Re:As someone currently engrossed in the game...
on
In Defense of FFXII
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· Score: 1
This is why you can easily switch to any of the characters in your party at will and override their gambit coammands. Also, MP regenerates now, so you don't have to be worried about one character wasting 8mp casting Cure on a member of your party.
RE4 was released in 2005 on GCN, if I'm not mistaken.
God of War is definitely overhyped; it did a couple things right but it also had many annoying flaws, not to mention relatively uninspired art design (C'mon, who sees Hades/the Underworld looking as generic as Hell from Bill and Ted's Bogus Journey?).
And c'mon, if Bandai is making a Cowboy Bebop game, it's gonna blow. Bandai especially is known for crummy licensed games of their properties to make whatever cash they can.
Calling him the Liefeld of anime is a bit of a stretch. He's got a distinctive look and style, and way that he exaggerates the anatomy. But it's all based on knowledge of that anatomy. Liefeld obviously steals panel layouts, does not know anatomy (look at his famous "Captain America" drawing) or even FORM, and hides his glaring weaknesses behind belts, pouches, wristbands, and other "accessories".
Let me clarify by stating that the first company I mentioned was working on dubbing the MKR tv show; the demo I mentioned was a tape running of the first episode that they had dubbed.
It was never released, but there WAS a company that was working on dubbing MKR and marketing it to the girls market, around the same time Sailor Moon was being aired in the US. I remember them having a booth at comic con, and seeing them demoing it. They were also working on bringing over some PC datesims if I recall correctly. It never went anywhere, obviously. I bet Media Blasters picked up MKR after they fell apart, because I never saw/heard anything from them after that. and this was probably 96/97.
Anyhow, the Saturn-released MKR was around the tail end of the Saturn's life, in 1998 (I want to say spring...). Working Designs was working on the translation for around 30 months, and says in the manual that it took the bulk of that time for approval of the names. MKR had a very slight, if any, notoriaty in the US at that time.
How about not having Top Cow work on the Art design, that'd be a good start.
Go back to the sense of adventure and exploration that was so inspiring in the original. Huge caverns, booby traps, something more than the typical Eidos "block puzzle". Slower gameplay that can speed up in a heart beat and then calm back down. Watch the Indiana Jones movies again to see what "adventure" feels like.
There was an X-Com Collector's Edition released a few years back that included the original, the sequel, Terror from the Deep, and the 3rd game, X-Com Apocalypse (which I STILL haven't tried), which were designed for a more Windows-friendly, dos-less environment. While it is still a bit tricky to get running on Win2k, you can do it. Just google it, and you should be able to find out how. I'm sure you could probably find the Collector's Edition somewhere for around $10.
I'd love to give FFXI a try, as well as City of Heroes, but the time and money involved to even try out the game is quite discouraging. $50 for either game on PC, and on PS2, FFXI costs $100, (more if you need the network adapter) PLUS the monthly fee. It also seems that any mmorpg game requires a greater time commitment than any other type of game, and with school, work, my own projects, and the desire to actually sleep regularly, I just don't have time to check them out. Anyone think that mmo-games will eventually move to design that will allow people to enjoy the game without sinking in massive amounts of hours? And as far as try-before you buy, I really like what they did with the Guild Wars test this week during E3, it'd be awesome if more companies could arrange for test sessions like that (segregated from the actual online world if they wanted) that would allow you to get a feel for the game before sinking in the time and money investment and then deciding 2 weeks later you don't like it.
First I'm trying to learn 3DS Max. Then they go and bundle Maya with UT2K4. Now SoftImage XSI with HL2. All they have to do is ship Doom 3 with GMax and I'm gonna start pulling my hair out.
Most of the modeling concepts will be the same I imagine, but 3 different UIs to remember...ick.
You make a very interesting point here. Ever see the first Pokemon movie? It actually attempts to make a "message" about fighting being wrong. While the entire show is based on building up your Pokemon by having it fight against others. It's "ok" to fight with your Pokemon's natural powers, but to have your Pokemon walk up to another, and smack him in the head is "the wrong way to fight". Ridiculous.
Mooncaller, Looking back at some comments you left in response to a thread long ago, I saw you were interested in manga and graphic novels, how's the art going? Anyways, I'd be curious to talk with you more about it. Cheers.
Why not ask the parents who are allowing their children to play these games to be the responsible ones? Because criticizing the people you're begging for votes doesn't play well. I've stood right behind a father in a game store while he bought Conker's Bad Fur Day for his kid who wouldn't shut up about how he wanted it (and how he'd have to keep it secret from his mom), while the cashier told him at least THREE times that it was a Mature oriented title. The father shrugged it off, because he wanted to get out of there as soon as possible. Great job there, dad.
That's too bad. It sounded pretty interesting, might have been able to pull me in more than KOTOR did (or didn't, I guess I should say). Guess we'll have to see if it pops up at E3 this year or not.
Oh come on, the Silver Surfer shooter for the NES was GREAT. The Operation: Wolf-style Punisher game on the NES that didn't have Light Gun support? Classic. And don't get me started on how the NES X-men game was a milestone in comic-book licensed video games. (I hope this is coming off as sarcastic as I'm intending it to be)
Seriously though, you may look into X-Men Legends, it's been in development now for awhile, (Should probably be coming out soon, I'd think, unless it's been cancelled) and it's an RPG that looks like it'll be somewhat interesting. The character designs at least look more based on the Ultimate universe than the traditional, I don't know what direction the story is going in though.
Finally, UPN has announced Game Over, a CG animated show which "takes place within a video game universe in which race car drivers and archeologists come home after a long day's work and deal with life in the suburbs and raising kids."
Doesn't sound like a bad premise, but probably won't be too funny. I'd rather see it shown up on CN's Adult Swim done by the guys that work on Space Ghost: C2C, Sealab, Aqua Teen, or Home Movies.
I'd have to disagree, at least with the comment that FF7 is the most memorable. I would say the reason gamers are more familiar with the FF7 and post-FF games is that they are much more heavily hyped. Nearly from the time the game is announced, the characters and their backgrounds have been revealed, images of them are plastered on websites, posters, t-shirts. While I fully agree that characters are always the most important way to connect us with a story, it should be acknowledged that the marketing behind the more recent Final Fantasy games has more to do with their recognition than the actual characters themselves.
Toshiro's latest project is called Hunter X Hunter, I haven't read the manga or seen the anime yet, but I believe it's pretty popular. He also has a shorter series called Earth 13 (I think? I probably got the name wrong) that seems kind of interesting, I just haven't picked it up from the Japanese bookstore yet. It seems more mature than YYH and Hunter X Hunter. Interestingly enough, he's married to the creator of Sailor Moon.
Popular stories are not necessarily stretched and reinvented in order to increase sales. (This point is arguable. There were 37 volums of Ranma 1/2 IIRC.)
Like you said, this point is arguable. For example, the very popular series Yuu Yuu Hakusho started off in a very different direction than for what the series is known for today. After the first several issues/episodes of the comic, the publishers of Shonen Jump (the weekly comic anthology YYH ran in) began pressuring the creator Yoshiro Togashi to make it more what the readers wanted, and eventually the series turned into a drawn out Drag-on Ball tournament series of fighting. Eventually he just abruptly ended the series when he got tired of it.
Sonic 360/Famitsu?
This is why you can easily switch to any of the characters in your party at will and override their gambit coammands. Also, MP regenerates now, so you don't have to be worried about one character wasting 8mp casting Cure on a member of your party.
RE4 was released in 2005 on GCN, if I'm not mistaken.
God of War is definitely overhyped; it did a couple things right but it also had many annoying flaws, not to mention relatively uninspired art design (C'mon, who sees Hades/the Underworld looking as generic as Hell from Bill and Ted's Bogus Journey?).
And c'mon, if Bandai is making a Cowboy Bebop game, it's gonna blow. Bandai especially is known for crummy licensed games of their properties to make whatever cash they can.
Calling him the Liefeld of anime is a bit of a stretch. He's got a distinctive look and style, and way that he exaggerates the anatomy. But it's all based on knowledge of that anatomy. Liefeld obviously steals panel layouts, does not know anatomy (look at his famous "Captain America" drawing) or even FORM, and hides his glaring weaknesses behind belts, pouches, wristbands, and other "accessories".
Let me clarify by stating that the first company I mentioned was working on dubbing the MKR tv show; the demo I mentioned was a tape running of the first episode that they had dubbed.
It was never released, but there WAS a company that was working on dubbing MKR and marketing it to the girls market, around the same time Sailor Moon was being aired in the US. I remember them having a booth at comic con, and seeing them demoing it. They were also working on bringing over some PC datesims if I recall correctly. It never went anywhere, obviously. I bet Media Blasters picked up MKR after they fell apart, because I never saw/heard anything from them after that. and this was probably 96/97.
Anyhow, the Saturn-released MKR was around the tail end of the Saturn's life, in 1998 (I want to say spring...). Working Designs was working on the translation for around 30 months, and says in the manual that it took the bulk of that time for approval of the names. MKR had a very slight, if any, notoriaty in the US at that time.
Wasn't there an option to use the coupon to get a boxed version? I'd have to look at the coupon again.
Mobygames already does something like this. Check it out!
How about not having Top Cow work on the Art design, that'd be a good start.
Go back to the sense of adventure and exploration that was so inspiring in the original. Huge caverns, booby traps, something more than the typical Eidos "block puzzle". Slower gameplay that can speed up in a heart beat and then calm back down. Watch the Indiana Jones movies again to see what "adventure" feels like.
And a nude code.
There was an X-Com Collector's Edition released a few years back that included the original, the sequel, Terror from the Deep, and the 3rd game, X-Com Apocalypse (which I STILL haven't tried), which were designed for a more Windows-friendly, dos-less environment. While it is still a bit tricky to get running on Win2k, you can do it. Just google it, and you should be able to find out how. I'm sure you could probably find the Collector's Edition somewhere for around $10.
God I wish we had a good, new X-Com game.
I'd love to give FFXI a try, as well as City of Heroes, but the time and money involved to even try out the game is quite discouraging. $50 for either game on PC, and on PS2, FFXI costs $100, (more if you need the network adapter) PLUS the monthly fee. It also seems that any mmorpg game requires a greater time commitment than any other type of game, and with school, work, my own projects, and the desire to actually sleep regularly, I just don't have time to check them out. Anyone think that mmo-games will eventually move to design that will allow people to enjoy the game without sinking in massive amounts of hours? And as far as try-before you buy, I really like what they did with the Guild Wars test this week during E3, it'd be awesome if more companies could arrange for test sessions like that (segregated from the actual online world if they wanted) that would allow you to get a feel for the game before sinking in the time and money investment and then deciding 2 weeks later you don't like it.
First I'm trying to learn 3DS Max. Then they go and bundle Maya with UT2K4. Now SoftImage XSI with HL2. All they have to do is ship Doom 3 with GMax and I'm gonna start pulling my hair out.
Most of the modeling concepts will be the same I imagine, but 3 different UIs to remember...ick.
"Aaaahh!!! Milk!!"
You're a cigarette.
You make a very interesting point here. Ever see the first Pokemon movie? It actually attempts to make a "message" about fighting being wrong. While the entire show is based on building up your Pokemon by having it fight against others. It's "ok" to fight with your Pokemon's natural powers, but to have your Pokemon walk up to another, and smack him in the head is "the wrong way to fight". Ridiculous.
I was about to say, dead Japanese? I didn't think Kaneshiro is dead yet. Onimusha is the first game I thought of when I saw this also.
You're not the only one still asleep...I honestly saw Kitano instead of Kaneshiro, not the first time I've made that mistake.
Mooncaller,
Looking back at some comments you left in response to a thread long ago, I saw you were interested in manga and graphic novels, how's the art going? Anyways, I'd be curious to talk with you more about it.
Cheers.
Why not ask the parents who are allowing their children to play these games to be the responsible ones? Because criticizing the people you're begging for votes doesn't play well. I've stood right behind a father in a game store while he bought Conker's Bad Fur Day for his kid who wouldn't shut up about how he wanted it (and how he'd have to keep it secret from his mom), while the cashier told him at least THREE times that it was a Mature oriented title. The father shrugged it off, because he wanted to get out of there as soon as possible. Great job there, dad.
That's too bad. It sounded pretty interesting, might have been able to pull me in more than KOTOR did (or didn't, I guess I should say). Guess we'll have to see if it pops up at E3 this year or not.
Oh come on, the Silver Surfer shooter for the NES was GREAT. The Operation: Wolf-style Punisher game on the NES that didn't have Light Gun support? Classic. And don't get me started on how the NES X-men game was a milestone in comic-book licensed video games. (I hope this is coming off as sarcastic as I'm intending it to be)
Seriously though, you may look into X-Men Legends, it's been in development now for awhile, (Should probably be coming out soon, I'd think, unless it's been cancelled) and it's an RPG that looks like it'll be somewhat interesting. The character designs at least look more based on the Ultimate universe than the traditional, I don't know what direction the story is going in though.
Finally, UPN has announced Game Over, a CG animated show which "takes place within a video game universe in which race car drivers and archeologists come home after a long day's work and deal with life in the suburbs and raising kids."
Doesn't sound like a bad premise, but probably won't be too funny. I'd rather see it shown up on CN's Adult Swim done by the guys that work on Space Ghost: C2C, Sealab, Aqua Teen, or Home Movies.
Actually, speakeasy has a program for people who want to resell WIFI to your neighbors.
I'd have to disagree, at least with the comment that FF7 is the most memorable. I would say the reason gamers are more familiar with the FF7 and post-FF games is that they are much more heavily hyped. Nearly from the time the game is announced, the characters and their backgrounds have been revealed, images of them are plastered on websites, posters, t-shirts. While I fully agree that characters are always the most important way to connect us with a story, it should be acknowledged that the marketing behind the more recent Final Fantasy games has more to do with their recognition than the actual characters themselves.
Toshiro's latest project is called Hunter X Hunter, I haven't read the manga or seen the anime yet, but I believe it's pretty popular. He also has a shorter series called Earth 13 (I think? I probably got the name wrong) that seems kind of interesting, I just haven't picked it up from the Japanese bookstore yet. It seems more mature than YYH and Hunter X Hunter. Interestingly enough, he's married to the creator of Sailor Moon.
BTW, what'd you think of Naruto?
Popular stories are not necessarily stretched and reinvented in order to increase sales. (This point is arguable. There were 37 volums of Ranma 1/2 IIRC.)
Like you said, this point is arguable. For example, the very popular series Yuu Yuu Hakusho started off in a very different direction than for what the series is known for today. After the first several issues/episodes of the comic, the publishers of Shonen Jump (the weekly comic anthology YYH ran in) began pressuring the creator Yoshiro Togashi to make it more what the readers wanted, and eventually the series turned into a drawn out Drag-on Ball tournament series of fighting. Eventually he just abruptly ended the series when he got tired of it.
when MacGuyver did this years ago using eraser heads to build up the thickness of the skin and then recreate the face of a skull he found?