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Everything posted by Serperior

  1. Day 4 - Favorite Series What a shocking surprise, the guy with the Pokémon name and the Pokémon avatar and the Pokémon signature and barely posts anything that isn't Pokémon picked Pokémon as his favourite series, alert the presses! But yeah, I'd say Pokémon is my favourite series of games. The main games will always be my favourite part of the series, with it's surprisingly complex and fun battle system, the ever expanding choices of Pokémon to raise and the variety of things to see and do will always keep me coming back to this series. It also helps that the series has a good number of worthwhile spin-offs too, like the Mystery Dungeon series (Ignoring the third one), Conquest and Colosseum/XD. It's a great series with a great concept, and it's going to keep growing more and more, and I will always be excited to see what they do with it. Honorable mentions:
  2. I probably wrote about this game a bit too much last time, but I can't answer this question without bringing it up. Day 2 - Favourite Game ((This was the same answer as the one I gave before, and I apologise for that, but I really can't say I like any other game on the level that I like this one. I'm not going to look at the way I previously answered this question and try to make a new writeup though, and I'll try to keep my mentions of this game minimal after this, unless I really can't answer without mentioning it again.)) I could list a multitude of reasons why this game is my favourite.....and that's exactly what I'm going to do because that's what this day demands. This game is honestly as close to perfection as you can get from a game in my eyes, and it will most likely stay that way. Before I write about the gameplay, I need to write about the feature of the gameplay that really shapes it up to what it is, the Celestial Brush. This feature is nothing short of amazing, and I honestly don't think I'll ever like any game's gimmick as much as I like this one. The Celestial Brush's many applications, both in the overworld and in combat, is a large part of what keeps the gameplay interesting from beginning to end. The designers had to vary up a lot of things to make sure you would be using this utility in many different ways, from enemy patterns and weaknesses, puzzle solutions, and even just allowing you to interact with different elements of the world in a multitude of ways with them. It is a really fun feature that they used to the absolute best of it's ability. Now on to talking about the actual gameplay. Outside of the combat sections, this game plays pretty similarly to your normal 3D Zelda game for the most part, giving you a large world to run around in and explore, throwing in dungeon areas filled with puzzles from time to time. The game handles this very well, littering all kinds of secrets all over the place, making exploring the various areas interesting and rewarding. As said before, the overworlds allow you to interact with it via the Celestial Brush in a multitude of different ways which makes finding all of these different things more enjoyable and varied, and they keep the different puzzles you're faced with varied, both in concept and in the solution, in most cases. The areas you are put in are vast enough to be fun to explore, but not vast enough to where you'll get lost and have no way of getting yourself back on track again. The combat takes place in an arena type area, which is initiated by running into scrolls that float around in the overworld, which are for the most part avoidable, which is a feature I'm always fine with. In these arenas, you are usually faced with several enemies. While the game does fall victim to the typical trope of re-using enemy types but more powerful at later stages in the game, there are still a good number of different enemy types, all of which with disctinct attack patterns and methods of needing to be taken down, and even the re-used enemy types usually have different weaknesses, which keeps what would otherwise be somewhat repetetive interesting. Outside of normal encounters, the boss fights are, for the most part, pretty entertaining fights, but I'd rather not go into to much depth without spoiling what they are and how they work. The normal boss fights are all usually pretty fast paced, requiring you to be a bit smarter with your weapon usage, as they can usually shrug off most of the brush techniques. The larger scale boss fights are some of my favourite parts about the game, as they're all pretty unique and fun fights. Your combat repetoire is actually pretty large. You have three weapon types available, all of which have different strengths, weaknesses and applications, and different techniques that can be pulled off with each of them. You can also equip a second weapon as a sub weapon, allowing you access to techniques such as a non-brush based projectile, a counter attack and attacks that allow you to cover angles that your normal attacks won't otherwise cover. Aside from that, the Celestial Brush is available for use in combat too, and it's just as useful in combat, if not more so with the unlockable techniques you can get. Pretty much all of the different brush techniques have different and useful applications in combat, and it's fun to see just how much you can do to the enemies you're faced with with it. There are a few other techniques you can eventually get too, and while there aren't that many, the ones that are there are pretty interesting. Now then, onto things that aren't gameplay related. Let's start off with the thing that everyone talks about when mentioning this game. The visual style. The visual style in this game is simply stunning, and it makes everything in this game a wonder to look at. I remember when I played this game for the first time, I looked forward to seeing each new area just to see what this game would pull with the visuals next, and it never disappointed. It makes for some beautiful moments that only something with this look could produce. This game really utilised this style to it's fullest, and it's easily my favourite visual style in gaming history. The game's soundtrack is another part of the game I really enjoy. Each track fits really well with whatever it is being played over, be it a setting, a character's appearance or even story moments, each song really helps build up the atmosphere of everything you come across. And finally, let's top it off with the story. It's hard to talk about the plot itself because of how long it is. Okami is a very long game even if you do nothing but the main story related objectives, so I'll just go into the very basic details. The game follows the story of Amaterasu, a god who has been revived after her death 100 years before to find that the land of Nippon has been thrown into chaos by Orochi, a powerful demon that she defeated before her untimely but temporary death. Amaterasu has to go on a quest to restore the land to it's former glory, meeting many people and encountering many obstacles along the way. The story manages to throw in twists and turns throughout it's duration to keep it interesting through the whole run, and the cast of characters are all fun and interesting, and the world is built well enough to make you want to see more. The game borrows a lot from a large number of various Japanese stories, but puts it's own spin on all of them to make sure everything fits together without problems, and it pulls this off extremely well. A large portion of the characters in the game, even down to minor NPCs are based on these myths, and you can never really tell what they're going to draw from next. Overall, I think Okami is an amazing experience in near enough every regard from start to finish. It still honestly kind of saddens me that this game did so poorly in the sales department. It is truly a wonderful game that I think anyone who is a fan of adventure games should at least give a try. ....I wrote a bit much, didn't I? Honorable mentions:
  3. Man I hope I don't neglect to mention like two thirds of my video game library because one game was fresh on my mind this time....even if I would've mentioned it a good bit anyway any may or may not end up doing that again. Just curious, but are we getting an entirely new question set, getting some new ones mixed in with the old ones or are we retreading the old one again? Anyway, on with the answering... Day 1 - Most Nostalgic Game It's probably pretty apparent by now but I am a pretty big fan of the Pokémon franchise, and this was the game that, while it wasn't my first exposure to the franchise, was the one that got things rolling for me. It was the first time I had the chance to play the games, and learning about everything these games had to offer, despite being somewhat limited compared to some of the other games in hindsight, was a truly fun experience for me. I clocked in hundreds of hours on this game, and because of it, I've been hooked to the series ever since, and that probably won't change for a long time. I don't really go back to Sapphire any more because Emerald is flat out the superior version of the game in basically any regard you could bring up that is actually different, but Sapphire will always hold a special place in my heart for being the one that started it all for me.
  4. Whatever you say Capcom. Whatever you say. (Here is another screencap if this isn't enough.)
  5. Going by the video, they took Sonic's biggest problem of having absolutely no killing power and ramped it up even further. God damn.
  6. I used this calculator to be precise, and changed the base stat numbers and items and natures and such to find the cutoff point for the guaranteed one hit KOs. Oh, I also forgot to mention that the Charizard had a Special Attack boosting nature for all of those calculations too, which skewers the numbers even further since a Pokemon like Charizard would usually need all the speed it can get if you want it to be killing things.
  7. It would need a base 124 Special Attack, 15 more than it has already, to be able to guarantee a one hit KO on Garchomp, and that's still with perfect IVs, 252 SpAtk, and Choice Specs, and even then, Choice items are an awful choice on Charizard because of it's Stealth Rock weakness. Switching it to Life Orb, it would take the same Charizard a Special Attack of 151 to be able to one hit KO the Garchomp, and even the 15 base increase was unreasonable, let alone that. So yeah, no way in hell is Charizard one shotting a Garchomp.
  8. What I think he means is this: Fairy type attacks are super effective against Dragon, Dark and Fighting, and not very effective against Psychic and Fire. Fairy type Pokémon are immune to Dragon and weak to Steel and Poison. As far as defensive typing goes, it's kind of disappointing if that is true. Having only a single resistance is going to hurt it a lot, even if it is a pretty nice resistance to have, and it's weak to Steel, meaning Pokémon like Scizor are going to melt it. Offensively on the other hand, Fairy seems like an alright type. Dragon and Fighting being weak to it is pretty damn amazing considering they're arguably the 2 best (non-weather related) offensive types going at the moment, and the types that resist it aren't all that good anyway, and if Fairy does become a dominating type, that might possibly change. So in other words, Fairy is the new Ice type.
  9. x4 weaknesses don't even break a Pokémon either. Many Pokémon like Ferrothorn, Dragonite, Salamence and Gyarados all have x4 weaknesses, and they still manage to be some of the best Pokémon in the game regardless of this. Pokémon aren't useless as a result of their x4 weaknesses, or weaknesses in general for the most part. Most of the time, there are other factors that hold them back from being as good as they could be, like not having good enough stats, or having a lacking movepool. A lot of the Pokémon that people have mentioned here, like Flygon and Abomasnow, aren't even bad. There are just better choices than them available, and those choices aren't the better ones because of a lack of a x4 weakness. By that logic, any Pokémon that can be taken out in one hit by their weaknesses (Also known as pretty much any offensive Pokémon) is a useless Pokémon, and many Pokémon have proven this to be false.
  10. Ok, this does make sense. I do understand that it is likely that there isn't going to be a person/team that is going to win every match that they're put in, but there is always the possibility of that happening, and I would say that it would be better to make it so that the ending condition is that every team plays every other team instead of it being based on a point cap, but that brings me onto something else I came to realise. If matches only take place on weekends, then unless someone hits the point cap really fast, it'll take a long time for this tournament to finish. Even with just 8 teams, it would take 2 months before you would get the results, and that's assuming that everyone will be able to play on every weekend, and there's no chance of that happening. Wouldn't making it possible to have Brawls in the weeks as well (And maybe upping it to 2 points matches a week or something) would help speed things along a bit? I know you mentioned the 3 matches on Saturday and 2 matches on Sunday thing in the opening post, but if you can only have 1 points match per weekend, that is going to slow things down a lot. Also, just a suggestion, I reckon it would be worth mentioning the two-on-two matches thing in the opening post.
  11. They said that it could be groups or teams of 2, which I thought meant that the groups could consist of more than 2 people.
  12. I suppose I should've done more than skim-read the opening post before asking. I do still have some questions though. If the objective of the tournament is to reach a certain amount of points, then surely a winning strategy would just be to win as many matches done as quickly as possible so your team reaches the point cap before anyone else. What do you have to prevent this from being a dominating strategy? Second, if the team members aren't going to be fighting together and are only gathering points for each other, what is the point in making it a team tournament in the first place? There's no teamwork involved in the actual fights, the only thing the team members really do together is gather points for each other. I understand that it's to prevent lag and all, but the team element really isn't needed, it doesn't add anything to how the tournament goes other than reducing the number of people that someone would go up against. If it's for the sake of making this tournament different to the last one, the points system on it's own already does that, and it's something that would still work if this was a one-on-one tournament. Lastly, if I'm understanding this right, if the teams can be of uneven sizes, how is that fair? (If this isn't the case, then just ignore this paragraph.) It would give anyone in a larger team a huge advantage, since with the winner being determined by who reaches a point cap first, a larger team would have a much easier time getting to that point cap first. There's also the problem of people in a larger team getting to play less, since if they went up against a smaller team, not all of the players in that group would be able to play in that team vs. team set. The only real advantage of this is that if a larger team has people that can't fight when the smaller team is ready, they could have others to fill in for them, but even then the cons outweigh the pros. I'm probably going to sit this one out. I'd like to enter, but the way the matches are organised and the way they work doesn't sit right with me, and it's probably too late and not worth it to make changes to the way you have all organised it.
  13. So wait, how does this work as far as choosing teams and such? Do you have set teams that you go in with and stay with through the whole thing, or do are fights with a group of people, and teams are formed out of that group of people? Because depending on how it is, I may or may not sign up for this.
  14. All of you guys only just changing your names to Pokémon names, you're all casuals.

    1. Blue Wisp

      Blue Wisp

      oh crap it's an original ssmb pokemon

      spare my life oh mighty serperior

    2. Sly4Good


      Snivy.....your big brother is making me feel bad. Quill quill D:

    3. Law



    4. Serperior


      Oh please, at least I'm not the one who needs to wear shades to feel cool.~

    5. Pixel Brain

      Pixel Brain

      Serperior... Can I have your autograph?!?!?

    6. Serperior
  15. With how poorly a lot of the Mega Man games in the past 5-10 years have sold, they should be used to this by now.
  16. Oh hey, you're actually alive.

    1. SuperLink


      That's a common misconception I actually died and went to Skyworld

    2. Serperior


      Tumblr is Skyworld now?

    3. SuperLink


      No that's where I died

  17. Wishing you a happy birthday from the superior time zone.~

    1. Noir


      Thanking you from the superior time zone.

  18. Serperior

    Mega Man

    Proto Man has an unstabe energy core that Dr. Light says will kill him if it doesn't get fixed in one of the Mega Man arcade games. Proto Man refuses to get it fixed, as he thinks Dr. Light will reprogram him to be like Mega Man and Roll, forced to stick around his lab rather than being able to free, so it's assumed that that is what killed him. It's never mentioned what happens to any of the others though, and it likely never will, as that would go against the tone that the classic series has. This is false. Keiji Inafune said so himself, for proof, click here.
  19. My most recent purchase was two games at the same time, so I'll write about both. The first game is Super Mario 3D Land. There's no need to explain the premise here, it's Mario. The only different is there's a Tanooki leaf tree involved or something, and because of that, near enough every enemy and even characters like Toads get the Tanooki tails and/or suits, and they're in nearly every level. As you would expect, it's the standard 3D Mario gameplay, with the (current) standard 3D Mario level design, so it's a pretty good game. I also enjoyed the various throwbacks to the older Mario games that they put into the game, although I do miss the themed worlds from Super Mario Bros. 3. One aspect I particularly enjoyed about this game was the boss fights. I liked how they were able to take some of the old bosses and put a new and interesting twist on them, however they didn't really change much between worlds. The game did have one pretty big problem though. Before I got the game, I heard that what you would think would be the whole game was pretty short, but after the first playthrough was completed, there were 8 more worlds unlocked that really upped the difficulty. When I heard about this, I was really excited, since that could've added a lot of replay value to the game. However, when I got the game and got to that point in it, I found that a lot of the levels in that half of the game were just rehashes of the previous level, just changed so the Tanooki suit was basically needed for them in some places. They were still fun, it's just that they weren't as good as I expected them to be. Overall, it's a pretty fun game. I wouldn't call it as good as the Super Mario Galaxy games or Super Mario 64, but it's still a really solid 3D Mario game, and it's definitely a worthy buy for anyone who has a 3DS and/or is a big fan of the Super Mario Bros. series. And the second game....another 3DS Mario game! Mario Kart 7 has quickly become one of my favourite Mario Kart games, only being beaten by Mario Kart: Double Dash. I'll get the obvious one out of the way first, I really like the customisation of the karts that was added into the game. Despite what looks like a pretty barebones customisation system, there's actually a lot you can do with it, and finding a good combination for your kart adds a lot of replay value to the game. (I'm probably using that term wrong since it is nearly a purely multiplayer game, but you get what I mean.) I also really like the underwater and paragliding routes that they added, since it allowed for the developers to get a lot more creative with what they put in the tracks, and they added some nice new twists on the old tracks. I'm really thankful that they took out items like the POW block that came in with Mario Kart Wii, since it means that you're not taking a hit every few seconds like you would in Mario Kart Wii, and I'm glad that they made items like the Blue Shell actually useful if you get it while you're far behind. The only things I'd really want changing about it would be bringing back the double character karts, if only as an optional thing, and bring back the character specific abilities. Other than that, this is a really good Mario Kart title, and it's another one that's worth getting if you're a fan of the Mario Kart games or have a 3DS. And with all 30 days done, it's back to lurking the forums for me~.
  20. Considering I don't really play anything that could be considered really obscure, the only time I did being when I was younger, this one is pretty hard for me. I'll just go with the most obscure thing I can think of. http://www.youtube.com/watch?v=Gyv3gIqb7I4 Snake Rattle 'n' Roll for the NES/Mega Drive. I've never really seen anyone talk about this so I guess this could make it obscure....maybe. Anyway, this was a pretty weird game made by Rare before their glory days. It's an isometric platformer where you play as 2 snakes, Rattle and Roll, and go through levels eating small round creatures to make your snake's body grow long enough to set off a scale at the end of each level and allow you to progress onto the next one. Along your way, you have to face fearsome enemies like....mushrooms.....and killer toilet seats.........and feet..........! Yeah, it's that kind of game. I remember it being a pretty fun, albeit hard in places, game, and seeing it again really makes me want to replay it. I can't really say much else since it's been years since I even heard about this game, let alone played it.
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