What would you guys find interesting to learn in RM using only events? Puzzles? More Cinematic events? Or maybe some neat tricks with battles using variables and scripts/plugins? What would you guys find useful?
I love when gamers say that developers should stop putting so much money into graphics, but then when a game has less then modern graphics the same commentators are the first to say how it looks like it's from last gen. Then the defense for their complaints are: "They're not complaining, just stating their opinion." or "I'm not paying full price for last gen graphics. I'll buy it used/on discount."
I like how the game automatically knew who the target audience was and friendzones you from the get go. No chance. No escape. Your just thrown in with no way to end the relationship. Very true to life.
Eww. This lady on the train just said that I was so "polite" and "mature" for my age. Does she not know who I am? I am the sixth Memelord of the tragula dimension! How dare she call me a decent human being? I spit the hardest memes on this side of internet! I tell ya, no respect.
I love how people are more upset that there are zombies in MGS lore now rather then Konami is making it (Yes I know people are upset that Konami is making it, but they are vastly outnumbered by the people upset about zombies).
In a series with Clones, cyborgs, a psychic super soldier that breaks the fourth wall, "NANOMACHINES, SON!", the illuminati, Nuclear Tanks with legs, vampires, sneak suits, fulton devices that can lift tons of weight, people that breath through their skin and various CANNON crossovers with games like Monster Hunter, Ape Esacpe, and Smash Bros: zombies are crossing the line. Just...LOL.
You know I think Tokyo Mirage Session is probably has the most balanced battlesystem I've ever played. By far the best part is how the luck stat isn't just random numbers. It's a setting that tells you if the person's luck is poor, good or great which better conveys what that means rather then just having numbers that don't mean anything without information to the formulas.
Serious talk people: What is the point of having an enemy awareness radar in a RPG with random encounters? Like seriously, I could understand if there was a mechanic to stop or walk to lower glowing lights or slow it down, but there isn't. The little radar is just glowing red and I'm like "What do you want me to do?! There is literally nothing I can do to stop the next battle! Your warning me to get ready? I'm already ready! For God's sake I'm playing an RPG I'm always ready! STOP! BLANKING! AAAAAAAHHHHHHHHH!!!"
Oh Boy! Until my copy of TMS comes in, I'll have to finally open Shin Megami Tensei: Nocturne Featuring Dante from the Devil May Cry series. Hopefully Shin Megami Tensei: Nocturne Featuring Dante from the Devil May Cry series is as good as everyone says it is.
I'm loving how everyone is coming out of the woodwork to say how FFXII is one of the best games to come out of the franchise. But just to let you know, I was riding that band weagon BEFORE it was cool.
Does anyone know if Dell.com charges when you make an order or the day it ships? I didn't pre-order World of Final Fantasy because I wasn't getting any discounts but the website is offering a great deal ordering from them.
Oh my god! I just got the most hardcore craving for Penutbutter Cookies! Like, I would commit crime right now to get one. I'm gonna go to the store before I decide to destroy the world because of my stomach.
I don't like linear gear progression in games. I'd like to see more gear be useful from start to finish. This is also true for skills. I also like finding overpowered gear, and don't enjoy games that are too balanced.
The more I look at the QPlugins... The more I am amazed at what they can do. Which I'm not going to lie is pretty awkward, because I already consider them far and away the best plugins MV has to offer.