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Everything posted by Mister Jack
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I wouldn't hold my breath for them leaving republic city. I believe the creators said they want to keep the majority of the action there so it isn't too much like Aang's globetrotting in the last series.
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Also this
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Pretty sure I want this, but not sure if want before or after I play P4: The Golden.
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I hope Amon and Tenzin finally kiss.
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Well I had to pee after watching Avengers. Really bad.
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What's that?
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That makes me think of those shitty little games Meatwad plays in Aqua Teen Hunger Force. http://youtu.be/0mFEud43KJM
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The Avengers. Marvel knew what they were doing when they put Joss Whedon at the helm.
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Never underestimate the stupidity of politics.
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If Battlelog had been an in-game function it would have been awesome. I remember hearing about it and thinking it would be something cool like the autolog in Need for Speed. That was a terrific feature. Why oh why did they have to fuck it up by doing it the way they did?
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This is what I was getting at. What possible gain is there to be had for EA in making an app completely unplayable for people who already bought it?
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The Dark Knight Rises and other Bat-Topics
Mister Jack replied to Mr W Phallus's topic in Entertainment Exchange
Nolan does seem to fall into the unfortunate habit of constantly casting his small group of friends, even in roles that might not really be suited for them. -
How exactly can an app just stop working on a specific day? I can understand the music store not working anymore, but the entire game?
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It's by Kevinsano, but I'd exercise caution. That guy's art goes all over the place, if you know what I mean.
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I'm not exactly the world's biggest Romney fan but this is just uncomfortable.
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The Dark Knight Rises and other Bat-Topics
Mister Jack replied to Mr W Phallus's topic in Entertainment Exchange
The new voice was necessary. Nobody could understand him before. -
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Blazblue has two different control styles: For most players there's the technical mode (light, medium, heavy, drive) but for beginners there's stylish mode (light/medium, heavy, special, throw). Obviously technical mode ultimately gives you more control, but if you're just not interested in practicing then stylish mode at least gives you the ability to keep up.
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Skullgirls did pretty decent with handling infinites. If the game detected any repetition in a combo, you could burst out of it. No meter was necessary, there was no limited stock of them, and it didn't cause any negative effects. If someone catches you in a loop, you can break out of it. Period. On top of that, once a combo becomes so long, it starts doing almost no damage whatsoever, while the enemy starts building absurd amounts of meter with every hit they take.
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Here's just a few things off the top of my head... Simple Specials and Supers Games that do this right: Marvel vs. Capcom, Mortal Kombat Games that do this wrong: King of Fighters Special and super moves should be simple enough to allow anyone to easily remember and perform them. The strategy in a fighting game should come from being able to best utilize a character's arsenal, not being able to perform complicated motions that just serve to frustrate casual players. Quarter circles and dragon punch motions should really be all you ever need. Half circle at most. The 360 motion should never be used more than once for ANY move, and even then it should be used sparingly. In-depth Tutorials Games that do this right: Blazblue, Skullgirls Games that do this wrong: Marvel vs Capcom 3 Fighting games are generally a niche genre because they are not very friendly to newcomers. Every fighting game should include a tutorial mode that assumes you've never played a fighter before in your life. Teach the basics, teach the various technical terms of fighting games like "hitstun" and "tick throws" so players won't feel overwhelmed. Even better, have character specific tutorials that will teach players a few BnB combos so they'll feel like they can stand a chance. Massive Amounts of Single Player Content Games that do this right: Blazblue, Mortal Kombat Games that do this wrong: Marvel vs. Capcom 3 Not every gamer can or wishes to fight online. Some people want to play the game, but aren't particularly competitive and don't want to get beaten down by players much much better than them. They still deserve to be catered to. Each game should have both a story mode (a REAL story mode) and a separate arcade mode. Story mode can be either one single campaign with predetermined character switches and high production value (Mortal Kombat) or character specific stories, preferably with multiple endings (Blazblue). On top of that, there should be some kind of challenge and/or RPG mode to play through, as well as a "shop" mode to unlock goodies with in-game currency. A lot of people are reluctant to pay full price for fighters because they're often lacking in content, but I paid full price for Mortal Kombat and never regretted it. A Manageable Button Scheme Games that do this right: Marvel vs. Capcom, Mortal Kombat Games that do this wrong: Street Fighter IV If you are going to use more than four buttons for your fighter, you'd better make sure you really need them. Six button schemes can be intimidating to new players, which is why so many fighters these days are using four. People who say that reducing the number of buttons "dumbs it down" are full of crap. Balance Patches and Downloadable Characters Games that do this right: Mortal Kombat Games that do this wrong: Pretty much anything by Capcom If a character is broken or unbalanced, don't leave them that way and fix it with a re-release several months later. It's a shitty thing to do to your customers and it will make them resent you. Don't hoard all your new characters for said re-release either. If you simply must release your game twice, offer all the characters as DLC for the first release, and then later on (longer than a few months!) make a "game of the year" edition that includes all the DLC on it. Everybody wins, nobody feels cheated. Challenging But Not Cheap Bosses Games that do this right: Street Fighter II, Super Smash Bros Games that do this wrong: Mortal Kombat, King of Fighters Boss characters should be hard, but they should be forced to play by the same rules as everyone else. If you have to severely nerf them in order to make them an unlockable character, you're doing it wrong. No auto-regenerating health or super meter, no one hit kill supers, no super-armor unless it's part of a specific special move. About the only unfair advantage a boss should ever have is immunity to throws, and only if they're huge. Make them powerful. Hell, give them better moves if you want, but don't give them special treatment that none of the other characters get.
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I got in a discussion about this recently and thought I'd see what you guys had to say. Here's the hypothetical: If you had the resources to design any kind of fighting game you wanted, what would you like to do with it? Everything from character design to gameplay mechanics to DLC is completely up to you, and you can borrow elements that you think work well in other games or come up with a new idea that no other game has done yet. What elements would come together to make your ideal game?
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The Pirates. I'm a sucker for claymation and this was easily the most impressive claymation ever done in a film. Even if we don't factor in the incredible animation, though, it was a genuinely entertaining movie.
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I'll have to watch it again and take a closer look. Think I'll wait for the actual release, though. I do like this new villain. The show isn't that far in but so far he's been making Azula and Ozai look like amateurs.
