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Only Shantae game I played was the first one, and even though I love the characters and artstyle, the gameplay is really...meh...

It feels like the NES Zelda and Metroid games to me, how they give you no hint on where to go, and where the exact locations are, and it's all pretty much trial-and-error.

Are the other Shantae games like this, though?
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Oh, Pirate's curse is finally out?

I'm waiting for the Steam release but I'm glad it's out
can never have enough Shantae :h:
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This is a direct sequel to Risky's Revenge for the DSi. So there are a few things that have changed due to the plot. But it's pretty much the same classic experience.

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(11-23-2014, 11:24 PM)Koopaul Wrote: This is a direct sequel to Risky's Revenge for the DSi. So there are a few things that have changed due to the plot. But it's pretty much the same classic experience.

Okay, but is the gameplay trial-and-error like the first, in which you have practically no idea where you're going?
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Pretty much. They give you a little more direction than the original. It's still very Metroidvania with a lot of directionless exploration, but now you can get a map with markers.

What I was more talking about is how Shantea lost her magic abilities and now relies on pirate skills for this game.

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So the later ones are like later Metroid games, in which you have a map and aren't as confused. Awesome!

I'll be sure to try out this and Risky's Revenge soon, thanks.
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I played and beat Pirate's Curse a little over a week ago. If I'm being completely honest, I really didn't think it was as good as the first two games. It's way too easy and straightforward. The dungeons required practically no brainpower whatsoever. I respect that they listened to fan complaints that the earlier games might have been too tough, but I think they went way WAY too far in the direction of making the game easier.

It's not bad, just a bit disappointing.
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(11-24-2014, 12:15 AM)Koopaul Wrote: What I was more talking about is how Shantea lost her magic abilities and now relies on pirate skills for this game.

(02-27-2014, 07:31 PM)Gors Wrote: DO NOT BE AFRAID TO SUCK. DO NOT BE AFRAID TO SHOW YOUR SUCKY ART. I think this needs to go noticed to everyone, because sucking is not failing. Sucking is part of the fun of learning and if you don't suck, then you won't own at pixelart

it's ok to suck, sucking is not bad, just try and aim to always do your best!
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Well this is unfortunate.

Looking into the PDP FightPads, it seems that they're *still* not the perfect GameCube controller.
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Note the ZL and ZR buttons are the big shoulder buttons while L and R are in the front positions.

This isn't an issue in Smash where the controls can be changed, but in any other game where you use the classic controller, the shoulder buttons are all reversed from each other. Is this a huge deal? No.
Is it annoying? Yes.

The HORI Battle Pad fixes the shoulder button issue but comes with its own set of problems:
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- The C stick is GC styled and not a regular stick
- L and R buttons are flat and no longer contoured to your fingers and seem to be regular buttons and not spring loaded

It seems like the hunt for a more perfect controller than the original GC controller continues.
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I'd go for the HORI myself, because I hate spring-loaded triggers.
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Now these are just Classic Controllers, right? That plug into the Wii remote?

Does anybody know if there are plans for a GameCube-styled Pro Controller?
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Yeah, these are just GC shaped CCPs that plug into the Wiimote.

Nintendo seems to have no plans and no desire to make a fully wireless "new-GC" controller.
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3 Free Copies of Insurgency.
https://www.humblebundle.com/?gift=hGrHFNUenPfHEsVd
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(11-24-2014, 08:05 PM)Vipershark Wrote: Yeah, these are just GC shaped CCPs that plug into the Wiimote.

Nintendo seems to have no plans and no desire to make a fully wireless "new-GC" controller.

Aw man, that's kind of lame.

Not that it's wired, wires don't bother me, but the Classic Controller is swiftly being replaced as a controller option in favor of Wii U Pro Controllers. It would be nice if their "new" controllers were going to be relevant by this time next year x.x;
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I assume that's because it's cheaper to produce controllers that work as the CCP (no vibration motors, no integrated wireless hardware since the Wiimote handles all the communication) so pretty much all they have to do is make the buttons work and it's good to go.

As much as I strongly dislike attachment controllers, I understand why manufacturers would want to make them as opposed to completely self-contained units.
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