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sb:recommended:gamecube [2017/11/01 19:32]
gatotsu2501
sb:recommended:gamecube [2021/04/24 18:09] (current)
alfred removed freedom fighters
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     * Wourme: Fortunately,​ the GameCube'​s only tactical RPG (as far as I know) is an excellent one.     * Wourme: Fortunately,​ the GameCube'​s only tactical RPG (as far as I know) is an excellent one.
     * Felix: Eh. At best, it's riffing on some of the early levels of Tactics Ogre, where your guys were very human and very mortal, and you had to rely almost entirely on positioning to not be overwhelmed while trading counterattacks. Not really enough to do outside of that -- though that's my complaint with all Fire Emblem games.     * Felix: Eh. At best, it's riffing on some of the early levels of Tactics Ogre, where your guys were very human and very mortal, and you had to rely almost entirely on positioning to not be overwhelmed while trading counterattacks. Not really enough to do outside of that -- though that's my complaint with all Fire Emblem games.
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-  ***//​Freedom Fighters / Freedom: The Battle for Liberty Island//** (also on: PC, PS2, XBox) 
-    * somes: //Freedom Fighters// was incredibly awesome. a third person shooter where you could direct a tiny squad of soldiers as you decimated a seemingly insurmountable Russian army.\\ The feeling I got from fighting against all odds, launching a guerrilla war from the sewers, always drastically outnumbered and pressured to get to the target with limited resources, frantically considering strategy while keeping an eye out for that next APC full of enemy reinforcements---has yet to be matched. I'm still waiting for a third person shooter with half the atmosphere. 
-    * Toptube: hey freedom fighters is a fun game. its like dungeon siege but with guns all the time. and you directly control one of them. and I like the controls because you can take cover well, without having to rely on fumbly context controls. ​ 
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   ***//F-Zero GX//** ([[http://​tcrf.net/​F-Zero_GX#​Leftover_F-Zero_AX_Code|Action Replay codes to access F-Zero AX arcade game]])   ***//F-Zero GX//** ([[http://​tcrf.net/​F-Zero_GX#​Leftover_F-Zero_AX_Code|Action Replay codes to access F-Zero AX arcade game]])
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     * Felix: The jury is out on how much fun it is to play nowadays, due to the fact that both dual analog controls (which Prime doesn'​t have) and decent FPS level design (which it has) became a lot more widespread not long after this game's release, but (like everything else on the Gamecube) it's really technically sound and has certainly aged well enough. One of the better Metroid titles for sure; as everyone has said, the Prime sequels are nowhere near as good.     * Felix: The jury is out on how much fun it is to play nowadays, due to the fact that both dual analog controls (which Prime doesn'​t have) and decent FPS level design (which it has) became a lot more widespread not long after this game's release, but (like everything else on the Gamecube) it's really technically sound and has certainly aged well enough. One of the better Metroid titles for sure; as everyone has said, the Prime sequels are nowhere near as good.
     * gatotsu2501:​ Actually I'd argue that the controls are perfect. Comparing it to an FPS is a bit of a misnomer; sure, there is some definite pre-Half-Life FPS influence, but the combat and level design seem more appropriately compared to, well, a first-person Super Metroid. If you really don't like the controls though, the Wii version uses a pretty dandy IR pointer setup adapted from Prime 3, though since the game wasn't designed for it it makes the whole thing feel kinda loose and easy.     * gatotsu2501:​ Actually I'd argue that the controls are perfect. Comparing it to an FPS is a bit of a misnomer; sure, there is some definite pre-Half-Life FPS influence, but the combat and level design seem more appropriately compared to, well, a first-person Super Metroid. If you really don't like the controls though, the Wii version uses a pretty dandy IR pointer setup adapted from Prime 3, though since the game wasn't designed for it it makes the whole thing feel kinda loose and easy.
 +    * Tony: It gives a sense of exploration,​ wonder and progression through an unknown planet that feels like "Tomb Raider"​ in space. After retrieving a new artifact, there is more freedom in "what to do" and less predictability,​ compared to the game loop of regular 2D Metroids. The controls and the implementation of autolock are still fresh in 2021 and have two main effects: they make the game feel even more different from the usual FPS, and they remind the feeling of some arcade shooters (especially during the most tense battles / boss fights). There is a progression in boss difficulty that reaches epic levels with the Omega Pirate and Ridley especially. The biggest defect of the game, intrinsic to its design, is the need to wander through the same empty spaces countless of times, in order to reach the necessary areas to progress. Still, on the other end, the same redundant exploration helps in marking those environments in the player’s memory, visually. It’s a lesson similar to Dark Souls lack of fast transport (for a large part of DS, anyway). The other limitation is that the graphics are a bit hazy for today'​s standards, but the game has that Gamecube-y color palette and style that makes it still pleasing. Playing it "​pseudo-portably"​ on the gamepad of a hacked Wii U gives a particularly special feeling, augmenting the sensation of being looking through Samus' visor.
  
   ***//Mr. Driller: Drill Land//**   ***//Mr. Driller: Drill Land//**
 
 sb/recommended/gamecube.1509579124.txt.gz · Last modified: 2017/11/01 19:32 by gatotsu2501
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