Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 37
  1. #21
    MadDogMike is offline Senior Member Always Around
    Join Date
    Oct 2005
    Posts
    1,517

    Default

    Quote Originally Posted by Stuyvesant View Post
    I'm surprised that KI3 would be for 360. Wasn't KI a joint proj between Rare and Nintendo? Hmmm, well any new KI is happy news.

    Oh, and a real Pokemon raising game would be cool. Considering that the people who watched the first series of Pokemon are older now, they could put effort into a game that isn't completely dumb.
    Rare owns the rights to it I believe, and Rare is owned by Microsoft now so it makes sense that KI3 would be made for the 360.

    I want more 2D games!

  2. #22
    Terasiel is offline Senior Member Community Builder
    Join Date
    Sep 2006
    Location
    South Carolina, US
    Posts
    3,310

    Default

    I don't know how many people here would get this, as it is kind of obscure; but I've always wanted to see Digimon World remade into a far, far larger game.

    In case anyone here cares but hasn't actually played that specific one, as it is very unique itself, I'll go ahead and detail how it worked.

    _________
    The game was directly based off the old Digimon hand-held devices from the mid-nineties that helped spawn the virtual pet craze.

    The game consisted of you, as a human character, that acted as the controllable avatar that was used for walking around and interacting with the environment, dealing with the problem of the residence of a strangely alien world with an unexplainable issue altering its residence's psyches. It should be noted that the character itself was not used for combat.

    The character had a single partner at all times who followed you whever you went and combined two kinds of gameplay: monster raising simulation and a proxy-fighting style.

    The raising sim was quite simple. You had a creature that you started with that had basic stats (strength, speed, offensive, defense, intelligence, hp, mp) as well as raising-sim specific ones (age, weight, happiness, discipline and potential), and the moves it could use where chosen out of a grid that was collective from all the lives this creature would go through during the game. Whereas the actual unique attack of that character was used as an ultimate that had to be charged up during battle and wasn't used very often during normal encounters.

    The game basically involved going from a central base to other parts around an island with ever-increasingly powerful enemies. These enemies were fought by your creature that would simply call out orders to, and depending on their intelligence, they would either do something as simple as "attack" or as complicated as using specific moves. The battles themselves happened in real time with the opponents, and your creature, running around each other in between the ATB loading for the next turn. Defeating these enemies would give you money and items, as well as attacks if you're creature was compatible with what they used - sort of "blue magic style."

    As you progressed through the story your progress would be heavily altered by the condition of your creature as it would grow or die during the adventure. Instead of using levels your creature's stats were raised by manually training and, to some extent, from combat itself. The creature would go through stages that would heavily impact its stats based on what it became. The issue here is that the creature would eventually die, particularly if it lost three battles in a row. The good part is that the stats of the creature influence its next life each time it died and thus its base stats from birth could be much higher than the original creatures stats were you started with at the beginning of the entire game.

    Finally, there's one other thing that made it awesome. When I said they based it off the original Digimon designs I mean they went all the way for the creepy factor. Meat grows on plants in this game. There are strangely varying climates close together as well as a tendency of each creature to look vastly different than the others. There's almost like someone took cyberpunk and mixed it in with a nature-obsessed art style.

    Silent recording of a good example of this game.
    Last edited by Terasiel; 04-15-2009 at 04:22 AM.

  3. #23
    98abaile's Avatar
    98abaile is offline Senior Member Community Builder
    Join Date
    Sep 2005
    Location
    An Englishman in a shithole somewhere in Wales.
    Posts
    7,892

    Default

    Shadow run
    Road rash

    Good news, Squenix are planning on releasing a new front mission (heads will roll if its on the Wii).

  4. #24
    black flash's Avatar
    black flash is offline Super Moderator Community Builder
    Join Date
    Nov 2006
    Location
    London
    Posts
    3,076

    Default

    Quote Originally Posted by Terasiel View Post
    I don't know how many people here would get this, as it is kind of obscure; but I've always wanted to see Digimon World remade into a far, far larger game.

    In case anyone here cares but hasn't actually played that specific one, as it is very unique itself, I'll go ahead and detail how it worked.

    _________
    The game was directly based off the old Digimon hand-held devices from the mid-nineties that helped spawn the virtual pet craze.

    The game consisted of you, as a human character, that acted as the controllable avatar that was used for walking around and interacting with the environment, dealing with the problem of the residence of a strangely alien world with an unexplainable issue altering its residence's psyches. It should be noted that the character itself was not used for combat.

    The character had a single partner at all times who followed you whever you went and combined two kinds of gameplay: monster raising simulation and a proxy-fighting style.

    The raising sim was quite simple. You had a creature that you started with that had basic stats (strength, speed, offensive, defense, intelligence, hp, mp) as well as raising-sim specific ones (age, weight, happiness, discipline and potential), and the moves it could use where chosen out of a grid that was collective from all the lives this creature would go through during the game. Whereas the actual unique attack of that character was used as an ultimate that had to be charged up during battle and wasn't used very often during normal encounters.

    The game basically involved going from a central base to other parts around an island with ever-increasingly powerful enemies. These enemies were fought by your creature that would simply call out orders to, and depending on their intelligence, they would either do something as simple as "attack" or as complicated as using specific moves. The battles themselves happened in real time with the opponents, and your creature, running around each other in between the ATB loading for the next turn. Defeating these enemies would give you money and items, as well as attacks if you're creature was compatible with what they used - sort of "blue magic style."

    As you progressed through the story your progress would be heavily altered by the condition of your creature as it would grow or die during the adventure. Instead of using levels your creature's stats were raised by manually training and, to some extent, from combat itself. The creature would go through stages that would heavily impact its stats based on what it became. The issue here is that the creature would eventually die, particularly if it lost three battles in a row. The good part is that the stats of the creature influence its next life each time it died and thus its base stats from birth could be much higher than the original creatures stats were you started with at the beginning of the entire game.

    Finally, there's one other thing that made it awesome. When I said they based it off the original Digimon designs I mean they went all the way for the creepy factor. Meat grows on plants in this game. There are strangely varying climates close together as well as a tendency of each creature to look vastly different than the others. There's almost like someone took cyberpunk and mixed it in with a nature-obsessed art style.

    Silent recording of a good example of this game.
    I've never played a digimon game before but the fighting looks really odd how does it work and did the digimon evolve. (can't remember what its called)

  5. #25
    Terasiel is offline Senior Member Community Builder
    Join Date
    Sep 2006
    Location
    South Carolina, US
    Posts
    3,310

    Default

    Quote Originally Posted by black flash View Post
    I've never played a digimon game before but the fighting looks really odd how does it work and did the digimon evolve. (can't remember what its called)
    Well like I was saying, Digimon World (1) was completely unique from all the others. Not to mention that it was strangely unique from all other games that I've ever seen. <- The battle system just involves the creature that you've raised (and customized with any attacks from the "generic list" that they are compatible with - that you've obtained) fighting with their own A.I. against one or more opponents as you encounter them.

    It basically comes down to the current intelligence score (brain stat) determining whether you just say "Your Call," and let them figure it out, all the way to naming which attack they should use if they have the stats high enough.

    As far as them digivolving it's just the same as any virtual pet. (assuming you've ever used one.) It's all based on their happiness, discipline, weight and a few other special counters as to what they will become or whether they just "die" and start over as an egg again.

    It had a good bit of variety in what you could get.

  6. #26
    98abaile's Avatar
    98abaile is offline Senior Member Community Builder
    Join Date
    Sep 2005
    Location
    An Englishman in a shithole somewhere in Wales.
    Posts
    7,892

    Default

    Remake of System Shock 2 (mainly so that I actually have a chance to play the damn game (I've tried abandonware sites, but no dice).

  7. #27
    Henchy432 is offline Senior Member Community Builder
    Join Date
    Oct 2006
    Location
    Harlem
    Posts
    3,815

    Default

    Quote Originally Posted by 98abaile View Post
    Remake of System Shock 2 (mainly so that I actually have a chance to play the damn game (I've tried abandonware sites, but no dice).
    Just play Bioshock. It's the same game.

  8. #28
    Terasiel is offline Senior Member Community Builder
    Join Date
    Sep 2006
    Location
    South Carolina, US
    Posts
    3,310

    Default

    Quote Originally Posted by Henchy432 View Post
    Just play Bioshock. It's the same game.
    In what way is that statement true? I have both and I don't even see the connection.

  9. #29
    vphamv is offline Senior Member Community Builder
    Join Date
    Oct 2006
    Posts
    3,189

    Default

    Quote Originally Posted by black flash View Post
    Killer Instinct this game was much better then most of the figting games we have now, it was a mix of Street Fighter and Mortal Kombat and it was done in such a great way, it was the first beat'em up to have over 50 hit combo it even went to 80+, the speed of this game was ridiculous and the characters were great.
    ....whut? Fighting games aren't beat'em ups.

    Anyway, that game was amazing but all the people who worked on that game already left Rare. It'll probably end up like the MK games where it's been completely changed if they actually do make one. KI is easily one of my top 5 fighting franchises.

    Combo breakers were awesome, but pulling off the ultras was one of the best things about the game.
    Street Fighter > All


    http://vphamv.deviantart.com/

  10. #30
    Terasiel is offline Senior Member Community Builder
    Join Date
    Sep 2006
    Location
    South Carolina, US
    Posts
    3,310

    Default

    I friggin adored the art style of Killer Instinct. Seriously no joke. It was beautifully gothic and had awesome variety.

    Spinal for the win.

 

 
Page 3 of 4 FirstFirst 1234 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
vBulletin Skin by: ForumThemes.com
Powered by vBulletin® Version 4.2.0
Copyright © 2014 vBulletin Solutions, Inc. All rights reserved.
SEO by vBSEO 3.6.0 PL2

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79