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Posts posted by manny_c44
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The bottom corner of Manny's mouth texture has a tear that's pretty annoying, otherwise it's great so far, enjoying the commentary and the updated music.
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Just another 3d street fighter to ignore. Capcom needs to cultivate their art team to the point they have the manpower to put out an HD 2d game. The upfront cost would be high but it would be glorious.
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I just backed it too! It gives me a good feeling, very nice animation.
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I'm going to re-post a guide I wrote for a different forum. I apologize for its length, but it's meant to cover everything you need to get started with modding Skyrim.Haha thanks! I was too bashful to ask you to write a guide but you already made one.
EDIT: after setting it all up I have to say it really is a much nicer looking game-- what a weird benefit of being a late adopter. The depth of field is killer for performance though, maybe have to further drop the resolution.
Also in your guide, towards the end when you are giving directions for the ENB setup, you link twice to the same file ('The Wilds' doesn't get the right link), otherwise your guide was very very helpful thanks.
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Snowy mist
I only played Skyrim for a few minutes after getting it in a steam sale...when I get back into it, I will have to do this.
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On the topic of difficulty:
That could've been a neat puzzle where you need to double back to the original passage and re-enter the same elevator twice. To solve it would require you to understand the system and then figure out how to abuse it, which is gratifying. Instead, you only need to take the three elevators present in any succession and the puzzle basically solves itself. I was practically in the process of figuring out the solution to a much harder puzzle than was actually there.
Oh man, that's the way I did solve that puzzle! I didn't realize there was an easier way. Yeah it was very lite, maybe they got the ball rolling with simple puzzles and then didn't want the progression of the game to grind to a halt with tough ones.
It's strange because the game was (atleast originally) concieved as something to please the closest fans but it ends up feeling like a game for the masses rather than the enthusiasts.
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For anyone who likes bravely default I would highly recommend 4 heroes of light, the ds predecessor-- awesome art and a nicely balanced challenge.
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Gunpoint: Totally awesome indie game I bought during the steam sale (I bought it because Eurogamer told me to), really took me back to the 1990's in terms of of its aesthetic and rewarding gameplay. Granted it is very short but I played through it in one day, which is rare for me. Big recommendation.
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Ah I see, I think I will get it eventually-- because I really did like the mechanics of the Gamecube original but just wasn't compelled to progress, I just liked poking around.
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You can just get the boxed re-release versions off of UK amazon, shipping isn't that much more expensive really.
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Hey after you guys play Chibi Robo! Photo Finder post your opinions, I thought the original Chibi Robo was a little rough around the edges and un-engaging so I never finished it but I'm interested in this one....
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I always wanted to play stupid invaders, but it's not on GOG.
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I've been playing Attack of the Friday Monsters! and am liking it so far. Mostly I'm interested because I could never get past the language barrier in the interesting My Summer Vacation Games (the background artist is also the game designer! which explains the pure-exploration fun of the game). It has a basic card game that serves as the 'gameplay', while the rest of it is just wandering around and talking to people. It has made me laugh a few times-- which usually never happens with Japanese developed games. It really reminds me of retro games challenge in a way, in its overall feel.
I like these guild games, they basically dispose of any tutorial bloat and let a proven designer make a small solid game with fitting production values. I'm looking forward to the next Guild announcements.
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I think Bill's studio has the potential to turn out something truly stellar if they could put out more product and hone their writing skills, but from the sounds of things all graphic adventure work he's been doing since Ghost Pirates has been on his own time. I just want to see more games from this studio, and my fear is that there won't be an opportunity to see that if this isn't successful.
Yeah agreed, I liked a lot about AVS and GP.
Maybe they will be able to tightly edit a short-form game and reach new heights.
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I remember the demo being good; it has been a while. Reviews were generally lukewarm~ though the setting and artwork of the game was incredible.
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Ok thanks
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Woah, I did a double take when I saw it was already at 350k from 8k just a few hours ago.
EDIT: ...or maybe that was yesterday, whenever the Broken Age backer email came out.
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System Shock > System Shock 2 > Minerva's Den > BioShock > BioShock 2 > * > Infinite.
Oh man, I always wanted to play the first system shock, but it always seemed like a DOS emulator and who knows what else was necessary to play the game (if you have to specifically emulate a CPU clock speed to get a game to run then, for me, it is too complicated to set up).
Is there a better way to play the game?
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I didn't have to grind beforehand but it was a bit of a slog going through the fight as only Giauque could do any damage, so I just supported him with the other two characters. It was a slog, I used that Club you get from the minotaur + Thor Smash to do enough damage per turn to make the fight winnable.
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An area that has spawning monsters will keep spawning monsters until the plot advances (I think). At the beginning there are many such areas but less and less as it goes on.
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I second the excellent combat system. You shouldn't be afraid of its complexity, I think this is by far the easiest Matsuno game I've played-- I never saw a game over screen.
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Edit: In response to a comment Andrej made, I feel like i should point out that Crimson Shroud was designed by Yasumi Matsuno. So if it feels like it's cribbing from old Square stuff like Vagrant Story and Final Fantasy Tactics, it's because it's from the same designer.
Well I meant specifically the art style. The lead artist on Vagrant Story was Akihiko Yoshida and he didn't work on Crimson Shroud, but the game is definitely stretching to emulate his style (mostly succesfully).
Also to get past the place where you are stuck you have to repeadetly go back to the area named "waterway" (or atleast waterway is part of the name, can't quite remember now) until you get an 'Obsidian Daphne' as loot. Skeleton Mages drop the Obsidian Daphne, make sure to kill the skeleton archers first to get some mages to respawn as replacements. The rest of the game doesn't have a wait-for-item-drop sequence, so it moves more briskly.
Also...atleast on the first play through...the ending didn't really make much sense to me.
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I just finished this and really enjoyed it. Somehow it's really nice to have a JRPG that doesn't take months to finish.
Also really enjoyed the tabletop element and the way the story was told. The whole thing was like an easier, thoroughly enjoyable offshoot of vagrant story. And even though the art was kind of cribbing from the old Squaresoft stuff it still managed to look quite nice, hopefully the team will release something in the future.
I got it on sale too (5 clams), I love these level 5 Guild projects, they are the games that I am the most excited for these days.
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SMB3
SimCity 2000
Civilization II
Street Fighter II
Tetris
Curse of Monkey Island (somehow this is the easiest adventure game to get into I think)
Portal
Jet Grind radio
Metal Gear Solid
Pikmin
Grim Fandango being remastered for PS4 and Vita
in Video Gaming
Posted
Agreed. I think that tree puzzle didn't make visual sense to me until the 8th or 9th playthrough. The first time solving that puzzle it was just luck.
I think overall they have really done a fine job with this remaster-- although it has already crashed for me once, right at the start of year 2, which happened last time I played as well.