THE BORE
General => Video Game Bored => Topic started by: MrAngryFace on May 22, 2007, 01:46:17 PM
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Expect Impressions later tonight. Keep in mind I love Children of Mana. JERKS BAK OFF!
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AM ODIN SPHERE OUT? DAWN OF MANA AM POOP
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:(
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what's wrong with you
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I was just at EB, and I asked the guy, do you have Dawn of Mana?
He says, yeah, do you want it? Did you pre-order?
I said, HELL FUCKIN NAW, I'm here for ODIN SPHERE, BITCH
And he goes - oh naw man, we dont get that till tomorrow.
So I says, HELL NAW MAN, I'll buy it anyway. So now I have a receipt for Odin Sphere!
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I think Odin Sphere is actually a good game so it has an actual street date :(
SHUT UP SYTNH!
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I think the one up review levees some pretty straightforward complaints:
If the physics were merely an aspect of combat, that would be one thing. Instead, Dawn of Mana bases the entire game around them. Forget straight-on attacks, like -- oh, I don't know -- just about every other action-RPG ever made. In order to coerce power-ups out of enemies, you have to "startle" them by tossing boxes, berries, rocks, and other assorted obstacles in their general direction. However, you can't just grab these objects and aim them; you have to punch them around with your sword. So while your aim may be straight, the rock/berry/box might end up going left. This slows the gameplay to a crawl, as you try again and again to "surprise" mushbooms and other assorted critters -- when a nice sword strike from behind would, in theory, surprise them just fine. The poorly implemented physics don't just affect Keldric's interaction with the enemies, though -- it goes both ways. Mere bumps from the enemy throw him into the air like he's been speared by an NFL linebacker, which make climbs up steep terrain -- which Dawn of Mana has in abundance -- agonizingly repetitive.
Still, even all this might have been marginally tolerable if character progression had been set up like that of a typical RPG. You know, where you gain abilities and then can use them for the rest of the game? Not here. At the start of every new area, you revert back to level 1. Learn a healing spell in the last area? Oops! It's gone now. In theory, you can earn emblems that permanently boost your stats, but in order to earn most of them, you have to accomplish tasks on the hardest difficulty and complete inane, mundane collect-a-thons. The emblem system seems designed to entice the player to master as much of the game as possible. But when the gameplay is so maddening and so repetitive, what on earth would compel any player to do that? And what's the point in including power-up emblems if you can only access most of them after you've already beaten the game?
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That about wraps it up for Dawn of Mana! That was written like a drohne or Drinky Crow review, so -- many -- double -- dashes.
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I tried to warn MAF after playing the Japanese version, but he didn't seem to get it.
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That about wraps it up for Dawn of Mana! That was written like a drohne or Drinky Crow review, so -- many -- double -- dashes.
Em dashes, demi, em dashes. And at least Drinky and drohne aren't paid for what they write on forums. And the review is using them incorrectly. There are not supposed to be spaces before or after one. En dashes do, but those aren't en dashes. 1up, as usual, needs editors.
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I WILL PLAY AND ENJOY THIS GAME! THIS IS MY MAGNA CARTAAA!!!!!!!!!!!!!!1
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That about wraps it up for Dawn of Mana! That was written like a drohne or Drinky Crow review, so -- many -- double -- dashes.
Em dashes, demi, em dashes. And at least Drinky and drohne aren't paid for what they write on forums. And the review is using them incorrectly. There are not supposed to be spaces before or after one. En dashes do, but those aren't en dashes. 1up, as usual, needs editors.
MY BAD
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while it's true that you shouldn't necessarily put spaces before and after em dashes -- and I'll defer to TVC here, since he's MISTER EDITOR -- it's not a hard rule. If this were published content, i'd remove the spaces, of course, 'cuz the chicago manual of style says EGAD BAD. however, since i really hate dense text on the internet and like a little white space, i moved to putting spaces between the em dashes when inserting parenthetical thoughts. i think it just looks cleaner. and since it's my style, well, f u demi! i use the double dash because i come from the pre-Unicode USENET world, where i had exactly 127 characters to play with and a real em dash wasn't available.
edit: and wikipedia says it's okay, it supposes. http://en.wikipedia.org/wiki/Dash
Traditionally an em dash—like so—or spaced em dash — like so — has been used for a dash in running text. Some guides, including the Elements of Typographic Style, now recommend the more concise spaced en dash – like so – and argue that the length and visual magnitude of an em dash cater to grandiose Victorian era taste.
i'm victorian now! sexcellent.
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I think the one up review levees some pretty straightforward complaints:
If the physics were merely an aspect of combat, that would be one thing. Instead, Dawn of Mana bases the entire game around them. Forget straight-on attacks, like -- oh, I don't know -- just about every other action-RPG ever made. In order to coerce power-ups out of enemies, you have to "startle" them by tossing boxes, berries, rocks, and other assorted obstacles in their general direction. However, you can't just grab these objects and aim them; you have to punch them around with your sword. So while your aim may be straight, the rock/berry/box might end up going left. This slows the gameplay to a crawl, as you try again and again to "surprise" mushbooms and other assorted critters -- when a nice sword strike from behind would, in theory, surprise them just fine. The poorly implemented physics don't just affect Keldric's interaction with the enemies, though -- it goes both ways. Mere bumps from the enemy throw him into the air like he's been speared by an NFL linebacker, which make climbs up steep terrain -- which Dawn of Mana has in abundance -- agonizingly repetitive.
Still, even all this might have been marginally tolerable if character progression had been set up like that of a typical RPG. You know, where you gain abilities and then can use them for the rest of the game? Not here. At the start of every new area, you revert back to level 1. Learn a healing spell in the last area? Oops! It's gone now. In theory, you can earn emblems that permanently boost your stats, but in order to earn most of them, you have to accomplish tasks on the hardest difficulty and complete inane, mundane collect-a-thons. The emblem system seems designed to entice the player to master as much of the game as possible. But when the gameplay is so maddening and so repetitive, what on earth would compel any player to do that? And what's the point in including power-up emblems if you can only access most of them after you've already beaten the game?
That sounds horrible, even worse than etrian odyssey!
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!