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Post by spidershinobi on Aug 12, 2016 21:14:37 GMT
If it didn't make any sense, then I guess the game is invinting you to play it again... As for raid mode, it isn't terribly easier, but there's one issue (that doubled as a feature) that RER2 "fixed" that may produce an illusion there... You see, in the first Revelations the characters were very poorly balanced. Rachael's special skill just doesn't work as described, and her stats are so horrible that she has a dodge-timing penalty to go along with her lackluster armor, her only good points are her shotgun and magnum skills. Try playing a mission with her and then choosing Keith in his 3rd costume to see how hard the difficulty will drop on the floor. As for the compatibility pack in RER2, I think mine downloaded automatically, so you may already have it there... I still haven't gone coop in Raid Mode to be sure if it's easy to work with, though. About Medal of Honor, I have a friend who's bought either one Call of Duty or Battlefield (can't remember which) before because he enjoys WW stories. I bet he was very disappointed when he finally played it... I did not realize the poor balance, mostly because i only played as Jill in RER1's raid mode, and i haven't even made it past Chasm yet. I'm around level 16 and some levels have become gruelingly difficult. The catalog problem seems to be influenced by residentevil.net I had to delete the game's data and re-install for it to work, and even then, i was only prompted to the lobby select, so there is progress. I'm trying my hardest not to play any horror game now, as i have moved to a remote part of my town, most of the day when i look through the window there isn't a soul outside, and last night i heard noises in my house. After a thorough run through my house, i realized its only my imagination, because i'm living alone, now. Do you remember my "Dreams" topic? That is horror. I've mentioned I saw myself clearly in front of me before, right? Don't worry and just enjoy your games.
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Post by lilchillbil on Aug 15, 2016 3:34:01 GMT
Call of duty: World at war
58
This one was way more ruthless in its AI as well as just feeling more chaotic. I died a lot more which I wouldn't normally fault a game on that but every time I did die I looked at my other games and wish I was playing Armored Core V.
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fsfsxii
Space Striker
What to believe...
Posts: 916
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Post by fsfsxii on Aug 15, 2016 4:20:19 GMT
Final Fantasy XIII 9/10 I really enjoyed this the first time i played, and this is my second time of beating it. Loved the story and the world of Cocoon, gameplay was great, but held down by the inability to control other characters, though it has a very unique battle system.
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stratogustav
Supreme Overlord
Warrior with Bandana
Posts: 7,646
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Post by stratogustav on Oct 18, 2016 1:16:10 GMT
KOF 2000 90/100These games would normally be perfect 10s for me, considering the cast, the artwork, the style, the gameplay, etc.. However after seeing the kind of improving updates such as Ultimate Match to KOF '98 or Unlimited Match to KOF 2002, I can now see how they can get improved to astonishing levels of awesomeness. Contra 90/100I never liked the 3 dimensional levels because they took momentum away from the already revolutionary 2D platform sci-fi guerrilla war experience the game is known for. They do give you a sense that you are exploring a cyborg military base and I admit that is cool but for my liking I would prefer the game was completely side scrolling just to keep the action momentum it starts with. The last boss is cheap but that kind of challenge is what makes these games awesome. Scramble 100/100This game is highly addictive, it gives you a rush of blood while playing it, the sound is cool, the game design is cool, it is a full adventure, and the challenge is as real as you expect a real life setting like that to be. You have a big smile on your face while winning or while losing which is priceless for any game. You can stretch the image without taking away from the experience, so this game is perfect for modern TVs. It feels like a brand new game after so many decades. I highly recommend it. Metal Slug 100/100Definitely my favorite one of the series. I know people like 2 and 3 more, but I honestly dislike transformations. I do like the new vehicles in the sequels, but not having to transform into a zombie or a mummy is a big plus for me. I feel the difficulty is perfect in the first 4 missions. It gets extra challenging on Mission 5, but that's expected in a game like this. This game looks way too refined to be the first one in the series, and the artwork is arguable the best the video game industry has ever produced.
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Armored Core Raven
Vanguard Ranger
Radio: The test is over. From this moment on, you are a Raven!
Posts: 1,738
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Post by Armored Core Raven on Feb 25, 2017 22:12:52 GMT
During the last week I have discovered, ordered, had delivered and played through Hot Wheels Stunt Track Challenge on Game Boy Advance.
The game is quite good for what it is; a 3D flat-shaded polygonal racing game with fully texture-mapped polygonal Hot Wheels cars.
It features a simple trick system, some over-the-top track designs based loosely on Hot Wheels toy tracks with loops and big set-pieces like dinosaurs, giant spiders, space stations, tiki-heads and volcanoes and such, it also features on-road pickups much like kart racing games do, though with Hot Wheels toy cars instead of cartoony characters in gokarts, and a few different modes of play including a very basic "multiplayer" mode where you and presumably someone else take turns as Player 1 and then Player 2 beating each other's lap times, so sadly no link-cable support in this one.
It plays relatively well with only a bit of choppiness in the framerate at times, with the game running mostly between 20 to 30 fps and around 10 to 15 fps at worst, which is still very nicely done by GBA standards when it comes to games that have advanced 3D graphics like this. Overall it remained fully playable and enjoyable at all times, the framerate dropping at times never cost me a race, not even once, but it did make some tricks hard to perform at times and I hit the walls in some corners, that's the fullest extent of how bad it got for me at the very worst.
A thing to remember is that this is a game aimed at a specific audience, predominantly young males who play with Hot Wheels toy cars, so being overly difficult like a hardcore sim racer requiring realistic driving skills with unforgiving penalties would've been more of a negative than a positive for this game, but with that said there are still quite a lot of challenges to take on in the various modes the game has to offer.
Basically the game is divided in five modes; Stunt School, Game Show, Champions League, Arcade and "Multiplayer".
I write "Multiplayer" in quotations as this game does not support the link-cable and simply has you take turns racing while the game keeps track of if it's "Player 1" or "Player 2" that's currently racing. Think of it as a "Challenge a Friend" type of Time Trial mode where you race to set a time for someone else to beat and then someone else tries to beat that time. So this isn't a very good multiplayer game by today's standards, but in its defense older portable consoles like the GBA that came out before the likes of PSP and Wifi with game sharing etc. never really had games that were very good for multiplayer to begin with, at the very least requiring not just two portable consoles but also two copies of the game you wanted to play and a link-cable to connect everything with, and so I can't and won't be too hard on this game about this. If anything this is one of the select few games I own on pre-PSP hardware I can actually play a sort of multiplayer in at all, the rest all being games I don't own multiple copies of and that nobody else I know owns a copy of either, so even though I own a 4-way GBA link-cable I've never gotten to use it, the only person I know who ever owned a GBA beside myself doesn't have it anymore and he never had the same games I did anyway.
The singleplayer modes are as follows:
Stunt School: a type of tutorial mode taking you through all the different things you can do in the game step by step, similar to the license tests and stuff in games like Gran Turismo, Enthusia and Forza, except here they're fully optional to do and a lot simpler and easier in general, though a few of the tricks and the boost tests can be a bit tricky to pull off correctly, I had to retry some of those multiple times before I got them just right in order to pass and move on.
Game Show: the main mode of the game where you unlock the different cars and tracks available in the game, you take on challenges of different types in one main location after the other, the final challenge of each area is a full on race with opponents and the challenges leading up to it are a mix of successfully performing a stunts or timed point-A to point-B races, with the difficulty slowly ramping up as you go along.
Champions League: consist of pure racing challenges and is unlocked after you've completed all the challenges in the Game Show mode.
Arcade: is further divided into three modes; Test Track, Quick Race and Check Point Challenge. In the Arcade mode you use the cars and race on the tracks you've successfully unlocked so far, the rest are locked away until you unlock them in the Game Show mode. Test Track: is what it sounds like, just you alone driving along a select track with a select car, a sort of training mode displaying your current lap time as the only on-screen information, nothing more than a basic mode for testing the tracks and sadly a completely lackluster substitute to a proper Time Attack mode as it doesn't save or keep track of your best lap times, so if you wanna keep track of how fast you've been around a track you'll just have to do it the old school way and write them down manually, maybe in a text document on a PC or write them down on a piece of paper using a pen, pencil, crayon or even a paintbrush! The choices are endless, ENDLESS I SAY! Sadly, writing down your best times is made a lot harder as the game doesn't keep track of anything and you literally only get to see the lap time flash on screen for a couple of seconds before it starts over with your current and counting lap time instead, so manually pausing every time you complete a lap becomes a must in order to write down the displayed time properly. As someone who usually loves Time Attack or Time Trial modes I honestly didn't bother with any of this and only used this mode to get used to the controls and handling a bit before moving on to the other modes. Quick Race: is a randomly generated regular race where you drive a random car on a random track against three random opponents, first one across the finish line after a few laps wins the race. Check Point Challenge: is an arcade-style timed-race between checkpoints; fail to reach a checkpoint in time and you lose, hitting a checkpoint grants you more time to reach the next one and so on til you reach the final checkpoint and the first to cross the final checkpoint wins the race.
There are pickups scattered around the track similar to most kart racing games; there are offensive, defensive and performance enhancing pickups. The two offensive ones is a magnet that sucks your opponents in and then flings them upward and a kind of force field that forcefully pushes them away from you if they get too close. The defensive pickup is a shield that nullifies the use of any of the two offensive pickups. The two performance enhancing pickups is power steering for better handling that allows you to turn sharper without powersliding and losing speed in sharp turns and a boost pickup that fills up your boost meter so a boost can be executed, the boost pickup is the only pickup you can manually activate when you want after having picked it up, the rest are all activated as you drive through them and all last a few seconds before wearing off.
The game also features a stunt trick system to gain points for the boost ability, different tricks give different amount of points and combinations of tricks give additional points, when the boost meter is filled all the way up it can be unleashed by pressing both shoulder buttons together, giving your car a few seconds of boosting that can then be further prolonged by picking up boost icons or doing more tricks before the boost runs out. You can also do a quick boost when starting a race or time your button pressing with the A-button to the countdown timer to get a full boost bar, this was what I personally opt to do every race as it's much easier timing the A-button to the countdown timer than timing the awkward quick boost, and also having a full boost bar lets me have the boost ready for when I feel it's a better time strategically to use it. Stunt tricks are performed in the air after hitting jumps placed around each of the different tracks. The tricks themselves are easy to perform and consist mostly of single button presses on the d-pad or either of the two the shoulder buttons, and at the most advanced they still are nothing more demanding than holding down the B-button in combination with pressing a direction on the d-pad, all very simple stuff, the hard part is combining multiple of them in time before you land, for if you perform a trick but it's not over before you land then you spin out and have to wait a few seconds while your car resets back onto the track, usually leading to at least an overtake or two by the opponent cars.
Speaking of the opponents, they are rubberbanded like crazy and will never be more than a couple of seconds away no matter how much you boost, but there are only three of them so it makes sense at it could become very lonely on the track if they were allowed to fall behind too far, though I think they could've been a little bit more lenient with the distance as any single failed trick is almost guaranteed to set you back at least a position or two, thankfully the rubberbanding works both ways, allowing you to catch up and if you're good enough and even take back the lead with relative ease.
There is no automatic way to save your progress in-game, instead it relies on giving you relatively short text-based passwords to write down in order to continue where you left off the last time you played. This can be a hassle when you want to play on the go as you also have to have both a pen and paper or some other means to write down the password with when you're out and about. A rather old school problem for such an advanced game on such an advanced console, no pun intended, many other games had proper save features so this is a bit archaic no matter how you twist and turn it. I have no issues with a password system, in fact I think it's a great way to get into a game if you've lost your save file somehow, but in a Game Boy Advance game from 2004 I expect an internal save file system to be the main way to save my progress and a password feature being a secondary backup type option, not the main one. Another issue with the password system is that it requires two passwords if you want to unlock all the things you've unlocked previously, you see the Stunt School has separate passwords from the Game Show and Champions League passwords, so while you can opt to only keep the Game Show/Champions League passwords that unlocks the cars and tracks you won't be able to retry any Stunt School challenges without that second password unless you play through it from the beginning every time.
Graphically the game looks very good, the polygonal environments have enough detail to them to not look too flat and simple and the cars all look quite good thanks to the use of textures, and unlike a majority of 3D games on GBA the cars and tracks all play with the same framerate. I have lost count of how many games on GBA I've played that have the environment run at one framerate and the cars run in a different framerate, like Top Gear Rally and Starsky & Hutch just to name a couple. It's not the worst thing ever or anything when games do that as a way to compromise in order to make the overall experience smoother by limiting the framerate for a single thing on screen that takes more processing power to render than the rest does, but having it all run in unison like this game does makes it feel like a better unified experience when everything runs at the same speed, even if that means the overall framerate suffers a bit at times when all four cars are on screen at once alongside large and detailed roadside objects like the dinosaurs or giant spiders. Overall I'd say this game is on the level of 3D 32X games, like Virtua Racing Deluxe, and as a 32X and Virtua Racing fan I can't complain about that, it's one of those games I'd say proves beyond a shadow of a doubt that Game Boy Advance was a bonafide 32-bit generation console and not just a portable Super Nintendo, which was sadly something far too many games falsely made it out to be.
The sound design is also very good, you can adjust the volumes of the sound effects separately from the music in the options menu, the music is good I think, it sounds good quality-wise and I like the individual compositions, I've hummed along with some of the songs while playing and even at times doing other things, so one could even say they're a bit on the catchy side. The sound effects are also good, the engine sounds fine and you can hear the different pitch as it revs higher before a gear change and such, the sound effects for the pickups and other things are also well made and sound like you'd imagine, the only sound I didn't care for was the noise that plays as you perform a trick, it doesn't fit the action performed in my opinion and I can only describe it as a generic "electric" sound, none of my Hot Wheels toy cars can make a noise like that and I'd've preferred a more whooshing sound like that of a swinging sword or something over this seemingly random noise. It may seem a bit pedantic complaining about a single sound effect in an otherwise good sounding game, but because of how often you perform tricks and are forced to hear it it becomes one of the most common sounds in the game, and as such I think more care should've been taken when selecting this sound effect.
The controls are simple, intuitive and functional, nothing much more to say that I haven't already mentioned, you accelerate, brake, turn, perform tricks while airborne and use the boost when available, that's about it. With the framerate issues at rare times affecting the input of tricks and turning in corners being the only real complaint, but as I wrote earlier it's nothing major and it never caused me to lose a race.
The presentation is okay, if a bit generic and cheesy, it has some CG rendered still photos of a dude bro guy fellow person who introduces you to the different modes and such, in text he explains what you do in the next challenge, he congratulates you if you win and encourages you to do better next time if you lose. You can press Start to skip his longer pieces of dialog if you've read them already and know what to do.
There's not too much replay value in here as once you've completed all the challenges there's really not much else to do, just race for fun in the different modes as you please or maybe try the "Multiplayer" mode with a friend, that's it. I felt it was a good length for a GBA title without a built-in save feature, it would've been too much if I had to keep writing down any more passwords than I already did, and for this playthrough I started playing it emulated on PSP, so I used savestates for every time I got a new password until I got the actual game in the mail a couple of days later. It goes against the nature of a game like this but due to the use of passwords I'd recommend playing for slightly longer periods of time and getting more things done than just short burst of gameplay, so you only have to write down as many passwords as minimally needed.
A sidenote on the passwords for the Stunt School is that you have to use the password you get BEFORE taking on the final challenge, as you don't get a password for completing it and in the Password screen in the Options menu where the password is displayed it changes to the word COMPLETE, meaning if you missed to write down the last password before taking on the final Stunt School challenge you'll have to use an earlier password and play through what's left again, so in the scenario where you plow through the Stunt School and don't write down ANY passwords, thinking you can just take the last one and all will be fine and dandy, you'll have to do it all over again even after having completed it, as you would've missed the only password you were after. And yes, this means every time you use the final Stunt School password you'll still have to do the final challenge again to actually complete Stunt School. Thankfully as the Stunt School is fully optional and works more like a tutorial mode as already described this becomes an almost complete non-issue. The passwords for the two main modes work together as they should though, once you unlock Champions League every password you get from then on also unlocks the entire Game Show mode, all the cars and all the tracks. You can ofcourse also just look up the passwords online as they are the same for everyone and not automatically generated by the game with any unique information in mind, so you could technically play the game and just look up a password online for where you were last time you played instead of writing them down like I did, personally I don't have a smartphone with internet access so I had to maintain my passwords like most would've done back when this game was new.
My final verdict for the game is a strong 4/5, a 9/10 if you will, as I enjoyed playing through it, just the fact I did play through the whole thing despite the minor inconveniences says a lot, it's rather graphically and technically impressive, it plays well with easy to learn controls and it has good sound overall. Simply put, this is the kind of game I like the most on GBA.
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leaon79s
Ace Bomber
Dishonorable Miscreant
Posts: 721
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Post by leaon79s on Feb 26, 2017 4:11:03 GMT
That's quite an extensive review there Raven - should just make a new topic for it, then it goes into the community reviews list with yer neyhm on it!
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stratogustav
Supreme Overlord
Warrior with Bandana
Posts: 7,646
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Post by stratogustav on Feb 26, 2017 4:48:47 GMT
I agree with Leon, your review Armored Core Raven should go into its own thread because it is a very good one and then Balder can link it for future references.
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Armored Core Raven
Vanguard Ranger
Radio: The test is over. From this moment on, you are a Raven!
Posts: 1,738
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Post by Armored Core Raven on Apr 13, 2017 0:58:25 GMT
I completed Sly Cooper Thieves in Time on Vita a few days ago and the PS3 version earlier today. I've been playing through both simultaneously with separate save files, comparing the two as I went along.
I love the original trilogy on PS2 by Sucker Punch, but this was made by Sanzaru Games Inc. as Sucker Punch were busy making more Infamous games at the time, and still are, as far as I know. It's important to keep that in mind. Sanzaru did a fairly good job mimicking a lot of what made the PS2 Sly games good but they're clearly not on the level of Sucker Punch as virtually everything feels a lot less polished than the older PS2 games and the entire final episode of the game feels a bit rushed with large areas never being used and missions feeling like they miss important segments you've gotten used to at that point, they did however improve some minor things so it's not all for the worse.
It's also important to keep in mind it was originally released as a budget title, so it was never meant or intended to compete with bigger budget series like Ratchet & Clank, sadly.
With those things in mind I'd say it's still a good game, despite numerous shortcomings. For one, it has a lot of big budget features, if you have a PSN account you get cross-buy where in the PS3 version you get a digital version for Vita, cross-play where you can use the same savefile on both PS3 and Vita and a cloud-save where you can upload your savefile to the internet, it also supports 3D on compatible 3D HDTVs. It also features Trophy support for those interested in that. Not bad at all for a new team with a lower budget.
But what about the game itself?
Storywise it canonically continues where Sly 3 left off and for those unfamiliar with the series up to this point there is a choice presented when you start a new game to either get more backstory told through animated cutscenes, with Sly narrating in broad terms what's happened so far, or to just go on with this game's story instead. The game is structured the same as the previous titles where each new environment and the story being told therein is presented as a saturday morning cartoon episode with beautifully animated 2D cutscenes at the beginning, middle and end. The quality of the animated cutscenes in this game are arguably even higher than the ones from the original trilogy and are a true treat to behold. The rest of the cutscenes are also good, rendered in real-time they do a good job with animations and expressions.
The story itself, in short terms and with as few spoilers as possible, is a time travel mystery about how Sly's family of master thieves is seemingly being erased from history and how Sly and his friends set out to try and find out what's going on, how they can stop it and how to set things straight again. It's a pegi 7 rated game so don't expect any deep theories about time travel to take center stage here, think more in the terms of saturday morning cartoon level of time travel, it's more of a catalyst for the characters to act upon than a long in depth scientific lecture about complicated paradoxes and warping the fabric of reality, though some of that stuff is mentioned from time to time throughout the game it never delves further into it, it's kept fairly simple and to the point.
You get to play as a myriad of different characters, as is tradition for the series at this point, with some returning characters and some new faces we haven't seen before. In total there are 9 playable characters in this game, including but not limited to Sly, Bentley, Murray and some of Sly's ancestors, with each ancestor being playable in their respective time period only. The basic controls are the same for all characters but they all have their own strengths, weaknesses and unique special abilities to set them apart. There are more playstyles than just the playable characters though as lots of minigames, both recurring and mission specific, are present in almost every mission, and plenty of additional abilities are made available for Sly and the other main characters to purchase with the money you collect, Sly especially has even more additional abilities in the form of new costumes in each episode that changes how he plays so drastically it's almost like there are another five additional characters you can turn into on the fly, once they've all been acquired.
You pick who to play as in the hideout before heading out, but to play the story missions you have to pick whoever the missions is assigned to. If you pick someone who doesn't have a mission you can still explore the environments, look for collectibles, get money from breaking objects, go on treasure hunts or just sneak around pickpocketing enemies. A good addition to the formula that the older games didn't allow you to do is to complete these sidequests while still on a mission, in the older games you had to quit ongoing missions to take on any type of sidequest. Switching characters is a bit cumbersome as the loading times are pretty long when entering and leaving the hideout, thankfully there's an option in the pause menu to instantly return to the hideout no matter where on the map you are.
Visually both the PS3 and Vita version of the game looks fairly good, with the PS3 version looking notably better than the Vita version, of course, but they're both visually competent on their respective platforms and compare well enough to other games in the cartoony platformer genre. There are plenty of special effects and minor details to behold in the many different environments, especially on PS3 where the more advanced lighting effects come into play, and the large and open environments look quite impressive when you're sitting on a high rooftop or tower looking out over everything there is too see down below, with enemies patrolling the streets and birds flying around and stuff it's downright beautiful at times and you can just take a breather and absorb the sights around you.
There are however some technical low points to mention, like whenever you hit too many destructible objects at a time being the most common reason for sudden minor drops in the framerate in both versions, and the overall lower framerate on Vita in general. On PS3 the game runs smoothly for the most part, doing a good job staying around the maximum 50fps in the PAL version (presumably 60 in NTSC for North America and Japan), but on Vita the game runs capped at 30fps, which is fine and never really bothered me, but some areas of the game struggle to even reach those 30 frames and stutter along at lower framerates, with the third episode being the worst offender by far due to some geysers spewing out big upwinds that really wreck havoc on the framerate whenever they're on screen.
There are unique positives in both versions, like how on PS3 you have a higher screen resolution, native 720p to be exact, and a better draw distance, meaning you can make out smaller objects from further away than you can on Vita, while on Vita the lack of some of the minor environment detail and lighting effects meant it was easier to see certain things as your view was less obstructed. I was constantly finding stuff I had missed when playing one version after the other, with some things being easier to find on PS3 and others on Vita, I feel they complimented each other well in this regard and owning both was a clear benefit. I like the visual design and the new art style of the characters looks good too. The Vita version lacks the cartoony outlines for the characters, which is fine and I would've actually preferred had they been optional on PS3, but oddly enough some minor objects still have them on Vita, probably being the results of oversight by the developers. I've only noticed it on the loot items you can pickpocket from enemies with shiny pockets though, so not a common occurrence or big deal at all, at first I didn't even notice as I was so used to seeing them with outlines on PS3 I didn't reflect on the fact they probably shouldn't have them on Vita when nothing else does.
Content wise they both contain the same amount of game, with everything that's there on PS3 still present on Vita. In fact the only actual difference between the two versions gameplay wise I was able to find was the set goal of one specific part of one single mission; during a shooting gallery segment with bow and arrows on PS3 you have to score 120 points while on Vita you only need 85 points to pass, with the same results on both if you pass or fail, even the same trophy unlocked if you get a perfect score on both, making it much easier to complete on Vita.
Another thing worth mentioning is that the Vita version does not contain all language options and will have a different selection of languages depending on the version you get hold of. The really odd thing about this is how the default english language option was cut out entirely in some versions, so if you're unlucky you can end up with a Vita version with no english language option at all, probably not a big deal in the US where they probably only released the english version, but here in Europe you better hope you get a version with at least one language you understand beside english. For me there were no problems with this as I played through the game in swedish on both anyway, and I can gladly report that several of the voice actors from the older games make a return, most importantly Sly, Bentley and Murray, the three main characters of the series, and this goes for both the english and swedish dubs! So Sly still sounds like the animated series Batman from the 90s in the swedish dub, which is fantastic and I love it and I wouldn't want it any other way. The lack of english on Vita is somewhat of a bummer for Vita owners as there is tons of voice acting in this game and for those like me who always enjoy comparing my native dub to the original dub, not having the original english dub in this reminded me of how disappointed I was at X-Blades on Xbox 360 for not including the original russian dub, sure it had english but instead of the original russian dub it had a random french dub, such a stupid waste. Thankfully having the PS3 game I could listen to the english dub there and get my fix and honestly I think most people who have a Vita are likely to also own a PS3 and this is a common and usually very cheap game on both so it's far from an unfixable problem for those who really want it. Where there's a will there's a way, it's just a shame it had to be a problem to begin with.
Unlike even many big budget titles there is no text-only based dialog in this game, everything spoken is voice acted and there's a lot of dialog in this game, even for NPCs with only a few lines of dialog they still have it fully voice acted, and it only very rarely repeats dialog during certain events, like boss battles, and even then the repetition is kept to an unusually rare minimum, especially for the genre, there's no equivalent to Eggman's "You know what they say, the more the merrier!" in this game, thankfully! The only gripe I have were certain moments where characters were talking over each other making it hard to hear what either of them were saying, it thankfully didn't happen very often. Subtitles can be turned on but they're not present at all times, the 2D animated cutscenes and in-game talk all lack subtitles.
Might as well mention the sound effects and music while we're on the subject of voice acting. The music has a lot of personality and sounds great. It has several different themes that fit the time periods and locations nicely and the cutscenes have fitting music for the mood portrayed as well.
Same goes for sound effects, everything has a satisfying noise to it and nothing stands out in a negative way.
The volume I felt had to be adjusted from the standard as sound effects and music both came off as too loud, thankfully you can adjust the volumes for sound effects, music, voices and animated cutscenes separately and it was easy to set it all to my liking.
Gameplay mechanics wise it's sadly more of a mixed bag. The controls work well enough in theory, they're very similar to how they were in the original trilogy overall and as a fan I felt right at home with the returning mechanics and the new stuff was never overwhelming and got introduced at a nice pace, allowing you to get used to the things you have while keeping things fresh at a steady pace for the most part of the game.
The hit detection is sporadically unreliable and some things are downright unresponsive and clunky, especially the motion controls. There will be sudden unwanted deaths, and frustration during the more challenging parts of the game is virtually unavoidable. You will fail, it won't be your fault and you will get annoyed by it. Thankfully the game is extremely forgiving and lenient with constant checkpoints and unlimited tries getting you right back into the action, at worst you may have to replay a minute or two and even then that's only if you run out of health entirely, as you have a lifebar and can take multiple hits before dying and there are health pickups you can collect by smashing objects and defeating enemies, there is also a permanent upgrade you can acquire later in the game that removes water damage entirely for all playable characters, you'll still sit through the rewind animation but at least you won't take any damage from it or die just because you got your shoes wet a few times too many.
The implementation of some of the abilities and features are questionable in their execution and on Vita it becomes more apparent due to the fewer amount of buttons they had to work with, forcing you to use both the touchscreen and the rear touchpad of the Vita to compensate. The touch controls were kept as simple button functions and never once went into full swiping territory, but not getting the tactile feedback of pressing a physical button meant that far too often you accidentally pressed these and sometimes it happened during the wrong moment and, you guessed it, added a few more unwanted deaths and more frustration to the mix.
The Dual Shock 3 SIXAXIS and Vita motion sensing controls were put to use quite a lot, more than I felt comfortable with and a certain reoccurring minigame in particular became a dreaded unwanted encounter on both systems because of it, not because it was overly long and arduous in itself but because you failed far too often due to the awful motion controls not responding properly, forcing you to start over again, and it sucks even more because had they just allowed the use of the analog sticks instead it could've been a genuinely fun minigame, it reminds me a lot of one of my favorites PSP games; Mercury. Actually, Mercury Meltdown Revolution on Wii uses the wiimote motion controls only to play the game, which sucks, but it's still far more playable with better sense of control than this minigame has. It's not unplayable but it's not fun either. The other minigames I enjoyed a lot more and if you collect all the hidden treasures in any one episode you unlock an arcade machine with one of the minigames on it, with brand new levels to play through, there's also a simple ping pong minigame but it's nothing but a minor time waster, I think a Trophy can be unlocked if you get perfect wins on it but that's about it.
The different styles of gameplay may sound like a lot but it's far fewer than what Sly 3 offered and it feels like a much smaller game because of this. There are no airplane dogfights, there aren't really any true vehicle sections, not proper ones like Sly 3 had anyway, definitely no pirate ships to go on adventures with and so on, there are some RC vehicle missions but they're heavily limited to the task at hand and they're very few and far between, the only other RC vehicle beside the car is the RC helicopter and you only use it for a short smoke bombing mission very late in the game, the rest are all done with the RC car.
There are your standard turret sections and other boring minigames like serving sarsaparilla drinks at a bar a-la-Diner Dash but they're at least kept short and are mostly one time occurrences, the most fun ones were some of the more involved shooting segments as they at least take some skill and feel a bit more polished and less forced for the shallow sake of variety over quality like the aforementioned turret sections and such.
A great thing they brought back that was missing in Sly 3 though are the clue bottles you can find scattered all over the maps, finding all 30 of them unlocks a safe with a special power hidden inside, like the no water damage I mentioned earlier and other such helpful things. Another good thing that makes a comeback are the hidden treasures you can find that you have to bring back to the hideout without taking any damage within the time limit, they're the ones that unlock the arcade machines I talked about earlier. Having these additional sidequests available again adds a lot of value to the big open environments and makes them feel worth exploring. Sly 3 sadly felt very empty with the omission of these things and it was heavily criticized for it, so it's a warm and loving welcome back for them in this game. One of the clue bottles on the final episode however seems to almost have been placed incorrectly by mistake, as you nearly have to glitch the game to reach it, by doing an awkward paragliding jump with a very precisely timed attack at the end forcing just enough additional forward momentum to manipulate the physics in such a way that you can glitch upward against gravity to reach just high enough for the hit detection to allow you to land where you need to be feels like it was intended to be executed with much more ease that it is, it stands out to everything else in the game in a most awkward way and when researching what others had to say about it it seems I wasn't the only one who had problems reaching this bottle, and it has proven to be the bane of many completionists out there having completed everything else in that game, lacking only that one bottle. It took me dozens of tries on PS3 to finally get it but only a couple of tries on Vita, I'll go ahead and write that off as luck on Vita more than anything else.
With everything in mind; the low budget, a new developer, lots of big budget features, gorgeous 2D animation, overall good visual design, framerate issues and omission of entire languages on Vita, certain control and hit detection issues, the rushed feeling of the final episode and that one damn clue bottle I give Sly Cooper Thieves in Time for Vita and PS3 a "good" 3,5/5, because it's better than your "average" 3/5 platformer but it's too flawed to be a truly 4/5 "great" game.
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stratogustav
Supreme Overlord
Warrior with Bandana
Posts: 7,646
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Post by stratogustav on Apr 13, 2017 2:16:44 GMT
Armored Core Raven those are full awesome reviews. It would be cool to give those its own thread each and add then to the index thread.
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Armored Core Raven
Vanguard Ranger
Radio: The test is over. From this moment on, you are a Raven!
Posts: 1,738
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Post by Armored Core Raven on Apr 13, 2017 3:00:57 GMT
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stratogustav
Supreme Overlord
Warrior with Bandana
Posts: 7,646
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Post by stratogustav on May 11, 2018 1:06:38 GMT
Pac-Man 100/100 A lot of people prefer Ms. Pac-Man because of how the controls feel and how the patterns change more. In reality they just think Ms. Pac-Man is easier, which it is, but if you play the original Pac-Man hard enough, you can fly in enjoyment too. Plus it gets extra points for the revolutionary originality of the game. I always claim Pac-Man also makes one of the strongest statements about our society in a very clever analogy of consumerism. Ms. Pac-Man 100/100 This is one of the best if not straight up the best game sequel ever made, it evolves everything of the first game without losing its magic, the game is also highly addictive which is exactly what arcade games should be all about. This is along with Tetris, Donkey Kong, and very few other games in history that I consider perfect. TwinBee 73/100 I would say this series is how cute 'em ups became something, TwinBee is a very early example of how it all started, I finished the arcade version on my PS4, I'm not sure if this was ever released on the NES, but I did enjoy it. Shock Troopers 100/100 The perfect top down run'n gun game ever made. I don't think anything comes close to the sprite design, violence, and carnage of this game. Pulstar 83/100 Excellent shmup in the like of R-Type games. What I like about these kind of games is that if you memorize them, they give you the satisfaction of beating them without getting hit, not many games in the genre do that for you. I love it, but it falls a bit short when compared to Blazing Star, and maybe that's just me, it is still great though. Sold Divide Sword Of Darkness 80/100 This is the shmup hack & slash I always dreamed about, I always liked this style of games, I was a fan of Mortal Kombat, and Donkey Kong Country always looked cool to me. The problem is that most of the games that use that style were often terrible, although I did like Sub-Zero Mythologies a lot, maybe because I was really good at it, games like Batman Forever were straight up unplayable. Sol Divide is none of that, it's like some sort of Castlevania in a medieval hyper space mythical dimension that is full of action and looks spectacular in every scene. The only issue is that the learning curve is high, very high. I had been wanting it for ages, and as soon as I saw it on the Switch today I had to get it. I finished the same day with all the characters. It was hard but still fun. Gunbird 87/100 I finished it with all characters, each character has two endings, the second ending is usually the funniest, this feels like a Capcom game, but I heard it was published by Atlus, although later on Capcom did end up working with Psikyo in Cannon Spike, their shooters are great. With Gunbird you always feel in control. I can tell many newer shooters took influence from some elements of this game, and why it was popular.
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centipede
Off-Brand Transformable Robot
It was just one soy latte, I swear!
Posts: 2,809
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Post by centipede on May 13, 2018 10:57:26 GMT
I recently finished Ty the Tasmanian Tiger for the PS2.
While some leve3ls were spacious, the game was a bit easy. Probably because it wasn't meant for anyone over the age of twelve. Puzzles were less complicated than what you saw in Banjo Kazooie or DK64.
Enemies were mostly frill-neck lizards who only land a hit when you're using a bite-move, which leaves you open to attack.
I noticed some events seem to have sound effects missing, like you being hit.
Overall, I think it needed more time in the oven.
7/10
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Post by btfu149 on May 15, 2018 19:35:59 GMT
My most recently finished game was Uncharted 4.
I'm a huge fan of the series and thoroughly enjoyed the game, however, I really didn't like many of the parts involving driving the Jeep around exploring.....honestly pretty much my only complaint although there were several parts that you had to do that.
9/10
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Post by btfu149 on May 16, 2018 21:33:18 GMT
Just finished one of the most hotly debated titles I feel like.....Sonic Adventure for the Dreamcast.
This was one of my absolute favorite games back in the day but I never completed it 100% because I never beat Big the Cat story mode. I finally looked it up and learned how and it was super easy, really boring but it wasn't hard. Having mentioned that it was one of my favorite games, I do have to agree with the many complaints that the game hasn't aged that well. I will say that this game is still, at least in my opinion, the closest modern 3d Sonic has been to getting the game right even though I don't think it's the best 3d Sonic. In the end the game feels kind of unfinished and several of the non Sonic characters feel like throw ins and are embarassingly easy and short. The camera is definitely a bigger problem than I remember it being and collision detection, while it doesn't ruin gameplay, just looks really bad and goes back to what I was saying about having a bit of an unfinished feeling. In order to properly justify the rating I'm going to rate each character experience individually:
Sonic 81/100
Sonic feels really fast and for the most part his levels are really fun, the graphics which were groundbreaking at the time (probably why the game was forgiven for many of it's flaws back then) and they still are appealing to this day. Speed HIghway and Emerald Coast in particular are absolute joys to run through with the only truly negative I have level wise was the Sky Deck, although parts of other levels were a bit slow, Sky Deck is painfully slow. As far as bosses go the battles with Chaos are easy and not very exciting, I did like the battles with Eggman though especially the final battle against the Egg Viper. The battle against Perfect Chaos as Super Sonic was disappointing, I was expecting an epic battle and it ended so quickly. A lot of negatives but the positives of the levels being generally very fun still gives the Sonic section a high score, although Sonic Adventure 2 definitely polished the Sonic gameplay and made it even better.
Tails 77/100
For the most part the Tails levels are just easier shorter versions of Sonics levels, and it kills me because Tails levels had the potential to be great. Speed Highway was really the only level that really took advantage of Tails flying ability in a positive way (You can absolutely crush Windy Valley using Tails flying but it's cheap and not very fun). Tails levels have more slowdowns than Sonics levels which are annoying like the parts where you have to float up in the Casinopolis level.
Knuckles 75/100
I had a lot more fun with Knuckles in this game than I did in Sonic Adventure 2 with Knuckles/Rogue. It was really nice how the levels weren't as massive and the radar detects multiple emeralds if they are in the same area. It would be nice if they gave you more emeralds to search for per level, besides the last level in the Sky Deck I believe I finished every single level under 2 minutes and that was really my biggest complaint.
Amy 72/100
I actually liked Amy better than most I think. Her levels to me felt a bit like a House of Horrors type thing where she's running for her life and then to finish the story as Amy you finally get to beat the living sh!t out of the robot that gave you hell the whole game, which was highly satisfying if maybe too easy (common theme for bosses in this game). The problem of course is that she only has 3 levels, a minigame and a sub level. Other issues with her is that the camera is especially rough in her story particularly when in the hall of mirrors in Twinkle Park and that it's occasionally annoying getting her to speed up so you can use her good jump with her hammer.
E-102 Gamma 45/100
I wanted to give this a bit of a better score but I just can't, I don't hate Gamma but there is just such little substance to his gameplay. You go into his 4-5 levels and quite literally you can just hold down the shoot button and waltz right through the level, actually this is encouraged as the more targets you shoot simultaneously the more time you get. There was potential to his gameplay which they knew, but they slowed it down too much in SA2 and they ruined Tails by making him a Gamma style gameplay character.
Big the Cat 10/100
Sonic games are not fishing games, this is so out of place in the game and literally all of Big's appearances in the game are cringeworthy and feel forced, so why even give it a 10/100? Big's theme song sounds like it belongs in a Coors Light commercial and I immediately got up and grabbed a beer out of my fridge when I heard it, thanks Big the Cat!
Overall 64/100
This game outside of Big the Cat had so many correct ideas for a Sonic gameplay that they went away from that I find it highly frustrating. I still love it and had fun playing it but I have to admit it's flaws. They had the right idea for Sonic's gameplay and in my opinion they actually did improve it in SA2 but they had even less emphasis on Sonic in that game.
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stratogustav
Supreme Overlord
Warrior with Bandana
Posts: 7,646
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Post by stratogustav on May 17, 2018 8:30:59 GMT
I like how you covered every character. I also agree Sonic Adventure is an important game, in a way it remotely influenced some of the things that inspired the new Super Mario Odyssey. I have both Adventure games on my PS3, but I still have to finish them both. If you complete Sonic Adventure 2 with A ranks you get to play on the Green Hill Zone which is nice. I also finished a couple games myself: Strikers 1945 81/100 I had a good time with this game every plane has its own characteristics that makes each playthrough unique. I'm a fan of these games, they never get old. They have very satisfying shooting and explotions. Strikers 1945 II 80/100 It feels tougher than the first one at first, but as soon as you get used to it, you start coming out with strageties for each level, always trying to get all the gold, and some ships are definitely more helpful than the others, but the only way to fully experience these games is finishing them with all the planes. This one definitely grows on you. Castlevania The Adventure ReBirth 86/100 What an excellent throwback. You can tell right away they did everything could to give you that exact feeling that 16 bit Castlevania games had in the past. I really enjoyed the whole playthrough. Contra ReBirth 90/100 This game felt like a direct sequel to the 16 bit Contra games, all the action and fast reaction needed in those games was here too. This is the whole Nobuya Nakazato experience, always delivering the real Contra deal. Tengai 72/100 The only way to fully enjoy this game is to play it at least on normal, anything less and you won't see the whole game. I found myself needing bombs more than usual, every character has its own strength. The game has a lot of style, it looks really cool, but it is very unforgiving. Gunbarich 82/100 Think of Arkanoid meets Pinball, Pong, Space Invaders, Breakout, Super Breakout, Galaga, and Galaxian, but with a Sega Dreamcast look. It's a spinoff of the Gunbird shoot 'em up series, not to confuse with Magic Women M, that one is Meruru, this one is Marion. Even though it gets challenging, it is still manageable all the way to the end of the game with both characters, and gives you that nice arcade experience we love.
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