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MagusSmurf

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Everything posted by MagusSmurf

  1. no love for the most important purple character of all?
  2. Welp Wasn't sure about signing up but with this being the case I shouldn't last long enough for this to be too massive of a time commitment! in shame Makar's not playing, some of his bullshit last time was such a thing of beauty it belongs in a museum
  3. It's probably because Conker's Pocket Tales was so bad. fuck that game
  4. Sign me up too. @darkchylde28 also that romance movie probably isn't even the strangest official KFC media out there. https://store.steampowered.com/app/1121910/I_Love_You_Colonel_Sanders_A_Finger_Lickin_Good_Dating_Simulator/
  5. Crash Bandicoot 1 is of above average difficulty, yes. Although this isn't that high of a standard to reach, it's maybe the hardest PS1 3D platformer that's reasonably well known (for reasons other than being terrible, so like, excluding Bubsy).
  6. It's two or three hours long so it's an easy completion, it's a bit pricey given that length at $15 but can probably be gotten for pretty cheap during a sale or something, has really neat art design, isn't painful to play or anything, and a lot of people clearly got SOMETHING from it so I'd absolutely recommend giving this one a try. It just does very little for me. It's fairly pretty and worth a playthrough to look at but it just feels like a total nothing game beyond that. I don't dislike the game (it earned the 5 I rated it and all) but I do think the entire "gaming as art" or whatever the hell people are hyping it up with is largely without substance. The response to this game is generally pretty eye-rolling for me. PRETTY GRAPHICS. NO DIALOGUE. MINIMALISM! SUCH ART. I generally feel like when the term "art" gets so commonly used as a complement to games like this, it's pretty much an admission that "yeah, beyond looking/sounding nice and having vibes this game doesn't have that much else going for it or is at least very clearly missing something or lacking in some way so let's apply this nebulous label to it to justify why we think it's so great." And I know people think this game is a masterpiece because it made them feel things but you'd also probably feel things if you got punched in the face. That doesn't make the punch a 10/10 artistic masterpiece of entertainment. tl;dr Journey is Oscar Bait in video game form, you SHEEPLE all fell for it, and I'm a grouch.
  7. I think it mostly owes its notoriety due to N64 owners being so starved for JRPGs, Quest 64 being the first the console got and one of like 4 that ever made it outside Japan, in a time when western interest in the genre was exploding in the aftermath of FFVII, so people were hoping the game would give the N64 a great JRPG too, and...well, the game may not have quite been abysmal, but in a lot of ways it's below average for JRPGs of its era and was not really good enough to hold up when put up against any real expectations. I'm sure there are way worse N64 games but most of the ones that don't involve flying through rings or being made John Romero's bitch have kind of been forgotten or were never well-known in the first place and JRPG fans in particular can hold a grudge against the games that burn them.
  8. Final Fantasy Nobody was really fooled into using the Super Mario Advance titles or game order when talking about those games in general so they basically didn't matter long term whereas the Final Fantasy renumbering has made talking about the older games mildly more annoying than it should be to this day.
  9. Nintendo filed more than one lawsuit over this. They actually lost the first one that mostly focused on the similarities between Fire Emblem and Tear Ring Saga. I'm not sure it mattered legally but Tear Ring Saga wasn't created by just some nobody - the main designer, Shouzou Kaga, was the creator of Fire Emblem. Kinda obvious and understandable why a tactical RPG made by the creator of Fire Emblem would pretty much look like a Fire Emblem game, even if the similarities get really ridiculous. What really got TRS's developers in trouble in Nintendo's second lawsuit had more to do with the pre-release marketing for the game, which went as far as suggesting in interviews that Fire Emblem characters might show up at some point. Also the game's initial title (changed before release) was seriously going to be "Emblem Saga."
  10. of course! its most famous resident even got his own NES game!
  11. a day that will live in infamy https://gamefaqs.gamespot.com/poll/996-north-division-final-mario-vs-cloud-strife https://board8.fandom.com/wiki/(1)Mario_vs_(2)Cloud_Strife_2002
  12. Banjo Tooie was disappointing. The good: Banjo and Kazooie have a pretty fun base moveset and there were a fair amount of fun or clever bits. The eh: At 43 hours 50-odd minutes It took me twice as long to get 90 jiggies as it did for Banjo Kazooie's 100 jiggies and it was even a good bit longer than my 38:08 198/201 Golden Banana playthrough of Donkey Kong 64. A lot of that is because the way this game works can extend the playtime a lot if you don't know what you're doing. Replaying and/or extensively using a guide (I only resorted to those if I seemed truly stuck on how to get something) would cut that down hugely though. What it comes down is this game's levels are just too big and complicated for their own good. Too big, too many separate areas that prevent you from being able to easily to take a good overall view of the level, and it's too obscure on what you need to do to start making progress. One substantial contributor to all this is that they snuck in Donkey Kong 64's "five different characters you can only change between at specific places." You've got Banjo-Kazooie, Banjo alone, Kazooie alone, Mumbo, and Humba's transformations, in every level, and it just feels very excessive. Mumbo in particular is seldom fun. I guess a saving grace here is that there's no minor collectables tied to specific characters like Donkey Kong 64's bananas. There's also a pretty large number of jiggies and other things that you won't have the right moves to collect your first time through a world, whereas I think this only happened like once in Banjo Kazooie. These jiggies in particular tend not to be very interesting to go back and get; they're generally just locked off until you have the move. And you're just never really sure if you've gotten all the jiggies you can before you need to move on. I don't think Metroidvania and Collectathon go well together, at least not as implemented here. There are a lot of minigames (Red 1 points, green 2 points, blue 3 points gets repeated a lot!) but here they're at least generally using the actual main game mechanics to do them. I don't think these add a ton but they're okay. Two exceptions: 1. Canary Mary. "Rapidly press A with strict pass/fail" might just be my least favorite mechanic in video games and Canary Mary doesn't even play fair with some real silly rubberbanding in the last race. Fun Fact: Gamefaqs' Contests board has a long running "do you like this character?" series (currently on topic # 1438). Only three characters in all that time have gotten a straight 0% approval rating and Canary Mary is one of them; it was deserved. (The other two are The Kids from Trix and Ethan Ryan McManus from Ctrl+Alt+Del) 2. The Breegull Blaster stages. Rare apparently had gotten real full of itself from Goldeneye's success so they decided to throw in some FPS sections (with Kazooie being used as the gun and shooting eggs). I mostly dislike sudden genre switches with non-negligible difficulty on general principle and If I wanted a Rare-developed N64 First Person Shooter from 2000 with a particular resemblance to Goldeneye, I'd, uh. I'd go play Perfect Dark instead. But even without that I've played enough Goldeneye to know that game has like eight different control options to help compensate for the N64 controller being suboptimal for this. Banjo-Tooie just has the one. And two of the FPS sections are on a relatively strict time limit requiring you to kill like 20 things in a pretty decent sized maze area; I don't think I'd have ever been able to get through the second one if I hadn't looked up a map. Maybe all this seemed like a reasonable ask back in the day with how Goldeneye-crazy N64 owners were but it's just stupid now. Worst jiggy outside of those was probably Witchyworld's Cactus of Strength. Just has no real explanation and makes no sense. The Styracosaurus Jiggy was also really long and annoying; Terrydactyland in general kinda was, really. I think this game's reputation probably benefits from memories of childhood playthroughs when you didn't necessarily mind all the hours and hours spent on exploration accomplishing very little. The first Banjo-Kazooie was way better. 6/10
  13. That one giant bug boss in the poison forest area from Crystalis is pretty clearly an Ohm from Nausicaa of the Valley of the Wind. https://strategywiki.org/wiki/Crystalis/Bosses#Poison_Forest https://www.google.com/search?q=ohm+nausicaa&tbm=isch
  14. Sailor Moon seasons: 3 > 5 > 1 > 2 > 4 Only got around to 4 and 5 last year. Haven't watched Crystal yet. I remember there was a lot of bitching about Crystal's adaptation of the first two manga arcs back when those were recent.
  15. My phone is being stubborn and won't load vgs so no picture for now but I beat Banjo Tooie. It was a bit disappointing. Took me 43 hours 50 minutes to beat the game and get all 90 Jiggies. This is like twice as long as it took me for Banjo Kazooie's 100 jiggies and is even a bit longer than my 38:08 198/201 Golden Banana playthrough of Donkey Kong 64. A lot of that is because the way this game works can extend the playtime a lot if you don't know what you're doing. Replaying and/or extensively using a guide (I only resorted to those if I seemed truly stuck on how to get something) would cut that down hugely; pretty sure if I were to play this again (not happening) I could get under 30 hours easily. Less still if I was only aiming to get to the end but you need 70 jiggies for that anyways and at that point it'd be silly not to just get the rest.
  16. You're probably thinking of Shadow Dragon on DS. "Fire Emblem" on GBA is not a remake and nothing is a remake of it. It has a subtitle in Japanese ("Rekka no Ken," was popularly called "Blazing Sword" for years in the fandom and that still pops up sometimes but Nintendo has officially called it "The Blazing Blade" now) but said subtitle was dropped in western releases since it was the first game to come out there.
  17. This was a pretty killer thing to own on GBA as a teenager, I have a lot of fondness for it and was an admin at a Fire Emblem-themed forum with hundreds of thousands of posts. So yeah, lots of memories with this one. It's a solid Strategy RPG with generally good map design and cool sprite animations. The actual gameplay systems in FE7 (this game) are relatively conservative. FE6 was already basically an attempt to take some of FE4 and FE5's new mechanics (the ones that weren't WAY out there anyways) but put them into a more traditional feeling game like FE1 and FE3; and FE7 reuses the FE6 engine without much in the way of new features. You like Fire Emblem or Strategy RPGs in general? Cool, this one's great too, but it's hard to say there's much special sauce here at this point. Executed well enough for the most part but not without stumbling here and there. To wit: -Hard Modes are not unlocked by default; you have to beat the game first. This being a problem is amplified by the game's structure. Lyn Normal Mode has a mandatory tutorial, Lyn "Hard Mode" is pretty the exact same but without the tutorial, and once you understand "how to Fire Emblem" it's mostly pretty trivial. Hector Mode is a remixed version of Eliwood's campaign only unlocked after you beat the game - but beating Eliwood Mode on Normal only unlocks Hector Normal Mode. And Hector Hard Mode ups the difficulty a good bit more than Eliwood Hard Mode so to unlock the highest difficulty you have to beat the game twice on Normal Mode. -The generic enemies often really struggle to keep up with what your better units are capable of. Marcus/Oswin/Hector can be pretty hard to get killed for most of the first half without a lot of effort. Then after a point your units double attacking and 2HKOing at 1-2 range or whatever is so common. Even on the hardest mode (HHM) the general difficulty feels kind of tame compared to some of the harder games. -Support conversations are a good idea but their implementation in the GBA games is a mess. The only way I've bothered to see most of them is by reading transcripts on gamefaqs/serenes forest. And the non-Lord, post-Lyn Mode bulk of the cast don't have much dialogue outside of these. -Battle Before Dawn is a pretty awful map, especially on harder modes. Sometimes the NPCs get RNGed or make terrible decisions and die before you can get to them and there's just nothing you can do but restart the chapter and hope things go better next time.
  18. SNES: Super Mario World, Mario Paint, Super Mario All-Stars a few weeks later. Game Boy: Super Mario Land 2, Donkey Kong Game Boy Color: Pokemon Yellow (oh boy, this debate again) Gamecube: Luigi's Mansion, Super Monkey Ball, Pikmin, Super Smash Bros. Melee Game Boy Advance: Castlevania Circle of the Moon DS: Mario & Luigi Partners in Time and Kirby Canvas Curse Wii: Wii Sports, Twilight Princess PS2: Bought it on ebay along with a bunch of games across a period of a couple months. The PS1 Square library (obviously Final Fantasy VII was first) and MGS2 & 3 were my top priorities and Symphony of the Night and Devil May Cry were also up there. PS3: Uh. I've gotten a good deal of use out of this thing with the Classics and various indie/weird PS Store things (that I generally could have gotten on Steam and mostly bought here because they were on sale), it's been neat as a PS1 player so I don't have to deal with actual PS1 memory cards, and it sees some Blu-Ray use, but I rarely play any of the actual real PS3 games. It came with Destiny but such was my contempt that I (who otherwise never sells games) sold it to a friend still in shrinkwrap. Demon's Souls and MGS4 were my first purchases but I've never progressed far in the former and it took a few years to get very far in the latter. I guess the first real PS3 game I put serious time into is Mass Effect Trilogy. 3DS: Link Between Worlds, Super Mario Land 3D Land, Phoenix Wright vs. Professor Layton, Phoenix Wright Dual Destinies, and Phoenix Wright Spirit of Justice Xbox 360: I totally forgot I owned this initially. Gamestop had some kind of absurd "buy it for $60, get a $60 rebate" sale presumably just to liquidate their inventory. Tales of Vesperia is my only 360 game.
  19. I’m sorta interested just because of how much of a landmark title this is and how much of an enduring cult it still has. My football appreciation and knowledge ain’t much better than @Gaia Gensouki‘s though so I’m not expecting much. Football seems like it would be hard to make a game out of that non-fans would appreciate.
  20. Maybe you could argue SMB2 doesn't quite hold up to the top tier NES games on it's own merits but it's certainly not Kid Icarus-level either. Nintendo ain't gonna let a pretty good, fun, and accessible 1987/1988 platformer they developed go down as a "cult classic." If it's still a Nintendo game with the same release dates and the same quality it has in reality, they're gonna put their marketing muscle into it. SMB2 probably still ends up a pretty well known game even without the Mario name and depending on what they do with it in the absence of the Mario brand it might even have started its own beloved franchise.
  21. It's a pre-sequel. hopefully Randy Pitchford isn't involved in this one
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