To be fair, I think there's a reason why a lot of the most popular RPGs also happen to have fairly unique strategies for beating bosses and the like, RPGs can be well designed to make you think too
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So uh doesn't something to do with Tomb Raider make the most sense?
Something I jsut randomly was thinking about Obviously throughout history KH party members have been basically useless. The only time they've ever really done anything good is when they've been ridiculous overpowered moves just to offset their bad AI But I was thinking, what if allies had distinct strategies, instead? Like Donald could have a strategy based on healing, but then also one about exposing enemy weaknesses (like say there's an enemy that's stunned by thunder magic, he'd use that) meanwhile Goofy could have a strategy focused on sacrificing his MP to restore other people's MP, or a strategy based on staggering enemies with heavy attacks. Then Disney worlds could have their own distinct strategies, like Aladin could have a strategy base don absorbing aggro, where he focused on jumping on enemies' heads and dodging attacks, taking the heat off Sora So Thoughts? Expansions?
the momcast*
It makes it harder in an artificial way. The game has to be designed around a certain expected damage output, just increasing numbers isn't true difficulty. I mean, increasing the damage enemies do kinda is, but none of the other ones, that's just stretching the battles/whatever out and saying it's harder On the damage increase thing though, just saying "well now enemies hit three times harder!" while that is making it HARDER, it's the laziest kind. That's the difficulty that avoiding optional upgrades in games gives you. It's very cheap. That's why I call it artificial
It's an alright idea, but it relies on the most artificial means of difficulty, by simply altering stats Kid Icarus goes a step beyond, giving you new enemy formations and secret doors and such, but those all rely on you beign beyond a certain threshold to activate anyways, so it might as well be a difficulty level anyways Linking high item drops with lower difficulty doesn't really seem right though, there needs to be SOME incentive to play on higher difficulty. Re:Coded style where you can do stuff like increase your enemy's HP to increase the drop rate, or reduce your EXP gained to boost CP gained, that's an interesting concept But difficulty levels give the developer a LOT more control over forging a solid experience around the intended difficulty curve. In theory, at least
I just had a flashback of watching that movie with my sister back when it came out specifically the creepy incest jokes
it's built to be manipulative, sure a person CAN find out about this, but it's designed to tick people into making the mistake. It's like they said in the article, they'll aggressively market it, they'll hide the problems. and that's what I hate about this, people will just say "they had a choice" and completely ignore the part where they're trying to exploit people Like it's crazy, you give a company even a little leeway and suddenly they're not the bad guy anymore, can't be just agree the customer is stupid and the company is evil?
It's almost like they're on the edge of irrelevance and are willing to do anything to make a few extra bucks stuff like this is so easy to get away with too, because people always blame the victim, saying they shouldn't have gotten the card
Oh I get it, the joke is you're a father of a *****
the trick early on is that there are certain enemies that are just plain too tough to bother with at first, but become manageable when you power up. Are you playing on Normal or Easy though? Because Easy is what I recommend for the first playthrough. In terms of a moveset, you're largely going to have to deal with what you get until later on when you can start synthesizing abilities more and beating tough enemies that give you better abilities. But come Hard Mode this gets cranked up a lot and you get a lot of freedom, because nearly every enemy gets three new item drops, often including powerful new moves. So you get a pretty nice move pool eventually. Oh, and I dunno how much you know about the later parts of the game, but try to have 40 side quests done before the final day Also, I'd assume you do this already, but you can buy the notes on every enemy, which gives you the strategy each one needs to be beaten easily. The rest is just experimentation, really
Kinda surprised how good the game turned out to be. Gotta say, a lot of the criticisms leveled at the game could only really have been made if you didn't actually play most of it, but just assumed it would go a certain way I also really enjoyed how much of the game opened up for a hard mode playthrough, giving you new abilities, better synthesis items, upgrading your existing items and letting you forge your weapons into better ones Plot was predictably not the strongest, but I will stand by that Lightning is fairly unique protagonist to play by. Much like Kingdom Hearts 2, the whole "have no emotions" thing is glossed over so they can have more dramatic cutscenes, though. The characters feel like Kingdom Hearts versions of themselves though, prattling on about the darkness, with only their most basic or extreme characteristics on display, plus literally every returning character goes through the exact same arc they went through in the first game. So its very Kingdom Heartsesque. The world itself is pretty cool, also. I love the details, especially the super bleak ones, like finding the skeletal remains of the Pulse Fal'cie in the desert. Also, there are only a little over 30 enemy types in thie game, and what's cool abpout this is that they all have their own VERY distinct strategy that you gradually learn, and then put to the test in hard mode (also I think Lightning commits more genocide than pretty much any video game character to date) So yeah, no, Lightning Returns, solid game
KH-Vids- 1569
You actually don't get to talk to Aladin much because right after entering Agrabah Jafar freezes time using a fake lamp. And if you don't want to talk to Cloud you can leave him to rot in the Olympus Coliseum dungeon because he's an optional party member. You'll be talking to everyone in the Alice in Wonderland level thogh, yeah, becuase you need to find everyone's lost memories I'm sorry, but when you focus on the most bare forms of repetition, you might as well be saying "oh, yes, I like how you get to converse with DISNEY characters again, really original"
I... how do you not hear the melody? It's an insanely clear one
https://www.youtube.com/watch?v=B0DE5zyRI6U https://www.youtube.com/watch?v=Lsdf3InPxPI https://www.youtube.com/watch?v=ICvr93Bz1S4 good enough for now
You can objectively say that, yeah (well, not always, it has to be a definite plot hole that can't be explained away. Stuff like a character not acting a certain way is not a plot hole) But you can't actually say whether these flaws make it good or bad objectively. Star Wars is generally regarded as a good movie, but it's full of problems. Generally people's ability to ignore flaws determines what they deem quality.
you can't -objectively- say things are good or bad. Acknowledging what you find good and bad doesn't make something objective. There is no actual way to prove something's quality, so you can't objectively say something about that. You can objectively say what you THINK, because that's a absolute, or you can objectively say that something is a certain colour, but quality is a completely nebulous concept