Something went wrong. Try again later

LackLuster

This user has not updated recently.

982 2 17 18
Forum Posts Wiki Points Following Followers

LackLuster's forum posts

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

@ford_dent: @mikefightnight: @esrever: Good to hear! My schedule is also pretty random since I'm in summer classes and working, all the fun stuff, but I'll definitely add everyone up.

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

@petiew: I guess what makes me more surprised is that is from what I've heard at least from the top players is that they don't like the new BlazBlu. Furthermore, I don't think that there is a way to search for matches beyond a lobby? The one time I did I feel like it was restricted to the room I was sitting in and it immediately came up with 0 matches.

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

I can barely find anyone besides a lobby on the New England side. As someone from central Canada it isn't the best connection. I know now (after I bought the game) that there's a new version coming out, but surely it's not a good sign if I can barely find matches in the base game.

Are there times of the day with more active players or does everyone congregate to that one lobby. Does GB at least still do any fight nights for the game?

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

Any duders still playing this game, any GB PC guilds?

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

#5  Edited By LackLuster

I've played a ton of Bloodborne and have been hungry for more so I went ahead and picked up Dark Souls I and II during the steam sale. What should I know going into these games, all I really know is that dying is more complicated than just losing blood echoes.

Pro tips?

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

@cubidog1: @ekami: The thing is that I do like some aspects. I guess I was looking more to see if people could tell me the appeal of the overworld area because the appeal of the dungeons and enemies is pretty obvious.

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

@bananasfoster: This is also coming from someone who has played through the original and Zelda II with little difficulty.

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

#9  Edited By LackLuster

@bananasfoster: Over 20 years how many people have you discussed without that same nostalgic view? I'm well aware how well recieved this game is and I want to stress again that it's not difficult to navigate the overworld... it's not fun. Going through the same boards over and over again while searching for whatever your next objective may be while going through the same basic encounters can often feel frustrating and at times unavoidable. It's at the point where I don't find traversing the world to be an enjoyable exploration, but a repetitive chore once I've run out of interesting or new things to find. You previous comments stressed on how much you enjoy older games because they are simply about instant fun, but have you considered that it may because, in this case, that you already know every nook and cranny about the overworld so it doesn't take much to get around. Meanwhile for me, and my first time playing it, it feels again like a chore with the occasional glimpse of personality and easter eggs.

Avatar image for lackluster
LackLuster

982

Forum Posts

2

Wiki Points

18

Followers

Reviews: 0

User Lists: 14

@zelyre said:

@bananasfoster: I think I was 12 or 13 when Link to the Past came out, and I don't remember having any trouble beating it. Maybe the GIANT GLOWING YELLOW AURAS in every game along with FLASHING BREAD CRUMBS and NPCs that constantly yell "GET TO THE DOOR" have broken new gamers abilities to play older games that were designed for players to hit walls so that a 2 hour game lasted a long time.

Or... we just don't remember talking to the kids on the bus about video games. Or watching Game Pro TV or Video Power or reading Nintendo Power front to back and back to front. Or reading manuals. Or the Nintendo hotline. Or Kevin Savage.

I think us older folk did play these games differently, but we weren't game wizards knowing exactly which bush to stand under in Super Mario 3 to get the warp whistle. We were just exposed to those sorts of gameplay tips differently than gamers are today. Think of the first time you played Street Fighter 2.

We weren't throwing mad fireballs until you saw some other kid do it, and you freaked out, wide eyed, and went "How'd you do that!?" followed by 90 seconds of hadokens going back and forth. Now, a game would show you how to do it in a 30 second, unskippable cutscene that looped until you successfully perform that trick move.

You are right that we did have the "kid internet" for tips on how to beat Simon's Quest or The Legend of Zelda. But I think you are over-playing the amount of help those games required. I certainly never used guides as a kid growing up. The only guide I ever looked at was the NES Final Fantasy guide, which I read before I got to play the game because I wanted it before i had access to play it.

The biggest change in gaming, in my opinion, doesn't come from actual games, it comes from expectations. Being stuck in a game didn't used to be as big a deal as it is now because gamers weren't trained to play from tentpole to tentpole. A perfect example of this is Bioshock, Halo and almost any narrative-driven modern game. The third act in these games suck because they are broken. In a traditional gaming setup, the third act should be the hardest part of the game. It's where you use all the skills you have learned in order to fight the last bad guy who should be the hardest boss in the game. Traditional storytelling structure, though, puts the heroes rising and falling struggles squarely in the second act. As as a result, as you are barrelling toward the conclusion of the story, increased difficultly just becomes frustrating, because it's keeping you from the resolution of the story. When you are 2 minutes away from a major plot reveal, the last thing you want to be doing is fighting a super-hard boss that keeps you from advancing the plot.

So in short, games used to have to focus on moment to moment fun instead of relying on story payoffs to drive interest. This trained players not to be as frustrated when the game isn't advancing a story, because there was no story to advance. Or, rather, the game WAS the story.

I'm not frustrated with the game not advancing the story quickly nor am I trying to rush. It's simply that the world has not been fun to navigate or make progress in, it feels like you have a huge nostalgia lens on...