Noyb

Phaedrus' Street Crew
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Posts posted by Noyb


  1. OK, seriously, Raining Blood. Who thought it would be a good idea to put this in the game? Took me 15 damned tries just to get through that one "Downpour" or whatever it's called section. The bit with all the crazy fast

    -----------o---------o--------

    ----o----o----o----o----------

    ---o---o----o-----o-----------

    --o---o----o-----o------------

    -o--------o-------------------

    parts. Once I made it through that, the rest of the song was easy as hell. So was the intro. It's not even a good solo, it's so messy and imprecise. Oh well, beat it now, never looking back.

    It's the same evil, painful chart for that part on HARD. It really doesn't seem to make sense to force the player to strum at the start of each decrescendo. Maybe from an accuracy/difficulty standpoint, but definitely not from a fun/internal-HOPO-consistency standpoint. :frusty:

    Also, battle mode is kind of a beeyatch. The Devil Went Down To Georgia is surprising me with how much sense the note charts are making, and nothing feels out of place. I'm pretty much able to go on instinct and get a capable score on it. Problem is, I can't do this when they force lefty flip on me or any of the other numerous battle mode bullshit. Can't I just play the song? It would be such a perfect end to a game that, for me, has only had one song that's stand-out bad. But no, I have to have my groove constantly interrupted by weird things being thrown at me which means I've now attempted it something like 10 times unsuccessfully. Is there any battle mode strategy I'm missing here?

    Well, damn. If you're having trouble with it, what chance do most players have? ;(

    For strategy, getting the first attack is almost entirely dependent on what attack Lou gets at first. If you can pick up the whammy attack for your first attack, you can beat him by triggering it on his fast green notes (a cheap strategy on expert that doesn't actually work on hard, due to having less notes. Funnily enough, from N0wak's experience, it seems like the bosses are *harder* to make fail on easier difficulties, purely due to the more lenient failing systems and less dense notes. That doesn't sound like good design at all!). Otherwise you could either use your attacks to preemptively prevent him from getting his to use against you, and try to stack (multiple at once) attacks in the second set of denser solos, or survive to the end when any powerup is an insta-kill.

    Despite recognizing this, I still can't beat the bastard on hard, due to a combination of my lower skill and the luck of attacks. What's painful for me is that the normal method of improving my skill at a song -- practice mode -- isn't available to me. It sucks not being able to practice individual segments: only while in the boss fight, and always at the normal speed and while dealing with attack crap being thrown at me.

    Like Ben said above, I don't like the whole feel of the battle mode. It feels less like a contest between two dueling guitarists than a contest to see who can cheat the opponent into failing first. Too much of it feels down to the luck of the powerups. There aren't really any defensive powerups (say, kicking your own board down a difficulty, or maybe reflecting an attack back at an enemy) apart from the preemptive strikes as I mentioned earlier. Funnily enough, the most common powerup to save a failing song attempt -- star power -- isn't even *IN* battle mode.

    The powerups that are there feel really unbalanced. Some, like double notes, don't give you any chance during fast parts. Some, like broken string, force you to do actions that don't normally come up in the game. And some, like lefty flip, don't give you enough time to acclimate.


  2. Last I heard, the Guitar Hero guitars work on Rock Band, but the Rock Band guitars don't work on Guitar Hero. I'm not sure if that applies to the PS2 versions, though. Hopefully it changes before Rock Band is shipped, or the 360/PS3 versions get patched, because that would really suck seeing as they're performing essentially the same functions.

    Seeing as Guitar Hero III can tell the difference between a controller and a guitar (see the inane achievements about beating songs with a controller and not a guitar), I wonder if it looks for a specific signal from any controller being used. They have to know that there is significant overlap in the markets, and buyers will not look kindly on such manipulative practices. By artificially limiting what controllers work on their game, they're limiting what controllers are compatible with *both*, since RB is fully compatible. Dastardly move.:shifty:


  3. :frusty: Damnit, the final boss is insane. Friend beat the last two songs on hard (perhaps part of the problem is that I can't beat the prerequisites myself, although they do seem significantly higher in difficultly than the rest of hard), so I tried out The Devil Went Down to Georgia. This is one of my recurring hates in games: forcing you to replay a significantly long (1+ minute) easy part over and over again before getting to the part that kicks my butt. It has a decent intro that I can get through in the green pretty easily, but the solos are way too hard for me, and that's without the insane "attacks" that keep coming. Lefty flip? Make every note in a HOPO solo a chord? Make the notes flicker so I can't see them? Kick the difficulty up to expert, while it's already damn difficult for hard? Make the boss attack first, so I have to get an attack while dealing with one of the above handicaps? In my best run, I attacked the boss three times, once with two attacks at once, then a third, but he still didn't fail. So much of limping through depends on getting lucky and the boss not getting a good run of the more powerful powerups, not a great design having it based so much on luck for the lower end of the player skill-base. AAAARRG! :campbell:

    Oh, well at least I can practice the song at a slower difficulty, right? Nope. Since it isn't part of quickplay, it isn't in practice mode. :frusty:


  4. Is it just me, or are most of the career songs in Guitar Hero III really repetitive? And that 50/100/etc. note streak indicator is very distracting. Does it have to flash *and* shake for about 4-5 seconds at the top of the fretboard? (Playing on hard. Still haven't beaten "One" or that painfully discordant Slayer song).


  5. You can only win by making the boss fail. And, yeah, you can't play the songs outside of the battles, but you can replay the battles. :tdown:

    I'm curious what would happen if, say, Miffy were to play a boss battle but refuse to use any attacks. Are the attacks necessary, or would he be able to win on sheer insane skill alone?


  6. Tim doesn't do sequels (and history has shown that a wise decision, otherwise we'd be at Day of the Tentacle 4 and maybe Full Throttle 3, and would have never had Grim Fandango, Psychonauts or Brütal Legend), and Psychonauts is most assuredly a thing of the past.

    Day of the Tentacle was Maniac Mansion 2. Just saying. And Double Fine's FAQ page doesn't entirely rule it out.

    Thunderpeel, like how Serenity was the Firefly movie, but didn't actually use the Firefly name?


  7. There is less than zero chance that anyone will ever give them money to make a sequel to a game which nobody bought. You can forget it. I'll eat my hat, and anyone else's, if we ever see a follow up to Psychonauts.

    Don't mean to sound negative, but...

    Unless they make so much money and cred from Brutal Legends that they have money to burn. :tup:


  8. The debate was over whether the coming soon art was hinting at a sequel to Psychonauts or just a page for the original game. The coming soon *did* refer to a page for the original game, but that doesn't mean that there will never be another project in the Psychonauts world sometime, just that it was at least not announced in this specific way and time.


  9. Yep. I was sadly right.

    Man, who knew how much excitement a little darkness could bring? The truth is we are just putting together a new page about 'The Excellent Game Psychonauts.' We're not announcing any new games or anything. Sorry if we confused anybody! We lightened up the image to hopefully make things clearer.

  10. Pretty fun. For some reason I was expecting a midi of Eleanor Rigby to start playing on the title screen.

    I'm not entirely sure if this was a bug or a design choice, but I once hit the double-hit blocks twice while falling to the left or right of them. I'm not entirely sure if that was supposed to be the correct solution to the l-shaped level with the double-hit block on top and two normal blocks on the bottom.

    I do like the casual punishment system, where the level resets automatically on failure, but keeps the timer rolling. One suggestion would be to not start the timer until the player starts moving, at least on levels with tutorial text, although it's not at all required, and most people wouldn't care about/ have a shot at hitting the high score boards on their first run-through anyway.

    Overall, it seems tight, except for a few random instances where I wanted to jump near the corner of a block, but I bounced weakly like I was hitting the side. Good job.

    Oh, and I'd also recommend only showing the highest score a particular username has gotten. Right now, your high score board only reflects about 3-4 people, when it could conceivably be showing 10.


  11. Tried out the demo on xbox live. Trippy. One mode was almost like a puzzle game. You move around your ship with the analog stick and choose when to explode yourself to kill enemies. Enemies caught in explosions explode themselves, creating a chain that makes beats along with the music, in Rez fashion. Exploding on the song's beat gives you more points. You're invulnerable for a short time when you drop onto the field after a combo, giving you time to pick up powerups and position your next explosion. While that's going on, a timer is ticking down, so you must pick up powerups dropped by enemies to extend the time limit.

    There's also a more traditional shooter part that gets fun and hectic, although the collision detection feels a bit rough around enemies, but not necessarily bullets. I'm by no means good at shmups, so don't take my word on this.

    Still, seems like a cool fusion of shmups and rhythm games, similar to the fusions in Q?'s other games (Rez and Lumines*) Anyone tried the full version on PSP or XBLA? Is the full version worth a buy?

    *Amplitude was erroneously on this list before the edit


  12. Leaked video from the doublefine forums: http://www.youtube.com/watch?v=cjW4vWrLizQ

    It's sort of ironic how the background song is "Mob Rules" when from what I've seen Sierra is trying to market it to the lowest common denominator and it seems like its trying hard to be seen as "xtreme". Again, if this was anyone else but Double Fine making it, I'd be completely skeptical. I'm confident in Tim's ability to deliver an entertaining game, so hopefully this advertising campaign gets more people interested, and it doesn't implode for trying *too* hard to appeal to the gaming brutes.