Re 1: The hidden ending is never addressed in the sequel. Uchikoshi says this is because the scene was supposed to be an "extra" for the fans who thoroughly completed it, but considering how narratively dense the scene is, that explanation doesn't really fly with me. Considering how... unrealized... ZTD feels compared to previous games in the series, my guess is that he abandoned that narrative thread for some reason..
Re 3: The design of the rooms is interesting, as you have to kind of combine a bunch of smaller problems or puzzles with a larger guiding theme to make them feel integrated. It's like walking a tightrope between Professor Layton and The Witness, so to speak.
Re 5: I have often wondered how many of the hours I spent playing that game were actually consisted of watching a dot slowly move across a map of the facility. There's undoubtedly, you're right, a ton of padding that makes the game feel bulkier than it needs to.
Re 6: Oof! That sucks. If you clear the game data, does the remake give you the option to skip text by default? If you could fast-forward your way through the early parts of the game, it might make obtaining the trophy more bearable.
Reminds me of Odin Sphere: Leifthrasir. I played the heck out of that game and got the majority of the trophies (44/47 non-platinum trophies), but I deleted it without realizing, at the time, that doing so also deletes save data (I played on PS Vita), and I didn't subscribe to PSN at the time. So now I'm blocked out from the platinum because I didn't find one or two recipes and texts.
Hell if I'm going back to it just for trophies, though. I completed it in every sense that actually matters.
Re 7: Nothing wrong with being critical about games. It allows you to accept their flaws while also more fully understanding what they did right.
Also, I know insecurities aren't typically what you would call rational in nature, but you're one of the most articulate people on this forum. I'd NEVER guess English wasn't your first language. It's really impressive how fully you've mastered it (in written form, anyhow).
@Kidfried
That's my understanding. It's a miracle that ZTD was even greenlit, apparently, considering how poorly VLR was received in Japan. When word came out that the third ZE game likely wasn't being made, there was a massive online campaign from Western fans to revive the project, and that seems to have been successful in convincing Spike Chunsoft to allow development to resume. I'm guessing that most of the team behind VLR had moved on to other projects by then, though. There's actual written story content in that game that's relegated to some sub-menu, instead of being actualized in the full game, which points, again, to a rushed development cycle.
Yeah, if trophies aren't hugely important to you, it's probably best to leave it. If you ever get the hankering to play the game again one day, you can get it then, right?
I spent 55+ hours completing that game. So, yeah, it kinda sucks.
Well, the best way to learn almost any craft is to just... do it. Actual experience with writing, or painting, or composing music, or whatever is far more valuable than anything else. I guess posting on a foreign language forum is about as close as you can come to written language immersion!
Currently Playing: Resident Evil Village: Gold Edition
i actually have a huge problem with beating games lately. I dunno why ill play get almost near the end and then just stop and play something else. I always say ill come back and finish but i never do. Last one i actually finished is persona 5 : / wow so long ago every rpg since i got to the end ish and just left it .
I finished BioShock 2 yesterday. I quite enjoyed that. I think it was a step up from the first one for the most part. While I can see why people didn't enjoy the story as much as the first, I do appreciate they didn't try to replicate the ''Would You Kindly''-reveal with some knockoff twist. They kept it it's own thing, and added their own stakes. Pretty much the opposite of what they did with Big Sister, which was a completely unnecessary and pointless addition to the franchise. In the penultimate mission, when they throw two of them at you, I was disappointed in how unimaginative they made that fight. It could've been something really special, and instead we just got knockoff Big Daddies. I did appreciate Eleanor ''turning into'' a Big Sister, though. That was very clever, and it was nice to be able to have her in combat from there onwards.
The combat is practically improved in every possible way. I did have a bit of a problem with a big difficulty spike inbetween games, and as someone who is not a fan of being served too big of a challenge, I therefore turned the difficulty down to easy. I probably could've gone back up again later in the game, since it became incredibly easy, but it was fine as it was. I did find that this game encouraged me to use different plasmids and weapons far more than the original. In the original I easily managed to get through it only using Elictricity Bolt and the wrench (imagine my disappointment when I realised the sequel did not have my familiar wrench), but here I pretty much used every plasmid I had equipped in every big fight. The noticeable difference between plasmid levels definitely helped there I think, as well as the new (and improved) research system actively motivating you to be varied in your combat strategy. As someone who usually gets stuck in what they know with combat, it was nice to see a game basically force me to try and use different things, and so I did as a result.
That said, the new enemies in this game (aside from the Big Sister as previously mentioned) weren't very interesting. I feel like there could've been done a lot more with that. Brutes, Alpha Series and Rumblers were fine the first time, but they threw them at you so consistently that the curiosity factor quickly wore off. I would've liked to have seen them come up with something original for some new enemies, or even a new interesting variation on splicers. I believe it was all just the same, including the return of the incredibly annoying Houdini Splicers. Seriously. I hate them.
A huge quality of life improvement to me (which probably helped a lot in me following the story much more closely this time around) was the quietening of the game volume while an audio tape was being played. So many times in the original I ran across audio tapes to listen to and then being quickly attacked afterwards, and because of that not being able to pay attention to the audio tape as it was became unintelligible thanks to all the combat sounds. They made sure that didn't happen this time, and it was very much noticed on my end. I loved hearing all the background lore on the audio tapes about the politics and dynamics in Rapture, as well as slowly hearing the audio tapes catch up to the present and even their referencing Jack from the first game by the end. I made sure to carefully listen to all of them this time around, and it really added an extra layer that I appreciated.
I enjoyed that the morality aspect of the game was expanded upon in this sequel. The choices between sparing and killing three NPC's throughout the game, which in turn also affects the ending along with how you treated the Little Sisters, were great. The last two NPC's gave me a real moral dilemma, but I ended up killing both of them. The first NPC I spared, which luckily spared me from the worse good ending, but she also clearly deserved to be spared. She really didn't do anything wrong, unlike the second NPC. Like I said, I got the best ending possible ending. I looked up the other endings on YouTube too, and they were all interesting. I especially liked seeing the absolute worst ending. They very cleverly used the choices in the game to really shape Eleanor, and I always like a good choice and consequence.
I did like playing as a Big Daddy. It didn't make much of a difference gameplay-wise, outside of your wrench being replaced by the drill (which I grew to love), but the idea of these you being the person in the suit and having this bond with the Little Sisters just really spoke to me. The harvesting sequences weren't all that fun, but just having a Little Sister with me talking about angels and everything was incredibly... cute? The levels also felt a lot more expansive, and I feel like it took me much longer to get through all of them than it took in the first BioShock. Luckily they were all fairly well designed, with enough fun areas to explore. I saw a lot of complaints regarding BioShock 2 were also the freshness of the setting having worn out by the sequel, but as someone who never fully fell in love with Rapture as a setting in the first place that didn't really affect me personally.
The final two missions were definitely the best part of the game. I think the sequence where you play as a Little Sister and see the world through their eyes might be my favourite part of both games. Possibly only beaten by WYK. It was incredibly menacing and intimidating, but at the same time very serene and calming. Probably exactly what they were going for! I did also enjoy the underwater sequences. They were a nice addition and added some nice sightseeing to the game. The culmination of this entire game was very well done, although it once again lacked a satisfying final battle. The first game had the incredibly easy Fontaine boss fight, and this second game just has a wave battle for a few minutes. It seems like they're never really going to get a hang on that. One minor inconvenience I experienced with the final two missions however, was my game crashing after having visited the first pediatric ward. I lost about an hour of progress there, and had to redo it all. Luckily I was able to get through it faster this time around now that I already explored everything, but it was still an annoying added chore. Finally, it seemed a bit cheap the way they got rid of Sinclair. He was a very interesting character to me all game long, having clearly done some very bad things in his past, but that being balanced with his unconditional helping of you throughout the game. To simply throw him at you as an enemy thanks to Lamb turning him into a Big Daddy felt like a very unsatisfying end to his story, and not very well thought out. I was hoping they'd do something more interesting with him, but at least they didn't copy the first BioShock and go the Atlas route.
So, overall, I quite enjoyed BioShock 2. I don't think this is a franchise I'm ever going to truly love, but it keeps me engaged and wanting more. I'd say the sequel is about an 8/10. Slightly better than the original, but nothing that really amazed me in the broad sense. I'll have to see what I'm going to follow this up with. I have a few games lying in my backlog (Yakuza 0, Batman Arkham, Hellblade, The Council) waiting to be touched, but I'll probably play and finish Minerva's Den first. Not sure I'll immediately move onto Infinite, since it might be good to have a palate cleanser inbetween as to not completely overwhelm myself with BioShock. I do wonder, which in case someone has read this far, feel free to tell me, if Elizabeth will play more of an active role in Infinite. The communication in the first two BioShocks is nice, but impressive cutscenes are really something I've been missing. From everything I've seen of Infinite, it seems to have that in spades. You barely really interact with any characters physically in these first two games, and if that does change in Infinite I'll be a very happy man. I'm also very excited to eventually get to Burial at Sea, which looks like an incredibly interesting piece of DLC. But for now, I shall sign off and do whatever happens next!
@Tjuz Really well-written impressions there! It has been quite a minute since I last played Bioshock 2 (probably seven or eight years, at least), but I do remember really enjoying it, and never quite understood why it's considered the black sheep of the franchise. Possibly because OG Bioshock was such a revelation at the time, and because Infinite was so incredibly different.
Re Elizabeth in Infinite... she is a pretty constant presence in the game, and, as I recall, will help you reload during fights (among other things). She's one of the better companion characters I've ever seen in a video game.
Never played any of the DLC, unfortunately, which might give me an incentive to revisit the modern-gen ports of the games at some point.
Currently Playing: Resident Evil Village: Gold Edition
I do wonder, which in case someone has read this far, feel free to tell me, if Elizabeth will play more of an active role in Infinite. The communication in the first two BioShocks is nice, but impressive cutscenes are really something I've been missing. From everything I've seen of Infinite, it seems to have that in spades. You barely really interact with any characters physically in these first two games, and if that does change in Infinite I'll be a very happy man. I'm also very excited to eventually get to Burial at Sea, which looks like an incredibly interesting piece of DLC. But for now, I shall sign off and do whatever happens next!
Yes, Elizabeth plays an active role, to say the least. And although I skipped Bioshock 2 and went straight from BS1 to BS Infinite, I feel confident that you’ll be happy with an increased amount of cutscenes and character interaction. There is a progression in gameplay and story telling, in my opinion and Infinite is one of my favorite games of last generation.
“We cannot solve our problems with the same thinking we used when we created them.”
Burial at Sea is excellent and a great adjunct to Infinite.
I still think Infinite is my favourite of the series as the story I found the most interesting and was one I thought about for a while afterwards. It was the first of the series I played however (PS+ freebie on PS3; I played the Collection on PS4 after). And yes, Elizabeth plays a big part and finds ammo and money for you as you explore.
I enjoyed BS2 as well but can only assume the “negative” opinions around it were because of the gap between games so it wasn’t what people were expecting. Infinite was so different from the first two with its setting that it was quite distinct from them.
@Ralizah@Th3solution@Kidfried@Thrillho I'm very happy to hear Elizabeth takes on a more active role in the final installment as opposed to the companions from the previous games. It's definitely something I had been missing, even if they first two games did their thing well in their own right. I did play the BioShock Infinite intro years ago, and I remember being absolutely entranced with it (until the combat started). Hopefully I'll have the same experience this time around, while also appreciating the combat more and now knowing all the proper backstory of the previous games to put it in context. I'm very excited to meet Elizabeth as I have heard great things!
@Ralizah Thanks! Glad my rambling was still coherent enough to read through, haha. If you do end up going back to the modern-gen ports, I can attest to their quality. They run great at a mostly consistent 60 FPS and the control schemes have not aged poorly. There's also some noticeable graphical improvements, so it's definitely worth a go. I can't quite speak of the DLC quality yet, but I'll get back to you!
@Th3solution Glad to hear you love Infinite. It seems like the general BioShock fanbase is somewhat divided on it, which I assume partially comes from the location change. As someone who's not all that attached to Rapture, I think I'll enjoy the more colorful and pretty landscapes of Columbia. This definitely makes me feel more confident that Infinite might end up being my favourite, as well as the more hardcore sci-fi sounding elements I've heard are present in this game. Love me some complex sci-fi.
@Kidfried@Thrillho I'm thrilled that Burial at Sea is a nice ending to the franchise. Seems like the franchise has been somewhat abandoned lately, and Burial at Sea sounds like the perfect swan song for the original trilogy at least. I'm glad it most likely won't disappoint. Maybe I'll appreciate the Rapture location a bit more after having spent a lot of time in Columbia and ultimately going back to it.
@Thrillho I can imagine BioShock 2 might not have been the sequel a lot of fans wanted. It takes a big departure from the storyline from the first game, and putting you in the shoes of a Big Daddy obviously heavily changes your position within the game's world. I'm glad they went with something so disconnected from the first game, while still acknowledging the first game's events with audio tapes, so that they could really make it it's own thing. But I suppose for some people who really, really loved the first BioShock that could be a big negative. Also glad to hear Infinite is your favourite too! Hopefully my expectations won't have been set too high now, haha.
@Foxy-Goddess-Scotchy Holy crud, you really put a lot of thought into that post. Well done!
As someone who typically values gameplay above all else in my games, I appreciate how Atlus can fashion JRPGs that strip back the dialogue and narrative elements in favor of challenging, nuanced, and explorative game design that absolutely overwhelms everything else. It's why I'm such a big fan of the Etrian Odyssey series. In both of these series, you're constantly exploring dangerous and evocative environments, and every fight is a vicious struggle for survival.
Nocturne has an incredible sense of atmosphere to it, indeed. It's adult and horrifying without subjecting the player to graphic or exploitative content. It's definitely nihilistic, but in more of a creative, Nietzschean sense than the defeatist sense people often use that word in. And it does a great job of balancing that sense of human striving for meaning with a dense and very rich mythological backdrop that helps to off-set the oftentimes individualistic focus of the characters.
SMT IV shares a lot of these same vibes with Nocturne, although its mythology is definitely much more Western and Judeo-Christian. Also, both games have what can only be called a supremely unhelpful overworld map.
Currently Playing: Resident Evil Village: Gold Edition
@Foxy-Goddess-Scotchy I... have a limit on both. I used to think I could tolerate a horrible story if the game had good gameplay. And then I played Fire Emblem Fates: Conquest, which has some of the worst writing I've ever seen in a video game (in addition to some pretty extensive censorship that actually removes game mechanics; ugh!). I finished it, and then I sold the damn thing. I can tolerate gameplay that isn't brilliant if the story is compelling, but I still need to have fun playing it. An example I would give of this is most of the older Final Fantasy games. They're very rote JRPGs mechanically, and the combat is mostly pretty mindless, but they excel in terms of the score, characters, stories, presentation, etc.
It's a balance, of course, but, at the end of the day, what distinguishes video games for me is the interactivity. It's also why I kind of hate Naughty Dog's game design being so influential on the industry: it's disturbing to me when I can't tell where my input ends and the game itself takes over, and that, more than anything else they've done, will be the legacy they leave the Western side of the medium.
I kind of understand neglecting to buy a game at all out of anger over the way the release is treated in your region. Europe got this BEAUTIFUL limited physical edition of Fatal Frame V on the Wii U, but it was digital-only in the States. I don't mind digital only releases on virtually any other system (and am actually 90% digital on PS4 and Switch), but I just... don't want to download games on my Wii U. It's the only system where I want to go purely physical, and I have, apart from a free digital copy of NSMBU I got as part of the Mario Kart 8 promotion and a few VC releases.
I'm guessing SMT V will stay Switch-exclusive, just like I continue to be skeptical about Persona 5 coming to the Switch. Atlus likes to keep certain franchises exclusive to certain ecosystems. Persona has always been Sony exclusive, and once SMT went to Nintendo, it never came back. I don't see why that would change now. As the saying goes: "the best predictor of future behavior is past behavior."
But, yeah, I'm excited for SMT V. The handheld games are fantastic, and Apocalypse, in particular, is one of my all-time favorite games in the series (granted, it sacrifices a lot of the series' identity in the process, but it's SUCH a fun and polished JRPG), but I do feel like the hardware has obviously been holding back the true potential of the series. If nothing else, it'll be cool to have third-person battles back, for the first time since Nocturne.
Considering you want to see the HD models adopted in a more traditional JRPG, I'm guessing you're a big fan of the DDS games? I'm playing through the first one right now, actually. It's interesting. It has SMT's aesthetics, but gameplay-wise it reminds me more of something like Final Fantasy X.
@Foxy-Goddess-Scotchy Yeah, I've actually never played the DDS games before. I also need to play the Raidou Kuzunoha games. I love how affordable it is to collect their PS2 games, actually; unlike the majority of companies, they've actually gone to the trouble of re-printing a lot of these games to help keep costs down.
Being a late Atlus convert, there's still a substantial portion of their library that's new to me.
DDS2 is a direct sequel to the original game, right?
@Foxy-Goddess-Scotchy Glad to hear you enjoyed reading my thoughts! I'm sure the spoiling of the WYK twist changed my experience with the first game quite a bit, so that's definitely something to be taken into account. I do feel like it seems that the praise for the first BioShock's story heavily relies on that twist though, while I think the second game has the more consistenly good storyline. The first BioShock hits some real low points throughout, whereas I didn't really have that experience with the second game. That said, the second game doesn't have anything as memorable or impressive as the WYK reveal for sure.
I did play through Minerva's Den today, and I wasn't all that impressed. It was a solid DLC, but I don't think it's the fantastic story it's hyped up to be by some. It's clever and well executed (as BioShock stories always are), but nothing all that noteworthy in my opinion. It's no Lair of the Shadow Broker or Citadel!
Glad to hear you also enjoy BioShock Infinite, even if not as much as the others. A shame about your disappointment with Burial at Sea! I hope I end up in the ''great'' camp. I'll be interested to see what I think about these so-called vigors you mentioned. Combat can really make or break a game for me (mostly because I'll think a system is annoying/too difficult as opposed to it not being my preferred style), so I hope that's not the case here. If it is, I'll suppose I'll just have to push through for the story! I've come this far!
I'd love to comment on your thoughts about Shin Megami Tensei, but I'm afraid I have zero experience with JRPG's. Great write-up, though!
What is it?: The 3DS (and eventually Vita/PC) entry in an obscure, Japanese cult classic series that started on the SNES where you play as a girl named Umihara (or Yumi in this localization, I guess) who uses her fishing rod to grapple her way through levels that pose a variety of platforming challenges. Levels are completed by finding doors, and the structure of the game is such that you open up alternate routes through the game by way of somewhat hidden doors in certain levels. There are optional backpack collectibles to find as well, along with alternate characters to unlock.
Level of completion: 3/5 endings cleared; 39/50 total stages completed; 17/40 backpacks found. I could play it more, but, honestly, I feel like I'm pretty much done with the game.
~
~
~
What I liked
The gameplay hinges almost entirely on the manipulation of a complex, physics-based grappling system which is your primary means of platforming through the various levels in the game. Lengthening and shortening your fishing line at various elevations and arcs of your swing will wildly alter how you progress through the level. I became proficient enough to progress through most of the stages, but truly skilled (primarily Japanese) players can perform awesome feats of skill and blitz through the most brutal of levels in a manner of seconds.
Alternate characters to unlock. Some of which have special abilities.
~
~
~
What I disliked:
There's little enemy variety. Just a couple different types of mutated fish monsters that eerily lumber around the stages. They're totally at odds with the cutesy design of the rest of the game.
Of the special abilities available to your characters, only one, which adds a single level checkpoint which you can re-spawn at once, is of any real use. And then that is often poorly implemented, because it often doesn't reset other elements within the level. If you die from a fish monster boss near a checkpoint, for example, it's not uncommon to immediately die again upon re-spawning because the fish monster is literally standing in the same location where you re-spawned.
This game is ugly. Very bland visual presentation with squat character models. Very little variation in the backdrops, and they never seem to have any rhyme or reason to the way they're arranged. The level design is unimaginative as well, with platforms feeling like they've been arranged almost at random at times.
While I understand that the developers wanted to make your platforming success solely dependent on your ability to manipulate the complex physics related to your fishing line, I wish that controlling your character didn't feel quite so clunky as it does.
The performance, at what feels like a sluggish sub-30fps framerate, is disappointing as well.
There's no context for almost anything that happens in this game. You swing around, capture horrifying fish monsters, find backpacks, and enter hidden doors... cuz. This extends to boss battles as well, if they can even be called that. The game will just unceremoniously dump you in another level, except this time there's a larger fish monster lumbering around, and you have to find a way to get stuff to fall on its head. In the case of one particularly evil level, you have to grapple onto loads of fruit in the ceiling and use your body weight to spill them out onto the boss below (if you're, indeed, lucky enough for the boss to happen to lumber far enough over for this to happen). The fruit will knock you down to your death if it hits you, however, which means you have to swing away a split second after activating the spill. This, on its own, would be manageable if it wasn't for the fact that nine-tenths of the floor wasn't covered in spikes that insta-kill you. And even that would be OK if the swinging wasn't entirely momentum-based, which doesn't play well with split-second evasions.
For a game where death can come at any time, it's annoying to continually get booted into the level select screen upon dying.
Here is a screenshot I took of my 3DS on the results screen of the third ending stage. This game is brutally difficult just to play. This is a perfect encapsulation of the futility of my struggle. By the way, all 310 attempts took place in the same excruciating day:
~
~
~
Final thoughts: The game isn't unplayable, by any means, and I can see how this might appeal to a certain type of player who is taken in by the unique system of locomotion in this game. With that said, even if I were a big fan of the game in this respect, it wouldn't excuse the lack of effort and polish in nearly every other aspect of the production.
@Ralizah I thought Sayonara Umihara Kawase was alright, but has its flaws. It gets repetitive, and the difficulty spikes and insane toughness of a few levels make it very tedious in places.
Very well done on completing stage 46 and beating that horrific boss. That's my most attempted stage with 95 failures before I gave up on it.
Somehow I managed to complete 46/50 stages and get 3/5 endings, though I've forgotten most of the game by now.
@Foxy-Goddess-Scotchy Oh yes, I definitely have stuff I want to say about DDS. I don't know that it'll be one of my favorite MegaTen games, but it is interesting nonetheless.
@crimsontadpoles LOL I know I'm going to see that stupid crab in my nightmares at some point.
Stage 33 was also pretty hellish. There's almost nowhere to land that isn't covered in spikes. Ugh.
The funny thing is that I probably skipped a number of much easier stages when quitting after stage 46, but, by that point, it had just drained the life out of me.
The most painful thing is almost finishing a stage and then screwing up as you're about done.
Currently Playing: Resident Evil Village: Gold Edition
@Foxy-Goddess-Scotchy The meta commentary of the twist is definitely very well done. The full impact of the twist was definitely lessened for me, but the actual reveal scene is incredibly well done. "A slave obeys, a man chooses" is going to stick with me for a while. Incredibly written and directed, that scene.
The self-contained story of Minerva's Den being a step away from the more critically maligned BioShock 2 might have been a big factor in it's initial praise, indeed. I hadn't thought of that. I just think it's a very by the numbers DLC with a clever twist that doesn't really elevate it above solid.
The Last Guardian. It was alright, but I feel that it could have been better. It's my least favourite out of that, Ico, and Shadow of the Colossus.
My main gripe with it is the combat. It was an interesting concept to do the opposite of Ico and have enemies try to take you away while your companion tries to protect you. However, in practice most fights weren't very fun, and just ended up with me running away from enemies or hiding behind Trico while it dealt with the baddies.
Some of the puzzles were okay, but I didn't think they were as good as the ones in Ico or SotC. There wasn't a huge variety of puzzles, as a lot of them involved either getting Trico to jump somewhere, or finding an easily overlooked path for the kid.
My big positive for this game is Trico itself. It's so adorable, and the game does a great job at creating a bond between the player and that loveable creature. I did spend quite a bit of time just interacting with it and petting it.
Overall, I'm glad that I played this game, but I wished the gameplay was a bit more fun.
@crimsontadpoles That was the point of the combat though, you are not supposed feel powerful enough to fight them and are supposed leave that to Trico.
Life is more fun when you help people succeed, instead of wishing them to fail.
Better to remain silent and be thought a fool than to speak and remove all doubt.
Forums
Topic: Games you've recently beat
Posts 961 to 980 of 5,419
Please login or sign up to reply to this topic