smashbrolink

smashbrolink

Zelda veteran and Adventurer.

Comments 537

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@Sean_Aaron Yeah, I remember having to get used to the c-button controls too, but it was worth it.
Being able to run around in multiplayer with a bazooka, blasting Slippy straight in his smug face.
That was a special kind of awesome that made all the grueling effort of getting golds on every mission worth the time, no matter how often I got somewhat frustrated with the controls in the beginning.
The learning period was worth it, and I sincerely enjoyed the ride.
Never did get to entirely clear the original, though...
My SNES broke down and I never got a new one in time to finally beat that damnable Atom Smasher boss.XD

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@3MonthBeef Different scheme, same effect; being able to shoot outside of your flight path is an advantage.
And at a certain point, if it wasn't trying to aim so far outside of it that I didn't see the reticle anymore, I didn't even need to look at the pad to accomplish it, during all-range battles.

The point is that people are unfairly and inaccurately claiming that this control scheme lends no advantage to the player.
And that's just not true.
AT ALL.
It's a BS claim made mostly by people that either sucked at using them or haven't tried the game out themselves.

The logic behind its advantage is obvious, and when mastered it holds up to be true in practice.
That's 100% fact.

Re: The Mega Man TV Show is Still Set for a 2017 release

smashbrolink

I still have fond memories of some of the Megaman cartoons, so I'll withhold judgement until I see what's up with it.
The same goes for a new Megaman game.
Honestly, I'd like to see a return to the style of the early X series entries, or a console-based return to the ZX series.

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@electrolite77 There's also those people that are just rational about it and prefer something traditional, true.

But from what I've seen of comments towards this game, they're definitely not the majority figure amongst the complainers.

There's a LOT of irrational hatred towards anything new in controls lately, especially when it's connected to Nintendo.

Ironically, many of these same people, who claim to hate any level of control gimmickry, are now going crazy for the news that the Move will be used with the PSVR.
The flip-floppery is real.

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@Kirk Okay, YOU need to CHILL.

Being able to hit an enemy that is outside of your flight path IS AN ADVANTAGE for anyone looking to rack up higher scores.
Narrow corridor sections and rapidly closing obstacles no longer force you to take the risk of running into something just to chase down enemies that would otherwise be outside of your flight path.

You can rack up higher scores with this, with less risk, and the only thing you need to do is GET GOOD AT IT.

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@Kirk Yes, it did.
I've owned Star Fox on the SNES, and I'm telling you right now that the control scheme here in this game would have been welcomed by me just as much back then as it is now.
In Zero, I can maintain my flight path regardless of where I'm going and still hit that enemy outside of my flight path on the screen, precisely BECAUSE these new controls allow it.
Corridor sections no longer force me to risk running into a wall to hit that one extra enemy that I knew I'd need for a gold medal, because my lasers can reach it without having to readjust my flight path.

That's AN ADVANTAGE.
Not a gimmick nor a detriment.

If this control scheme existed in any other on-rail shooter, you can bet your tailpipe I would be using them to dodge shots and shoot in any direction at the same time, because that's a clear advantage no matter WHAT shmup game it's in.

No matter how much you want to spin this as a gimmick, it's useful and is providing me, as a player, a clear and distinct advantage.
Not having to adjust my flight path to shoot down an enemy in a position that's outside of said flight path, lets me rack up higher scores in a shorter time than I would if I had to constantly readjust the direction I was flying in just to hit those same enemies.

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@Monado_III
There's a few different kinds of people who don't like them.

#1 People who don't like them because they're used to traditional controls and don't want to learn a new way of playing.
This is the most fair type; they don't mindlessly bash people over it, but they still prefer what they're used to.

#2 People who hate them because they force them to step out of their comfort zone.

#3 People who view anything new in terms of controls as nothing more than a wasteful gimmick.

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

@Kirk Sorry, but you're wrong.

I've tried the game, and being able to shoot and fly in two different directions at once is a DISTINCT ADVANTAGE, not a bad control scheme.
Not even compared to average controls from past entries in the series.
That's not conning anyone; that's a fact, coming straight from someone who's had the opportunity to judge their own capability to score higher points with the two control schemes shortly one after the other, and found the new method to be more effective.
Anyone trying to convince others otherwise is living in denial of the truth, and needs to stop bashing and step out of their comfort zone, or get left behind in the race to higher scores.
Not everything worth learning is learned in an instant.

Re: Talking Point: The Great Star Fox Zero Controls Debate Highlights Important Lessons

smashbrolink

I honestly love the controls.

Getting used to new controls, including the new controls in Zero, is no different than getting used to new combos from a complicated character in a fighting game for me; in both cases it's all about practice, and once you've mastered them and ingrained how they work into your muscle memory, it brings about a new level of mastery and satisfaction to the game.

The controls aren't bad just because they take some adjusting to master, the same way a complicated fighting game character isn't bad just because it takes a while to learn how to get used to their complicated aspects and take full advantage of their strengths.
In the end it all comes down to whether or not the abilities being practiced will provide a higher level of ability once mastered.
And in SFZero's case, there is a DEFINITE advantage to learning these controls.

IMO, there are just a lot of people out there that are insulting this because it's #1 different from the traditional stuff and therefore outside of their comfort zone, and #2 because it's coming from Nintendo, and whenever Nintendo tries to do something different lately, everyone jumps on the "its just a gimmick" bandwagon because that's the popular reaction.

It's not a bad control scheme just because it's different.
In fact, once mastered, the advantages are transparently obvious compared to being limited to only shooting down your present flight path.
Anyone capable of thinking in a logical way can see the advantages of being able to shoot and fly in different directions at once.
Let those who can't step outside of their comfort zone hate on the controls all they like; it won't change that they're good controls that offer an advantage once you've learned them, and that they are most definitely a control scheme meant for core players that are used to learning new things, as opposed to casuals that easily give up, or worse insult something as horrible, the moment something becomes even slightly more complicated than what they're used to.

Re: Rumour: More Claims Made For New Legend of Zelda on Wii U and NX, Gender Choice For Playable Character

smashbrolink

@Dizzard Gender-swapping an established character amounts to the same thing as saying he was never important enough to be an established character in the first place.
It's the same as treating him as if he were an unimportant androgynous doll.

And that's just plain ****ing stupid.

I'm completely against a gender swapped Link.

Playing as Linkle, Zelda, or a new original female character made for a new Zelda game?
Sure!

But NOT AN ABOMINABLE GENDER-BENDER.

Re: Atlus is Now 30 Years Old

smashbrolink

Just recently went for a copy of Super Robot Taisen OG Saga: Endless Frontier, after I had sold it off once and regretted doing so.

Atlus will forever have a special place in gaming. I really hope they continue making fantastic titles for Nintendo's systems.

Re: Competitive Super Smash Bros. Scene in Spain Prepares to Ban Bayonetta

smashbrolink

@fed0ra7 There's still a point at which Bat Within won't activate after missing WT.
Aiming for that opening is what a pro should be doing.
Just like any other character, this is a case of learning her ins and outs, including how to combat her appropriately.

And again, if we're going to ban her for supposedly being so much better than 90% of the roster, to the point where there's a real serious risk of matches becoming boring because she's one of the few that most top players will use when they realize how good she can be when mastered, then we should have been looking at Sheik and Fox quite a while ago back in Melee, let alone here in Smash 4 right alongside ZSS.
There's a reason they have so many mains, and if we're going by the logic that is demanding Bayonetta be banned, then it's definitely not because they're "perfectly balanced".

Bay has a lot of unique tools that no one else has, but she's no frame-less Meta Knight.

Re: Competitive Super Smash Bros. Scene in Spain Prepares to Ban Bayonetta

smashbrolink

@KO-Cub I don't think it will happen that way.
Most people these days have more than one main; if someone is going to quit because their main is banned, they weren't a very serious tournament player in the first place.

Also, the second guy is right about the whole "3 mains out of 400+ players does not a case make" statement.
Bay isn't the new Meta Knight.
Unlike Meta Knight, she has weaknesses that CAN be exploited, and against a professional that can bait her movements and WT and use smart spacing and other tools, she's not an unfair opponent to fight against.
Difficult? Yes.
Capable of 0-to-deaths?
Yes. [though to be fair, all characters are, even if it's not in the form of true combos. You've just gotta be really REALLY damned good at reading an opponent]

But she's not "near 0 frame lag" broken like MK in Brawl was.

Bayonetta can carry skilled players in much the same way Fox or Sheik can carry skilled players; their tools and movesets are a margin superior to many of the other characters in the cast, but they aren't broken to the point that they cannot be beaten.
People say that her zero-to-deaths are an easy thing, but it takes a lot of practice to consistently make those combos land.
A lot of players that I've met still have issues getting her diagonal Afterburner Kick to come out in a quick and consistent manner during the stress of an actual match, for instance, but the reward for mastering that, much like the reward for mastering Fox or Sheik's moveset options, is an increase in the likelihood of victory, just as with Zero Suit, Fox, or Sheik.

If we're going to now start banning characters based on their abilities being strong compared to a lot of the cast, then we should be taking a look at how many Fox and Sheik players dominate the Melee scene, and wondering to ourselves why we let A-tiers exist there, but not Bayonetta, even though she's clearly an A-tier, not MKBrawl material.

Re: Version 1.4.0 of Wii U Emulator, Cemu, Shows More Rapid Progress

smashbrolink

@Waluigi Mike is right, Wal.
This article is discussing emulation of a current gen console, therefore, if the mods here are following the rules they signed up to enforce, this article shouldn't be on the website.

So which will it be?
Do the rules matter to a moderator, or is this article going to remain up on a whim?

Re: Version 1.4.0 of Wii U Emulator, Cemu, Shows More Rapid Progress

smashbrolink

@Toleboy

"Dang, this is some cool stuff. Inevitably, some people are going to come in here and whine about this, though. Happens with every post about CEMU.

@Kalmaro Emulation has a legitimate purpose in preserving a console's library. Even outside of that, some people are completely content with just buying the Wii U games in physical form and then playing them with this emulator, eliminating the need for a Wii U. Funny enough, that's not even illegal."

It should be illegal.
The games are made to sell the systems.
And these games are still new.
Anyone wanting to play these games should be buying the system and using that, not DLing them on an emulator.
Which is what will eventually happen; even if these guys don't plan to share their work, the fact that they are making progress will inspire someone with the intent to share such programs to go out and do the same thing, once it's been proven that it can be done.
And that will lead to open emulators with ripped copies of Wii U games free to download before the system's even old enough to be considered a legacy system.

We shouldn't be celebrating this.

Re: Star Fox Zero Will Include An Invincible Mode For Inexperienced Players

smashbrolink

@Kirk I think demanding that much realism in a game about flying space foxes and giant monkey brains that can somehow survive in the vacuum of space is a bit silly to begin with.XD

In either case, even if it looks half-assed by design, it's the effectiveness of implementation that counts.

We'll just have to wait and see, as you alluded earlier.
But if they get it to the point where it's a more refined take on Splatoons motion aiming, I think it'll be fine.

Sadly, though, even if it turns out fine, I get the feeling that this is going to be another case of Skyward Sword Syndrome; people are going to claim the controls suck when they actually don't, and that's going to be the rhetoric that the dude-bros and haters spread like wild-fire just after release when they can't get used to them.
Which will be ironic, considering this game isn't nearly as precision-demanding as Skyward Sword's sword controls were.

Re: Star Fox Zero Will Include An Invincible Mode For Inexperienced Players

smashbrolink

@Kirk I wasn't convinced with half-motion controls either, until Splatoon showed me how great the disadvantage was compared to twin-stick aiming.

If Star Fox can improve upon that, I'll be all for it.

Also, as for it not making sense on the Arwing, imagine this;
In the original version of Star Fox on the 64, the lasers were fixed frontally.
Just straight stick barrels leading back into the innards of the machine.
In this one, the stick barrels are placed on a swivel ball.
Think the gunnery seats on the Millennium Falcon which were huge spheres with a couple of laser barrels sticking out of them that could rotate in any direction, only micro-sized and without pilots.
That's the new lasers on the Arwings; barrels on balls.
Barrels on balls everywhere.

.....
God I hope no one turns that into a quote/meme...

Failing that, just imagine that the lasers have special properties that allow the normal shots to now have a limited form of homing to them, much like the charged shot does, only player controlled.

Re: Star Fox Zero Will Include An Invincible Mode For Inexperienced Players

smashbrolink

@Kirk Well you won't need to worry then.
The developers already stated in a previous report that they've readjusted the way the dual screens work; you no longer have to keep the game pad held up to see both screens at once.
You can just use the gyroscopic aiming at the same time while keeping the pad in your lap.
And since there's an aiming sight and you can track where your shots are going without needing to worry about something like accuracy percentage, there shouldn't be a need to look down at the pad if you're really that against doing so.
Nothing could be easier than that outside of degrading the controls down to sticks-only, which would, if what they've said is true, make certain sections of the game stupidly difficult, if not impossible, to beat due to not being able to fly and shoot in different directions quicker than you could with just twin sticks.

I can personally think of several corridor sections where this could come into play.
Imagine approaching a spinning laser grid with a section that will obviously fall if you hit a button enough times, but the button is in the upper left corner of the wall while the section that will drop is the bottom-right section, and your speed is higher than usual, to the point where braking won't help much if at all.
Being able to shoot that upper left corner while remaining in front of the bottom right section that is about to drop would be crucial at that point.

If you don't like what's being presented, that's fine.
But let's not pretend that it's a disadvantage to be able to shoot and fly in independent directions.

Re: Star Fox Zero Will Include An Invincible Mode For Inexperienced Players

smashbrolink

@Ralizah That's not intruding, because it's not affecting you when you play in another mode.
You're letting it weigh on your mind on purpose just to have something to complain about.
Even if that's not how it is, that's how it seems.
But in either case, steel your will and enjoy the game in your chosen mode.
Once you get into the action, you won't be giving easy mode a second thought, if you truly value challenge.

Re: Star Fox Zero Will Include An Invincible Mode For Inexperienced Players

smashbrolink

@Lizuka Well, let me give you an example; my mother just recently started getting into games.
She started with Assassin's Creed 3 and 4 because she was greatly amused by me popping out of bushes and dragging people back into them.
She loves sneaking around and hunting animals in 3, but she hates combat.

The invincible mode would be ideal for her, because it would allow her to get used to the type of action-packed combat that Star Fox has without fear of dying constantly like she did to bears and wolves in AC3, or other ships in 4.
And once she's used to it, maybe she'll go back and try it without easy mode.

The point is to let her enjoy it first, then challenge herself later.
Even if that means going God-mode.