Jump to content

Lygophilia

Members
  • Posts

    38
  • Joined

  • Last visited

Posts posted by Lygophilia

  1. I will probably give the new Guilty Gear a try. It's been about 10 years of lost interest from that one (I want to reverse that), but I tried Accent Core a few years ago, but nothing happened. Blazblue was basically another Guilty Gear too many from approaching it. Unfortunately, I can't get into fighting games at this time, but I believe I wore the genre out anyway. Weaponlord was the only 2d fighting game I considered good, but the irony is the amount of time I've spent on KOF and SF (especially from attending tournaments in SF), but they just don't compare to me. However, I will can try this anyway.
  2. Once you reach 136% completion on other AC games, all you can do is just replay the same stories in a different way for nostalgia's sake.

     

    I wouldn’t say that. In those times, I had some people to play multiplayer as a replay value to have more of an understanding of the game, which the same can be said about the fighting game genre in the early 90s, before online functionality. The AC community use to have offline gatherings as well. I didn't see a point to redo the story again, when I had all the parts. Multiplayer was there for a reason.

     

    I'll put it this way: If you're a fan of old-school armored core, but not a fan of highly customizable strategic robot combat with beautiful aesthetics and gritty apocalyptic political stories, then yeah, you won't like anything after LR.

     

    From my preferences, the newer games didn't have as much customization as the older ones, if you are talking about specific weapons/parts with built-in weapons, if I’m reading this wrong. FS had a habit of keeping certain weapons in certain games and mechanics out of certain games, which I didn’t agree with. From their development decisions, it gradually became divided and more simplified.

     

    As for as strategy differences in mechanics in newer games, the design was team based challenge intended in ACV series, which didn't appeal to me, because I preferred it's design based on solo multiplayer. Innovation isn’t something I’m against, but I’m not really a team person. A storyline can't really be interesting for me either, because it will end up cliché everytime.

  3. I tried the first one recently for a couple of hours, but it's not for me. I thought I could stick around until I get the scythes, but it's too repetitively boring and basic. Not as challenging as the fanatics say (I see none here fortunately) as they can be exploited in the most ridiculous ways like any other boss and enemies from moderate intelliegence, though it was cute of them to attempt to make them smarter. The partial fun was killing specific enemies that are much higher in level than you, only if you harm them from a few hits, espeically if you decided to choose "deprived mode" for your created character. I'm not sure if I could bother to finish this, but it was free.
  4. Yes, it was nice and more different than I thought from the movement. The rest of the games were ok. The anime/movies were the most preferred out of the rest I've seen.
  5. They weren't really overcomplicted, just there. The alternative boost mechanic from AC4-ACFA was like a modified quick boost that gave you faster animation with your AC plus energy management, one of the main things to do in order to keep up with the other player that may know how to do it competently in return. Basically, it wasn't something to miss consistently from movement (if it was laggy, then it was for nothing in my experience), because you lose blind spots with your weapons to losing the match, etc. So, yes I do agree with you that the command is a bit repetitive and a poor man's execution aspect from a fighting game in addition to that. Certain members of that community made it out the be alot harder than it really was.

     

    Bah, you didn't really miss anything after Last Raven. The older games just set the standard to me. I do miss offline play with a few people that played the ps2 versions.

  6. AC1-AC2AA: Low customization, but they had some potential.

     

    AC3-ACLR: Acceptable in customization, because I prefer at least a fair range and more of impractial designs. I felt that certain weapons like the flamethrower shouldn't have been made unusable in damage from ACLR. The railgun should have taken more damage, with less ammunition in exchange. Weapon exclusives that were on particular games throughout this series' time shouldn't have applied.

     

    AC4-ACFA: Low customization and more bland. From online play, certain weapons (the powerful ones with lesser ammuntion) failed to register without mostly missing alternative boost execution. The necode reminded me of the GGPO one used in fighting games from the terrible frame skips. Experienced alot of loses because of it and was forced to run down the clock to attempt an AP lead, because the little AP that many of the other players had didn't want to empty out from direct hits on my side. Nightmare.

     

    ACV-ACVD: Very low customization and bland. Unfortuantely, games seem to be only a rental to pass the time, because they don't do enough to rival older games.

  7. I do, but it doesn't matter on my part. I've gotten it to work, connecting with one person a few months ago, but both of the orginal and slim version were kind of at the end of their life span afterwards. I did had them for really long, when I think about it. So, I toasted them out. I'll probably look into buying again, if they re-release it or return back to where it use to from a degree in the next installment.
  8. I'm renting it, but it isn't worth buying. I do agree that it doesn't have as much arm unit weapons like the 4th series, but with the 4th series, I had a similar feeling compared to the PS2 games on arm units. I think the problem with Armored Core games is that the company keeps reintroducting more of same weapons barely adding new ones, which hardly does anything to the series. This is why I believe that the PS2 games were the last to me. Unfortuante to have my taste, because I can't appreciate most of the plain weapons anyway. They were always too safe. I suggest that they go outside their comfort zone in imagination, should they have later games. I don't see what is stopping them from adding futuristic weapons that are already out there, like a flak cannon, acid gun, ripjack, shock rifle, or something.
  9. Kind of lost optimism with newer consoles sometime now. I just won't buy one, unless game companies change the perspective on convenience, instead of focusing too much on graphics. "Life" is repetition enough. I thought that the Vita for the psp games wasn't a regretful buy over the ps3, that gotten no activity most of time when I had it.
  10. so sadly i say that most people dont care for AC like they used to. its become a thing after Last Raven to hate AC. sad :D

     

    I would say that it is the case for me. I don't hate the recent generation ones, but I find them a little empty. The older ones from the ps2 had more depth and felt it had at least minimum customization in comparison. The creative weapon combinations that were on there I used, which was declining from my preference. It isn't like I didn't try those games for what they were. Gave the 4th series a try again recently, but it was a very short term interest as it was since it's release a month after. Armored Core 5 is a bit of a first/third person shooter, so I'm not a fan of that genre. Not nearly enough new weapons either.

  11. So I guess this is the last Jap DLC for ACV then? Looks pretty cool, wish people outside Japan could get this stuff.

     

    http://www.armoredco...sion4_0726.html

     

    I assume that the ac garage set are weapons/parts? I do hope that they have more manual target weapons, other than with mostly cannons that you can't move freely around with having legs unfortunately. Gives some hope not to give up on it, since it's a little something.

  12. Available now. Search this in your psn store, if it is not added to the fighting genre section yet. Sega has released a Complete Edition, which contains the full game and all of character clothes and items. The cost is 30 dollars, instead of 45 dollars. However it is said to last 2 weeks from the discount, which will default to the full price with both of the bundles included after. The demo and the 15 dollar game should be there also.
  13. This is a tier list from the Arcadia Magazine

     

    S: Akira, Jacky, Taka, Lion

    A: Goh, Vanessa, Brad, Jean

    B: Shun, Wolf

    C: Lau, Aoi, Pai, Kage, Sarah, Blaze

    D: Eileen, Lei-Fei, Jeffry

     

    Not that it matter to me, but for someone that is curious about this kind of subject. The system itself is more balanced then other fighting games and the command confirmation is lower than most of the fighting games. If you are new and prefer more linear characters, then I may suggest Jacky, Pai, Lau, Sarah, and Kage to you. The character Jacky is more balanced from an offensive and defensive perspective. Regardless of all the revisions, it is still similar to the fourth Virtua Fighter, which is moreso that way since certain aspects from there were transferred over to the present version and it's more simple.

  14. http://virtuafighter...topics/321763/1

     

    It's been almost 1 year since Sega announced Final Showdown for consoles, and now we finally have a release date! The game is set for release on June 5th on PlayStation Network and June 6th on Xbox Live!

     

    Read the press below for more details!

     

    SAN FRANCISCO & LONDON - May 14, 2012 - SEGA® of America Inc. and SEGA® Europe Ltd. today announced that the console release date and retail price for Virtua Fighter™ 5 Final Showdown. The stand-alone downloadable 3D fighting game is set to make its console debut on June 5 for PlayStation®Network and June 6 for Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft. Virtua Fighter 5 Final Showdown will be priced at $14.99/ £9.99/ AUD$18.25/ €12.99 for PSN and 1,200 Microsoft Points for XBLA.

     

    Character customization DLC packs will be available immediately upon launch for all 19 fighters, with each character customization pack costing $4.99/ £3.59/ AUD$6.25/ €4.49 for PSN and 400 Microsoft Points for XBLA, and will contain 600-950 customization items. Two additional customization packs, consisting of nine characters’ worth of DLC items and the other with 10 characters’ worth, will also be available at launch for $14.99/ £9.99/ AUD$18.25/ €12.99 each on PSN and 1,200 Microsoft Points each on XBLA.

     

    Virtua Fighter 5 Final Showdown brings the latest arcade version of the Virtua Fighter 5 series to consoles worldwide, adding two new characters—Virtua Fighter 3 favorite Taka-Arashi and newcomer Jean Kujo—and dynamic and interactive fighting arenas. Console-only features include a robust and detailed Training Mode, eight player Online Room Match Mode, and a match record feature to replay, save, and upload fights. Developed by AM2, the console version of Virtua Fighter 5 Final Showdown will bring the storied franchise’s detailed balance, overhauled fighting mechanics, and extreme depth to new audiences and VF veterans alike in the acclaimed series’ best version yet.

     

    If someone is interested...

  15. Overall Game Difficulty - Ok, not too much trouble to get parts and money. 3/5

    Default Controls - I liked it, because it made things a little less dated to me. I was slow in comparison to others in adaption to that, but was fine. 3.5/5

    Gameplay Mechanics - Recon system and scan mode. The radar function was easier to find the other. With that gone, it encouraged me as an attempt to circle and surprise others with one of my close range AC designs while saving boost, rather than to go head on too much. I liked that they added a little more to the melee system for a charge rush from boost, which create combos with other weapons, but not enough depth in the area as I expected. There should have added more to the physical and laser blade use. 4/5

    New Features - Customizing terriorites and invading them. I would give this a max score, but it's not used most of the time. 3.5/5

    Bugs & Glitches - I assumed it as a bug when my subquest missions disappeared off of the map when I ended order missions and it prevented me from continuing the last chapter of the main storyline. 2/5

    Storyline Quality - Average. 3/5

    Mission Quality - I would say that it is (was) something to pass the time. 3/5

    Arena (If Applicable) - Nothing special. 3/5

    Part Balance - I am indifferent on balance.

    Part Diversity - Somewhat interesting, on the subject of the Physical Blade and Ultimate Weapons only. 3.5/5

    CG Art & Video - Typical. 3/5

    In-Game Graphics - Ok. 3/5

    Voice Acting - A little better than I expected, but ok. 3/5

    Sound Effects - Decent. 4/5

    Background Music - Average. 3/5

    Multiplayer Mode - Strangely, I didn't have connection issues with playing the few times against humans in invading terriorties, but with rank and player match on my side most of the time, experiencing constant frame skips (regardless if the ping appeared excellent), which gave me misinterpretations on hit collisions and movements in sessions. I can adapt to a certain amount of lag, but this is different. It reminds me of GGPO's application netcode for fighting games. That's my problem, I guess. For this, I wish that alot more people defended territories, which will never happen, because I didn't have connection issues in that mode so far, which mystifies me. 2/5

    Other Stuff - Short-term interest. I felt that it was better than the 4th Armored Core series, but it's not worth keeping long-term from a inconsistent netcode, plus my save file was damaged yesterday. I don't have the patience to start over.

  16. Head: UHD-13 Gatahad

    Core: Wodan CR110

    Arms: Seine AM106

    Legs: ULG-20L

    FCS: UFC-11 Glance

    Generator: UGN-70 Ho Vital

    Booster: UBT - 25 Gale

    Recon Unit: STK-16 Okitsu

    Right Arm Unit: Plasma Gun UPG-27E

    Left Arm Unit: K0-7H3/Svetyak

    Shoulder Unit: K0-8C5

    Right Bay Unit: BD-0 Murakumo

    Left Bay Unit: K0-4H4/M/Feng

     

    Excuse the misspelling, because my TV is a little to small to read the font. I have many other Goth ACs that I would like to share when I'm finished with them. The main color is black, the subs are gray, and the other is purple.

  17. So, this start mission conquest rating did work after all. It gotten a few level 200 teams to defend there bases against me, from the result of getting many points for the past hour today.

     

    I wish that someone can challenge my territory. It was at a 0 rating and rank 23rd when I claimed it, but not anymore.

×
×
  • Create New...