Jump to content

Tara

SSMB Moderator
  • Content Count

    14677
  • Joined

  • Last visited

  • Days Won

    34

Tara last won the day on March 17 2018

Tara had the most liked content!

About Tara

  • Rank
    Hog
  • Birthday March 20

Profile Information

  • Interests
    Maybe I'll edit this later.
  • Gender
    Female

Recent Profile Visitors

231356 profile views
  1. The moral of various Jim Carrey movies.

    The Mask - With great substance abuse comes great power.

    Ace Ventura - $$$$$$$$$$$$

    How the Grinch Stole Christmas - Nothing is sacred.

    Son of the Mask - Hell exists.

    Bruce Almighty - Don't be mad at God.  After all, he's only human.

    Horton Hears a Who - We didn't learn our lesson the first time.

    Sonic the Hedgehog - Reminder that Hell exists.

  2. This post cannot be displayed because it is in a forum which requires at least 50 posts to view.
  3. What if Peach really is Koopa Kid's mother and she's using basic genetics as a cover story so that she doesn't have to pay child support?

    1. Crow the BOOLET

      Crow the BOOLET

      Wendy looks so much like her and she had to think for a moment when she saw Bowser Jr....

    2. Celestia

      Celestia

      Going to go one step further and say Bowser is actually in on it, they knew this would tear both of their kingdoms apart if the truth ever got out.

      Eventually it's all cleared up, if not publicly then at least between them and their closest friends, and that leads into the "Mario Kart Era" of the timeline, which is why everyone is so chill about Bowser hanging out with them.

    3. Wraith

      Wraith

      The woke among us have known this to be the case since 2004

  4. Yes, it absolutely is. The only time a company would ever consider lowering the price of its intellectual property is if it's going through bankruptcy and desperately needs to pay off its debts, and even then, they would never go so low that an independent publisher like GalaxyTrail could ever hope to afford it. For that matter, they are less likely to actually sell the license as they are to auction it off to the highest bidder, but again, only if they were really desperate for cash, which Sega, despite its many shortcomings in recent years, really isn't. And just as well for Sega- they're not using the characters, but now no one else can either. They're not profiting off the characters, but more importantly, no one else is either. For this reason among a multitude of others, having the rights to these characters is still beneficial to Sega.
  5. Depends on your tolerance level, I guess, but I'd argue the difference is "2D Sonic game with shoddy physics and level design that seems to actively work against said physics, with low-calibre nostalgia pandering and an overall lack of creativity" compared to "2D Sonic game that also has shoddy physics but for the most part doesn't really suffer because the level design works with it, albeit as a result of a noticeably increased emphasis on automation, and also is its own thing and thus isn't attempting to halfheartedly piggyback off the success of much better games." To me, the latter was easily a lot more fun and a much better investment of time and money overall, even if I don't have quite the same burning hatred for Sonic 4 that the majority of the fanbase (rightfully) does. Pick your poison, I guess is what I'm saying.
  6. It also helps that if you owned a Wii, but not an Xbox 360 or PS3, and thus did not play the full, HD versions of Sonic Unleashed until much, much later, Colors was an enormous step forward. The controls play much smoother and easier than, say, Secret Rings, Unleashed Wii, and Black Knight. While the levels themselves are nothing to write home about, when you hadn't played anything from Sonic that was terribly better, the ease of movement and the lack of hindrance from what were still at the time very polarizing gimmicks (motion controls, werehog, sword) certainly helped. I also appreciated the attempt at a simpler story as the complex, apocalyptic plots that Sonic Adventure started were beginning to become repetitive and dull. And I'm not not saying the plot is perfect or anything, far from it, but it showed that it was taking steps towards reshaping the franchise into something that was playable and not terribly stale. Sonic Colors wasn't groundbreaking, but it was at the time a much needed leap in quality that was marginally better than those that came before it, and leagues better than the alternative (Sonic 4).
  7. Tara

    IDW's Sonic the Hedgehog

    I'm going to remind everyone to discuss this series in a civil manner. Specifically, pot shots like this- -aren't acceptable. Going by just the last page, I feel like there was something of a miscommunication here. Please calmly restate your points and try not to be passive aggressive about it and be sure to argue in good faith, please. No tossing around accusations and no tossing around "derp you can't read." Have fun, be cool, discuss cartoon hedgehogs like rational adults. At Chuck E. Cheese's. Thanks.
  8. Sonic needs to shave his legs.

    1. Crow the BOOLET

      Crow the BOOLET

      Why does Sonic have blue legs!?

    2. Ferno

      Ferno

      of all the times to follow iizuka's orders about not wearing pants. now was not the time

  9. Tara

    Elements/Tropes You Hate in Video Games

    Something that came to mind recently that some may not necessarily agree on, but whatever. Weapon'/upgrade stores in games that aren't RPG's. Examples: Splinter Cell: Blacklist, Splinter Cell: Conviction, Sonic and the Secret Rings, Sonic Generations, some of the later Mega Man X games, some others I'm forgetting even though it's a pretty ubiquitous trope. As a general disclaimer, I don't dislike it when a non-RPG game attempts to implement elements of RPG games into it. If done right, this can be a great way to flesh out and add depth to a relatively simple formula and keep it from becoming too stale. I don't even hate this trope if it's done right, because it can be done well. But in most cases, I find them to be damaging to the overall level design philosophy of a game. The reason stores like this work in RPG's, or at least in classic RPG's, is because RPG's are about measuring statistics and taking educated risks. You either use the weapon with the highest attack power, or the one that is weaker but has an effect that might come in handy. You can buy a new weapon every time you find yourself in a new town, but at the cost that some or all of the upgrades you put on the previous weapon will be lost. There are plenty of RPG's where weapon selection is simplified down to just "use the one that has the highest attack stats." But in that case, the in-game economy will usually be pretty restrictive, with higher weapons becoming increasingly more expensive. This forces you to think carefully about how you choose to progress. Do you stock up on more powerful weapons, or do you stock up on more healing items? Of course, I'm not saying every RPG does this right. I've played plenty of RPG's that are so simple that I'm always able to buy the latest upgrades and stock up on more healing items than I'll ever need and then still have enough left over to pay off college tuition (recent Pokémon games have been particularly bad in this regard), but the principle is still there. But when you incorporate it into a platformer or a third-person shooter, I feel like it damages the level design philosophy. Now every level has to account for a vast number of different inventories. As a result, the level is no longer designed around the idea of the player having to use what the level gives them, using the items allowed and environments to their advantage. Now, they're structured around the idea of giving you a sort of playing field for whatever inventory you happen to choose. Sure, it's possible to also construct a level where it's more strategically viable to select certain items for certain levels, and that's a good step in the right direction. But more often than not, the extent to the depths of the system is simply picking a setup that is objectively better. Like, obviously having an assault rifle with an extended magazine, a laser sight for enhanced accuracy, and increased fire power for double damage would be much more preferable than... you know... not having that. In Sonic Generations, the item shop seems to serve little purpose but to make what is already a pretty easy game even easier. And even then, the only item I really use is the one that gives me a full boost meter. It's not a game-breaking deal and can easily be ignored if desired, but that's also sort of a problem I have with it. Conversely, Splinter Cell: Conviction and Splinter Cell: Blacklist (both games that I'm sort of mixed on for completely overhauling the gameplay of its predecessors already), have weapon caches mid-level (although in the latter, you can't use them on Perfectionist difficulty). As a result, the game tends to feel a little bit shallow. the player no longer has to worry about conservation of resources, as they did in the previous games. In the very first Splinter Cell game, during the training mission, you are explicitly told "Your weapon is your last resort." But now, there's no penalty for just running and gunning every which way (though once again, on Perfectionist difficulty in Blacklist, they discourage this by essentially nerfing your character so he can only take a few hits). The levels as a result have become more linear, focusing instead on giving you room to use your new weapons and gadgets, as opposed to solving practical problems using only what you were given at the start of the game and what you find along the way. Moving away from Splinter Cell, let's imagine a hypothetical game where you're mowing down enemies, rather by shooting them with guns or jumping on their heads or insulting their mother or what have you. Towards the end of the course, you are faced with an enemy that is tougher than usual and caries a weapon that is not so easily countered. What some might call a boss fight. Or maybe just a mini boss. In my ideal game, you would use what you have and your sense of strategy in order to find a way to defeat him. Maybe you're out of ammo for the gun that would quickly take him out, so you have to think of some other way. So the level design philosophy is based around you having to doing to do that. Weapons placement would be important. If it's a game that allows you to take your enemy's weapon after defeating them, then it's important to know which enemies to designate to certain weapons, positioning them where they will be most useful without being too obvious or forcing your will onto the player. New players will have to experiment with different techniques in order to get the upper hand, while advanced players will know to properly conserve a specific resource, or to just be more careful not to take too much damage before they get there. It's a system that, while perhaps relying a little too much on hindsight, rewards the player for experimentation and forces them to think carefully about their approach. But with a weapons store conveniently located before giant dual-bazooka wielding guy on steroids, you will always have the most effective weapon or upgrades, regardless of your skills. It intrinsically separates the way the player plays and the level itself from the actual experience. Of course, I'm aware that many of these item store-like things are intended to be rewards upon completing the game and are meant to be a way of creating replay value. I mean, I do enjoy the idea of re-playing old levels with all my new weapons and gadgets and upgrades earned in the main campaign. It's why I think the Batman: Arkham series' new game plus mode is extremely enjoyable. But I think weapon stores are kind of a shallow way of doing that. Especially since, often times, the currency used to buy these weapons tends to be earned through repetitively grinding through the same levels over and over again. In Generations, it's by collecting rings, which you get through completing acts. In Splinter Cell: Blacklist, it's by completing missions which become incredibly stale after awhile. Also worth a note is that these stores tend to coincide with but are not necessarily synonymous with microtransactions, loot boxes, etc. And other people have already went into great lengths explaining why those are bad. For all its faults, I think the one game that I've played that does this trope really well is probably Sonic and the Secret Rings. Like, I'm not defending the game on the basis of controls or story or anything. But I do think the upgrades are actually an interesting mechanic. For one, you are limited in which upgrades you can use at a time (which I think is true of Generations as well, but I don't remember and like I said most of the items in that game aren't really necessary anyway). Second, the upgrades don't really make the game easier or harder. They just change how Sonic controls and what he can do. For example his max speed might change depending on what abilities he has in the ring. Having an ability that allows Sonic to come to a quick halt might be useful for those missions where you're penalized for breaking jars. Conversely, having a faster starting speed would be useful for timed missions. So let's take a hypothetical scenario where both those things are combined, the player is now forced to consider which items to use in order to both make traversing the stage easier, but also helps them get through as fast as possible. It's an intuitive little risk/reward system, I think. Basically, I hate in-game shops like this, and I feel like level design in modern games has suffered as a result of them. They're not so bad that they would keep me from playing a game I might otherwise enjoy, but I don't feel like we'd be any worse off for their exclusion. Other tropes I hate but don't really feel like going into right now: Quick-Time events, boss battles where the health meter doesn't deplete all the way, weapon durability, stamina meters, some others I can't think of right now.
  10. I take back everything I ever said about Eddie LeBron's Sonic model.

    1. Mayor D

      Mayor D

      Whoa steady on there!

      There are many circles of torment!

  11. Discussions of porn aside, a lot of fashion and photography blogs might also be negatively impacted by this change in policy, and that kind of sucks.  Especially since the former is actually a not too small portion of Tumblr's demographic.

    Bad change in policy is bad.

    1. KHCast

      KHCast

      “Aren’t automated systems great?”

      -out of touch corporations 

    2. The drunkard from space!

      The drunkard from space!

      I doubt this change in policy will last long. Either people will find a way to post adult stuff anyway or they'll just leave tumblr which will prob convince tumblr to go back on this SFW for all idea.

    3. Tara

      Tara

      Tumblr making widely unpopular and inconvenient changes to their policy as well as site functionality isn't uncommon so while I don't think it's impossible to go back on their decision, I also wouldn't put it past them to make it permanent.

    4. The drunkard from space!

      The drunkard from space!

      Well if theres at least one silver lining in all this its that tumblr isnt dropping in quality. Its been a dumpster fire for some time now anyway lol

  12. Thanksgiving national anthem.

     

  13. >games whose only window size options are "full screen" and "tiny box in the corner"

    😐

    1. Bloxxerboy

      Bloxxerboy

      Ugh, ikr. The pain of multitasking.

    2. The drunkard from space!

      The drunkard from space!

      Its like the days when before I could mod Sadx pc and it only had 1 window size and it was really annoying.

  14. Tara

    Comic-book Legend Stan Lee Dies at 95

    I'm not the biggest fan of Marvel. Outside of a few select Spiderman and rarely X-Men titles (and maybe Squirrel Girl if I ever get around to picking that up, since people have repeatedly recommended it to me), they never really stuck with me the same way that DC does. But it's impossible to deny the influence and unrivaled creativity Stan Lee had on the industry and how neither publisher would be where they are today without his direction. I have an immense amount of respect for the man, and am sad to hear of his passing. However, 95 years is nothing to sneeze at. So I'm also happy to know that such a talented man managed to live a long and prosperous life and was able to leave behind an even greater legacy. RIP, Stan Lee. Comics simply won't be the same without you.
  15. Kiah

    Happy modiversary! It’s been 5 years since we’ve gotten this prison senten-I mean, privilege here on SSMB! 

    It’s been a wild ride but I’m glad we went through it together 🙂

    1. Tara

      Tara

      Thank you so much! ❤️ - Same here.  It's been swell working with you as a team.  Hope that we may continue to work as partners in the coming years!

×

Important Information

You must read and accept our Terms of Use and Privacy Policy to continue using this website. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.