7 / 10
Confusing mess of a fusion system that someone probably made up in five minutes by putting in random variables. Extremely slippery controls, this combined with long campaigns makes this impossible to play when you're going out. The difficulty system- well, I can see how it works, I just really dislike it. Hard mode is supposed to be suited for trial-and-error, and why would anyone do trial-and-error when they'll get punished so badly for it?
Also, I loved the story and its characters, but if you're going to stick to the long-campaign thing, it really feels rushed.
7 / 10
Confusing mess of a fusion system that someone probably made up in five minutes by putting in random variables. Extremely slippery controls, this combined with long campaigns makes this impossible to play when you're going out. The difficulty system- well, I can see how it works, I just really dislike it. Hard mode is supposed to be suited for trial-and-error, and why would anyone do trial-and-error when they'll get punished so badly for it?
Also, I loved the story and its characters, but if you're going to stick to the long-campaign thing, it really feels rushed.
The fusion isn't random, a guy who calls himself T.Turamber made a really good post about how to plan your fusions with only marginal errors. It's only random if you don't know what you're doing.
Also, what do you mean by hard mode being trial and error? The game never throws anything too unexpected at you, and enemies are mostly the same throughout the whole game.
The fusion isn't random, a guy who calls himself T.Turamber made a really good post about how to plan your fusions with only marginal errors. It's only random if you don't know what you're doing.
It was a reference to the game's programming. I meant that it felt like the fusion system was made in five minutes with some guy assigning random things to the things.
Also, what do you mean by hard mode being trial and error? The game never throws anything too unexpected at you, and enemies are mostly the same throughout the whole game.
I meant that trying something too hard is risky, and progressively moving up the difficulty ladder is much too tedious for a handheld game.
Trying something too hard is risky, which is why the game suggests a difficulty for you. As you progress in the game, the bar will go up and down, depending on how good you do. I think the system is excellent, it makes increasing the difficulty more rewarding, but at the same time, you shouldn't get too cocky, or pay the price
Ok, who would actually be interested in daily KI:U matches at a set time every day?
I wish. I've played about one hour of video games since Wednesday of last week, and I doubt the amount of time I play every week will get any bigger until some holiday comes about.
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Topic: Kid Icarus: Uprising Spotpass Weapons
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