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Siselmo
Jun 16, 2013

hey there

Trojan Kaiju posted:

Fates took it out? Haha excuse me while I break everything with my cyan silver blade with maximum crit.

Durability in Fire Emblem is very good.

Forging in Fates is different than in PoR/RD. To balance stronger weapons, they usually had penalties or debuffs on the user like -2 on stats like Def and Spd or things like 'you do half normal damage on the next attack' and stuff.

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Hattie Masters
Aug 29, 2012

COMICS CRIMINAL
Grimey Drawer
With regards to durability chat, I'd like to throw two games out there: Dark Cloud and Dark Chronicle (AKA Dark Cloud 2). In both, Durability of your weapon is something that you are able to keep track of at all times, and you are expected/required to have a lot of weapons on you at any given moment. Now, in both of them having a decent supply of the weapon repair item on you is a smart choice, but it is incredibly unlikely that you will be left up poo poo creek without a paddle.

I'll admit to prefering Dark Chronicle's implementation of the system, because in Dark Cloud if your weapon broke it was straight up gone forever, which meant that you could put a lot of resources into a weapon only for it to be gone forever, whereas in the sequel it just became useless and could be repaired later. But my point still stands: It's something you can keep track of, it only punishes you for poor planning, and you're unlikely to be left completely and utterly hosed over because you are expected to have backups.

Solitair
Feb 18, 2014

TODAY'S GONNA BE A GOOD MOTHERFUCKIN' DAY!!!

a cartoon duck posted:

This is incredibly minor but I really appreciate that instead of the same old copy-pasted social media links, Jenny always themes the descriptions after the video. I'm not sure any other internet youtube person does this, at least I haven't noticed.

The Super Best Friends used to do it, but they stopped during their Omikron LP in 2016. I miss those descriptions.

Arc Hammer
Mar 4, 2013

Got any deathsticks?
New Vegas did weapon degradation well because you could still fire off hundreds of bullets before a weapon would break and it also helped offset inventory clutter because you could combine weapons to bring up their value and effectiveness. Completely broke the game economy but then so does robbing the casinos at the blackjack table.

Sephyr
Aug 28, 2012

Arcsquad12 posted:

New Vegas did weapon degradation well because you could still fire off hundreds of bullets before a weapon would break and it also helped offset inventory clutter because you could combine weapons to bring up their value and effectiveness. Completely broke the game economy but then so does robbing the casinos at the blackjack table.

Vegas also had repair kits you could make relatively easy, so in a pinch you could add a chunk of durability to your good gun and finish a location. Much better than going "Yay, I found a plasma rifle! Now if I only find 8 more I will finally have a working weapon! For a bit....." as in 3.

WampaLord
Jan 14, 2010

Sephyr posted:

Vegas also had repair kits you could make relatively easy, so in a pinch you could add a chunk of durability to your good gun and finish a location. Much better than going "Yay, I found a plasma rifle! Now if I only find 8 more I will finally have a working weapon! For a bit....." as in 3.

Also that perk that let you repair guns with "close enough" other guns instead of needing the exact same gun.

Cicadalek
May 8, 2006

Trite, contrived, mediocre, milquetoast, amateurish, infantile, cliche-and-gonorrhea-ridden paean to conformism, eye-fucked me, affront to humanity, war crime, should *literally* be tried for war crimes, talentless fuckfest, pedantic, listless, savagely boring, just one repulsive laugh after another
It was kind of mandatory to make repair kits in New Vegas, because the rate that NPCs would charge was horrendous, like a thousand caps or more for some of the unique gear. And I don't think there's even any armor repair kits in the vanilla game at all, just weapons.

It did have the side effect of making a gay male character financially optimal, as you could flirt with one of the NPCs for cheaper repair rates.

Jimbot
Jul 22, 2008

Breath of the Wild's durability was kind of neat conceptually if you looked at it as a game about being passive and avoiding combat. It actively punishes you for engaging in combat. It falls flat for me because you really do need something spectacular to pick up the slack and I don't think the game managed to do that. I enjoyed playing it a ton but the people who really liked that game talk about in a way that I just didn't see, but I am glad they got a lot out of it.

Roth
Jul 9, 2016

I've seen plenty of people talk about how Breath of the Wild is a huge leap forward, and I don't get it because a lot of the game just feels like an Ubisoft open world game to me.

I remember being pretty bored with it until I got to a shrine that required motion controls. At that point, I shut the game off, played Mario Odyssey instead and was immediately having fun with it.

poparena
Oct 31, 2012

Got a new Nick Knacks in time for Halloween, this time on the unsold pilot U.F.O. Kidnapped, starring the cast of You Can't Do That On Television. I also recently did a trilogy of videos on some of the less-loved Halloween films, namely Halloween 4: The Return of Michael Myers, Halloween 5: The Return of Michael Myers, and Halloween: The Curse of Michael Myers.

Harrow
Jun 30, 2012

Roth posted:

I've seen plenty of people talk about how Breath of the Wild is a huge leap forward, and I don't get it because a lot of the game just feels like an Ubisoft open world game to me.

I remember being pretty bored with it until I got to a shrine that required motion controls. At that point, I shut the game off, played Mario Odyssey instead and was immediately having fun with it.

There are a lot of differences between BotW and an Ubisoft open world game that add up to make a really different experience. It's a lot less driven by chasing down icons that the game places on the map for you, for example, and also much less driven by formalized, multi-step quests. One of the things that really illustrates the difference is in how the towers you climb work. Rather than placing icons on your map for you, they serve as a vantage point for you to look out with your magic telescope iPad and place some icons for yourself. I really like that added element of player agency in the exploration, and I think that's one of the major differences.

That said, the motion control shrines can gently caress right off. Thankfully there are very, very few of them and you're never actually required to do them, but they still suck.

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?


The movie where for a long time everyone told me "No maaaan, the producer's cut is so much better, it's the real way that movie shoulda come out!"

And then I hated it even more than the hacked up turd of the original release.

Roth
Jul 9, 2016

Harrow posted:

There are a lot of differences between BotW and an Ubisoft open world game that add up to make a really different experience. It's a lot less driven by chasing down icons that the game places on the map for you, for example, and also much less driven by formalized, multi-step quests. One of the things that really illustrates the difference is in how the towers you climb work. Rather than placing icons on your map for you, they serve as a vantage point for you to look out with your magic telescope iPad and place some icons for yourself. I really like that added element of player agency in the exploration, and I think that's one of the major differences.

That said, the motion control shrines can gently caress right off. Thankfully there are very, very few of them and you're never actually required to do them, but they still suck.

I guess calling it an Ubisoft open world game is way too harsh, but that's just the closest thing I could think of when describing what playing that game felt like for me.

There was just a point where I felt like I was crossing things off a checklist, which weirdly didn't happen with Odyssey for me. Maybe it's because I found the core gameplay of Odyssey to be really engaging outside of it being a means to complete objectives, whereas I didn't like Zelda's combat and puzzles. It might just be the kind of thing where I need to play more of it to really "get" it.

Harrow
Jun 30, 2012

Roth posted:

I guess calling it an Ubisoft open world game is way too harsh, but that's just the closest thing I could think of when describing what playing that game felt like for me.

There was just a point where I felt like I was crossing things off a checklist, which weirdly didn't happen with Odyssey for me. Maybe it's because I found the core gameplay of Odyssey to be really engaging outside of it being a means to complete objectives, whereas I didn't like Zelda's combat and puzzles. It might just be the kind of thing where I need to play more of it to really "get" it.

I think what's weird is that Breath of the Wild is one of the very few open world games where I didn't feel that way, possibly because there wasn't really a list of things to check off. Normally, I don't like to just wander off in a direction and do stuff (like some people enjoy in Bethesda open world games), but I was happy to do so in BotW. I can't really identify why, though. Maybe it just comes down to the general feel of the game clicking for me in a way that it didn't for you.

That said, I can totally understand not really getting into the flow of the game. I think with games that were received so well and so widely there can be a perception that it's a game everyone would like, but that's not really ever the case and there are plenty of reasons not to click with it.

Microcline
Jul 27, 2012

Roth posted:

I guess calling it an Ubisoft open world game is way too harsh, but that's just the closest thing I could think of when describing what playing that game felt like for me.

There was just a point where I felt like I was crossing things off a checklist, which weirdly didn't happen with Odyssey for me. Maybe it's because I found the core gameplay of Odyssey to be really engaging outside of it being a means to complete objectives, whereas I didn't like Zelda's combat and puzzles. It might just be the kind of thing where I need to play more of it to really "get" it.

Ubisoft open world games are just a modernized Rare collectathon where each game has only one level (e.g. Ancient Egypt world, tropical island world, pirate world...)

Roth
Jul 9, 2016

Microcline posted:

Ubisoft open world games are just a modernized Rare collectathon where each game has only one level (e.g. Ancient Egypt world, tropical island world, pirate world...)

Why would you say something so controversial, yet so brave?

Ghostlight
Sep 25, 2009

maybe for one second you can pause; try to step into another person's perspective, and understand that a watermelon is cursing me



Hattie Masters posted:

With regards to durability chat, I'd like to throw two games out there: Dark Cloud and Dark Chronicle (AKA Dark Cloud 2). In both, Durability of your weapon is something that you are able to keep track of at all times, and you are expected/required to have a lot of weapons on you at any given moment. Now, in both of them having a decent supply of the weapon repair item on you is a smart choice, but it is incredibly unlikely that you will be left up poo poo creek without a paddle.

I'll admit to prefering Dark Chronicle's implementation of the system, because in Dark Cloud if your weapon broke it was straight up gone forever, which meant that you could put a lot of resources into a weapon only for it to be gone forever, whereas in the sequel it just became useless and could be repaired later. But my point still stands: It's something you can keep track of, it only punishes you for poor planning, and you're unlikely to be left completely and utterly hosed over because you are expected to have backups.
I think something that really helped that system was that both games were built around doing relatively short dungeon (essentially) runs and then going back to town to make new buildings/do crafting to progress, so there's a built-in downtime where you can do maintenance/level-ups. You also wanted multiple weapons for different purposes, so it was never a case of just loading up with largely identical but lesser powered backups (although you could) because you would already have other weapons you were maxing out but had specialised for different monsters.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

Hattie Masters posted:

With regards to durability chat, I'd like to throw two games out there: Dark Cloud and Dark Chronicle (AKA Dark Cloud 2). In both, Durability of your weapon is something that you are able to keep track of at all times, and you are expected/required to have a lot of weapons on you at any given moment. Now, in both of them having a decent supply of the weapon repair item on you is a smart choice, but it is incredibly unlikely that you will be left up poo poo creek without a paddle.

I'll admit to prefering Dark Chronicle's implementation of the system, because in Dark Cloud if your weapon broke it was straight up gone forever, which meant that you could put a lot of resources into a weapon only for it to be gone forever, whereas in the sequel it just became useless and could be repaired later. But my point still stands: It's something you can keep track of, it only punishes you for poor planning, and you're unlikely to be left completely and utterly hosed over because you are expected to have backups.

I forgot Dark Cloud 2 had a durability system. Hell, I've forgotten a lot about Dark Cloud 2. I got the digital version on PS4 in hopes of finishing it this time around, and I keep meaning to play it, but I haven't found time.

Ghostlight posted:

I think something that really helped that system was that both games were built around doing relatively short dungeon (essentially) runs and then going back to town to make new buildings/do crafting to progress, so there's a built-in downtime where you can do maintenance/level-ups. You also wanted multiple weapons for different purposes, so it was never a case of just loading up with largely identical but lesser powered backups (although you could) because you would already have other weapons you were maxing out but had specialised for different monsters.

I remember, though, that you could miss out on some of the upgrades/weapons if you forgot to photograph certain bosses or get certain items. That might be what's keeping me from starting it right away: making sure I don't miss anything.

Also, Sphera.

Roth posted:

I've seen plenty of people talk about how Breath of the Wild is a huge leap forward, and I don't get it because a lot of the game just feels like an Ubisoft open world game to me.

I remember being pretty bored with it until I got to a shrine that required motion controls. At that point, I shut the game off, played Mario Odyssey instead and was immediately having fun with it.

I made it as far as Impa's house while playing Breath of the Wild, but I still haven't felt the desire to pick it up again. I don't know what it is that puts me off from it. If anything, I liked the opening of it a lot. Trying to travel from the destroyed temple to Impa's village was fun, since it seemed like it captured that notion that traveling exhausts you and puts you at risk of being killed by monsters, so you have to be really careful when fighting and remember to find food and supplies when you need them.


Yardbomb posted:

The movie where for a long time everyone told me "No maaaan, the producer's cut is so much better, it's the real way that movie shoulda come out!"

And then I hated it even more than the hacked up turd of the original release.

Having only watched Phelous video on Halloween 6, the producer's cut struck as being a interesting watching experience since (presuming it was the original leaked/bootleg version), the muddy visuals and poor quality of the footage give eerie vibe to it.

Max Wilco fucked around with this message at 02:03 on Oct 31, 2018

Impermanent
Apr 1, 2010
I liked the weapon breaking. it made traversal interesting and I felt like I was constantly using resources that i needed to keep track of. Plus, it made me use weapons i wasn't used to, especially in the early game. I liked it less as the game constantly started throwing very powerful weapons at me and had me interact with the weapon breaking system less.

Pants Donkey
Nov 13, 2011

Weapon durability I can take or leave, but the old bad thing in FE is permadeath. While I’m glad there’s an option to turn it off, it’s a very lazily implemented mechanic that’s been practically untouched since the beginning. For 90% of players it just adds an extra failure trigger to levels (“Don’t let anybody die unless it’s some new person that you have no intention of using”) and there’s so much more you could do with it. Lose a character another character had a high support with? Well that character goes into a berserker rage when fighting whatever killed them. Or maybe they get a general buff but take more damage from whatever weapon killed their friend/spouse.

The kind of poo poo that creates a more memorable, unique experience than “Oh Bob died in my game because I already had a good archer and I didn’t feel like starting the level over.”

dmboogie
Oct 4, 2013

Pants Donkey posted:

Weapon durability I can take or leave, but the old bad thing in FE is permadeath. While I’m glad there’s an option to turn it off, it’s a very lazily implemented mechanic that’s been practically untouched since the beginning.

i like fe's permadeath except for when one of my guys gets crit at the end of a long mission; which is why Echoes' turn rewind function is one of the best new ideas to be added to the series

anyways i agree that they could do more with it but i feel like "an extra failure condition" is all it really needs to be

Trojan Kaiju
Feb 13, 2012


It may be because I got into Fire Emblem with 7, but I always felt permadeath was pretty important to the series. It combines with the individuality of the characters to make it feel like a harder fail state. Often times it's changes to either this system and/or the support system that ultimately damage some of the games, for me. One of the faults (and I'm stressing this is just one, there are a lot of faults) with Shadow Dragon is that permadeath doesn't really matter because you'll just get replacement units. In fact, you're encouraged to get your characters killed to fill in the requirements for extra chapters.

And then you're less likely to care about the characters dying in a game like Radiant Dawn, where any new character like Leonardo or Vika basically doesn't matter because the support system is entirely gutted.

Pants Donkey
Nov 13, 2011

The support system in Fates was some real square peg/round hole poo poo. I get that it’s a big part of why the series came back from the brink, but geez was that some slapped on poo poo.

Even worse is that the game had only two queer pairings, which were exclusive to different versions so I hope you like the version with the pairing that you want. And you also don’t produce a child from it, which...playing the realism card is pretty loving bold when the game has a Plane of Accelerated Aging so you can send your son or daughter into war.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

WampaLord posted:

Also the diehard Shenmue fanboys who get mad every time he (correctly) points out that having to wait around in real time for in game time to pass to complete objectives was one of the worst game design decisions ever made.

That's not really true though for most fans, because Shenmue 2 fixes that problem.


Jimbot posted:

Breath of the Wild's durability was kind of neat conceptually if you looked at it as a game about being passive and avoiding combat. It actively punishes you for engaging in combat.

No it doesn't, the point is to kill that motherfucker, take his weapon and use that to kill the next guy. There's zero reason you shouldn't constantly have a full bag of weapons to choose from just by looting everything in sight.

RareAcumen
Dec 28, 2012




Breath of the Wild is the Paper Mario: Sticker Star of Zelda games.

adamcantsleep
Mar 20, 2016

poparena posted:

Got a new Nick Knacks in time for Halloween, this time on the unsold pilot U.F.O. Kidnapped, starring the cast of You Can't Do That On Television. I also recently did a trilogy of videos on some of the less-loved Halloween films, namely Halloween 4: The Return of Michael Myers, Halloween 5: The Return of Michael Myers, and Halloween: The Curse of Michael Myers.

The Halloween series is interesting stuff, sweet pop! One question: where did you find out that fascinating little tidbit that Donald Pleasence had conceived of that new, darker backstory about Loomis abusing Michael for part V? I haven't seen it mentioned in any interview with Pleasence or the supplemental footage on the DVD.

It's interesting because Pleasence hated the script and I do remember him talking about conflicting views with director Dominique Othenin-Girard on how to play Loomis. Pleasence had alluded to not taking Othenin-Girard's direction and playing the part the way he wanted to regardless. This would explain why Loomis seems to have a cruel streak and is acting so abusive to Jamie in most scenes with her. I just assumed this was down to the direction which Pleasence so objected against--the actor stated he'd preferred the more sympathetic writing of Loomis in 4; I assume this gentler Loomis is why he praised the script for 6 as much as he did. It looks like the off-the-rails performance--more OTT than the actor ever had been in the series--and violent/terrifying demeanor was Pleasence's choice after all.

Andrast
Apr 21, 2010


Pants Donkey posted:

Weapon durability I can take or leave, but the old bad thing in FE is permadeath. While I’m glad there’s an option to turn it off, it’s a very lazily implemented mechanic that’s been practically untouched since the beginning. For 90% of players it just adds an extra failure trigger to levels (“Don’t let anybody die unless it’s some new person that you have no intention of using”) and there’s so much more you could do with it. Lose a character another character had a high support with? Well that character goes into a berserker rage when fighting whatever killed them. Or maybe they get a general buff but take more damage from whatever weapon killed their friend/spouse.

The kind of poo poo that creates a more memorable, unique experience than “Oh Bob died in my game because I already had a good archer and I didn’t feel like starting the level over.”

Permadeath is really important to how FE plays. Without it the games are a lot simpler and easier because you can always just brute force yourself through difficult spots by sacrificing some units.

Having to be really protective of your units adds a lot to the tactical depth of the game. Doing an ironman run when you know what you are doing is also really fun.

(They should remove those bullshit 3% crit chances from enemies though).

Permadeath is a cool failure condition because it's an optional failure condition.

Andrast fucked around with this message at 07:13 on Oct 31, 2018

poparena
Oct 31, 2012

adamcantsleep posted:

The Halloween series is interesting stuff, sweet pop! One question: where did you find out that fascinating little tidbit that Donald Pleasence had conceived of that new, darker backstory about Loomis abusing Michael for part V? I haven't seen it mentioned in any interview with Pleasence or the supplemental footage on the DVD.

Nothing directly from Pleasence himself, but in the Halloween 5 documentary in the complete collection box set, Don Shanks, who played Michael Myers in Halloween 5, recounts Pleasence talking about this backstory information while filming the climatic confrontation between Myers and Loomis.

Microcline
Jul 27, 2012

Andrast posted:

Permadeath is really important to how FE plays. Without it the games are a lot simpler and easier because you can always just brute force yourself through difficult spots by sacrificing some units.

Having to be really protective of your units adds a lot to the tactical depth of the game. Doing an ironman run when you know what you are doing is also really fun.

(They should remove those bullshit 3% crit chances from enemies though).

Permadeath is a cool failure condition because it's an optional failure condition.

Some players treat it as a tactical RPG like XCOM, accepting losses and not resetting.

In what I'll call the "traditional" approach (as it's most often associated with Fire Emblem), losing a unit is treated as a loss condition so each level becomes like a puzzle box, often with optional challenges to rescue villagers and save towns.

Then there's the JRPG approach, where it's about watching numbers go up on your anime supersoldiers.

So depending on the player's style Fire Emblem is actually three games and can't satisfy all three approaches at once.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe

Harrow posted:

haven't played RDR2 yet so I don't know if it's actually doing that well or if it really is just tedious.


You craft bullets in a multi stage process. One at a time.

DoctorWhat
Nov 18, 2011

A little privacy, please?
The issue with Fire Emblem-as-puzzle-box is that random misses and crits can decimate your best-laid plans.

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Mokinokaro posted:

You craft bullets in a multi stage process. One at a time.

Just hold down X and they'll tick through quite fast.

Andrast
Apr 21, 2010


DoctorWhat posted:

The issue with Fire Emblem-as-puzzle-box is that random misses and crits can decimate your best-laid plans.

Really low chance enemy crits suck (and should be removed) but an element of luck is pretty important to games like that imo. Randomized level ups and misses make it so that not every run though the game or mission is the same.

Harrow
Jun 30, 2012

Andrast posted:

Permadeath is really important to how FE plays. Without it the games are a lot simpler and easier because you can always just brute force yourself through difficult spots by sacrificing some units.

Having to be really protective of your units adds a lot to the tactical depth of the game. Doing an ironman run when you know what you are doing is also really fun.

Yeah, this is why I play Fire Emblem games with the permadeath on. I like needing to protect my units--even though I'm one of those "reset if a unit dies" scrubs, it still makes me play differently than I would if I could just sacrifice units for easy wins.

Fire Emblem Fates had a truly garbage story but the Conquest campaign had some of the most fun maps I've ever played in a tactical RPG. I decided to play it on Hard with permadeath on and making it to the end with no deaths (a ton of resets, sure, but no deaths) felt so goddamn good. I appreciated that the challenge in Conquest came from the enemies having nasty skill combinations so that maps really were like tactical puzzles more than anything. Good poo poo.

Bakeneko
Jan 9, 2007

I wouldn’t have been able to play a Fire Emblem game with permadeath. I’d find it way too stressful and annoying having to play through the same stages over and over until I did it perfectly.

That said, I like how they handled it in the more recent games by making it a one-time choice at the beginning of the game. That way, both old-school and new players can play the game the way they want, but it’s not as simple as just changing modes on a whim so if someone does still want to go for the harder option that choice still means something.

Sephyr
Aug 28, 2012
I remember playing Suikoden 2 and having a character perma-die during one of their weird (but oddly fun) mass battles. Fastest reset I ever hit.

Not gonna cheat me out of getting the full 108 stars on a 'supposed to lose' battle, game!

Jimbot
Jul 22, 2008

Neddy Seagoon posted:

No it doesn't, the point is to kill that motherfucker, take his weapon and use that to kill the next guy. There's zero reason you shouldn't constantly have a full bag of weapons to choose from just by looting everything in sight.

Still a bad system that didn't need to be there. The game could have unbreakable weapons and you'd still have the same experience. In fact, it would be better because inventory management wouldn't be a thing. Less clutter to worry about.

Alaois
Feb 7, 2012

the virgin Fire Emblem, with weapon degradation, gameplay-based permadeath and rng critical hits

the chad Banner Saga, with sturdy equipment, deaths caused only by your narrative choices and deterministic combat

Neddy Seagoon
Oct 12, 2012

"Hi Everybody!"

Jimbot posted:

The game could have unbreakable weapons and you'd still have the same experience.

No you wouldn't, because players would immediately pick a single weapon and stick with it the entire game.

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Jimbot
Jul 22, 2008

Oh the humanity.

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