"Remember, this is Jeff "THPS3 10/10" Gerstman you're talking about. "
Ouch...
Also, I have waited for the guys to mention WoG in a bombcast for a long time, and was not surprised, but still disappointed, that they didn't give any kind of shout-out for this game when the luchies was dealt out. It even won a spike award ffs... I enjoyed the game immensly, as another critic said: "They take a simple-sounding game-mechanic and take it as far as is possible, with great results". The laid back, philosophical story really slow-burned on me, and I was really affected by it. To completely ignore it like this is pretty bad by the GB-crew.
I'm really glad this discussion actually developed quite nicely, not the flamefest I expected.
On topic: I usually really enjoy the story elements in a JRPG, the framework is somewhat standardized, but that holds for any medium and doesn't bother me much. The all-out nature that floods you with jaw-dropping scenes ripe with philosophical overtones really speaks to me.
However, I can get that from watching a good anime, and when you break it down, I really feel like that is what this genre has gone to. The games can be entertaining, but they do not need to be games, the story is totally removable, and the gameplay seems incidental to the action. Given, that speaks for most games, but it does seem to bother me more in JRPG:s.
Then it boils down to how well you like the gameplay itself, and if you remove the story from most JRPG:s, the resulting game is quite dull.
It seams to me that trying to make a game with controls that can be made to work for left-handed is a hard thing, given that the controllers on the market are unsymmetrical. On the PC, all you need to do is switch places on mouse and keyboard, and you have pretty much the same experience.
What should be done is two put out mirrored versions of the existing controllers, tailored for lefties. That seems to me to be a perfect solution, no software change, and still 100% game experience for you. Perhaps already on the market, i don't know.
I can agree though, trying something and doing a poor job of it, is just bad.
OK, to clarify here: Rock//paper//scissors is stupid.
Nuke//Foot//Cockroach is the way to go. Gameplay is basically the same, but there gestures are different.
All instructions imply that game is played with a countdown 3 to 1 where both player shake their clenched fists in beat with the counting so both hands are in their lowest position (around 90degrees elbow-angle). When "one" is reached, both players show their chosen element.
Nuke: Palm up, fingers curved as if holding a baseball. Player makes an explosion-like sound. Beats foot, beaten by cockroach.
Foot: Palm down, fingers stretched forward. Player makes a squashing motion, and a similar sound (or blows a short raspberry). Beats cockroach, beaten by nuke
Cockroach: Palm down, fingers clenched except index and middle finger who are held to form a V-shape. Stretched fingers are shaken and players make a high-pitched trill to indicate an insect. Beats nuke, beaten by foot.
@crunchUK: (don't want to quote the entire dialog)
The IW games are often reinventing (notably with cod 1 and 4), and will probably keep doing that. The other are "fillers" wanted by activision to cash in on the CoD-brand. No crap on Treyarch, their orders from Activision is probably pretty clear: Take IW:s technology, gamestructure and innovations and make a new game that is basically the same.
Result: IW gets to take longer time doing the game they want to make, while activision still gets to exploit the CoD-name annually. More good games for the uninformed masses, more money to Activision, and more then that: We, the informed minority, can stay clear of the Treyarch games if we want to. Or play it, and get more of the same great game IW originally made.
Everybody wins!
To respond to the original topic: They are pretty much the same, but 4 is probably the better crafted game. 5 on the other side learned some things from 4, and have some expanded featured. I would take 4, but you can really go wrong.
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