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joeshabadoo

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joeshabadoo

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@lyndbako: all the runner games, and most all the bit trip games involve rhythm quite heavily. In Runner 2 and 3 specifically the soundtrack and gameplay are woven tightly. Youll often either be executing call/response from ost/inputs, or syncopating and jamming with the music. It comes down to the sounds that obstacles make once bested. the game begins to feel like reading sheet music to rhythm, where the note you play is jump/slide/kick/directional input/combo jump slide/combo jump kick/etc. executing a perfect run in a stage is an amazing feeling especially when you opt to jump over the checkpoint for a bonus (not shown in the QL) and once you start tossing in dance moves during each bit of downtime. the dance animation last for a set number of frames and you start to recognize when you have just enough time to toss one in for bonus points. im rambling slightly but these games are brilliant and quite deep for those who want to dive down. QL didnt even show the VHS levels which play completely differently. Theres an absurd amount of content in this gem

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joeshabadoo

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Edited By joeshabadoo

can someone tell me if any of them ever realize that there's a great combo system in this game that highlights the level design, and that theres true elegance to stringing together proper movement/actions? this is not a game about mindless noise making

im mostly assuming they just dive in to this the same way they do most Nintendo titles and assume a lack of depth or nuance

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joeshabadoo

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@benjamin1taylor: was just coming in here to comment on this glaring omission! They even go straight in to talking about it during best music and no one thinks 'hey wait, this game surprised the hell out of people, didnt it?' Crazy that it didnt come up during the discussions, also a shame that the competitive mode didnt drop until after they recorded these (i think), couldve gotten a nod in the first category talk

that plus BotW didnt not get nearly enough/proper consideration for its overall sound design and music. Yes, most all other games in the franchise have been defined by sweeping and near constant memorable themes, but this is a different beast; a sparse, solemn and ruined landscape in which the landscape, the creatures that inhabit it, and the natural laws that govern things are the driving forces. The authored melodic audio in the game (or complete lack of it in some cases) is so incredibly effective at complimenting that vibe. the way music from a village or stable or kass will slowly fade in to signal some refuge and to subtly guide you toward it.... robbed

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joeshabadoo

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@drew327 said:

The amount of times you guys run off a ledge without jumping makes me think the controls are terrible or you have some lag in your setup still.

Exactly this! Im convinced they have input lag that they arent realizing or arent accepting or justifying mentally by just assuming 'oh its an older game so, i guess?'. While the game's auto camera isnt great and the game asks you to manually tool it often (something theyd adjust to if they were playing this day in and day out with regularity), the controls and mario's movement options are among the best in the series, and 3d platformers in general. The wireless nature of the Wavebird combined with whatever image capture stuff this signal is being funneled through is misrepresenting the quality of this game

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joeshabadoo

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'i dont think this game believes in shortcuts'. one of the dumbest things alex has ever said after a couple dozen hours playing this game, but also absent of seeing any speed runs i suppose

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joeshabadoo

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Edited By joeshabadoo

It's infuriating trying to watch three of these people play this game. Feels like Alex has never played a 3d action platforming game, or hasn't in a decade. Hope they get comfy with what are very tight controls in the coming episodes

theyve all seen the wall jump, JUST WALL JUMP. Maaaaybe there's an excessive amount of latency of input after post processing?

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joeshabadoo

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'not feeling the new dual splat guns too much' well you two basically never used the dodge roll which is the absolute crucial upper hand

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joeshabadoo

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Edited By joeshabadoo

haha man, just watching that first combat encounter... he talks mess about the horseback combat in the game (which is actually handled brilliantly as you can have the horse do a decent amount of obstacle dodging and path finding on its own, but then know when to slow down and smoothly turn around) but clearly you just need to bait those moblins and bokoblins out of the woods in to the field area and then it'll just take a few passes to kill em. Use that bow too! and runes, RUNES bradley! combat involves way more than your weaponry. I think I'd get a bit too frustrated watching Brad play this game. but im glad hes having fun

hopefully in time he learns to always throw weapons that are badly damaged, disarm enemies with headshot critical hits and steal and/or burn their weapons, save all guardian weapons to slice limbs of actual guardians, learn that cooking is rather simple involving combining ingredients with common special effects and generic enriching ingredients like rock salt, milk, butter, eggs, wheat, or rice. Feel free to mix proteins with fruits or veggies. The dominant category will define the dish but the other ingredients will still have their common benefits applied. It's a pretty rewarding system and you can be making MASSIVELY buffed meals and elixirs in no time. Generally speaking, across the board, this game empowers you and is most rewarding, fun, and engaging when you trust in its systems and be as creative as possible

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joeshabadoo

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@efesell: I feel you, to an extent, but as the game tends to 'level up' the creatures you're seeing spawn given your progression in-game those encounters still can create very effective tension surrounding the escape.

Beyond that though, you get to a level of competency and skill in this game and within it's combat that you can dispense with guys intelligently and efficiently, making you feel progressively more and more like the legendary knight set in stasis 100 years back, only bested by an entire field full of guardians, and still making the economics of the encounter line up (monster parts are well worth gathering en masse beyond cooking up elixirs). Plus on horseback you can get free KOs with a couple passes without having to degrade weapons at all, and it feels awesome.

idk, its just the way he talks about the combat is boiling it down to such a joyless process when it is, in fact, some of the most dynamic and entertaining stuff in the game (for me at least). I'm willing to bet he knows little or nothing about the different types of charged attacks (on foot or horseback), or the jump attack timings, or the downward strikes when in a larger fall animation coming out of a glide normally, or mounting certain things to get hits in. seems like he barely ever thinks to work in the runes within combat, bombs especially which is just baffling, that's most of the fun and another practical way to avoid constant weapon degradation

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joeshabadoo

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re: the zelda segment: usability stuff (some of which I agree with) aside, when Jeff calls the combat in Breath of the Wild 'almost entirely pointless' I'm triggered so damn hard it almost astounds me and there's so much I want to rant on about in defense of it being such an amazing pillar of the game but I will not get baited and get internet angry. I hope he realizes that the tools at his disposal make it fun/varied/engaging on it's own and make it so that your weapons arent breaking every 60 seconds (the durability is great and works well in this game with its systems). ohhhhhh boy....man....POINTLESS?!

i cant

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