- Joined
- Feb 15, 2020
Neat. Shenmue seems like a particularly good series for language learning since it's open world like a simulated immersion experience.Maybe Mario Grianni could teach you some.
In the Japanese dub specifically.
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Neat. Shenmue seems like a particularly good series for language learning since it's open world like a simulated immersion experience.Maybe Mario Grianni could teach you some.
In the Japanese dub specifically.
That was actually referring to how, in the Japanese dub, Mario mixed Italian "amico" and "signora" up with the Spanish "amiga" and "signorita". Not a huge difference, but still wrong - and if you're a bilingual in Burgerstan, you definitely will notice it's wrong.Neat. Shenmue seems like a particularly good series for language learning since it's open world like a simulated immersion experience.
Still an absolute banger almost a quarter of a century later:I just finished GTA 3 for the first time a couple of minutes ago. I've played it before but never actually completed the game. Even 24 years later, I still think there's a lot of substance to it, even if it's pretty primitive and feature-lacking compared to GTA's after it. The story was pretty good too. Overall, I had a good time with it, even though there were a lot of missions that were utter bullshit and enraging (I would've completed the game a lot quicker if I didn't get stuck a couple of missions).
I liked the added challenge and improved graphics, but yes it didn't really have the charm of the NES one. I still played the hell out of both of them. Supposedly this game is influenced by the Punch-Out!! series, so it's on my radar:I've been playing Super Punch-Out!! on the SNES and it's easy to see why it's overshadowed by its NES counterpart. In addition to no Doc or anything like that, it's hard as balls.
I agree. I think it was originally conceived as a Nintendo Playstation title, and they had to scale down the scope of the project. There were plans for more playable characters and stuff so I think it was supposed to be a bigger game in general, it's kinda short and the world is small. I'd love to see it remade using the original design documents, if they were preserved.So I just finished playing Chrono Trigger a couple weeks ago (emulated, of course) and man, what a work of art. The quality of the sprites, the music, the designs made by Toriyama himself, the story that is actually interesting and well-paced, and many things more. Peak after peak after peak, no wonder that people always say that it's one of the greatest RPGs ever.
My only criticism is that 2300 A.D feels a little barren when compared to the other dates. It makes sense, but I just live post-apocalyptic settings and would've liked to see a little more of it
I've never heard that, I know Mother 3 had a bunch of stuff that got cut since it was planned for a different system. On that note, it really saddens me what TCRF has become, the faggified logo has become permanent. Oh well; I never liked all-encompassing wikis anyway.I agree. I think it was originally conceived as a Nintendo Playstation title, and they had to scale down the scope of the project. There were plans for more playable characters and stuff so I think it was supposed to be a bigger game in general, it's kinda short and the world is small. I'd love to see it remade using the original design documents, if they were preserved.
I'm pretty sure I'm right, hopefully I'm not talking out my ass lol. Yeah, Mother 3 is almost a different game from Earthbound 64. As for TCRF, RIP. I hate faggots, they ruin everything.I've never heard that, I know Mother 3 had a bunch of stuff that got cut since it was planned for a different system. On that note, it really saddens me what TCRF has become, the faggified logo has become permanent. Oh well; I never liked all-encompassing wikis anyway.
Joy to Key is your best bet.
there is a thread in the discussions saying it doesn't work...Joy to Key is your best bet.
Did you try using AutoHotKey? It's a tad more complicated to set up than Joy to Key, but you can use an LLM to write you a script with the keybindings you wish to change. You can do some pretty neat stuff in it.there is a thread in the discussions saying it doesn't work...
Double posting, but it's relevant. Chrono Trigger started life as part of Secret of Mana. See, Secret of Mana was supposed to be a much larger game on the SNES CD. However, Nintendo completely screwed the pooch and left Square hanging. This is one of the big reasons that the story in Secret of Mana feels weird and disjointed, because it's basically half a story. The remainder got recycled into Chrono Trigger, which they had more time to finish.I agree. I think it was originally conceived as a Nintendo Playstation title, and they had to scale down the scope of the project. There were plans for more playable characters and stuff so I think it was supposed to be a bigger game in general, it's kinda short and the world is small. I'd love to see it remade using the original design documents, if they were preserved.
It's like a crazy quilt of stories which feel disjointed, which isn't helped by the build-a-map system which is almost literally crazy quilt. Places are referenced in-story for which you haven't found their artifact and haven't placed on the map yet. There's no guarantee you'll be able to place every artifact on the map, or that some placements won't negate questlines.One of the most common complaints is that the game doesn't really have a main plot, just a bunch of sidequests.
I'll have to give it a watch!Quick side note. One of the big 3 arcs (the Jumi arc) actually got a 13 episode anime. For being an adaptation of an obscure, mediocre game, it manages to be both surprisingly high quality and mostly faithful to the story.
Yeah I loved playing the sprite from Secret of Mana because of all the spells he'd get. Magic musical instruments with only one spell each was pretty disappointing, and they were weak spells which didn't do much. Pretty though. The weapons were similarly disappointing, just bash and go.Combat is... okay. The biggest problem is the sheer volume of fake depth. There's a combo system that sounds theoretically cool. By chaining certain attacks, you can keep going without interruption. In practice, it's clunky and impractical. There are dozens of active combat abilities like blocks and dashes, but you can only use 2 at once. There are hundreds of weapon skills, but you can only equip up to 4, and the slots are shared with spells. Why yes, this game did come out the same year as Chrono Cross, why do you ask? The magic system is just single button spells based on equipment. No ring system. They're basically useless. And in the same vein, there's something like a dozen different weapon types, and none of them really matter. Just hit stuff until it dies.
Whenever I see this game anywhere, I have flashbacks to wandering the toyland junkyard trying to find the next scene or boss fight. It's not just you, all the levels are labyrinthine. The game is gorgeous but it's also difficult to remember landmarks. Hell was pretty bad for this too.The level design is AWFUL. Every dungeon is a twisting labyrinth of pain and misery. When I first started playing, I thought the remake option to turn off random encounters was just cheese, but I honestly don't know if I could've made it through the game without it. Even with detailed maps and step by step directions, I often found myself getting hopelessly lost and having to resort to video guides. That said, I have a history of being navigationally retarded, so this one might be just me.
The tarot cards with their cryptic meanings is a great symbol for this mess.The crafting system. FUCK me, the crafting system. It's the most opaque, counterintuitive thing I've ever seen. You WILL NOT be able to do anything useful without a guide, period. And even after spending hours on it, I still barely understand what's going on. The game explains NOTHING, and the mechanics aren't even slightly discoverable through trial and error. It's a mess. However, you can break it harder than Skyrim if you know how.
Perfect summary for pets, golems and crafting.But honestly, it's just way more trouble than it's worth, because so little actually matters in this game.
The hit or miss localization really doesn't help, either.Here's an example. One of my favorites is the time the game gives you a "hint" to go talk to Amalette. Amalette? Who the FUCK is Amalette? They're not in the character encyclopedia. Oh, it's the Pelican. Did anyone EVER refer to her as Amalette? That name doesn't even show up under the encyclopedia entry. What, you weren't keep meticulous hand written notes of every single conversation in a 60 hour game? Fuck if I remember whether there was a single line like 20 hours ago that used her real name rather than one that everybody actually uses.
I played this on PS1. Probably why I never picked up this game again.The game feels like it's constantly making up new rules and not telling you about them. The Dudbear treasure dig is one of the most obtuse things I have EVER seen in a game, requiring you to trade finite to certain characters, then to trade those items for other items, and those items for other items again. All these characters wander around, look exactly alike, and speak a foreign language. And you CAN permanently fail it.
I cannot IMAGINE trying to do the FUCKING crab stomping quest in the original that didn't allow you to save scum. You have to touch a bunch of jittery, fast moving crabs in a specific order that's hard to pull off even with a video guide. And again, you can permanently fail it.
This really doesn't encourage exploration, either.There are DOZENS of things that are permanently missable, in all sorts of weird and subtle ways. Even working along with a step by step guide, I STILL missed a quest that I can't go back for. I known which one, but not how or when.
This can't be understated. You'll feel like you're doing your taxes between quests.Now you might say, get off my lawn, you damn kids. Can't get anywhere without a compass and magic map marker GPS like us real old school gamers.
Well... no. I grew up on the classic JRPGs. FF6, Chrono Trigger, Mario RPG, and the older Mana games. And sure, they had some weird, obscure secrets. Things that would be difficult to figure out without a guide, like the Cursed Shield or the Lazy Shell. But none of them felt like they were CONSTANTLY trying to trick you, to force you to tread and retread EVERY LAST INCH of the game over and over to try to figure out what you were supposed to do next. The World of Ruin in FF6 was an open-ish world that came several years earlier and wasn't nearly this much of a clusterfuck.
If your entire game is going to be sidequests, maybe make sure that doing them doesn't feel like prison labor. Seriously, if you play this game, PLEASE just use a guide.
Remasters are cash-ins. They generally slap some graphics upgrades on and call it a day. The writing is seldom edited for clarity, which this game could've sorely used.I honestly don't know why they didn't change more in this remake. The Mana game that needed the most work, this one, got almost nothing. The Mana game that only needed some light touch tweaking, Trials, got a comple overhaul, not always to its benefit. The ironing.
Yeah, this is why I haven't picked this game up again.Yeah, you have to backtrack dungeons too, because sometimes they just suddenly spawn quests for no reason. And sometimes you need a specific NPC with you, and sometimes you need no NPC with you, and the game will never give ANY indication that something was supposed to happen unless you just know ahead of time what you were supposed to do. I've had times where I was following a video guide and it still took me a sold hour to find some obscure side condition to trigger the next step in a quest.
The Junkyard is particularly egregious because there's a specific path you have to take or others get blocked off. Not just once and you're done, but EVERY. SINGLE. TIME.Whenever I see this game anywhere, I have flashbacks to wandering the toyland junkyard trying to find the next scene or boss fight. It's not just you, all the levels are labyrinthine. The game is gorgeous but it's also difficult to remember landmarks. Hell was pretty bad for this too.
Well the funny thing is, they actually DID do that with Secret and Trials. They add a ton of character interaction, and Secret restored some of the story. Trials was totally rebuilt as a 3D game with significant mechanical changes. The results were mixed, but they at least tried. I don't know why they gave up on this one.Remasters are cash-ins. They generally slap some graphics upgrades on and call it a day. The writing is seldom edited for clarity, which this game could've sorely used.
Think it's a pretty niche market. It's one thing to make a remaster, another to go about designing new assets and story.The Junkyard is particularly egregious because there's a specific path you have to take or others get blocked off. Not just once and you're done, but EVERY. SINGLE. TIME.
Well the funny thing is, they actually DID do that with Secret and Trials. They add a ton of character interaction, and Secret restored some of the story. Trials was totally rebuilt as a 3D game with significant mechanical changes. The results were mixed, but they at least tried. I don't know why they gave up on this one.
Right, but that's what I'm saying. Secret of Mana got a total graphical overhaul, music remaster, voice acting, and new character writing. Trials of Mana got all that plus a total conversion to 3D and a minor overhaul of the character classes. Legend of Mana got... uh... new backgrounds and a save anywhere feature? A few minor quality of life changes, but not much else. Which is even stranger because Trials, despite being hands down the best game, has always been the black sheep of the Mana series. It didn't get an official English release until 2019. (And there were a number of reasons for this, but never mind.) But they went full ham on the Trials remaster and left Legend hanging.Think it's a pretty niche market. It's one thing to make a remaster, another to go about designing new assets and story.