|
Post by Sarge on Jun 1, 2024 21:56:04 GMT -5
Good beat. And yeah, I'm pretty sure you could easily slide Ys VI in. Completionist on that is 20 hours, and I doubt it'd take the Turbo Gamer TM that long. (In fact, it wouldn't surprise me to see you shred Felghana and Napishtim just under the wire.)
|
|
|
Post by Xeogred on Jun 1, 2024 23:30:24 GMT -5
Haha yeah. I think I do plan to take a break after Ys VI. Hoping I can knock this out before the end of the month (Elden Ring DLC). But also yeah, I'll be ready for a break from Ys. But from this point on it should be a bunch of the best ones. I'm optimistic VI will be awesome too, already seems great playing a bit tonight.
|
|
|
Post by Ex on Jun 2, 2024 10:21:05 GMT -5
I can only assume Falcom or whoever handles this just weren't really keen to making stuff on the SNES. I got the sense that Falcom realized the market (in Japan) had shifted from PC gaming to console gaming irrevocably, and thus they felt the need for their next (as in Falcom internally developed) Ys to debut on a console. Given its popularity, and the prolific amount of action-JRPGs on it at the time, SFC was the logical choice. But I also got the sense Ys5 was developed by people use to developing PC games, and they kinda struggled with the console mindset design ethos. I also thought Ys5 was originally meant to be longer and more in-depth than it ended up being, and that's why the pacing is weird and parts of the game feel gutted. Regardless, I think Ys5 on SFC is a decent action-JRPG (it's better than a few of the other more popular action-JRPGs) even if it's not a top tier one. I'm glad you took the time to finish it. Falcom did release a more difficult version of Ys5: Unfortunately, there's no English patch for it. I wish AGTP had translated that version instead of the original one (not that I don't appreciate they did so). And Ys5 also got a PS2 remake by Arc System Works, with a similar aesthetic to the style of Napishtim/Felghana/Origin: But that remake remains untranslated into English to this day. A travesty that needs redemption.* *
|
|
|
Post by Xeogred on Jun 2, 2024 13:26:44 GMT -5
It's kind of wild how much Falcom pioneered but they still seem a smudge under the radar here in the West. Even though they're clearly doing well thesedays and the Trails games might be an even bigger breakout success over here than Ys? It was interesting to see the other night that as of 2019 they only had 60 some staff. Maybe a little more or less by this point. Considering the issues with AAA gaming right now and overbloated budgets/staff, it seems like they're in a good spot and have been pumping out games a lot again in the modern era. Now it makes a little more sense how they were one of the first to start putting their games on Steam years ago, with their long history of developing for PCs. Guess that changed a bit in the PS2/PSP era when handhelds were taking over Japan. I think you're right in that Ys V was an attempt to pivot with where the market was at the time but they were a little too late. It's still a solid 6/10 in my book, I say that's like "for the fans of this genre" territory for me and that score. Had they taken another shot at a follow up on the SNES it probably would have been a nice improvement. The rest is history and now for my own selfish reasons I'm glad Ys had a resurgence heh.
|
|
|
Post by anayo on Jun 2, 2024 13:57:10 GMT -5
I "mostly" beat GL Quake on a 3DFX Voodoo 1 card.
I say "mostly" because while I beat every stage and collected every rune, I must have forgotten to do so on the same save file. So when I beat the last episode, the final boss was still closed off. But it doesn't burden my conscience to stop here because I've already beaten Quake in software mode before, and the final boss for basic retail Quake sucks. This was less about experiencing Quake and more about experiencing the Voodoo 1 anyway, which I'll post more about shortly.
|
|
|
Post by Ex on Jun 3, 2024 10:24:04 GMT -5
anayo Back when Quake released, you would have been in the upper echelon to play it with a Voodoo. I beat this one around the time it released but using software rendering. Amazing how optimized Carmack got the engine for either approach. Though he did have assistant programmers helping (Michael Abrash, John Cash).
|
|
|
Post by anayo on Jun 3, 2024 11:45:57 GMT -5
anayo Back when Quake released, you would have been in the upper echelon to play it with a Voodoo. I beat this one around the time it released but using software rendering. Amazing how optimized Carmack got the engine for either approach. Though he did have assistant programmers helping (Michael Abrash, John Cash). Quake runs very well in software mode, so Voodoo graphics just makes the game look prettier. But by 1997 standards this would have been VERY pretty. Like "how is this even running on a consumer grade PC" pretty. I think owning a Voodoo 1 in 1997 would have been like owning a Neo Geo in 1991.
|
|
|
Post by Xeogred on Jun 3, 2024 14:34:00 GMT -5
Voodoo had good marketing. Those cool big boxes and the name still stick with me, even as someone that didn't get to indulge with PC gaming much in the 90's, or anything high end.
|
|
|
Post by toei on Jun 4, 2024 10:37:03 GMT -5
I beat Battle Circuit, Capcom's last 2D beat-'em-up (1997!). This game gets overlooked, maybe because of its late release date. This is probably also why it was never ported. It's great, though.
As usual with Capcom, the feel is right. You can change directions several times during a dash, which is incredibly useful as the powered-up dash attack is very effective (I was playing as the goofy default guy). The main twist here is money; enemies drop it, you find it in crates, and it lets you buy stuff between levels; extra moves, a permanent health bar increase, etc. The game progresses in the standard way, but there are moves that result in enemies dropping more coins then others, so you can integrate that in your playstyle and get upgrades faster. I had every upgrade except the most expensive by the end. Some of the extra moves are just better versions of the standard ones, but some are uncommon for beat-'em-ups; the cheapest you can buy with the default guy is a sort of a launching attack (Up, Down+Attack) that does a ton of hits and gets you a lot of coins, and it can be comboed from the regular attack chain. It also gets past certain enemies' defense. Very useful. In general you can combo a few different moves on one enemy even after they fall, but I think you can't do the same move twice during that string. This is very effective against bosses.
There are also these temporary power-up things you stockpile and can use quite often by jumping and pressing A+B for a short power increase. The game is almost a spiritual sequel to Captain Commando; the character designs are goofier and wilder than usual (you're sci-fi bounty hunters) and there are some short levels, especially early on, with lots of bosses and mid-bosses. But because the battle mechanics are a little more elaborate and the characters more mobile, these are actually fair and fun. In fact the game does not feel cheap at all, and you get the feeling right away that you could learn to get really good at it and take little damage. I really liked the pacing; it keeps it moving, and the bosses don't have exaggerated amounts of health. It's the opposite of Cadillacs 'n Dinosaurs in that way. There's a couple of cool bonus levels too, including a mini shmup level (though you're also trying to grab a ton of coins and foods, similar to Sunset Riders Genesis' bonus levels). And there's actually a storyline this time, but it's not too wordy and things happen really quickly, like a comic book on steroids.
I'm going to be playing it again some time, trying to do better than this time. But even now it doesn't feel like I used that many credits. This is easily one of Capcom's best, along with The Punisher for me, which means it's one of the best 2D beat-'em-ups overall, purely on account of how well it plays, and how quick the pacing is. I could have used one or two fewer recurring boss fights, but it's not nearly as bad as Konami's usual boss runs, where you have to fight 5 of them in a row at the end. I can see how some wouldn't like the theme as much visually. I don't mind it personally, and the fact that it plays so well is what matters. ****.
|
|
|
Post by Ex on Jun 4, 2024 10:58:00 GMT -5
I didn't like it quite as much as you, but yeah it's good: I definitely appreciated how Capcom tried some fresh ideas with it such as: I still think Capcom's best beat 'em ups are their D&D ones, but apparently I'm the odd man out there. Granted I grew up as a D&D player in the '80s and loved the Golden Axe games, so a precedent existed. But more people should bother to emulate Battle Circuit, I agree it's worth trying for any genre fan.
|
|