without first dying (and, if the game has a retry option, by not choosing "retry")
  • a "retry" option without the ability to change equipment/loadout.
  • Initiating bosses without giving player the opportunity to change their equipment/loadout.
  • a myriad of highly varied attacks and spells that are useful in every situation, except against bosses
  • healing items in a game where healing magic is unusually efficient and infinitely reusable. Bonus points if the healing items are insanely overpriced.
  • elemental systems. The player should be thinking in realistic terms such as "is ice effective against fire" "is wood effective against thunder" and so on. The player should also be constantly deciphering what enemy is what element. Bonus points if the game gets creative with its elements, if there are a crap ton of elements, or if the elemental system is rigidly imposed.
  • Allowing player to save in the middle of a dungeon while they are sorely underleveled, and where there is no way to exit the area and no way to proceed the game without beating the entire segment
  • Despite a game having leveling systems (read: difficulty scaling) as well as offering the player some ability to tailor their character's equipment and skill set before a battle, the game should require that 1) the player must select a difficulty level before starting the game, 2) the difficulty level cannot be changed after that point, and 3) there should not be a clearly established default difficulty level.
  • Players should be able to turn permadeath off before starting the game. They should also be able to choose whether they take damage, whether they can retry a battle after failing, whether they revisit areas, and whether they can load previous save points. The player should be required to decide on each of these things before starting the game.
  • did I mention random encounters? You GOTTA have those. Any game that has them is instantly a masterpiece

Anyway, I felt this post is suitable as per the OP's question. :p

#9 Edited by egg (1622 posts) -

In Mega Man X4 I came up with my own trophies (I actually posted a thread about that) and they pretty much involve self imposed restrictions such as:

  • no subtanks
  • never revisiting stages
  • not collecting armor (or only collecting certain pieces of armor)
  • never using the x-buster (my greatest trophy idea)

I'm sure there are other games where I've had self imposed restrictions, but none come to mind at this very moment.

One thing I always do in games however, at least, is never to claw (i.e. never use face buttons while using righthand analog, or dpad while using lefthand analog) no matter how much the game suffers as a result. The games should have been designed not to require it. Nowadays I do similar self-imposed restrictions such as never using a guide under any circumstance, and always picking the default settings and difficulty first and not changing them until I see the need to.

One thing I did once when playing Mortal Kombat games, which really infuriated my nephew for some reason, is never to check the movelists. MK games require players take turns pausing the game to check movelists (unlike many Tekken games which allow players to check movelists at the same time) and I felt so indignified by the fact that I refused to check movelists at all, instead just letting my nephew check them and afterwards I'd simply spam the same move over and over. This invariably resulted in my repeated victories over my nephew.