Jump to content

k-wix

Members
  • Posts

    414
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by k-wix

  1. I was really surprised there wasn't a thread to discuss the game, so lets make one! For those not in the know, Skullgirls is a gorgeous and fast-paced 2D fighting game that is really well designed, and isn't too expensive. It has some notable features including: - Built in 'infinite prevention'. - A variable tag-battle system that lets you choose how many fighters to use. - The best looking 2d Artwork I think i've ever seen in a fighting game. - GGPO Netcode - Really good soundtrack by Michiru Yamane. - Planned DLC Characters After spending a few days with the game, I really can't get over the art style. Love it or hate it, It blows me away how good it looks. The game honestly reminds me of Guilty Gear, it feels very fast-paced with a lot of hard timing links and air-friendly juggle combos. As someone who commonly enjoys the grappler type characters, Cerebella seems to be just too good. I also found Ms. Fortune and Filia to be extremely easy to pick up and just do well with. I had a much harder time with Painwheel - Her links seem to be tough and a LOT of her normals hit multiple times and just seem to reduce the damage of her overall combo by a large margin. Has anyone else been playing the game lately? What are your thoughts? We have a lot of fighting game enthusiasts in the community, so I'm pretty curious to see what everything thinks. If anyone wants to play some games on PSN, feel free to hit me up, my PSN name is simply 'k-wix'.
  2. Hey just wanted to drop by and say that I really, really enjoyed the album. I've been listening to it on loop in my car for at least a full week, and It's just fantastic. Great job. Much love.
  3. Man, this project... I really want to see this project finished. Maybe I'll take another track.
  4. I took the plunge and picked one up and was pleasantly surprised. Really nice looking system, the screen is stunning, Netflix looks great - Love the fact that there are hundreds of older games already on the Playstation Store. (They have tactics ogre! Yesss.) As for games, i bought Hot Shots Golf and Lumines - they are both great. I was surprised at how good the visuals are on some of the games. The models in Hot Shots golf look incredible to me. It feels a lot closer to a home gaming experience, and not a 'mobile' one, which is really neat. Another thing i love is how easy it is to tab out of a game and switch to something else while the game is on pause, you can be playing golf, instantly stop the game and start up a music player or a web browser, and have all 3 going on at once and switch pretty seamlessly between them.
  5. On the subject of 'stupid-good' champions - How does everyone feel about Master Yi? Anytime I face one who knows what they are doing, I'm always dumbfounded at what they can make him do. I feel like his Alpha Strike deals absurd damage, puts him in good range with who he wants to be close to, and doubles as an AMAZING defensive ability since he just sort've 'vanishes' and teleports to a bunch of enemies in rapid succession. A smart Yi uses it to get by skillshots and area skills. I can't think of many other champions with something this good. His passive is absurd, he scales really well into late-game, he is one of the fastest champions in the game, and as if that wasn't enough - Meditate can make him feel surprisingly tanky with absolutely no item investment.
  6. Really on the fence for this system. The system itself is nice enough, but honestly what's really drawing me in are some of the launch titles, I've invested an *excessive* number of hours into the Lumines franchise, and a new game with new music makes me want to buy it and the system outright. Also a really big Hot Shots golf fan, so there's another game I know i'll dig hands down. Not too excited about the 3g version since I have verizon I don't really have a use for it, hopefully people come up with a clever way to use smartphones as a hotspot that the Vita can link up to.
  7. So far, I'm really digging it. The characters feel more balanced this time around, the netcode just seems to be a lot better as a whole, the new meter system adds in a nice refreshing change while not stepping to outside the 'core' of what I expect in a soul calibur game. Also, easily my favorite from a soundtrack perspective this time around, awesome work to all involved. My only complaint is that after finishing the story mode and playing a lot of vs matches, The character creator seems really lacking in the equipment department, not sure if I just need to play more or what - but I remember 3 and 4 having a *lot* more options.
  8. So yesterday I was in a 5's game with a group of friends and the enemy team ran the following champions: Amumu, Morgana, Wu Kong, Gangplank, and Maokai. The comp was extremely scary because none of us could really initiate in a team-fight for fear of an 'ult-bomb'. They we're good enough to save them until a real fight started and soundly beat the crap out of us using this strategy, it was one of the few games where I really couldn't think of a winning strategy. How do you beat a team like this?? My first thought was trying to separate and gank them individually, but towards the middle portion of the game, they literally just stuck together - making that strategy nearly impossible to pull. Also the team has a really strong poke in the lane, no one wanted to get near them for fear of getting entirely locked down. Any suggestions when facing a team like this?
  9. In the sense that your thinking - yes, it's almost entirely not possible, but I definitely think there is a grey area that's between 'meaningless quests' and an 'everchanging worldscape'. The article that really inspired me is @ http://www.guildwars2.com/en/the-game/dynamic-events/dynamic-events-overview/ But i'll quote the most important part for some fun discussion. Also, i've seen a few dev interviews over on youtube, one of the better ones was @ GDC 2011. <-- skipping to about 3 minutes in. The stuff he's talking about is exactly the direction i'd like to see this genre go, They may ultimately not be able to pull it off - and the system could literally flop - but I'll take this anyday over chain-quests in a static, unchanging environment. I can see the logic behind this idea, and I think it could work. Granted the world is still a giant chain of 'events' and ultimately, the world can just 'reset' and it will never be..this truly dynamic evolving thing - but the idea that certain villages or towns can become overrun and need to be rescued by a group of players is a huge step forward from 'complete quests 1-15, then move on to the next area' type of mentality that SO many mmos share these days.
  10. The biggest draw for me is the 'dynamic event' system. The idea that if you fail or succeed with a group in a given area, that the world takes notice and dynamically changes is just epic win for me. From a lot of the videos I've seen the system is pretty deep too, like certain events being completely locked off by other events. You take the system far enough and a single map becomes this dynamic ever-changing thing. It feels more realistic and isn't just doing 'the same quests' over and over again. I hope they've taken it as far as they've said in the videos.
  11. my 'main' will *probably* be a Human Guardian and I believe my girlfriend is rocking a Kitty Ranger. I always like the 'classic' humans, but few games make them as inspired as GW2 does, and i've always liked support/melee type roles in mmos for some reason.
  12. Probably the #1 game on my list right now, and that's saying a heck of a lot considering whats coming in November. I can't help but feel inspired and hyped when I hear about all the changes they are making to the classic mmo formula, it's exactly the type of stuff I'd do if I was in charge of making one. I just hope they come through with all the promises. If they can pull off even half of what was promised, me and my girlfriend shall be playing it for quite awhile.
  13. k-wix

    Dark Souls

    Been putting in time when i can. My overall impression so far is very positive. If anyone is on the fence or is curious about the game, here's my initial take after a solid.. 6 hours invested? - The overall difficulty is juuust right. It is a bit harder than the original, but you know what your getting into this time around, so.. it kinda works out. As far as I can tell, death has slightly less impact this time around because your health bar doesn't get cut in 1/2. It's also easier to gain and spend points to level up - you can do it at many spots in the game. - There are very few games that do skillful melee combat well, and they just nail the formula so well that it's the hallmark of the franchise for me. Every swing has a weight behind it, the combat is so deep and engaging that it reminds me of a good fighting game most of the time. dodging, blocking, parrying, light vs heavy attcks - they all have important uses. - The game explains very little, and keeps a sort've 'directionless' viewpoint towards the player. It is fairly linear at least this far, but I wish they would explain a bit more about the game before your thrown into it. The tutorial is as bad if not worse than the original. I feel like someone who skips the first game would really be at a big disadvantage here. - Fuck the Red Dragon. Seriously.
  14. That is an interesting read! I feel like he favors classic dota to an extent, but the article seems pretty accurate. Out of the big 3, I still have lol as my top pick. It's the most fun, and is *plenty* deep enough for me.
  15. I haven't tried Riven yet, but I did lane against her a few times. Shes at her best when dealing with Champions who have a limited range. Ive gone up against her as Gragus, Nidalee, and Annie. I had the most trouble with Gragus - her dash made harass difficult, and i had a hard time dealing with her jumping in on me, she forced me out of the lane a few times, but I also killed her once when she got greedy, so eh. With Nidalee her spear was kinda useless, so i focused on healing, and as a ranged character, it was very easy to predict her dash-ins and plan accordingly and heal what harass she did get. With Annie, i blew her out of the water, I just kept my stun up for the entire laning phase, and the instant she thought it would be cool to dash in on me, i would blow her up and retreat. I felt like i had complete control of the lane by like.. level 4?
  16. I was very inspired by 9's soundtrack, and really felt it deserved a better showcasing. That's one of the main reasons why I started the project and for some reason, 10 didn't quite hit me the same way, its still pretty good... but not quite as fantastic as 9 in my book. That being said, I do have my eye on another project to start down the road, but its not Megaman.
  17. Download it: http://backinblue.ocremix.org Torrent: http://bt.ocremix.org/torrents/Mega_Man_9_-_Back_in_Blue.torrent The goal of the Back in Blue project was to remix the Mega Man 9 soundtrack in a variety of styles and pay tribute to one of the greatest platforming series of all time. Mega Man 9 carries on the classic legacy of the original blue bomber, and does so in true retro fashion. Published by Capcom in 2008, Mega Man 9 featured familiar 8-bit visuals and audio similar to that of the Nintendo Entertainment System. It was a true throwback to the earliest entries in the franchise and proved that retro games still had a spot in modern video games. Started way back in 2009, the project has seen a generous amount of setbacks and fell into many, many "ruts." Capcom was successfully able to produce another entry into the series before the project was even released, Mega Man 10. That being said, as project director, the artists and fans kept up this project every single step of the way, and it is my greatest pleasure to deliver this project to you guys. I am proud with not only the completion of the project, but the quality of the artists that shines through in every single track. Thanks to the artists for all your hard work. Seriously, thanks. We want to say thanks to Capcom and Inti Creates for creating Mega Man 9. Thank you!
  18. It's another balancing mechanic, really. You need to be able to have someone who can shut certain champions down for small windows. It adds a huge layer of strategy and depth to the game, it allows for champions like Master Yi and Leona. If CC didn't exist, Yi would be rediculous because no one could turn him off. Leona couldn't really control anything, tanking in general would be less about control and more about raw numbers, and just overall a lot simpler. What I was getting at before though - on the subject of taking away someones ability to play the game. I wasn't talking about death, respawning, or CC. I was talking about the fact that once a player (especially a newer player) gets killed a lot, the other players are essentially taking away his ability to fight back. He stops playing the same game and essentially needs to go farm in an attempt to build himself back up to a respectable state. In an FPS or Fighting Game, even if im at an extremely low health level, I still have the capacity to win, therefore i am contributing to the game.
  19. I never really thought of putting it like that. That's kinda what im getting at though.
  20. I agree that they are balanced, I wasn't really trying to say they weren't - but as a player though - I just don't like the idea behind the concept. In general I just don't like it when one player has a large advantage over another. This is probably why I favor LoL to HoN/DOTA. The penalties for death aren't quite so severe and I feel as though its easier to make a comeback. Additionally - the games can last a really long time, In a match of Street Fighter, if i get blown out - or I end up with an unfavorable matchup, the game is only going to last a few minutes. There are some cases where a lol game can last an hour - and that can get tedious, especially if you have this gut feeling like you've already lost. More of a nitpick with the genre itself though - rather then lol and carries, they just sort've help create that atmosphere. This is one of the reasons im so excited for Dominion though, the faster pace and shorter games is something i'll be a huge fan of.
  21. In my experience, carries definitely exist in lol - and im glad its not to the 'extreme' of classic DOTA (which I never played, so yea.) As a player though, I just don't really like the concept of the 'carry'. A set of characters who scale harder then the rest just screams imbalance to me for some reason. I get the logic behind it, adds another layer of strategy and all that, just not a fan. Jax and Tryn are two of the scariest carries in the game that ive seen, If Ashe gets huge, you at least still have a respectable shot at killing her. I've seen Jax get so obnoxiously big that no one really has any hope of stopping him. On the subject of carries - I've recently purchased Olaf and really have no idea how to build him, People seem to say any high HP/Damage items are the general way to go. Any suggestions?
  22. It's impressively good. I'll list my impressions thus far: Good Stuff -Gunplay is very solid, love the feel and look of the weapons. Ammo feels rare (atleast early on) so I feel like there is some weapon management. -Stealth gameplay is done right (for once!) and I love it. It really, really feels like Metal Gear Solid in a lot of areas. Hiding bodies, silent takedowns, making them think you are where your not, the 'room-by-room' pacing was done very well too. -The dialog options and depth of conversations took me by surprise. I wish there we're more 'social' options to level up. -The interface is very good. From the hud to the map and inventory screen, it's all done well. -The hacking minigame is arguably the best 'mini-game' within a game that i've seen. -Damage was handled really well, this goes back to gunplay a bit, but weapons feel powerful. You shoot someone in the head, and he will go down. Likewise though, you feel very fragile. If a single enemy gets a bead on you, you really do die. Bad Stuff -Animations are kinda meh sometimes. Ragdoll physics can sometimes bug or just look wierd, as to be expected. -AI can be weak and in some situations downright stupid during gunfights, hoping it ramps up as the game progresses. -With exception to the main characters, most of the character models look kinda dated. -Im not playing with every graphic option maxed, im probably somewhere in the mid-to-high range, but the environments do sometimes feel really bad, kinda lifeless. This is especially prevalent in the city. Still really early to judge, but those are some initial impressions if anyone is on the fence about the game.
  23. Certain people get attached and have favorites, its disappointing to find out that your favorite champion is viewed as 'not so hot' by the community. Ultimately every champion should bring something to the table, and for the most part I think they've done a commendable job of balancing. Super excited about Dominion - really one of my biggest issues with these style of games is they all use the same map and the same general rules. Ive wanted someone to take a stab at doing a different style of game-play for a long time. Glad to see im getting my wish.
  24. I play quite often though im usually with non-ocr friends, that being said - if you or anyone else see me just hanging online, feel free to drop me an invite.
  25. I have my own webspace now - so here you go. Teaser 1: http://kwixmusic.com/mm9teaser1.mp3 Teaser 2: http://kwixmusic.com/mm9teaser2.mp3
×
×
  • Create New...