In a time when a lot of children’s media was focused on “eco warriors” and fighting against pollution and stuff, you had a game with an Italian plumber stomping on turtles.
The synopsis in the manual also states that Bowser turned the residents of the Mushroom Kingdom into “stones, bricks, and field horse-hair plants.” In a given playthrough, most players probably smash a lot of bricks. Bricks which used to be Mushroom Kingdom people, who are now dead. Because Mario killed them.
It’s a big maybe on Mario being the hero because he may or may not actually succeed in reaching Bowser and rescuing the princess depending on how much the player happens to suck, and/or of Luigi winds up being the victor instead.
It’s just making a joke about the game being challenging (he’s only the hero if you win). Game media used to be a lot more playfully antagonistic back when many games weren’t necessarily designed to be won.
(And while I’m here, that manual has other odd stuff in it that predates Nintendo setting global standards. It has multiple uses of the word “kill”, and it has an “ask your parents” bit about the domino effect).
One example: the early-80s arcade game Elevator Action, in which you play a secret agent who abseils to the top floor of an enemy building and has to grab secret files and make his way down to a getaway car on the ground floor. Well, that’s how it’s described. In reality, you’re a spree shooter rampaging through an office.
I believe The Last of Us II actually portrayed this one thing oerfectly. At the beginning you can feel some of Ellie’s hesitation as she comes upon death, but the more the story unfolds and the more she becomes psychopathic. It’s hinted and it’s shown. The last Act of the game is her giving in to her PTSD. I think that, for once, this is absolutely brilliant.
The hell house fight is when I stopped playing the game. I think they did a good work with FFVII Remaster but… I also think that it’s really bad that you can’t go back to a place and go farming, that the materias cannot be moved so if you tried something that you did not like then tough luck fighting with whatever team you have.
Plus, I really miss the farming and the lack of “let me just fight some monsters for the sake of it”.
Wait a sec. I’ve been considering getting this game, and you’re telling me they took out the ability to just wander around and fight respawning enemies? That’s a core memory I have of the original. There is no way I’m getting it if that’s been removed.
The ATB bars fill very slowly when you aren’t playing as a party member, meaning that if you need to use certain abilites or spells, you should focus on playing as the character’s that can use them.
Same goes for limit breaks. On harder bosses you may need to build up a stagger, and then pull off a triple limit break during the stun. But you won’t have all three limit breaks ready if you didn’t evenly play as all three.
Also pay attention to ability effects. Some cause stagger instead of damage, some are single target vs AOE. The game doesn’t do a super good job of telling you what to use when, but read the descriptions and remember to check for weaknesses with assess.
Often assess will literally tell you how to beat a boss with specific instructions like “do a stagger ability during its charge up”, so always always always use it.
Just did the Hell House boss fight and learned all this the hard way lol. I wish i had read this sooner for that. Somehow i barely managed to pull it off first try though
That was a fun one! I don’t think fully utilized Aeriths kit until that fight, either.
Intergrade still has some of my favorite fights.
I really wish Rebirth was more difficult right off the bat. When you go into it having played Intergrade, you already know to min-max character usage, and the fights are a little too easy.
A lot of the bosses are spot on tho, and the game absolutely SHINES as you juggle three characters and their full range of abilites. In longer fights you can also go past limit breaks, and use level two and three limit breaks. Lining up three level three limit breaks on a boss is 👌.
And the gameplay does improve massively. The addition of party abilities, powerful mini-limit breaks which you can use if two compatible party members both have the relevant bars filled, are an amazing addition to the combat system.
The combo moves are also a huge qol improvement. In intergrade flying enemies are kind of a pain when playing melee characters like Tifa, but in Rebirth you can have Cloud (if he’s in the party) launch you at flying enemies by jumping off his sword at any time. In Rebirth all the characters get additional combo moves depending on who is in the party.
Właśnie od niedawna widzę, że bez takiej dawki rano mój mózg nie działa jak powinien (mówiąc krótko, uzależniłem się w ch*). Muszę jakoś powoli zejść z tego, żeby nie ucierpiała praca.
Hm. Trzeba by zmierzyć ilość tej kofeiny i może faktycznie pomału schodzić. Ale szczerze nie chcę doradzać, nie mam pojęcia jak organizm może zareagować.
There are a few asset upscaler projects that might be worth looking into, but also be careful which version of the game you play, as not all mods support the same versions.
There is the PC 1998 port. Being from a time before controller support on PC was a thing, you’ll have to really try to weasel in controller support somehow if you want it. Some parts of the PlayStation release (glitches and spelling mistakes) are fixed, but it introduces many bugs of its own. Character models have mouths. Supports mods, but a lot of the go-tos may be pretty old and harder to find at this point, and you’ll really need a lot of QoL mods to make the experience workable.
There is the PC 2012 port, which is a (lightly) remastered version of the 1998 port. Character models still have mouths. Contains further localization changes from the 1998 port. It runs far better on modern systems than the 1998 port, adds some (not great not terrible) controller support, and some of the features from popular QOL mods that people used to add to the 1998 version are baked in. This is the version that is currently sold on Steam. Also supports mods.
Then there is the 2015 mobile/console port, which is further adapted from the 2012 PC port. Character models have mouths removed to be closer to the PS1 style. Introduces achievements, better native controller support (still far from perfect), and slightly better support for larger resolution displays. This is the version you can buy on the Xbox Store for PC. Basically no mod support because Xbox App games are very locked down, but it includes the “boost” (cheat) features that Square Enix has included in other Final Fantasy ports (toggles to speed up time, characters do max damage, no encounters) which some may hate the inclusion of, but do make it easier to just play the game for the story if you’re looking for zero grind.
Cheers. I am actually looking for a KB+M experience for Final Fantasy 7, I know, a bit strange.
The 2012 PC version seems like the best bet. That being said, I have a modding guide bookmarked that seemed very comprehensive, need to just go for it.
Not strange at all, it’s not as though it’s a particularly action-y game.
If someone wanted to play FF7 Remake/Rebirth on M&K, I might have a few more questions, but speaking as someone who still plays a lot of FPS games with controller, you’ll never hear me tell someone that their preferred style is wrong.
I’m not big on any sort of full fledged ATB, which is the reason i play the remake over the original. But from what i’ve seen the original is still highly praised and worth going back too. I’d agree and sat give it a go, worst that can happen is you try it and go “Nope, i don’t think this is for me”.
Bieganie. Albo jakakolwiek aktywność fizyczna. Miałem o tyle problem z kawą, że mi zaczęła rozwalać żołądek. I dowolnym innym źródłem kofeiny też, bo raczej pijałem yerba mate niż kawę, i mate w zasadzie działała jeszcze mocniej na rewolucje żołądkowe.
Nie ukrywam też, że od kilku miesięcy, albo w zasadzie półtora roku się po prostu spasłem - dostałem samochód służbowy i wiadomo, wszędzie samochodem, praca przy biurku 3/2 hybryda, więc samego chodzenia nie było wiele. Powiedziałem dość.
Wstaję o 6 i zanim zacznę myśleć, że mi się nie chce, że może jutro, że w sumie to trochę źle się czuje, a może będzie padać, a może za zimno, to padam na ziemię, 30 pompek, zakładam buty na nogi i wychodzę z domu. Czyli wychodzę jakoś 6:10.
Przebiegnięcie 2-3km w spokojnym-średnim tempie nie zajmuje więcej niż 20 minut. Brak czasu nie może być tu wymówką.
I nie potrzebuję żadnej kofeiny. Jak wracam, zimny prysznic żeby szybko się ochłodzić i jestem żywszy niż jakbym i pięć litrów kawy wypił.
Z każdym treningiem jest podobnie - nie chce się, zaczynam kombinować i szukać wymówek i mój sprawdzony sposób na to przestać myśleć, przełączyć się na tryb absolutnego bezmyślenia i automatycznie spakować sobie torbę na siłkę i tam jechać. Po treningu nagle się okazuje, że czujesz się jak młody bóg, gdzie 2 godziny wcześniej było stękanie że dzisiaj to chyba nie ma siły.
I don’t count CEA as a remaster so much as a piss take but apparently, yeah.
This is reported to be a pseudo UE5 port (think Oblivion Remastered (💀)) and will be available on PlayStation. The core of the game will apparently be derived from Halo Reach’s iteration of Blam engine. The “technical details” are all just rumours and you’ve every right to disregard, though the entry coming to PS5 is more or less acknowledged.
I don’t believe a multiplayer component is planned.
This comparison really feels strained. FF7 was the PS1's biggest game, and by far. It was a revolution that shook the entire industry.
Trails is a cult classic that's beloved by a niche fanbase, and I'm happy to see this kind of game get a shot at wider recognition here, but its impact was in no way even remotely comparable to FF7.
Okay, but I’m not talking about commercial appeal. I’m talking about artistic achievement.
What Nihon Falcom accomplished with this game is unmatched. Trails in the Sky is, without question, the most expansive and intricate saga in JRPG history.
Because unlike other series that reset with each new title, Falcom committed to one continuous world. Every town, every political faction, every character connects across dozens of games.
The big thing about FF7 was that it came out during a critical transition period for the industry, and Squaresoft put the highest budget of any video game to date into making sure FF's jump to 3D graphics was as explosive as possible. The game was heavily marketed on its technical merits, boasting about how everything this game does could only be possible on PS1. It's full of setpiece moments that are literally just Squaresoft trying to show off their VFX budget (this is why summon cutscenes are so absurdly long). And it blew audiences away because no one had never seen anything like it before. FF7 was a revolution.
Trails certainly has good reason to be beloved by its niche fanbase, but by 2004, it really wasn't doing anything super unique compared to its contemporaries from the same time period. It's a polished game, but I can't describe it as anything more than an evolution.
Progression is slower than other survivor games, but they have increased the pace and added a mechanic with gear drops, which smooths out the curve and actually makes builds possible. All in all it’s one of the top survivor games i’ve played. I would place Vampire Survivors (because of the huge amount of content) and Halls of Torment (because i absolutely love the style) above it, but for me DRG:S is a solid 3rd place (and i’ve played quite a lot of bullet heavens)
I take there’s permanent unlocks/stat improvements/etc? Is gear permanent or per run? Surely the dwarves don’t enter the levels unprepared? :D
To me Vampire Survivors started to get a bit obtuse with some unlock requirements (have skills x, y, z, survive this certain level this long, be at this exact place, possibly with a character C, have the hand towel on second hook… etc). I’d assume DRG:S is a bit more straightforward?
Have you perhaps played Soulstone Survivors - it’s the one I’ve played the most, unlocked everything apart from some hidden/masked achivements? If you have, how does DRG compare?
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