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sb:recommended:3ds [2018/08/12 13:37] gatotsu2501 |
sb:recommended:3ds [2018/08/21 17:26] gatotsu2501 |
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* remote: Yeah, it's kind of like imagining //[[game:final_fantasy_ix|FF9]]// had set the tone for the direction of the series and //[[game:final_fantasy_x|FF10]]// never happened.\\ Instead, we get a really polished [[genre:RPG]] hearkening back to //[[game:final_fantasy_v|FF5]]//. | * remote: Yeah, it's kind of like imagining //[[game:final_fantasy_ix|FF9]]// had set the tone for the direction of the series and //[[game:final_fantasy_x|FF10]]// never happened.\\ Instead, we get a really polished [[genre:RPG]] hearkening back to //[[game:final_fantasy_v|FF5]]//. | ||
* CONSUME_PRODUCTS: //Bravely Default// is essentially //[[game:final_fantasy_four_heroes_of_light|Four Heroes of Light]]// + //[[game:final_fantasy_v|FFV]]//. | * CONSUME_PRODUCTS: //Bravely Default// is essentially //[[game:final_fantasy_four_heroes_of_light|Four Heroes of Light]]// + //[[game:final_fantasy_v|FFV]]//. | ||
- | * Ni Go Zero Ichi: Disappointing relative to its potential. The adjustable encounter-rate slider initially seems like a brilliant innovation, but turns out to be mostly there to paper over a general lack of thoughtful dungeon design or balance and a shameful excess of padding. The script, for which a scenario writer from the respected visual novel developer [[http://en.m.wikipedia.org/wiki/5pb.|5pb]] was brought on, ranges from forgettably generic to creepily sexist, and is overwrought (and dubiously acted out in both Japanese and English) regardless. All this is a shame, because the game features the best interpretation of the //Final Fantasy// Job system since //FF Tactics//, a neat and strategic new battle system to go with it, and a very pretty art style that looks wondrous in 3D and recalls //FF IX// in the very best of ways. Square Enix's good-faith (albeit outsourced) effort is noted, but the already-announced sequel has its work cut out for it if it means to reach the level of the classic games it's sort-of attempting to emulate. | + | * 2501: It’s a big fat waste. The visuals are gorgeous, the soundtrack is catchy and the battle system has some genuine tactical depth. Everything else though is painfully uninspiring. The story is overwrought tripe even by JRPG standards with some creepy otaku fetish sexuality/misogyny that was decidedly //not// in the actual retro //FF// games it superficially mimics. Character progression becomes a relentless grind. Level design and exploration are just nonexistent. There are like 50 different totally unintuitive, grindy and extraneous Numbers Go Up systems, exactly the kind of excess that retro JRPGs //didn’t// have. Did I mention character progression is a vicious grind? |
***//Bust-a-Move Universe (NA) / Puzzle Bobble Universe (PAL) / Tobidasu! Puzzle Bobble 3D (JP)//** | ***//Bust-a-Move Universe (NA) / Puzzle Bobble Universe (PAL) / Tobidasu! Puzzle Bobble 3D (JP)//** | ||
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***//WarioWare Gold//** | ***//WarioWare Gold//** | ||
- | * 2501: Quick rant on //WarioWare// - back in the day, I recall certain high-profile SBers trashed the //WW// series as being conceptually akin to “glorified ‘Simon Says’”. This critique isn’t totally off-base but it always bothered me and I think I’ve figured out why: “SS” wants players to rapidly //mimic// a series of simple actions. //WW// wants players to rapidly //intuit// the rules of a constantly-changing series of games, which are //performed// with simple actions. That seems like a subtle distinction but it represents a huge step up in terms of design complexity and skill ceiling. Like many Nintendo games, the real satisfying play modes (the high-speed remixes, played for score) are withheld until you’ve already beaten everything on “For Toddlers” difficulty. Anyway. If you haven’t played most or all of the previous games on the GBA, DS and Wii/Wii U, ‘’Gold’’ is a great intro! If you have, well, it’s a Greatest Hits album (with a few new notes, remixes and gimmicks). | + | * 2501: Quick rant on //WarioWare// - back in the day, I recall certain high-profile SBers trashed the //WW// series as being conceptually akin to “glorified ‘Simon Says’”. This critique isn’t totally off-base but it always bothered me and I think I’ve figured out why: “SS” wants players to rapidly //mimic// a series of simple actions. //WW// wants players to rapidly //intuit// the rules of a constantly-changing series of games, which are //performed// with simple actions. That seems like a subtle distinction but it represents a huge step up in terms of design complexity and skill ceiling. Like many Nintendo games, the real satisfying play modes (the high-speed remixes, played for score) are withheld until you’ve already beaten everything on “For Toddlers” difficulty. Anyway. If you haven’t played most or all of the previous games on the GBA, DS and Wii/Wii U, //Gold// is a great intro! If you have, well, it’s a Greatest Hits album (with a few new notes, remixes and gimmicks). |
***//Zero Escape: Virtue's Last Reward//** (also on: Vita) | ***//Zero Escape: Virtue's Last Reward//** (also on: Vita) |