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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 2:40 am 


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X1 and X2 are two of the most overrated games I know of (the X series in general is an absolute mess that doesn't know what it wants to do and all the interesting ideas trip over each other constantly and the first game is the worst offender in that regard), so being better than those is hardly much praise.

Gunvolt is basically a blatant rip-off of the Megaman Zero series, which is great because unlike the fraudulent X series, the Zero series is composed entirely of masterpieces. Unfortunately the only thing about Gunvolt that isn't copy-pasted directly from MMZ is the combat, which basically involves tagging enemies with your gun so that your electrical field ability will fire lightning blasts at them. This ruins the game. Where Zero would have you rushing into the fray and ripping your enemies to shreds with immediate and satisfyingly violent attacks, Gunvolt plays paintball and waits for his DBZ aura to kill enemies for him. And even that wouldn't be too bad, except that you have to periodically recharge your DBZ aura by standing still and powering up (I wish I was joking), and on top of that, anything with a significant amount of health requires you to re-paint it every few seconds to maintain the lightning blasts, and on top of THAT, painting an enemy more times than necessary lowers your score. It's very nearly a good game, but instead of focusing on getting past your enemies, most of the game revolves around micro-managing your electrical field and painting enemies correctly to maximize your score (and if you ignore scoring it is just a really simplistic MMZ clone where you have to stand still a lot and are missing all weapons except the buster). I guess maybe if you are really into shmups with convoluted score mechanics you might like Gunvolt?

Obscura wrote:
If you can't find fun in the dash-absorb mechanics, or even the general fast-paced flow of the game's movement, you have no soul.

What am I supposed to find fun? Having a dash button? Needing to dash into dead enemies? Lots of games have dash buttons, you know.
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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 4:16 am 


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The magic of Gunvolt is going for the SS scores. It's a satisfying feeling when you demolish a level and the boss perfectly.

Unfortunately I only had patience to do this for 2 levels, :lol:


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 4:19 am 


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Obscura wrote:
Given that it has more positive reviews on Steam than negative reviews, I'd say that most people have souls.

Maybe not people in this thread, I guess.


Last I checked, Mighty No. 9 has "Mixed" ratings overall on Steam. Not to mention that plenty of flawed games have more positive than negative reviews on steam.


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 6:46 am 



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Volteccer_Jack wrote:
What am I supposed to find fun? Having a dash button? Needing to dash into dead enemies? Lots of games have dash buttons, you know.

Dashing into staggered enemies (note, not dead, lots of enemies can still attack while staggered) gives the game a Noitu Love 2 tier sense of speed and momentum. Sprinting at enemies, FAST, to kill them will always be fun.

BrianC wrote:
Last I checked, Mighty No. 9 has "Mixed" ratings overall on Steam. Not to mention that plenty of flawed games have more positive than negative reviews on steam.

52% positive. Like I said, "more positive reviews on Steam than negative reviews". Or, in other words, I'm not literally the only person on the planet who finds the game fun, unlike Lord Satori claims.


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 5:35 pm 


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[this thread and certain opinions come up in convo]
Squire Grooktook: I played MN.9 demo way back
Squire Grooktook: its true its not as bad as some people make it out to be
Squire Grooktook: but its mediocre at best
Squire Grooktook: The "dash into enemies to kill them once they are critically wounded" is in-elegant and inorganic
Squire Grooktook: IE, there's no strategy or meaningful choice to it. The game just forces you to dash kill EVERY ENEMY by putting them into a "down" state when they take enough buster shots. Its not like a dash strike is a tactical desicion with risk/reward or advantages/drawbacks in certain situations that you might use your brain to satisfyingly pull off. It just feels dry and thoughtless to me, and mobility in general is much more limited compared to MMX's improvisational fluidity.
Squire Grooktook: Level design is mostly mediocre.
Squire Grooktook: I could see someone finding the dash itself giving the game a bit more energy then the classic series, though I'd personally take Mega Man 1-3's thoroughly solid, if mildly paced, level designs over the generic dry coordioors and platforming sequences of MN.09
Squire Grooktook: However, on that note, saying its anywhere near MMX is rediculous
deez nuts: i dunno what smug jack is saying. i liked X =[
deez nuts: i must be an IDIOT
Squire Grooktook: MMX's dash mechanic and wall jumping general blows MN.9's dash out of the water in terms of graceful and energetic mobility.
Squire Grooktook: Level design is perfectly solid in X1 (if unremarkable), and the flow and pace in X2 is even better.
deez nuts: i found myself relying on bosses weaknesses very little in MMX
deez nuts: the mega buster is capable and.. more fun
deez nuts: i used homing missles for enemies that are tricky to reach..
deez nuts: i consider these things to be a plus
deez nuts: switching weapons is annoying haha
Squire Grooktook: Yeah I play Buster only in every MMX game
Squire Grooktook: Saber only in the Zero series
Squire Grooktook: Its not even really a self imposed challenge thing, the buster is just better in most situations. And the ammo limitations make the other weapons mostly feel too unwieldy to rely on.
Squire Grooktook: Also I will say
Squire Grooktook: Volceteer is right about everything regarding Gunvolt
Squire Grooktook: Its the only Mega Man game that I couldn't even finish
Squire Grooktook: It's SO bad.
Squire Grooktook: Both in terms of mechanics and level desgin
Squire Grooktook: Like he didn't even get to the level design
Squire Grooktook: Its basically a bunch of cooridoors with these boring tanky soldier dudes (who just stand still and fire bullets straight forward) and boring flying drones (who only just home in on you) copy pasted throughout for every platforming challenge
Squire Grooktook: Its SHIT
Squire Grooktook: SHIIIIIIIIIIIIIIIIIIIT
Squire Grooktook: (in my opinion)
Squire Grooktook: (if you like it, that's cool. Personal tastes etc.)
Squire Grooktook: MN.9 might be average at best, but I'd rather be playing that. At least I don't have to deal with those idiotic ligthning mechanics.

Obscura wrote:
52% positive. Like I said, "more positive reviews on Steam than negative reviews". Or, in other words, I'm not literally the only person on the planet who finds the game fun, unlike Lord Satori claims.


Keep in mind, a lot of people will give a game a blue "thumbs up" even when they give it a below average review, simply because they didn't hate it. I frequently trash a game completely and then give it the blue because "I guess its technically solid, but not to my tastes."

I reserve the dreaded red downward thumb for games that I genuinely think are palatable to nearly nobody.
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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 6:35 pm 



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Dashing into everything is likely to ruin your chain. I frequently choose to finish things off with my guns when I know that I'm not in a position to get 100% absorb on them. There's a nice risk/reward element at play here, on both sides of the coin; if there's multiple enemies around, you might have to be delicate to pick off the one you've got stunned, so you may choose to forsake score/power ups to safely blast it from a distance. On the other side, certain enemies will always counter-attack every time they're shot, so choosing to finish one off with guns because you know you can't get full absorb on it (so you know it'll break your chain if you dash into it) means inviting tons of counter-attacks.

And before you ask why I should care about chaining, it's because chaining gives you a bonus on your E-tank fill. Scoring and survival, working together in harmony. It's lovely.

As for X's energy level, it's too exploration focused for what it really wants to be. Also, I think it'd be better with a Ninja Gaiden style wall-jump than the "semi-sticky" one it has now. Going up one wall just never feels right, IMO. Crossing HUUUUGE pits with repeated air dashes in MN9 is way more flow-y and fun than jumping up big walls in MMX.

(Also, MMX's tornado is more capable than the buster in about 99% of situations, and it doesn't force you to keep holding a button to hold charge, but that's really neither here nor there.)


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 6:44 pm 


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Obscura wrote:
And before you ask why I should care about chaining, it's because chaining gives you a bonus on your E-tank fill.


Ah, arbitrarily rewarding you for a specific action outside of the natural consequences of the action itself. How very "meta-gamey", as you would say 8)

I would prefer if dash attacks were not relegated to finishing blows, but were some sort of constantly available attack option that had advantages and drawbacks to both offense and defense within the specific situations in which you'd use it.

As is, it kind of reminds me of the Zandatsu Mode in Metal Gear Rising, in terms of finishing moves that are only arbitrarily available when the battle is nearly over, except Zandatsu makes a bit more sense and actually adds to the variety rather than feeling intrusive due to the smaller scale and greater length of most engagements in that game.

Obscura wrote:
As for X's energy level, it's too exploration focused for what it really wants to be.


See, this doesn't matter one bit to either of the two demographics the game is aimed at.

Casual non-arcadey peeps who think "bigger = better" and think Castlevania sucked prior to SOTN will think that the "exploration" and numerous secrets are a godsend and makes it a 10x better game. And really, those guys are your bigger market.

Meanwhile people like me don't give a fuck because we're too busy no-death buster-only speedrunning the game, and stopping to pick up hearts or e-tanks (thus making an already mildly difficult game even easier) is something we neither want nor need. For us, its a balls to the wall blastathon to the finish, and nothing in the game seriously stands in the way of that experience goal.

Any major complaint you can bring up about X1 and X2 is OCD faux-"game design" crap that really matters to nobody, which is why the game has been such a lasting financial and critical success. Not to say that I love the games or that they're without flaws to me, but they're thoroughly solid and their movement mechanics are nearly unrivaled for fast and fluid terrain navigation and acrobatic evasion.

I also love the "sliding" down walls and feels it adds a lot to the intensity and urge to push forward, but I won't argue that.
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RegalSin wrote:
Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.

Aeon Zenith - My STG.


Last edited by Squire Grooktook on Tue Aug 02, 2016 7:02 pm, edited 1 time in total.

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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 7:01 pm 



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Dash attacks aren't strictly relegated to finishing blows; one of the robot master weapons has the effect of giving you a damaging bulldozer charge.

The difference between MN9's dash attack and MGR:R's Zandatsu is that MN9's dash thrusts you forward, thus speeding up the overall pace of the game, while Zandatsu anchors you in place and slows down time, thus dropping the game's pace to a crawl.

I really doubt I'm the only person who prefers pre-SOTN Castlevania and isn't interested in doing speedruns or self-imposed challenges in the Mega Man X games.


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 7:05 pm 


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Can't speak for any additional powers or abilities the game gives you later on. Only played about 3-4 stages or so, and that ability wasn't in.

Obscura wrote:
The difference between MN9's dash attack and MGR:R's Zandatsu is that MN9's dash thrusts you forward, thus speeding up the overall pace of the game, while Zandatsu anchors you in place and slows down time, thus dropping the game's pace to a crawl.


Not if you do it during a slide and go right for the heart :wink:

Obscura wrote:
I really doubt I'm the only person who prefers pre-SOTN Castlevania


Who said you were the only one? Your tastes are just in the minority, as are mine.

Just look at how much damn money Bloodstained wracked up from donations in just a few hours by riding on SOTN's coattails. SOTN was (and is) hot shit. That style of gameplay is pretty much objectively more profitable overall.

Obscura wrote:
and isn't interested in doing speedruns or self-imposed challenges in the Mega Man X games.


Who said anything about speed runs? I'm just blasting through the game as quickly and efficiently as possible and having a good time. If you're so OCD that you can't ignore e-tanks because "b-but game design! I must collect and use EVERYTHING in the game because GAME DESIGN" well then, my condolences, son.

Unless you actually find Mega Man X too hard to play without. In which case, again, my condolences.
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RegalSin wrote:
Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.

Aeon Zenith - My STG.


Last edited by Squire Grooktook on Tue Aug 02, 2016 7:29 pm, edited 1 time in total.

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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 7:21 pm 


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Oh wait, I said speedrun. Oops lol

More a figure of speech for attempting to gracefully clear it with maximum finesse. I don't actually keep track of times lol. It's all about grace.

Think of X's secrets as being like grinding in an action rpg: There's no hard mode, but the game theoretically gives you a shit ton of resources if you put in extra time, so even grandpa can clear! But if you want a balanced arcade difficulty, just ignore all that and go for broke. For hardcore action gamers, that method of play will feel more like the punchy arcade experience anyway.

My ideal system? No. But hardly a problem for a decent enough game with okay-ish level design and lovely movement mechanics you can't get anywhere else. Unless your some kind of ocd maniac who lets something potentially arbitrary to the experience spoil the whole cake.
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RegalSin wrote:
Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.

Aeon Zenith - My STG.


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 8:43 pm 



Joined: 15 Feb 2012
Posts: 1305
I have a tough time thinking that way about item in any game. If you're putting a shiny object just out of reach, I'm going to go after it. It's human nature!

Plus, one of MMX's most memorable setpieces is hidden in a heart tank secret (fighting the dragon over the bed of spikes in Launch Octopus's level). And you'd have to really go out of your way to keep Flame Mammoth's level unruined (either don't go for the dash, or intentionally die to the easiest boss in the game).

(Also, dealing with Sting Chameleon or the Sigma 1 Spider Buster-only with no upgrades sounds really rough. Outing myself as a scrub, I suppose.)

(And, to bring it back on topic, it still seems like an inferior system to just having the difficulty level you want and keeping the game as a pure action game, like MN9 does. And then adding difficulty modes as needed, like MN9 also does.)


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 02, 2016 8:50 pm 


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Obscura wrote:
I have a tough time thinking that way about item in any game. If you're putting a shiny object just out of reach, I'm going to go after it. It's human nature!


Well, subjective taste. I personally don't mind, especially if the item itself is just a stat upgrade and nothing particularly cool. The cool double shot buster upgrade in x2 requiring a revisit is a minor annoyance to me, but seeing as how its at the start of the stage and takes all of 5 seconds, I emphasize the word "minor".

I will admit there are a few tough spots in the game. The aforementioned chameleon, and most of the Sigma stage bosses, are suitably challenging. The stages themselves are pretty damn lenient even with a base healthbar size though.

Obscura wrote:
(And, to bring it back on topic, it still seems like an inferior system to just having the difficulty level you want and keeping the game as a pure action game, like MN9 does. And then adding difficulty modes as needed, like MN9 also does.)


It's neither inferior nor superior to anything, just different. By adding adventurous elements of exploration, secrets, and revisiting stages, they managed to win over a great number of people who prize those elements and would have liked the game a lot less otherwise, while staying true to their action roots and keeping annoyances for that demographic minor at worst and non-existent at best.

Inferior to a relatively linear arcade style experience? To me, yes. But this is preference. As are all things related to game design. There are many different conflicting game experiences out there and appealing to everyone is not possible. Sometimes you have to pick and choose elements, and make sacrifices to create something that reaches the greatest demographic. And is that a bad thing? If adding a few exploration elements makes a game feel more pseudo-adventurous to my shit-eating NERD friend who likes that sort of crap, and doesn't really inconvenience me, I don't see much of a problem.

MMX's design decisions are otherwise a completely sound way of appealing to both demographics without significantly compromising either. I myself prefer selectable difficulties, but I understand why designers choose otherwise and why its sometimes a better choice for making your game appeal to a greater number of people.
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RegalSin wrote:
Japan an almost perfect society always threatened by outsiders....................

Instead I am stuck in the America's where women rule with an iron crotch, and a man could get arrested for sitting behind a computer too long.

Aeon Zenith - My STG.


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 Post subject: Re: Mighty No. 9
PostPosted: Thu Aug 04, 2016 6:54 pm 


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Leandro wrote:
The magic of Gunvolt is going for the SS scores. It's a satisfying feeling when you demolish a level and the boss perfectly.

Unfortunately I only had patience to do this for 2 levels, :lol:

To get better rank in MMZ, you need to:
-get hit less
-go faster
-RIP AND TEAR more stuff

To get better rank in Gunvolt, you need to:
-get hit less
-go faster
-MICROMANAGE more stuff

And that's why I don't like Gunvolt. If Megaman Zero didn't exist I would probably love Gunvolt, but not only DOES it exist, it has 3 sequels and two spin-off games, so it's not like I'm desperate for more.

Squire Grooktook wrote:
Meanwhile people like me don't give a fuck because we're too busy no-death buster-only speedrunning the game, and stopping to pick up hearts or e-tanks (thus making an already mildly difficult game even easier) is something we neither want nor need. For us, its a balls to the wall blastathon to the finish, and nothing in the game seriously stands in the way of that experience goal.

Any major complaint you can bring up about X1 and X2 is OCD faux-"game design" crap that really matters to nobody, which is why the game has been such a lasting financial and critical success. Not to say that I love the games or that they're without flaws to me, but they're thoroughly solid and their movement mechanics are nearly unrivaled for fast and fluid terrain navigation and acrobatic evasion.

It's funny you say that, because going back to X1 and trying to play it with only the buster was what finally made it click that "wait a minute, this game is actually really mediocre, and when you remove the fanboyishness, it's not even a standout SNES title, let alone a standout title in general."

I'll readily grant that I have a lot of minor complaints, but then I'll just reiterate that there are a LOT of them. Things like Vile being totally invulnerable for no discernable reason (you can't imagine how smug I am pointing out that X6 did the unbeatable boss trick a thousand times better), the Sigma fight being shit, tornado rendering all other weapons 99% useless, the "upgrades" being literally all health bar increases except for the two mandatory plot items, the head part of the armor doing literally nothing except allowing early access to a mandatory plot item, these things all add up to a frustrating and disappointing experience. The worst of these minor problems is the dash not being a default ability but still being required to avoid attacks from bosses, which basically turns Chill Penguin into the mandatory second intro stage and leaves us with 7 robot masters. The game sets up an expectation that I'm gonna get this badass armor and all kinds of cool upgrades and finally be able to show Boba Fett how much of a chump he really is, and then I get absolutely jack crap other than the ability to dash, and Boba Fett falls into a Sarlacc Pit because, I don't know, some anime bullshit or something? Fanboyishness is the only reason I ever, EVER, put up with that.

But there are also major problems, like the outrageous overabundance of large enemies who do nothing interesting but still block progression and have lots of HP, an ongoing problem ever since the charge shot was introduced, and a primary reason 3 was the best game in the original series. It's not as bad in X1 because again, the tornado weapon is OP AF, but it's still painful that the biggest step up from the original series, movement, is constantly undermined by pointless HP walls. Another is the level design, which ranges from "serviceable" to "bearable". The game can't decide if it wants to be classic MM or MMZ, and both choices hamstring each other, and you end up playing a lifeless classic MM game that replaces ladders with wall-jumping. Smugness intensifies as I point out that the PSX games handled all these things much better.

Anyway, I will probably try MN9 now, not that I'm expecting much. Ta.
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 Post subject: Re: Mighty No. 9
PostPosted: Thu Aug 04, 2016 7:00 pm 



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To be fair, I'm pretty sure that it would be at least theoretically possible to avoid every single boss attack (EDIT: Maverick boss attack, that is. I don't think you can avoid some of D Rex's or Giant Sigma's attacks without dashing, but those both come after you've cleared all 8 Mavericks) without the dash (I know it's possible to beat Storm Eagle and Flame Mammoth without the dash, since on my first playthrough as a kid, I did exactly that, and Storm Eagle is one of the ones where the dash is most useful). It would just be incredibly annoying to play the game without it.


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 Post subject: Re: Mighty No. 9
PostPosted: Sat Aug 06, 2016 4:07 am 


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Okay, fine, Mighty No 9 is pretty legit. Unlike most 2D action games, which follow the CV/NG vein of treating individual obstacles as challenges to overcome, it treats them more like hurdles in a race: it's less about conquering and more about blazing through quickly. Reminds me a lot of X8, which is definitely a good thing. They even use the same gimmick of locking you in rooms with tons of mooks and rewarding you for clearing them out quickly. I also like the boss designs quite a bit, and while needing to dash into them is kinda dumb and inelegant, it does make for interesting choices due to the way it interrupts them. On the down side, it shares X8's really-good-but-also-pretty-lifeless level designs, and the dash has some sort of subtle control problem that makes complicated maneuvers weirdly finicky to execute (incidentally, X8 had a very similar problem).
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 Post subject: Re: Mighty No. 9
PostPosted: Sat Aug 06, 2016 7:47 pm 


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Volteccer_Jack wrote:
(the X series in general is an absolute mess that doesn't know what it wants to do and all the interesting ideas trip over each other constantly and the first game is the worst offender in that regard)

MegaMan X 4 is great though.

Going through it with Zero is one of my favourite sidescrolling action game experiences ever.
It's basically a Shinobi game that way, without projectiles but with a ton of special attacks, and still with some nuances that can allow you to deliver more damage if you wanna go technical, like in a true Capcom fighting game. Approaching an enemy and combo-ing him with a Shippuuga + Attack time 3 will always feel good :mrgreen: It's also very satisfying during levels to discover good spots where using Ryuenjin, Raijingeki or Kuuenbu will be especially effective and will OBLITERATE the enemy in seconds :P Good examples are :

- in Web Spider's level, wiping out a huge hornet's nest and all of it's mechanical hornet inhabitants with a single Dragon Punch(Ryuenjin). God that feels good...
- in Storm Owl's level, taking out the midboss by first slahing his minions, then quickly rushing to him and dancing around him with the Kuuenbu technique (using a second jump in mid-air will allow you to double your attack count, plus for every sommersault : changing the direction you're facing mid-way will deliver extra hits since the ending of your slash motion, that's usually behind you, will now be directed at the enemy and as a result will hit him a bunch more times).
- on bosses and enemy who need a ton of hits to be killed : while using the regular attack, spacing the button presses a tiny bit (so as to NOT go into a combo) and doing this repeatedly will actually deliver more hits persecond in the long run, than using the 3 hit combo(which has a follow through animation of a second and a half where you can't do anything). So on enemies that require 4 hits and up, this will dispatch them faster :P . For those who need 3 hits or less though, the combo will work faster.
-etc

These are just a couple of examples but there are a ton more. Oh let's not forget the game's breakneck pace, it's good music and superb art :P I also love the anime cutscenes to death. They really left an impression on me when I was a teen, an it made me want to draw Zero badly! They're extremely well drawn and badass overall (even though the dub is not like super good or anything). In fact the hand-drawn charcter artwork for the game absolutely deserves a special shoutout. They're thight, well constructed and appealing designs. They really left an impression and I still adore them.

Volteccer_Jack wrote:
the Zero series is composed entirely of masterpieces.


Interesting. I never played a Mega Man Zero game, but I really wanna try one now

EDIT : watched some footage of the first one and it looks damn fun. Holy...
will get one or more for sure


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 Post subject: Re: Mighty No. 9
PostPosted: Sat Aug 06, 2016 9:45 pm 


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FinalBaton wrote:
- on bosses and enemy who need a ton of hits to be killed : while using the regular attack, spacing the button presses a tiny bit (so as to NOT go into a combo) and doing this repeatedly will actually deliver more hits persecond in the long run, than using the 3 hit combo(which has a follow through animation of a second and a half where you can't do anything).

You can also just alternate the Saber and Dash buttons rapdily and go full blender-mode. Shreds everything. It's completely broken.

I definitely think Zero makes X4 more interesting, though. Dash-jumping like a maniac and hacking everything to death before it gets a chance to move is pretty fun. As X I think the game's just okay though - a game that I like more for it's relative simplicity compared to the other X games (besides the first), but otherwise I find the level design to be too plain. X's helmet upgrade in X4 is easily the best one, though. (Granted, I haven't played 7 or 8.)


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 Post subject: Re: Mighty No. 9
PostPosted: Sat Aug 06, 2016 11:35 pm 


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FinalBaton wrote:
Interesting. I never played a Mega Man Zero game, but I really wanna try one now

EDIT : watched some footage of the first one and it looks damn fun. Holy...
will get one or more for sure

I believe there's a collection of four of them on one cart on the DS.
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 Post subject: Re: Mighty No. 9
PostPosted: Sun Aug 07, 2016 2:44 am 


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BulletMagnet wrote:
I believe there's a collection of four of them on one cart on the DS.

thanks for the heads up!

But I don't plan on owning a DS at the moment. I'll be going with the GBA carts.


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 Post subject: Re: Mighty No. 9
PostPosted: Sun Aug 07, 2016 4:56 am 


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Megaman Zero game are really good... I played and finished the first three, loved them... Never played the 4th though

They should release these games on Steam, and the portable Castlevanias also... I'd buy them all


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 Post subject: Re: Mighty No. 9
PostPosted: Sun Aug 07, 2016 7:13 am 



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Volteccer_Jack wrote:
Okay, fine, Mighty No 9 is pretty legit. Unlike most 2D action games, which follow the CV/NG vein of treating individual obstacles as challenges to overcome, it treats them more like hurdles in a race: it's less about conquering and more about blazing through quickly. Reminds me a lot of X8, which is definitely a good thing. They even use the same gimmick of locking you in rooms with tons of mooks and rewarding you for clearing them out quickly. I also like the boss designs quite a bit, and while needing to dash into them is kinda dumb and inelegant, it does make for interesting choices due to the way it interrupts them. On the down side, it shares X8's really-good-but-also-pretty-lifeless level designs, and the dash has some sort of subtle control problem that makes complicated maneuvers weirdly finicky to execute (incidentally, X8 had a very similar problem).

To an extent, this depends on the difficulty level. On Normal (which is the only level that's available on a first playthrough), it's like classic Mega Mans (Mega Men?) in terms of difficulty; it's just tough enough to make you spend a bit of time learning it, but it yields to any knowledge or skill, aside from maybe the last stage. Hyper difficulty is a different story; with every enemy being much faster and more aggressive, more dangerous shot patterns from everything, all one-ups removed, the "mercy power-up bot" gone, and nearly everything killing you in 3-4 hits at most, it's on par with most of the tougher console sidescrollers (the only well-liked console platformers I can think of that are harder are all made by Irem). It's still certainly not an arcade-level challenge, but it's stiff enough that you have to work at survival.


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 Post subject: Re: Mighty No. 9
PostPosted: Sat Aug 27, 2016 10:25 am 


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Oh hi there! Chatlogs from Zoe Quinn's Evil HQ got leaked, apparently, and there was a bit about the MN9 Dana fiasco from she herself. I saw it and thought of you guys.

Spoiler: show
[28/12/2014, 4:36:03 PM] Dina : You all have no fucking idea how sexist my employer is
[28/12/2014, 4:36:17 PM] Dina : and what I had to do to get them to 1) change no.2 into a girl
[28/12/2014, 4:36:29 PM] Secret Gamer Girl: also wait, won't feel right buying the game?
[28/12/2014, 4:36:38 PM] Ian Cheong: You got them to GASP CHANGE THEIR VISION OF A CHARACTER?
[28/12/2014, 4:36:39 PM] Dina : 2) make Beck's rival Ray into a black woman presenting androgynous
[28/12/2014, 4:36:51 PM] Peter Coffin: you had to sjw
[28/12/2014, 4:36:52 PM] Secret Gamer Girl: ah
[28/12/2014, 4:36:59 PM] Charloppe: that sounds cool
[28/12/2014, 4:37:03 PM] Peter Coffin: and sjw game is bad
[28/12/2014, 4:37:06 PM] Peter Coffin: grrrrrr
[28/12/2014, 4:37:17 PM] Secret Gamer Girl: Well, that's a sad thing to learn
[28/12/2014, 4:37:21 PM] Dina : 3) add another big character as female which I can't tell you about because they have not been revealed yet
[28/12/2014, 4:37:31 PM] Secret Gamer Girl: although good for you
[28/12/2014, 4:37:36 PM] Dina : oh MN9 still has the trademark japanese underlying sexism


Comcept Representative wrote:
Will the community manager be skewing things the way they would personally like to see the game? Will the community manager ignore views that don’t match with their own personal ideals? Will the community manager lose the community’s desires due to unfamiliarity with the type of game we are making? Will the community manager be creating their own robots and levels and programming, or changing the game in any way, from what the core creative team wants?! A lot of these or similar questions have been raised.
The good news is that the answer, in all cases, is no.


Commiserations chaps. Your sidescrolling robot action game became an SJW petri dish after all, but at least you've been vindicated.

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 Post subject: Re: Mighty No. 9
PostPosted: Sat Aug 27, 2016 3:37 pm 


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Leandro wrote:
Megaman Zero game are really good... I played and finished the first three, loved them... Never played the 4th though

They should release these games on Steam, and the portable Castlevanias also... I'd buy them all

Megaman Zero Collection on NDS is great. Wish Konami did something similar with the GBA trilogy at the time. Fuck them.
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 Post subject: Re: Mighty No. 9
PostPosted: Tue Jun 13, 2017 9:05 pm 


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http://www.eurogamer.net/articles/2017- ... ny-comcept
This seems relevant to this topic.
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 Post subject: Re: Mighty No. 9
PostPosted: Thu Jun 15, 2017 4:31 pm 


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http://www.siliconera.com/2017/06/15/mi ... ease-2017/
Bwahahahha! :lol:
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 Post subject: Re: Mighty No. 9
PostPosted: Sun Jul 30, 2017 8:55 pm 


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So folks have finally been getting their physical backer rewards for this game

Decided to do a little vid featuring mine, be sure to watch it all :wink: :

https://www.youtube.com/watch?v=16hkV0WZALc


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 08, 2017 6:52 am 


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I'm embarrassed to have thrown away $120 on this silly project.
Has there been any word on the physical art and guide books?


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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 08, 2017 8:11 am 


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Koa Zo wrote:
I'm embarrassed to have thrown away $120 on this silly project.


I was a skeptic from page 2:


Skykid wrote:
Any skeptics out there?

I realise Inafune's spent plenty of time publicly damning Capcom and the game industry, and I respect him for his candidness - but people seem to have a huge amount of faith in the guy based on rhetoric alone. Which was the last project Inafune directed from the ground up with no interference? The project that convinces you he can work magic in 2013?

I mean with this much fuss I'm expecting the second coming of videogames, and not just a Mega Man clone with a 2.5D perspective.

It might turn out to be the best game ever, although lord knows Capcom have flogged MM so hard I'm sick to death of the formula, but I'm holstering the hype gun until I see the final product.


Circa 2013. Called this one good. :)
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 Post subject: Re: Mighty No. 9
PostPosted: Tue Aug 08, 2017 9:15 pm 


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Good thing ninja didn't get the Famicon box. It would have been very embarrassing if the manual didn't fit into the box on his youtoob.

Quote:
I'm embarrassed to have thrown away $120 on this silly project.


Don't be! It's Kickblaster and a product came out in the end. The best of all possible outcomes, in such a game of gambling.

At least you didn't fall for something completely stupid or a complete scam, like the Ouya or this Ashes of Creation thing. There was a possibility of this being an okay Megaman game.

.... a series which we already have something like uh.. I'm gonna guess.... 25 mostly identical games already?

I count Street Fighter x Megaman in this total of course


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 Post subject: Re: Mighty No. 9
PostPosted: Wed Aug 09, 2017 1:00 pm 


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So anyone who wanted Mighty No. 9 to be a good game and inevitably got disappointed should do themselves a favour and pick up Mighty Gunvolt Burst for the 3DS or Switch. While the original Mighty Gunvolt was just a short little bonus game, Burst is a full-fledged game with an intro stage, 8 "robot master" stages and 4 "fortress" stages. And more than anything, it's effectively Mighty No. 9 but good - all the bosses are the MN9 bosses and Beck is the "main" character of the game (and he doesn't actually suck in this like he did in the first Mighty Gunvolt). You also have Gunvolt from the start, Ekoro is available as DLC (and free to download until tomorrow, so act now! $2 after that) and there's more DLC characters incoming most likely, as with Blaster Master Zero. It's also extremely obvious that Inti Creates really wants to do Mega Man again, because this is the best Mega Man game of the year. You don't technically gain subweapons like in Mega Man after beating bosses, but the game has a weapon customization system, and after beating a stage you get to pick a reward, which includes access to the element of the boss you just beat, and bosses have elemental weaknesses - so you basically get to put together your own subweapons, which is something I've had a lot of fun with.

So if you backed MN9, chances are that MGB is the game you really wanted out of the whole thing.
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