Carbo

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Carbo last won the day on October 1 2016

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About Carbo

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  • Birthday 06/24/93

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  1. Think it's about time everyone takes a step back, chill, get back on topic and stop assuming a bunch of things out of people.
  2. If, hypothetically, Sega called for production to cease on the comic, then comics like the planned Mega Drive 3 would be behind schedule regardless of contract renegotiations.
  3. Some random thoughts Stylistically the game looks fantastic and it looks like they're maintaining the general fluidity and feeling of Marvel 3, which I'm happy about. Graphically, the game is in need of some polish (mostly just lighting), but I have faith in this regard since SFV saw an exponential graphical upgrade between it's initial reveal and it's release. The general game feel is what made me attached to Marvel and the fact that it looks intact here is making me positive that I'll definitely enjoy the game. The mechanics is where I'm a little more mixed. As far as I'm seeing there's some huge risks being made here and I'm not sure if they're all going to pay off but they are exciting nonetheless. Going from 3v3 to 2v2 is something I'm cautious about. I feel that 3v3 is something Capcom hasn't perfected yet, and going to a 2v2 style seems to be a little bit of a shame in my eyes. Having said that I do believe that Tatsunoko vs Capcom was by far a much better fighter than Marvel 3 was (a game unfairly undermined by the hardware it was forced to be on), so it can be done well - but what has me a little more mixed about the ordeal is the lack of assists. The complete lack of them, not even in the form of assist characters like MvC1, is an incredibly strange choice. For better or for worse team composition is going to matter a lot less and there will be more of a focus on learning individual characters but I still can't help feeling that removing the signature concept behind the series is something of a waste. Even though they're marketing this as a more accessible Marvel game I'm wondering whether or not they settled on incorporating Infinity Stones from the outset. I think they might just make or break the game in this regard. It looks like a much more successful incorporation of X-Factor - the comparisons to Groove from CvS is interesting and more so it seems like a return to the roots of the series (Marvel Super Heroes notably). I'm wondering whether they tried incorporating the system into a regular 3v3 but found it to be too much of a influencing factor and decided on 2v2 after it didn't work out. If that's the case Infinite strikes me more as a risky game, and one where it's less that they wanted to make an accessible game and more that they wanted to try out a brand new idea. On paper it can be marketed as casual friendly but while the possibility of MvCI being less technologically complex exists, it seems to me that the game is far more likely to be mechanically deeper (mainly because Marvel 3 was the fighting game equivalent of a fireworks display). Overall I'm cautiously optimistic about what the game has to offer and I'm excited to be back on the Marvel Hype train. Also - according to some of the NeoGAF guys who leaked the existence of the game in the first place, Spencer is one of the returning characters that people know of for a fact, so I'm already content with this character selection.
  4. As fun as I have with the feeling of Sonic Utopia it's starting to dawn on me how it's a bit emblematic of an issue - or rather the REAL issue - that fans and developers have yet to figure out when it comes to Sonic, and it's the kind of issue that is somewhat endemic to 3D platforming in general. It's an inherently harder genre to do which is especially true to Sonic - it's a platformer that sells itself on speed. This is kind of why the homing attack was absolutely necessary for one thing. But having said that I still think games like these miss a certain "hook" to them. It's fun to run around in these levels, no question about it. They have a good foundation. But after that I kind of realize there's not a lot to draw me in here. Enemies are best ignored because of the wide space and there's not really a lot of challenge. The best thing Utopia (and Green Hill Paradise) proves is that it's absolutely possible to make momentum-based systems in 3D, but it doesn't really have much else in the way of suggesting where to go from there. It's a solution to only one part of the problem. It's an issue of compromise. Even Mario, a franchise which has been putting out critically acclaimed 3D platformers as if it were nothing, took over a decade to settle on a 3D formula that was more true to it's actual roots, when up to Galaxy 2 they had to settle for something more sandbox-y. Even with that kind of approach though it was the elegance of it's design and methodical pace that allowed that kind of approach to work, and neither Utopia or Green Hill Paradise seem to have the requisite design to prove the same works for Sonic. This is kind of why I occasionally debate with myself about how even in spite of me not liking it, the boost formula is probably the closest the 3D Sonic genre has ever come to working and having something of a good hook to it since it's a series that struggles to balance speed, control and good design. Then again the question remains whether or not the "design" part is something these projects want to answer, and I can't deny that when it comes to the two former points, they do these points well.
  5. This thing was never going to have an optimal battery life while not costing a fortune. 3-5 hours is the estimation you look at with competing hardware whenever you're using it at max capacity, and the Switch is, well, dedicated gaming hardware. It's not good but this element to it was somewhat inevitable and it's essentially having to deal with reality. Having said that i imagine it'll be mitigated with third party or even first party battery pack replacements and hopefully portable chargers. If Nintendo don't have one of those they'd be committing a major blunder.
  6. I dig it. I also like how Nintendo announced it the way it had to be. After the months of mixed messages in regards to the Wii U they had to nail the first impression for this one, and they did it in three minutes without confusing the message. We know what the console is. We know what it does. We know who it's aimed at. The only questions that remain are "how" and "what games will we see on it". The former isn't something that needs answering in a formal capacity, and the latter is something we have a fairly vague idea of based on third party relations and footage shown. Main issue with Wii U's reveal aside from the idea itself not being as enticing is they just crammed too many details into it's initial reveal, which ended up being saddled with way too many questions they couldn't satiate even over the course of a year and a half. People didn't even know if it was a console. This on the other hand, being summed up in three minutes, and being five months away from release, already has a laser-pointed effort. If they keep this up, they'll be gold. No matter what you think of the console itself it's hard to see this in any way, shape or form as a bad initial reveal. Oh and I like how the video is already bordering 10 million views and had some insane trending on social media. Who's the person that said you need a live conference in order to kick off a reveal with a bang? Can't believe Nintendo of all people managed to make people forget that RDR2 was a thing that was announced yesterday.
  7. In which I spend 20 minutes talking about the best game on Sega CD https://www.youtube.com/watch?v=KWlyevLP19Y

     

    1. Gabe

      Gabe

      I haven't completed it (yet), but I'd like to complement that your video is a pretty great watch so far. Rather impressed on how you've covered quite a bit of Snatcher's development and history as well as the background and signature style Kojima's other games in such a small amount of time (only seen the first five minutes). I get the feeling you probably had more to tell in both instances but had to withhold it from your narration due to time constraints.

    2. Josh

      Josh

      Late but I'm going through your videos now and they're great. The DKC one really resonated with me. Keep it up.

  8. SAGE 2016 subforum is live. If you want to discuss any of the games or events going on, feel free to do so over there. https://board.sonicstadium.org/forum/45-sage-2016/

    1. Cyrus

      Cyrus

      OH RIGHT IT'S SAGE DAY!!

  9. Topic back open. We're still re-evaluating things internally here, including some actions taken and future disposition/openness/recourse. May or may not be more public disclosure on what that entails in the future, but we are looking into creating a better atmosphere. For now let's all be a little chill yeah? As an aside, as of this morning the topic has been pruned of yesterday's hoopla so as to not distract from the conversation. Have a good day fellas.
  10. Sigh. Right let's get a little for realsies. No one likes to be made an ass out of. It's not really fun for anyone. In fact it can be pretty demoralizing on both ends of being a member and a mod. It's honestly a pretty big fucking tragedy that it got to this point where I see both members and staffers at each other's heads for the most seemingly mundane reasons and I'm honestly not sure where that communication fell apart and devolved into all of this. Passive aggressiveness or even just aggressiveness in general can be tolerated to some extent but quite frankly I'd have expected far more civil responses when it came to both sides no matter if it tests the patience of the people here. Making an ass out of yourself because of a hedgehog is not exactly anyone's idea of a good time, is it? It's easy to hide behind that thin veil of the feeling to provide some sort of justified response but it's really about time this stops. Especially in this topic of all places - a topic dedicated around a game that by all accounts should stand as a testament to how the Sonic fan base should be proud about something for once. Instead it just feels like we've regressed backwards. I just don't know dudes. It's not fun. Going to lock this topic for perhaps an hour or so because it's clear everyone here needs to cool down. Things here really beg for re-evaluation and I will be talking with staffers about general disposition from here on out. Come whatever may we shouldn't have to devolve to this point and if we have to reconsider staff attitude, so be it. If anyone has any questions feel free to forward them to me in a private conversation, since it's clear things need some working out.
  11. In which I spend 30 minutes raving about why Viewtiful Joe is great https://www.youtube.com/watch?v=MuhxXl3uaVQ

     

  12. Good video. Can't get mad at him bringing up the Sonic Cycle since he's an admitted outlier to the series who only just started dipping his feet into the miasma of it all.
  13. In all honesty, I think I'm more excited about the circumstances of the game as opposed to the game itself. Considering the amount of dues that the Sonic fan engineering community had to pay to get to this point it's incredibly satisfying to see it pay off and feels like all the more of a victory for the fans Thing is I've felt that since the Sonic community has done such a stellar job in building up that, I almost feel like it's spoiled itself in a way. Among so many quality fan games such as After The Sequel, the community has gone to the extents of almost remedying the issue of the constant "lack" of a classic Sonic experience. To that extent, as a game itself I'm not sure I'm going to be any more excited about Sega fully getting on board with an official project of this caliber, at least in terms of how the game itself will play and feel. On those terms, the game feels highly overdue. Though of course, that isn't to say I'm not excited about the project as I highly love how it looks so far in terms of new elements. I just get the sense that my elation towards the game may feel diminished on account of how much quality output the community itself has been responsible for.