JohnNiles
JohnNiles
JohnNiles

I absolutely despised it. Everything about it was a joyless chore. Take exploration, for example. Running from a battle will take you back to the start of the area, which makes progressing difficult. You can’t really juke enemies, because there’s no dash button, enemies take off like a rocket when they see you, and

Whew, that was a ton of images. Couldn’t you, y’know, rap about it?

Botchable evolution paths and dead digimon if you don’t evolve them quickly? Welp, hype killed.

There’s a cutscene that plays the very first time the game is loaded. I let it play for a few seconds, then went to do something else and reloaded the game when I got back. And now that cutscene doesn’t play anymore. The information isn’t saved to system data- I checked - but to the cartridge. I know it’s plot

I never worried about justifying the encounter setting. Its existence is justification enough. Frankly, I’m surprised more games don’t have this sort of thing. Instead, we have to jump through hoops and make/buy items to get temporary relief from this nonsense.

On the SMT side, they’re literal demons. In the more recent Persona games, monsters are usually “shadows”. It’s generally clear which is which from the context.

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Uh oh, SMT and Persona fans fighting in the comments again. It’s time for that video... (turn off subtitles, they don’t add anything)

When the site went downhill, it was hard to miss. Two of their editors left in rapid succession, and the articles got shorter and less informative.

You hit the nail on the head. (I typed hand at first, haha) Games about traumatic experiences are tough sells because they make it hard to relax and some people don’t want to relive a painful experience. That’s a risk that the developer must accept. I believe this is also an issue in the publishing industry.

I loved that game, though not for the reasons that others did. Me and my college buddies figured out that thrown robots hurt players when they hit, so we routinely spent the first half of the game killing each other before settling down and playing seriously.

I’ve never seen a game since that handled character switch-in so well, changing the way the player navigates the levels. I was never very good at it because of the punishing jump controls.

I got one of those stupid propaganda ads in the mail. Can’t wait for Comcast to get its comeuppance.

90 minute amnesia? Nooooooooooo

I don’t understand these games, but with all the mobile game articles coming down the pipe, I thought I should at least look for footage on how these games work in order to understand them better. There has to be something in these games that rewards player psychology- otherwise, why do some games sell and not others?

I was getting increasingly hyped until the very last sentence.

I would consult video playthroughs for any purchase, especially if you’re going outside your comfort zone. If it doesn’t look interesting, then you don’t have to buy it. I’ve been burned a few times by overreaching.

I need to think carefully about whether I want to pick up Red/Blue/Yellow to begin with. I never stopped playing Pokemon, so I have plenty of games to play without going all the way back to the beginning.

Option 7 is so close to “Be an ass and leave.” Soooo close.

So what’s your verdict? I’m still working through the archive.

This only reminds me of how sad it is that pokemon with super-size sprites don’t appear indoors in HG/SS. Let me bust down the door with my shiny Groudon, please. ;_;