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Raven10

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Raven10 • 

@sambair: I have bad news for you. While not as entirely awful as this game, Golden Axe is still an unplayable mess of a game. I'd prefer they actually played something that was difficult because of smart design not because of broken controls and cheap enemy attacks/placement.

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Raven10

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For anyone who has never played this game and is wondering if Vinny and Dan are just bad or if the game really sucks that much, the answer is that it really sucks that much. I know it looks like crap here but what you are not getting to experience is the complete and utter horseshit that is the nonresponsive and semi-broken controls in this game. I can beat a fair number of Genesis games (or at least I could when I was more youthful and my reflexes more responsive) but I'll be damned if I've ever even seen the level they made it to today, and I've even tried it with save states on the various emulated versions released over the years. The game just flat out sucks.

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Raven10

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Vicious17

Im starting to think that maybe this game has enver been good. Or even competent.

...is this game bad?

Yes. Yes it is.

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Raven10

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As someone who never owned this game back in the day, when I first played it on some PS2 compilation I recall wondering what the big deal was since the game seemed like it really sucked. Glad I am not alone in that assessment. I feel like there are at least a dozen less well known Genesis action games that are much better that they could have played.

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Raven10

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@sicamore: In Xcom you were generally picking off stragglers before things inevitably kicked off. It was incredibly rare to complete a mission without breaking stealth. In this game if you have broken stealth on higher than normal difficulty you are already dead as is shown by Vinny here. Basically think of Xcom as closer to what Naughty Dog's games have been recently, where you stealth until you can't stealth anymore and then go loud, whereas this game is more like a traditional Splinter Cell but with turn based combat.

So I have been playing this on normal and have found it to be a good level of challenge as an Xcom and turn based strategy game veteran. Not quite as hard as Xcom 2 with all of its expansions is. But a decent challenge nonetheless. Worth reiterating what has been said both in the quick look and in these comments: focus on taking out enemies before they alert their comrades. It is possible on normal to manage to fight your way past two or three enemies, but anything more and you are finished or at the very least are going to expend virtually all your resources winning the fight.

Also worth mentioning because it is not mentioned in the game, is that many later maps have enemies of multiple different factions and it is entirely possible to get them to kill each other while you sit back and watch from hiding.

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Raven10

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While some of this sidequest stuff can be a bit dull to watch, I think it is very important to do it all to get the full effect of the series as it goes on. So many of those little choices and actions matter in ways you don't expect. It also makes the end game a lot easier. Of course I'm also one of those people who did a "perfect" run where I killed everything using Shepard and not the Mako in order to get to level 50 in a single playthrough so I might just be crazy.

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Raven10

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@ybbaaabby The original Bard's Tale was released in 1985, 33 years ago. While the dates are a little muddy, the first commercially released PC rpg was likely Akalabeth, released in 1980, 38 years ago. It was followed by Wizardry and Ultima a year later. Wizardry is notable for being a first person, turn based, party-based rpg, and thus a direct inspiration to Bard's Tale in addition to Dragon Quest and Final Fantasy.

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Raven10

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@fisk0 said:
@someramguy said:

It's so weird seeing a turn-based, first person RPG with free roaming navigation. I keep waiting for grid-based movement that's never going to come.

There's a grid based option in the game, and the environments are all designed to work with that, I haven't had time to test it out yet though, heard some early criticism (before the game was released) that it didn't work too well, but I have no idea how it works in the finished product.

It actually isn't in the final game yet. They were going to patch it in this week but they pushed it back and it is now tbd.

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Raven10

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To anyone wondering, as far as I can tell there is no way to create a custom Funko Pop on Funko's website. So someone literally designed all of that and created it just for this mailbag. I cannot yet explain how I feel about that.

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Raven10

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First off, this looks like they nailed the gameplay of crash mode from Burnout 3 which is what long time fans have been wanting. So after 15 years of effort they have finally achieved that. Also, using UE4 has allowed them to have some pretty great looking crashes without the need for a huge art and animation team. It's actually impressive what just a handful of people can do with UE these days.

All those (very noteworthy) positives aside, though, a good UI artist would do wonders for these guys. Hell even a mediocre UI artist would do wonders. Surely there is a student at some local university that they could contract to do some menu and font work for them? As a college student they would likely be happy to do it for pizza money and the exposure and even a student effort would likely look mounds better than the placeholder font in place here.

Music wise, there is plenty of royalty free music available online. Maybe it wouldn't be perfect, but it would definitely increase the feeling of polish here. I get that without EA money it is impossible to expect the level of polish and presentation found in the Burnout games, but a lot of indie games made with less money and fewer people than this have found ways to get the assets they need. How about a crowd sourced option? Surely there are some graphical artists out there who would jump at a chance to be part of the next Burnout even if the pay was fairly low? Hell I bet you could find some people who would do it for free just to try and recreate that Burnout feel.

For the first time Three Fields seems to have gotten the fundamentals down and that is great. Now if Dangerous Driving can up the ante on the presentation front they will have a solid arcade racer on their hands.