Idiot of the day

fuckingmoron

Seriously, how fucking stupid do you have to be to not understand the difference between FF6 and FF13 when it comes to linearity?

In FF13, there is only one path you can take throughout the game until you reach Gran Pulse. You literally walk down a corridor.

In FF6, you are given your own choice of exploration. Nonlinearity does not have to be “meaningful” choices – simply because what is considered meaningful is purely subjective. In any RPG, simply choosing the order in which you explore can be considered a nonlinear experience. If I choose to visit the Inn, then go outside and bash some monsters’ skulls in, then go back to town and continue with the story, that is the individual path I took, and that is the individual story that was told. That this person cannot understand that such a basic experience still constitutes the game’s story is remarkable. Really, how fucking thick headed do you have to be to not understand this?

And not to mention the obvious: which is that in the World of Ruin segment of FF6, you are free to collect your partymembers in ANY ORDER YOU CHOOSE. You can’t get more nonlinear than that without being one of those elitist maggots who think nonlinearity in video games doesn’t exist.

There is no comparison whatsoever. If you truly think FF6 is as linear as FF13, then you are lack even the most basic understanding of game design.

The King’s Aces

I wanted to review Austin and the Desert Heart Trio, which was one of the earliest English VXAce games released, however the download link is no longer working, so instead I’ll decided to try The King’s Aces.

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Right off the bat, you can tell this game won’t have much customization, since it uses a default title screen image. If you’re just experimenting, this is fine, but if you want to impress players, you need to take the extra step with a custom screen and please don’t use the text feature.

As it is a game created for a two week contest, a lot of that can be forgiven, but I’m judging this game as if it’s a regular release, and I’m sure players would want to do the same as well, even if it has been over a year since it came out.

At the start of the game, your character Mal is a soldier about to be mugged by chickens, when another guard comes by to stop such a fiendish act from happening. He tells you to go talk to the King, and that’s when you have control right away.

That sort of premise is ridiculous. If the game was intended to be a comedy game, it struck the right tone with the chickens, but telling some lowly soldier to go talk to the King? What’s up with that?

One unfortunate design decision you’ll notice almost immediately is that the author chose to disable dash. I’m not sure why anyone ever wants to do this. The only time it’s acceptable to disable dash is to do it on the world map (and use a shrunken sprite). It’s not acceptable to do it in town, dungeon, or anywhere else. Unless your character’s inflicted by some kind of ailment that prevents him from running. Which is not the case in The King’s Aces.

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One of the few “bright” spots of the game is the mapping. It’s not bad. The author knows how to make acceptable RTP maps.

After collecting three other heroes (you and them make up the King’s Aces group) and talking to the King, you’re sent to investigate a murder.

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Ralph makes a cameo.

After some point, you get to go to a bandit’s forest and explore, but not being able to dash really killed the exploration for me. The game has random encounters that use the default battle system and there are ZERO customizations to the database. All of the default skills are used.

Needless to say, I gave up shortly after that and stopped playing.

Download Link: http://rpgmaker.net/games/3933/downloads/

Rating:

idiot of the day

Saw this on a major rpg maker forum:

there’s a reason that there aren’t enough people who create original sprites. the community as a whole should encourage more original works, and encourage people to learn to create original works. it’s something i’ve been saying for many years—our rpg maker world is way too focused around one graphical style, for an engine that has no such limitations. for every thread with original resources, there are literally hundreds that show off frankensprites and recolors. the problem is in the mindset of the community at large.

 

What’s hilarious is that the person who made this post is someone who’s known for some of the ugliest sprites around. He may have been around the community for years but he’s also never released a single full fledged game. Only one demo, a really shitty (2/5 star) sci-fi/western game that showcased his poor mapping and game design abilities.

It is incredibly ironic that someone who doesn’t even bother making games himself should be in some kind of authoritative position to be telling people how to make their games. At least these people are making games. What is he doing? Surfing rpg maker forums 24/7 and posting useless bullshit with every chance he has. Nobody cares about your shitty tutorials on making banks (something 99% of game creators have no use for). Please kindly shut the fuck up and leave the community alone. You’ve done far more damage than good by trolling and chasing off people new to rpg maker than actually helping them.

Princess Princess

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Princess Princess

Release Date: 5/4/2012 (original version released in 2011)

This review is for Episode 1.5, which despite being hosted on the same gamepage as the original Princess Princess, appears to be a side game and is not anything like the original Princess Princess.

Princess Princess was the first rpg maker vx ace game released in english, created using a hacked trial version of the program. Episode 1.5 is released months later, with a graphical overhaul that features a beautiful looking skin for the main menu, particle and lighting effects on the map. The battle system is a mismash of various systems by different scripters, but the graphical skin is truly a sight to behold with minor details like enemies shaking when you hit them (and your actors’ portraits shake when they get hit) really enhancing the experience. The actual battle gameplay is also engaging and not your typical attack button mash, as you still have to think when engaging in enemies. However, some battles can catch you off guard, like the lucky fairy which can one shot your party (you’re supposed to run away).

Unfortunately I didn’t get beyond the first map because the boss fight is ridiculous. After managing to get the boss down to half health, he started one-shotting partymembers with 150+ damage attacks.

Princess Princess episode 1.5 is a fun game that many should play on easy mode (I used normal). I did not play beyond what I described above but I’m sure it continues to maintain the same quality.

Rating:

Review Score Guide

nullnullnullnullnull – A legendary gaming experience that is the cream of the crop. Better than most commercial games.

nullnullnullnull – Great game. Does everything right. Utilizes lots of custom resources well. Engaging story. Gameplay on par with classic 16-bit/32-bit JRPGs.

nullnullnull – Good game that may simply plateau at this level because it can’t achieve greatness without an overhaul. Good use of RTP and/or custom resources. Good story. Fun gameplay.

nullnull – Mediocre game that has a lot of flaws and problems preventing it from being good.

null – Poor game with no hope of salvaging. Typically uses all RTP. Bad or non-existant story. Horrible gameplay mechanics.