2015-11-26, 17:08 | Link #21 | |||
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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There's a reason that one of the most popular turn-based strategy games ever is X-COM, which features permadeath as its hallmark, and is in fact the game that inspired the creation of Valkyria Chronicles in the first place. And for fans of the reboot XCOM: Enemy Unknown, the general consensus is that the game is best played with Ironman mode on, aka having only a single savefile and thus preventing savescumming. Indeed, the feel of the game is incredibly different knowing that you can't simply reload out of a mistake.
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2015-11-27, 02:48 | Link #22 | |
Senior Member
Join Date: Mar 2012
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2015-11-27, 03:02 | Link #23 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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I've never claimed that Permadeath is the end-all, be-all to gameplay, hence why the disclaimer "if done well" - one of my favorite games is Warframe, and it doesn't have permadeath, and in fact dying there doesn't really mean much. However, Permadeath by the same token isn't a game mechanic that by its very presence is annoying: how its implemented into a particular game is what makes or break it.
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2015-11-27, 03:16 | Link #24 | |
Senior Member
Join Date: Mar 2012
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2015-11-27, 03:50 | Link #25 | |
Secret Society BLANKET
Graphic Designer
Join Date: Oct 2006
Location: 3 times the passion of normal flamenco
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Also, the Batomys mission was more a case of unusual mission design than permadeath, and indeed once you get a hang of the mission it's actually quite easy to finish in a single go no matter what difficulty.
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2016-01-19, 11:45 | Link #27 |
The Fearless
Join Date: Mar 2014
Location: "United" States
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Wish Brunhild's boobs were smaller. O.o
They look to big in the first place. Otherwise this game from what's been shown seems pretty interesting for a first timer to something like this I think. I've just always stuck with Final Fantasy RPG's. (well for the most part FF's, but Dark Cloud I guess too.) lols <--- wtf.
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2016-01-19, 12:16 | Link #28 |
Senior Member
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A bit more can be found here along with battle mechanics details. Again I think the game world is thankful that ragnite doesn't behave like a certain other universe's crystalline MacGuffin...
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2016-01-22, 09:30 | Link #29 |
ARCAM Spriggan agent
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http://www.animenewsnetwork.com/news...treamed/.97854
Music is shown in youtube. Song from the first trailer is "Eternal Rest" by Sarah Àlainn, a singer from Australia. She's trilingual. (English/Italian/Japanese). Official site in English.
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2016-02-09, 13:58 | Link #31 |
阿賀野型3番艦、矢矧 Lv180
Graphic Designer
Moderator Join Date: Mar 2006
Location: Belgium, Brussels
Age: 37
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A demo video has been put on youtube, and to be really honest, the gameplay changes aren't exactly to my tastes:
As you can see, the game is much closer to a TalesOf/PSO2 game, where you actually debuff the enemies with your guns (except snipe which seems to be quite OP early on), and then engage the enemy in CQC. Without much exaggeration, the range phase looks like the usual "roaming in the world map/dungeon and smacking mob to take the advantage" stuff from RPG like Persona, then you switch in an Arena like any action RPG. That kind of transition is very bothersome imo, simply because it really screws the pacing: I don't get why they needed a transition like that everytime whereas they could simply allow the players to engage freely with long range or melee weapons alternatively if they wanted to removed the gauge and turn based action. As seen in the video, using guns during the CQC situation is not really advised, and you need to do proper preparation before that "phase". Meanwhile, mobs that weren't in range from the CQC situation are just spectators outside of the "arena", so it is actually keeping the segmentation despite they could just keep some sort of "open world" feature considering the action RPG element. At least, production wise, it is solid with a good framerate and a good aethetism, although the BG outside of the CQC arena is blurred as fuck. That said, the A.I is really crappy. They don't exactly take independent action and just follow your actions to a T. Hopefully, they will fix that and allow actual orders or pattern.
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2016-02-10, 12:35 | Link #34 |
Senior Member
Join Date: Mar 2010
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I can't say I liked what I saw of the gameplay either.
I couldn't really tell whether there were any differences between character roles. All of their guns looked the same, save for the few sniping moments. The close range combat had the same problem, despite them all having different kinds of swords. |
2016-02-10, 14:03 | Link #35 |
Know who you are
Join Date: Feb 2007
Location: Resides within the depths of Ned infested Glasgow
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Meh looks good visually but gameplay I'm not impressed.
I like my pew pew and with being "forced" into melee to do most of the killing I can't say I'm looking forward to it. If they are going with action aspect they should have just really opened up that can and dived right in. Liking the Valkyria tho, she pretty much looks like Selvaria which is no bad thing indeed
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2016-02-10, 16:38 | Link #37 |
Senior Member
Join Date: Mar 2010
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It "looks" fine technically (i.e. smooth graphics and framerate), but the way it plays looks like it's lacking.
The original Valkyria games had a variety of classes with different roles and purposes. But what about this game? What's so different about Amleth's rifle, compared to Ophelia's and Brigitta's guns? Likewise, what's so different about Amleth's broadsword, compared to Ophelia's saber and Brigitta's twin swords? Do they do anything remotely different aside from just inflicting damage? What was shown did little to highlight each characters' unique traits, if they even had any, in battle. |
2016-02-10, 16:50 | Link #38 |
阿賀野型3番艦、矢矧 Lv180
Graphic Designer
Moderator Join Date: Mar 2006
Location: Belgium, Brussels
Age: 37
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Meanwhile, I can't stand how range and melee weapons work in this game, mainly because the game dictate you a 2 phase type of battle system, which isn't exactly smooth in this case.
I mean, outside of the sniper rifle, your ranged attacks are incredibly weak to the point they are "just" there for debuffs. Sure, debuffs seem to be quite important to weaken the enemies for the melee phase, but that role is quite restrictive, and the true battle becomes a talesOf/Musou like. Again, I don't get why they couldn't have both weapons being usable for debuffs AND damage. In most cases, there was no way for the guy playing the demo to finish off an enemy with his rifle: he has to go melee for that, even though it is, logically speaking, more risky. The game looks more like a Musou due to the sheer number of enemies thrown at you, without much options but to rush at them, instead of going tactical like it was in VC1. To add the insult to the injury, this mode seclude you and the melee aggroed mobs in an arena, cutting short the enemy reinforcements ad infinitum. I don't mind the action oriented style in general, but Azure Revolution doesn't show any kind of finesse with its entry gameplay, which is very very worrisome for a franchise that pretends to be the successor of one of the most adored 3D tactical console game.
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2016-02-11, 01:19 | Link #40 |
User of the "Fast Draw"
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This just looks terrible. Talk about tossing all excitement for a new Valkyria game right out the dang window. Oh well can just forget about this game I suppose.
Well there's a positive I suppose. It will appeal to people who were never fans of the Valkyria games to begin with...
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