raddevon's forum posts

#1 Posted by raddevon (437 posts) -

I beat 'Splosion Man a little while ago and thoroughly enjoyed the ending. It took quite a while, but it was well worth it. Last night, my brother was over. I really wanted him to see the ending. I decided I would give it a go and see if I could beat the boss a little quicker to show him the ending. I started the game, went to time trial mode, and selected the last level. I saw my time on the first play--32 minutes. You should know that this is not because the boss takes a long time to beat; it's just that I failed... a lot. At that point, I realized my brother probably would not be seeing the ending. I figured I would try a couple of times anyway. By some strange miracle, I beat the boss on my second life after dying in the first five seconds on the first try. Apparently, my 'Splosion Man skills have not atrophied in the week or so since I stepped away from the game but have instead improved with time away from the game.
 
I have noticed a similar phenomenon with other games that are largely skill-based--particularly rhythm games like Rock Band and DDR. (I should note that some reviewers have compared later levels of 'Splosion Man to rhythm games.) Has anyone else had similar experiences with a game? If so, which game? What do you think accounts for this?

#2 Posted by raddevon (437 posts) -

I feel your pain, but, even the US dollar amount is a bit high. I realize that your prices are outrageous, but I can get copies of many of those games for $10. That would get me the full package that I could sell or trade later! The pricing doesn't make any sense. There is some speculation that they are experimenting with the price and want to start high. They have certainly accomplished that.

#3 Posted by raddevon (437 posts) -

I'm going to use the US numbering here. FFII was my first but my favorite is FFIII.

#4 Posted by raddevon (437 posts) -

I see a few titles her from my own list. Good luck!

#5 Posted by raddevon (437 posts) -
@AgentJ: I'm pretty sure there wouldn't be any way to make those games retroactively support downloadable addons, but it would undoubtedly be cool.
#7 Posted by raddevon (437 posts) -

Tonight, I have been playing my fresh copy of SingStar: Queen, and it has brought to mind a couple of problems with the current batch of music games (Rock Band, Guitar Hero) as they exist. More specifically, my problems are with the DLC platforms these games have created.

  1. Song purchases are locked to a specific title on a specific console. SingStar songs will not work with Lips. Rock Band tracks won't work with Guitar Hero. Even Rock Band 360 tracks will not work with Rock Band PS3.
  2. Songs are purchased for in-game use only. It seems counter intuitive that I pay to play a song in a game, but I can't throw it on my MP3 player.
First, I realize that none of these problems will ever be fixed as they are problems for me, the consumer, and the guilty parties would stand only to lose money by fixing them. Second, I realize my ideal solutions are utopian and could probably never be realized even if you were to convince everyone that they stand to gain by implementing them. Now, on to the solutions!  

Solution A- License directly from record labels 
In this scenario, the labels themselves would sell a license to a song for gaming use. This license would allow for the song to be used across music games across platforms. This would obviously increase the work required as the song would have to be developed for each music game (SingStar, Lips, Rock Band, Guitar Hero, maybe even DDR) while payment would be made only once. The license would also include the standard DRM-free MP3 for playback in players and on computers.   

Solution B- License directly from game developers/publishers 
This solution would not be as comprehensive as solution A, but it would be a marked improvement over the current system. The license would be usable across games from a given developer or publisher. This would insure that a Rock Band track purchase would work with Rock Band on any platform rather than requiring multiple purchases. This solution would also not preclude inclusion of the MP3 track.

These problems stem primarily from my frustration with Rock Band and Rock Band Unplugged, the recent PSP edition of the franchise. Songs are now being re-released for Rock Band Unplugged that I have already purchased but will never get to play on the handheld because I refuse to buy them again. I buy most every song I want on my 360 version therefore leaving nothing for me to buy on the portable and diminishing its value. My only options are to either artificially stop myself from buying some songs on 360 so that I feel justified in buying them on PSP or give up all together and buy them on both. I'm sure Harmonix, Microsoft, Sony, and Big Music would hope I might choose the latter, but I refuse. As it stands, since the infrastructure to sell downloadable content for games is controlled by the owners of the platform, it is unlikely we will see any show of good-will allowing content to cross over to their competitors. They look at non-transferable DLC as leverage to lock you into their platform for the long haul. I look at it more like a low-blow. Sure, they may be able to knock the guy down, but everyone knows it wasn't truly a win.
 
Any thoughts are greatly appreciated. Is there any way this could work? Any compromise that would work? Does anyone else see this as a problem?
#8 Posted by raddevon (437 posts) -
@Kamasama: I was at once impressed and depressed that it had held its value so well. I thought I might get a deal being it was an earlier release on the PS3 but no dice. Length aside, it seems well worth the price paid.
#9 Posted by raddevon (437 posts) -
@Kamasama: I think the length will be great for me no matter how short. My pile of shame is quickly becoming a mountain. I still have 3 DLCs to work through on Fallout 3 not to mention nearly all of Persona 3 and 4, Shadow of the Colossus, Yakuza 2, Chronicles of Riddick, Prince of Persia, Dead Space... the list goes on. The last thing I need right now is another epic bogging it down. ;)
#10 Edited by raddevon (437 posts) -

I picked up a copy of Heavenly Sword last week to participate in the upcoming Rebel FM Game Club. I had checked out review scores and was expecting the depths of mediocrity. After putting in an hour or so over the weekend, I was pleasantly surprised to find a polished action game with lots of variety. In that short time, I experienced a few very satisfying sword-fighting beat 'em up sequences, shot down incoming enemies with some kind of crazy bow weapon, and used a cannon to take out catapults using the Sixaxis to "steer" the cannonballs after firing (cue eye rolls). It was all way more fun than I ever expected. I am particularly impressed with the story, which is intriguing, and the lip-syncing. Several of the games I have been playing recently (e.g. Fallout 3 and inFAMOUS among others) have had glaring issues with lip-syncing. Even though it isn't a big deal, it really takes you out of the experience to see mouths moving seemingly without any regard for the words that are being spoken.
 
I have noticed a couple of problems. The controls are a bit clunky. Nariko doesn't really respond to my inputs as I would like her to. The aforementioned aftertouch to control projectiles is a bit inaccurate as you might expect, but it is surprisingly enjoyable when used sparingly. Fear is setting in that the honeymoon could be over soon, but, as of right now, I am thoroughly enjoying the game.
 
Update: Marigold? How silly of me to mistake the main character's name. It is fixed now.