mento's forum posts

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#1 Posted by mento (3777 posts) -

@arbitrarywater: Ah, thanks for the correction. You're right, it was just the demo version of the new Pokemon, which was listed as a release on Metacritic's lists because ???????????????????????

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Anyway, Type-0's not too bad. Takes some getting used to though, that classic example of an overly elaborate and stringently organized RPG you'd generally want to restart after a few hours because you had no idea what was going on and made a whole bunch of rookie errors. At least the combat's fun.

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#2 Posted by mento (3777 posts) -

@chaser324: Man, I got a lot to learn about Headgears of War.

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#3 Posted by mento (3777 posts) -

@belegorm: Depends what you're into. The system was abundant with shoot 'em ups and some of the better ones were Blazing Lazers, R-Type, Fantasy Zone, Air Zonk, Soldier Blade and Super Star Soldier. I think the Neutopia games and Dungeon Explorer are serviceable action RPGs, the former a close analog to the original Legend of Zelda and the latter more like Gauntlet with permanent stat upgrades. Bomberman '93 is one of the best Bomberman games out there, though it works best when you have a multitap and multiple controllers. As platformers go, the Bonk series is fairly decent and Legendary Axe 1 and 2 are good side-scrolling action games if a little basic, as are Bravoman and Ninja Spirit. There were also a handful of games that were also available on NES that looked better on the TG16, like Parasol Stars, Jackie Chan's Action Kung Fu and Pac-Land. Oh, and Dragon's Curse is a great little Metroidvania that has an Indie remake coming out soon, and Splatterhouse is a great brawler to play on Halloween.

The most obvious recommendation, however, is probably Devil's Crush. It's the sequel to Alien Crush.

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#4 Posted by mento (3777 posts) -

We presently have a (currently locked) thread on this subject over here. We're still debating whether or not to reopen it given the state it was in when it was closed last night, so bear with us.

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#5 Edited by mento (3777 posts) -

Satisfactory endings that tie everything up: FFIV & FFXII. (FFX and FFXIII too, except their sequels immediately undo them.)

"What?" endings where not a whole lot of the world's problems are resolved and/or you fight some weird monster in another dimension/planet/time period: The rest.

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#6 Posted by mento (3777 posts) -

@chaser324: I'm getting there after Witcher 3, MGSV, Stardew Valley, Bloodborne, Shadow of Mordor, Tales of Xillia and the above Divinity this year. I have one giant game left on the backlog pile - XCX (not the Charli kind) - and then I think I'm going to look to smaller games for the near future. I'd like to write about more than one game a month, more than anything else.

@sparky_buzzsaw: The mapping was definitely a holdover from the first game (and possibly the second, though I never played it). In both, you essentially get a 2D overlay of their giant square maps, without really any clear indication to the area's impassable contours or its many other barriers. The map marker creation business was as unfriendly as the rest of the game's console UI too, but I suppose I can be thankful that they had player-created map marker tech at all.

@whitegreyblack: That'll teach me to boil down the huge French comic book industry to just the Indomitable Gaul. Thanks for the heads up, I'll have to check those out. I somehow forgot that I used to spend hours looking through French comics in bookstores while on vacations (the trick to not getting into trouble is to not look at the same one for longer than a minute. Not that I could understand any of them, mind).

I'm about halfway through the game, and while I'm having some issues directing Kat for those gravity speed bursts/kicks, it's been fine so far. I guess I'll reserve comment until I get closer to the end as the difficulty ratchets up and I get adamant about completing those challenges, but switching up traversal sections where you have to float from point to point with the gravity slide courses has done some work towards alleviating the repetitiveness. It's a shallow enough game beyond the gravity manipulation, but I like its heart. Helps that I spent the price of an Indie game on it (which reminds me, it's still in the EU PSN sale for anyone who manages to read this reply quickly enough after it got posted).

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#7 Posted by mento (3777 posts) -

Done up to here.

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#8 Posted by mento (3777 posts) -

@mirado: @csl316: @csl316: @kasaioni: Thanks for the replies. I'm going to try to keep the part where I talk earnestly and subjectively about my experience with each mission free of the more abject bitching from now on. I'm already experiencing a taste of what you're saying - that as I unlock more gear and more powerful versions of the gear I have, the game's getting a lot more approachable. I think the game's sly enough to keep its challenge level and high-level gear access on a similar upward trajectory, but at least I'm getting used to its foibles now, and that some missions might require a few retries to get the lay of the land.

I have been listening to the audio cassettes, but it didn't occur to me to write about the dense plot I'm getting from those. Maybe I'll save that for a future entry. The "all tapes" entry.

And yeah, I'm going to have to watch how Drew did some of these missions further down the road. I can give that guy some (affectionate) heat at times with how well he plays (and how well Dan instructs him) but I know he's resourceful enough to have handled some of the above missions better than I did.

(I'm probably not playing the Quiet mission again any time soon, but the supply drop method sounds hilarious.)

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#9 Posted by mento (3777 posts) -

Nice. Now go get Omnislash from the Golden Saucer arena. Chop chop.

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#10 Posted by mento (3777 posts) -

@sparky_buzzsaw: I get ya. Being scenario-based, they would probably have to be a little more compact and railroaded than something like The Witcher 3 or Tales of Xillia.

Honestly, I don't mind playing the occasional RPG that's a bit more structured and insists on taking the wheel, especially if it means I can avoid catching a glimpse of the in-game hour count and realize it rolled over to the triple figures at some point during the last dozen open-world fetch quests. Maybe that just speaks to my lack of willpower regarding my unfortunate completionist tendencies though.

I'll also admit that FFXIII was perhaps a bit more restrictive than was strictly necessary too, which its sequels endeavored to try and fix with various degrees of success. It'll be interesting to see just how open-world these FF7 remake episodes will be.

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