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Being able to do what you can do with Riki is great, Being able to litteraly fling Poppi at anything and make its HP bar vanish in 'Blade 2 is great. All playable nopon are great.
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# ? Oct 13, 2020 14:46 |
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# ? Apr 25, 2024 17:36 |
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# ? Oct 15, 2020 17:17 |
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Oof, Argate, how long did it take to get those shooting stars to show up again after you picked up all the sidequests in Alcamoth? (There is a UM who only shows up during a meteor shower, and those things never show up when you want them too. Similar to that one UM in Gaur Plain that I forget the name of who only spawns in a thunderstorm.)
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# ? Oct 15, 2020 18:49 |
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I legitimately had no idea that shooting stars were a thing at Eryth Sea, much less that there's a UM that spawns under those conditions. That'll be a fun one if I ever go back to do UM cleanup.
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# ? Oct 15, 2020 18:51 |
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...I didn't know you could turn around in the upper level of the palace to get to that balcony. I always thought it was a cutscene-only area.
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# ? Oct 15, 2020 20:31 |
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Sabot's are shoes, or a mechanism for firing a bullet a certain way. Also don't be lazy, get Sharla's heart to hearts.
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# ? Oct 15, 2020 23:07 |
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I think the Dive Sobat is a play on the Rolling Sobat, which is a kind of jumping spin-kick.
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# ? Oct 16, 2020 06:32 |
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Commander Keene posted:...I didn't know you could turn around in the upper level of the palace to get to that balcony. I always thought it was a cutscene-only area. The cutscene balcony is a different one, you can get to it (IIRC) by the transporter in the audience chamber.
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# ? Oct 16, 2020 11:32 |
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# ? Oct 19, 2020 17:45 |
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Apparently Steve Antiqua was into eugenics.
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# ? Oct 19, 2020 20:03 |
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Commander Keene posted:Apparently Steve Antiqua was into eugenics. Or maybe just selective crossbreeding?
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# ? Oct 20, 2020 19:39 |
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Commander Keene posted:Apparently Steve Antiqua was into eugenics. He also programmed his AI to be condescending instead of answering legitimate questions. "Never mind, look you're here for the shiny right?"
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# ? Oct 21, 2020 05:14 |
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I mean, that sounds like par for the course for the High Entia.
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# ? Oct 21, 2020 08:08 |
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# ? Oct 22, 2020 18:16 |
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Haven't watched the video yet, but that picture brings me joy. Hug the spiky pineapple.
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# ? Oct 22, 2020 18:19 |
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Reyn ain't smart
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# ? Oct 22, 2020 20:03 |
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Always hated this dungeon. The climbing is so slow and there's a lot of it.
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# ? Oct 22, 2020 20:44 |
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loving love Fiona Apple posted:Always hated this dungeon. The climbing is so slow and there's a lot of it. And, as mentioned, if you die, get ready to do it all over again! "But the enemies are largely a joke because you're probably over-leveled." Well, the bottomless pits are level 999 and never miss.
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# ? Oct 22, 2020 21:22 |
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Weeble posted:Haven't watched the video yet, but that picture brings me joy. Have the full raw frame then, because this picture never ceases to make me smile.
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# ? Oct 23, 2020 00:17 |
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For the record the cut version at ~11:50 isn't, not that you're talking over it all that much.
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# ? Oct 23, 2020 01:55 |
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Ah drat, I just checked my project file and saw that I cut the audio to move it down to the uncut audio track, but I never actually moved it.
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# ? Oct 23, 2020 02:07 |
I'm morbidly curious now what the full story is behind Xenosaga and it turning into an utter clusterfuck.
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# ? Oct 23, 2020 02:46 |
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The Sandman posted:I'm morbidly curious now what the full story is behind Xenosaga and it turning into an utter clusterfuck. God, I wish I could find that blog post Soraya Saga wrote about "here's all the poo poo I wanted to do in Episode II/III before I got fired", but it seems to have been scrubbed from the internet, and for probably good reason, because I did a fairly lovely job of summarizing it in the video. The development of the 'Saga trilogy, to the best of my understanding having lived through it game-by-game, seems to be analogous to the Star Wars Sequel Trilogy, in that every game was a radical course correction reaction to the previous installment based on what the Namco brass thought would sell best, and utterly ignoring the fans going "No, just stop loving with it." ...Albeit without all the Nazis who came out of the woodwork with Star Wars. Episode I was the purest, most distilled from of Xenosaga. It was the game Tetsuya Takahashi wanted it to be, the game he left SquareEnix to make, the game he thought joining Namco would give him the freedom to make. He quickly found out that he'd swapped one lovely master for another and Namco wasn't his new friend after all. Episode I was also boring as poo poo, up its own rear end convoluted, simultaneously unsubtle and too subtle about things by half, and was actually cut in half because the original trailer Monolith put out for the game featured stuff that didn't show up until deep into what became Episode II, notably the fight between Jin and Margulis and Proto-Ω--neither of which show up in Episode I. After the game dropped, Namco panicked when the reception it got was "it's slow paced, boring, heady, all the anime people look weird, and it's awkwardly silent for 90% of the time you're with it." So going into Episode II, Namco upended the whole formula. The game was made to be more whiz bang action-oriented. Things happened at a breakneck pace now with ZERO subtlety. The literal encyclopedia that came with the first game was thrown out and everything was dumbed down to the point where it wasn't needed anymore. Everyone got a makeover to try and make them look more realistic and they all wound up falling into the uncanny valley. And Yasunori Mitsuda and his ponderous soundtrack was turfed in favor of Yuki Kajiura's hyperactive techno tracks for the cutscenes and Shinji Hosoe's literal plinky dinky midi files for the overworld and dungeons. Fans who loved the first game wanted none of this poo poo. And potential new fans coming in fresh to Episode II encountered a game that was broken both in gameplay and in overall presentation because you could actually see the splinters of what they tried to bash away from Episode I still sticking out of it. When Episode II bombed, Namco panicked yet again and put a gun to Monolith's head and went "You get one more game. Finish your story and don't make it suck this time, then get out." Again, more radical changes to the formula for Episode III, trying to hold on to what worked (Yuki Kajiura), and punting what didn't (Shinji Hosoe, Ep 2 director Kou Arai, that whole "gently caress off, Soraya, we don't need your whole 'actual script and outline for the series'" thing). The characters were redesigned again and became horrifying human-anime hybrids. The script got heady again and fished a bunch of rejected Soraya plot points up out of the ocean. However, because Namco cut their budget and crunched their development time, you wound up with stuff like literal plot-breaking cutscenes that happen in the gameplay engine with minimal animation so it looks like a drat puppet show. Despite everything, Episode III was hailed as the best of the trilogy, but by that point the damage had been done and the wound was fatal. Namco dangled the prospect of "Well, if Episode III sells well, we could sign off on an Episode IV", but it didn't and the series died on a whimper fart after being announced from the mountain tops with blaring trumpets. The bottom line is it was a combination of Tetsuya Takahashi and his crew still not knowing how to make a complete and satisfying game yet, and Namco just not knowing what the gently caress to do with this weird spacey Isaac Asimov novel of a video game project and just sloshing from reactive panic to reactive panic until the series died of septic shock. There is a happy ending to the story though. Namco and Takahashi eventually mutually told one another to gently caress off and Nintendo swooped in, hired all the Monolith staff and went "You know, I like you, kid. You're the same kind of weird I pretend to be to try and fool people into thinking I'm not a wizned dinosaur in a business suit. I'm gonna let you make whatever the gently caress you want, unsupervised." And that's how we got Xenoblade Chronicles -- The One Game Tetsuya Takahashi Got Right. nine-gear crow fucked around with this message at 09:18 on Oct 23, 2020 |
# ? Oct 23, 2020 04:45 |
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nine-gear crow posted:(Top grade good posting) Could you put that in a video or a blog post somewhere? I feel like that's vital information that needs to be spread across all known parts of the Internet.
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# ? Oct 23, 2020 21:53 |
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I just want all this poo poo compiled somewhere, Tetsuya Takahashi's eternal struggle to write his six part Magnum Opus about Gnosticism and Humanity and Giant Robots. Some of its in Japan-only databooks and some of it is in old interviews on dead websites and some of it is in a podcast I can't find anymore. Did you know there's a Japan-only cellphone game that takes place a century before Xenosaga? I didn't! There's just so much stuff going on under the hood.
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# ? Oct 23, 2020 22:48 |
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The centralization of information in one place for convenience, the idea seems to be frowned upon, or maybe foreign, to a lot of these complicated Japanese stories. It's really frustrating.
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# ? Oct 24, 2020 11:53 |
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That seems to be a thing with Japanese games. Want to know the backstory of an important NPC? Better watch the Japanese only stage play!
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# ? Oct 24, 2020 14:04 |
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"Despite all our high technology, we never could figure out gene splicing." - Well, they did seem to figure out the solution, which seems to be breeding in Homs genes. The High Entia Tomb is a really original take on a "tomb". High tech, brightly lit and cheery.
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# ? Oct 24, 2020 19:45 |
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Stabbey_the_Clown posted:"Despite all our high technology, we never could figure out gene splicing." - Well, they did seem to figure out the solution, which seems to be breeding in Homs genes. I mean, technically, graveyards are brightly lit and cheery when the sun is out! It has been mentioned that the High Entia Tomb is no longer in use. So was the HET once a huge Matrix-style tomb for dead bird people? Or was it a burial ground for royals? They way it's framed, it seems to just be used as a trial for future Emperors, but they definitely have strong defenses against potential graverobbers(?). Prison Island seems like the Alcatraz of this universe, but, again, I don't recall seeing mention of it being used for that purpose, seeing as their holding cells in the city seem to double as conference rooms.
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# ? Oct 24, 2020 20:28 |
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Seeing as we've only seen Shulk and co. detained, and it was more of a "let's keep these guys in one place until we can learn a little more about them" deal, I dunno if we can say much about their prison system yet. E: Like this is the equivalent of the TSA taking someone in for questioning, they don't stick you in Alcatraz (or even regular jail) for that, AFAIK.
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# ? Oct 24, 2020 21:34 |
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nine-gear crow posted:God, I wish I could find that blog post Soraya Saga wrote about "here's all the poo poo I wanted to do in Episode II/III before I got fired", but it seems to have been scrubbed from the internet, and for probably good reason, because I did a fairly lovely job of summarizing it in the video. Oh, I found it. I showed it to Argate earlier tonight, and holy gently caress it is an absolutely brutal read. Also for those of you asking for compilations of "Why did Xenosaga...", this blog is apparently the answer to your prayers.
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# ? Oct 25, 2020 06:13 |
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Question 15 is heavy, goddamn!
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# ? Oct 25, 2020 06:17 |
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Stabbey_the_Clown posted:The High Entia Tomb is a really original take on a "tomb". High tech, brightly lit and cheery. It's what I've always wanted sewer levels to be. I don't get why we keep getting sewer levels that're awful slogs to trudge through.
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# ? Oct 26, 2020 04:29 |
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RareAcumen posted:It's what I've always wanted sewer levels to be. Because game developers hold a lot of contempt for their customers.
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# ? Oct 26, 2020 13:38 |
I wouldn't be surprised if a lot of developers in their heart of hearts think "I know sewer levels in other games have been universally terrible, but this time, this time I've finally come up with the perfect formula to make a sewer level that doesn't suck." And they're always wrong.
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# ? Oct 26, 2020 14:03 |
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could you consider the Metro 20XX games essentially one long sewer level? they're pretty fun
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# ? Oct 26, 2020 14:58 |
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# ? Oct 26, 2020 19:28 |
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Sally posted:could you consider the Metro 20XX games essentially one long sewer level? they're pretty fun Aren't they also rail shooters?
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# ? Oct 27, 2020 00:37 |
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aahahaa yeah i suppose they are. but i like that you can stop your railcar and get out when you want
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# ? Oct 27, 2020 00:48 |
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# ? Apr 25, 2024 17:36 |
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Ahahahaha, another meteor shower. On the one hand, makes the cutscenes look really nice. On the other hand, you missed another shot at that one UM who only spawns during them.
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# ? Oct 27, 2020 22:33 |