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Mr. Pin?

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Everything posted by Mr. Pin?

  1. Amazed no one's posted: Especially when you get stuck at the barrel. Can feel my blood boiling even now.
  2. It's kind of interesting that certain games - Gran Turismo being the best example I can think of - haven't made it at all into the Top 100. I'd agree myself that it wouldn't have made it into my top 10, but almost definitely Top 20 (probably in it's 2nd or 3rd incarnation, as they were the ones I spent longest on, and actually completed everything). I realise many would be happy to see a top 100 without one of the most 'boring and pointless' games around, but this is a former Edge 10 we are talking about! I wonder how many other games missed out in this manner, not being strong enough for the majority's Top 10, but strong 11-20 contenders?
  3. Would have liked to see Planescape: Torment in there. Still the best RPG I've played.
  4. Mr. Pin?

    Death Worm

    http://bayimg.com/LadBjAAba Spent far too long on that game! Actually ended up over 550000kgs but failed to get a good picture...
  5. Mr. Pin?

    Death Worm

    Is that music from Streets of Rage 2? Very cool game, makes me believe a 250T worm can fly!
  6. I'm playing it on PC, having previously sampled the PS2 version, and everything looks lovely and sharp. It seems more glitchy than on PS2 however, as I've seen a few instances of the camera losing it when making a wall-grab, or Lara getting stuck on the scenery when falling, or repeatedly failing to pull up onto a ledge/ do the walk-off and grab maneuver. Takes the shine off it a little, unfortunately. Loving the atmosphere, and so many memories rush back from completing the original (which was much more of a tense, testing affair).
  7. I do like this in small bursts. However a couple of days ago I had three attempts at the which results in game over/reload when you fail and I haven't been back since. Will give it another go tonight, possibly...
  8. 59. Tomb Raider This animalistic example stands motionless in corners (which will inevitably cause the camera to lose sight of it) until you tiptoe warily past. The scream that then emanates as a precursor to the leaping attack is the cause of significant (sometimes total) loss of control of the player character, wasted rounds fired in all directions and an overwhelming desire to see that it is actually dead, usually by means of emptying 50% more ammo into it than absolutely necessary. 3 primal screams out of 5
  9. 2 and a half hours in, and just brought life back to the large field area (name escapes me) via use of the 'bloom' stroke I just learned. The visuals and atmosphere in this game are just gorgeous, no complaints thus far. Controls are OK, better than I expected for movement and exploration but I'm still finding the camera a bit fiddly at this stage. Part of my problem is that I like to have inverted settings in third-person and normal in first, which is a step of customization too far in this (and indeed most games)! I found the brush a bit unwieldy at first but as time passes and the subtleties of the DS2 sticks become familiar, I'm finding it a those sweeping lines and circles a lot easier. It must be an echo of real calligraphy in a sense as smoothness and confidence produces the best end results. The characters are cool, though a bit wordy at times. I liked the way Sakuya's lengthy speech about restoring the Guardian Saplings lulled Amaterasu to sleep, as I was almost feeling the same! Feeding the animals gives me a charming but odd cut-scene, is there something I should be doing here? I finished Zelda TP a few days back so it is still fresh in my memory, and this game's early stages are easily on a par with it, if not edging it out slightly. There have already been a few similarities that make me wonder how separate the development of the two games really was, as well. Whether it can sustain the early momentum like TP did so well up until around the 25-30 hour mark remains to be seen...
  10. My memory is hazy, but I positive it's what I used! It was either timing or counterattacking... Don't make me replay the entire game again to find out! This thread is tempting me badly enough as it is!
  11. The hammer was what I used originally back in '98. I also discovered on subsequent playthrough that he has no defence against the BigGoron's Knife, as he can't keep out of range of the lunging attack... Looks like you discovered another way I hadn't even considered!
  12. Are the keepers a little happier to stay nearer the goal-line than their kamikaze WE10 equivalents? The number of times they've charged out and left a gaping net when the attacker changes direction slightly... Are they less susceptible to letting shots spill into the net at the near post? And is the computer still stupidly accomplished at those dinked through-balls? The ones that drop just between your defence and keeper?
  13. all I need to see is Fire Emblem (even just a hint...)
  14. Am on the final day of case 4 now. Great entertainment! I was going to steer clear of this after the somewhat lacklustre reviews, but this thread, combined with a great price, gave me an urge to give it a go. Yes, it is now one of my favourite games of the year! I love how it makes you feel really clever with subtle hints, before explaining just why that evidence you tentatively submitted as a contradiction was vital after all. Another one I think I'll miss when it's finished, can't see it having great replay value unfortunately. Maybe if I left it for a couple of years?
  15. My copy turned up today! Onto the 2nd chapter. Liking what I've seen so far. The final stages of the 1st trial were actually quite exciting, even though I was kind of led through it!
  16. I'd say Gitaroo Man is tougher, but the controls are as responsible for that as anything else.
  17. Got this yesterday. First impressions were a little underwhelming, I'm not afraid to say. The light blooms in the shrine gave me a headache (though I am nursing a cold at the mo) and it isn't the smoothest in terms of panning around with the camera. Wasn't overly impressed with the movement of the character, and the camera is awful when you are deliberately trying to fix it on a path to follow. Didn't try any exploration, just went directly to the first colossus. Died a couple of times, figured out an approach, and took it down with little trouble. Saved, turned off. Today, it was the same with the 2nd and 3rd colossi. Just used the sword to point me in the right direction, and battled them. The 3rd one was impressive, with a real sense of vertigo when I was clinging on to it's head (at one point I kind of fell forwards and ended up dangling between it's eyes, which prompted it to try and swat me away!). So far, so 'pretty good' then. Until earlier. I intended to hunt down the 4th collosus. Saw an interesting looking high point in the opposite direction. Thought 'well let's take a look at the view'. Noticed that controlling Agro wasn't annoying me as much lately as I galloped across the plain. It was when I stopped and turned to look at where I had just come from that something just 'clicked'. Everything was still there, only now much further away, at a distance where the true scale of things was a sight to behold. The shrine dominating the landscape, it's rugged spire stretching seemingly miles into the sky. Connected to it, and spanning a ridiculous distance, the shimmering bridge with it's graceful curved supports plunging deep into a huge canyon, where I could see my previous battle ground with the 2nd colossus. I haven't thus far seen anything comparable in gaming. Giants: Citizen Kabuto and perhaps Far Cry have evoked similar feelings of scale and space, but this feels different, somehow. I just watched my character hunch back in the saddle, apparently enjoying the view as much as I was. Appreciated also the camera zoom function, and lack of icons and paraphenelia obscuring the view. It was then I got a real urge to see more of this world than I had previously allowed myself. Try climbing things just to take in the view. See something slightly higher, try climbing that. See if there's anything to those odd little structures dotted around that I noticed for the first time. 45 minutes later, I'm actually heading in the opposite direction to my objective, but I'm finding all sorts of things to investigate. When the game world is this fascinating, the colossi can wait. Besides, they'll only ramp up the excitement factor when I do get around to them. I think I understand this game a little better now. I'm not going to be rushing this one.
  18. Champions of Norrath. Slow levelling, stupid enemies, uninspiring weapons. Dull environments and dungeons which are randomised so in some parts you pretty much have to keep retracing your steps and exploring dead-ends. Dumb and yet stupidly-powerful boss type monsters with little strategy required to defeat. Either stand well back and shoot tens of arrows until they die or charge in and mash the attack button repeatedly. Probably the most boring spoken dialogue and cut-scenes in any game I've played as well, with the possible exception of Shadow Hearts.
  19. Phoenix Wright Advance Wars DS Castlevania DS Osu! Tatakae! Ouendan! Farenheit Yep, DS is seeing a lot of my game time lately!
  20. This will become my 5th DS game (and 4th DS game in a row, just not buying anything on other platforms lately) when it arrives next week! Thanks forum.
  21. What am I unlocking/earning with those points totals? My next target is something like 17000000. Rankings? Or something cooler?
  22. Great game! Enjoying the soundtrack as well. 'Linda Linda' - SO obvious, yet so unexpected... I find the cheerleaders on the opening screen (the 3D ones moving with the music) strangely relaxing to watch. Especially the Very Hard set...
  23. I could see myself getting more and more desensitized to 'good' gameplay if I simply skipped anything that I deemed unfair or got stuck on for more than minutes at a time. failing bits over and over isn't always the game's fault. Lack of concentration or clarity (or yes, skill) can be as much a fault of the player.
  24. So what game brought this on? You need a sense of progression. What would be the point of skipping straight to the end of thoeretical game A if the preceding levels furnished you with the skills needed to overcome it? Where's the reward? If you can experience the highs without the lows then they are less effective.
  25. Excellent post, dumpster. I feel the same sometimes. I find myself playing less games to completion these days. But when a title comes along that has that certain 'x-factor' (and RE4 is the last title that grabbed me in this way) then I will put the hours in, I will have difficulty tearing myself away, and I will unlock as much as I can. I too feel the current gen still have a lot to offer. At the moment I can't see myself getting any of the next gen at launch, although the inevitable hype has yet to really kick in for me.
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