How the hell could Sega get so big

Heh, in the case of Phantasy Star IV just sounds like are bothered by what we expect to be standard in a console RPG UI.
I expect from any game that its makers do their basic homework, and try to understand their trade. In this case, they could have made something that people can play for fun, and not something that a portion of players will stubbornly sit through to justify the money they spent. Five minutes of play-testing by independent testers could have done wonders for Phantasy Star III. They apparently just didn't give a damn.
Cryect said:
The story itself and the actual gameplay were quite good for the time.
I don't know if that's enough of a reason to go on. What's it worth when the game pisses you off and gets in your way all the time? Part 4 may work, but 2 and 3 IMO are so broken at their fundamantals that it isn't important anymore what happens in the course of the game.
Cryect said:
If you think the UI of old RPG's is bad don't try to play old RTS games. A while back tried to played WC2 and TA just couldn't due to all the missing UI features I just expect to be standard now.
It's not "old RPGs" per se, it's "poorly designed old RPGs". FF1 works. The Bard's Tale works. Wizardry works. Might&Magic works.
And I don't know what the problem with WC2 is, its gameplay is limited compared to modern RTSes anyway, it has the keyboard shortcuts, the group selection, saving and recalling etc.
The most important distinction though, to me, is that Warcraft 2 lets the player do stuff. it gives the player control, which is what it must do as a game, by definition. Phantasy Star III OTOH confines the player in an obscure mess of menus and takes control away in arbitrary and unnecessary amounts whenever the player attempts to do something. Really really bad.
 
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i find that the old genesis, super nintendo , nintendo etc etc etc games are far superior to 'modern' content less, storyless, eye candy driven, in game ads, micro rip off transactions games.

Yes, some of the games during that era blew chunks. Platoon , Rambo, Top gun for the nintendo come to mind.

Some were classics - River city ransom, any of the 1st 3 zeldas. metroid , castlevania , star control, smash tv.

The current state of games makes me very sad. In game ads are wrong. Micro ' rip off' transactions are wrong. why the hell should i pay my hard earned money for 9/10 of a game. Why should i pay to see ads in games?

some would say ads offer realism. If i want reality ill walk away from the keyboard or put down the game pad and go outside.

I view games as a form of art and i refuse to support those whos primary role is greed. sure .. making a game you need a profit but when you whore your self out for the all mighty dollar at the expense of art then you are shit in my book. (american mcgee.. im looking at you)
 
Did you just say that Top Gun sucked geekcomputing???!!!!!! I spent so much time playing that game, it was one of my favorite games ever.

I do think that with newer games, the fun has been taken out of the game and has been replaced by fancy graphics, storylines which are sometimes good but usually average or bad, and a polished interface. The problem is that it seems like they couldn't just add these things and keep the fun gameplay as well, and that saddens me. There seems to be a lack of games that I play nowadays just because of the sheer joy of playing...
 
I think that one has needed to play all those old games already at their time to truly appreciate them, it is very hard to go back now. It's kind of the same thing as having sex with Pamela Anderson ten years ago or 20 years from now :smile: Time is a bitch.
 
I think that one has needed to play all those old games already at their time to truly appreciate them, it is very hard to go back now. It's kind of the same thing as having sex with Pamela Anderson ten years ago or 20 years from now :smile: Time is a bitch.
Hmmmmmno. Really not. I have just rated rather poorly three games that I did play in their time and remembered fondly while at the same time I find competing games I never had a chance to play before (hint: no PC Engine) a whole damn lot better now. It's not nostalgia then.

The highly controversial rating of this thread suggest that I didn't explain it properly, but I really don't have the correct pamphlet with me right now. I have an abstract way of looking at games, and it is in the, pardon, functionality where I seek quality. If that works well, games are additionally allowed to look and sound nice.

Some very old games still fit my profile very well. Others don't. Btw,
Outrun, Afterburner, Space Harrier, Hang On, Shinobi, Shadow Dancer, Virtua Fighter's 1/2/3, Virtua Racing, & Daytona USA. I spent a crap load of quarters on these games from a youth through highschool.
Of these games I have only two on the collection here, Shinobi (part 3 though) and Virtua Fighter 2. And those two are fine IMO (said so a few postings ago).
I was annoyed by entirely different Sega games I think :)
RollingBalls said:
I bought Zelda Link to the Past because everyone raved about it. I stopped approximately two hours in and never finished. There are a few Nintendo games here and there that caught my attention Metroid, Golden Sun, but for the most part they are bland and overrated. I sometimes wonder if this is what gave birth to such companies like Squaresoft (Final Fantasy) and Enix (Dragon Warrior).
I see where you're coming from but I really didn't mean to polarize this into a "against Sega=pro Nintendo" debate. I realize I have contributed to that notion myself, so sorry for that :-|

FWIW it was the same for me with Link to the Past, it had such a strange progression, I just stopped caring after a couple of hours.
 
For me, Phantasy Star 4 was (and still is) about the best RPG I've ever played - and I played it again recently. I found the battle system in particular to be very satisfying: a first (and pretty much last) for random encounter RPGs. A much better game than, say, FF6 or 7.

I always think it's unfortunate when good titles get slated because they don't conform to conventions that, in actual fact, there's no reason for them to. I don't understand why people try something that might be different and then complain because it isn't the same.

I love "arcadey" gameplay, and I value games that have their own feel and don't try and immitate the market leader. Despite this I have to say that most Megadrive games are awful by todays standard, but then again so are most SNES and Neo Geo games. Games from the NES and Master System era are even worse. It so rare to find games that are still genuinely worthwhile after 10 or 20 years that it's important to try and appreciate them for what they are, rather than how they compare to what you used to like instead a long time ago.

P.S. You can adjust the speed that text appears in Phantasy Star 4 from anywhere in the game.
 
Hmmmmmno. Really not. I have just rated rather poorly three games that I did play in their time and remembered fondly while at the same time I find competing games I never had a chance to play before (hint: no PC Engine) a whole damn lot better now. It's not nostalgia then.

The highly controversial rating of this thread suggest that I didn't explain it properly, but I really don't have the correct pamphlet with me right now. I have an abstract way of looking at games, and it is in the, pardon, functionality where I seek quality. If that works well, games are additionally allowed to look and sound nice.

Some very old games still fit my profile very well. Others don't. Btw

I was just kind of expressing my own view on the matter. I personally find it very hard to go back to any of those old games. They are typically missing so many things that I have grown to keep as standard. I have hard time playing for example even PS1 era RPGs, because they are missing voice acting, I could live with the craphics, but there are numerous other things that just turn me away.
 
Zackenstack, I must say that I'm still not sure exactly what angle you are coming from here. At first I thought that you simply didn't appreciate arcade-like simple gameplay. But now I'm not sure.

How do you feel about Devil May Cry 3?

And if it's not too much trouble, could you take another stab at explaining your main contention with the old Sega games?
 
Zackenstack, I must say that I'm still not sure exactly what angle you are coming from here. At first I thought that you simply didn't appreciate arcade-like simple gameplay. But now I'm not sure.

How do you feel about Devil May Cry 3?

And if it's not too much trouble, could you take another stab at explaining your main contention with the old Sega games?
I haven't played Devil May Cry 3 at all. I have played an hour or so into Devil May Cry 1, but that's not enough to say much about its combat system. Suffice it to say that I had no problems dropping it at that point (if anything, it starts slowly).

About the Sega games, let's talk about the Golden Axes and Altered Beast for a while.
Your character has essentially the same attack range and attack capability than any of the standard enemies you're supposed to beat up. That means to attack, you have to move into a position where you yourself can be attacked immediately. But then the enemy attack behaviour is randomized. Many times the game will simply spare you and you get your own attack through, while sometimes the game reacts like a good human player and beats the crap out of your approaching character as soon as possible. In a basic 1-vs-1 confrontation, whether or not you lose health is determined by luck.
To get through 1-vs-many confrontations unscathed, you need more luck.

And against boss enemies there's IMO nothing you can do to prevent a massive loss of health (and a few lives).

What these games need very dearly is a good block mechanic, where the player can react to cues that indicate an attack is coming and do something about it. Both games have a block, but the cues are absent (or I possibly might be too dense to notice them in time), so it just isn't useful. You can of course always guess when attacks might be coming and block "just in case", but that hampers your own progress more than it helps you.

Lets ignore the combo system, button-press mini-games etc for a while and look at what God Of War does. Every enemy gives cues to attack, most give you a second of animated warning (basic soldier, first battle scene, Minotaurs, etc), some give you a specific sound (Gorgons), many give you both actually, and the harder enemies you meet later in the game are usually harder because they have shorter warning times. You pick up the cue and block. If you engage the block just in time, not only will it prevent damage, but your enemy will be destabilized and open for a safe counter-attack. 1-vs-1 confrontations against basic enemies are patently predictable once you have mastered the system enough to react to the cue in the given amount of time. In other words you will not lose health if you play well, which makes for a satisfying game, and yet it is something an arcade machine will rarely allow you to pull off. It would stop the flow of coins.

It's worth pointing out that even the basic enemies in God Of War will block if you try to just button-mash them. Unless you play the block-counterattack system, it's impossible to progress on the hard difficulty and up.

When you herd many opponents in God Of War, they will usually attack in a staggered pattern, and you can only destabilize the last attacker to prevent being hit be the follow-up attacks yourself. It's a shorter window of time for your reaction, but you can predict when it will open. It's a rhythm game, basically.
Of course this is still a simplification, there is a lot more depth to the system, but I hope you'll see how, even at the very basic level, there is a difference between how the two games value the player's inputs.

To summarize, the old Sega brawlers will let you progress a little and hurt you a little, no matter how you play. A good game OTOH lets you progress if you master its rules, and if not, then not.

<scheduled break>
<hmmm, cookies>
<pours coffee>

The Sega platformers (Kid Chameleon, Alex Kidd in the Enchanted Castle, Ristar, Ecco, Sonic to some extent) show an entirely differrent malady. In their fixation on a character design, to whatever ends, gameplay design has become an afterthought.
That collection includes many interviews with Sega staff involved in the original games, and while such extras can be expected to leave out many aspects, basically every single interviewee talked only about character design, and sometimes back-story. None of them gave the impression of having spent thought on a gameplay system. It didn't do much to contradict my feelings about these games.

The most grating demonstration of what's wrong with that fixation is IMO Ristar.
Ristar has two hands he can stretch out far to grab stuff. The game world is littered with handles on walls and ceilings for him to hold onto and climb.
And because Ristar must use his hands everywhere, because they look so nice or whatever, yes, also to overcome height differences, they gave him a pathetic jump. Half the character's own height is hardly normal for a platformer, is it?

Hanging from a series of handles on a ceiling to appease the character concept really doesn't achieve anything IMO that the default rope couldn't have.
Making every wall climbable doesn't achieve much IMO that the default jump couldn't have. On the contrary, because characters could plausibly jump above the default rope, which would allow, you know, more variations in level design.

It's at its core the very same generic 2D platformer, with a character-driven difference in presentation. Theoretically. If jumps weren't useful for more than just getting up on higher ledges (certain platformers let you bump your head into stuff ... or let you do things with air control).
 
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Having skipped basically all console gaming before Xbox, I find myself agreeing with the OP quite a bit. Going back and playing some games that forumers slobber over has basically never been a good choice. Most if not all are about training you through strict discipline to twitch at the right times or die. Maybe I'm just babied or whatever, but I have lots better things to spend time on than that.
 
@ Zeckensack:

a) Sorry for mis-typing your handle over and over again. =D Won't do it again.

b) Thanks for starting this topic. It's got me thinking about game appreciation. It's been popping into my head during the day.

c) There are several angles I can approach this from. I'll just tackle one in this post.

Games are friendlier than they used to be. Compare old Prince of Persia to new Price of Persia. The old game leaned alot on trial-and -error, one hit kills and nasty suprises. The new game has tutorials, hints, non-deaths, selectable difficulty and second chances. Games these days are generally designed to be forgiving and user friendly. I think that overall, it's a good thing. It certainly gets more people playing games.

Many longtime gamers like myself have very fond memories of the days when games where less coddling. It's not nastalgia. It's just a certain appreciation for the greater emotional highs and lows you can get from a game that really seems to hate you. Nowadays, when a game comes out that recalls the old way of savage difficulty and cheap hits (Devil May Cry 3 I love you) I am delighted by it. I love being beaten down. I love dropping some f-bombs. And in a weird way, I like it when the game snatches a hard-earned victory form me at the last moment with some cheap suprise attack. It takes me on a rollercoaster and I like that.

Now if someone has only started gaming recently, I can see how they would not appreciate old games like Megaman 2.

And in the case of someone who much prefers the contemporary user-friendly games, I can see how they would not wish to go back to Megaman 2.

So that's my perspective on how games have evolved to be more user-friendly, fair and moderatly challenging.

Perhaps, Zeckensack, you just think games are alot better for it?

But as to how you don't like Link to the Past... I'm going to have to have you elaborate on that a bit. :nope:
 
No worries 'bout the handle handling. You were jesting, surely ;)

I'm 29 now and there have been home computers and consoles in the household since I was five or six, not to mention the time spent in the arcades with stuff like Space Invaders, The Pit, Galaga, that Kung Fu game how's it called etc. One might say I'm not exactly a new gamer ;)

As you mention Mega Man 2, it's not insane difficulty that bothers me, even though it is of course a concern when I think about whether I could recommend a game to regular people. If a game plays fair, i.e. it must admit defeat when the player does everything right, it can be as difficult as it wants to be. I actually believe that difficulty is crucial for any game with depth. Difficulty forces faster and broader learning, it makes you explore the game system. E.g. God Of War on normal is too easy IMO, many players just don't "get it" when they play that way.

I think the difference old games vs new games is something else. I think I was more willing to make compromises, even though I didn't perceive them as compromises as much. Any single game was a much more significant purchase. NES games were freakin' expensive things, now I have an enormous shelf full of games. I can't talk about it. It's crazy. In any case I'm saturated with games. There's not enough time in my life to ever finish the games I have, not even those I'd really enjoy, and they are now coming out at a faster rate than I can finish them off. I'll always be on a back-log of games and that is what allows me to be much more selective than fifteen years ago.

Hence there is no more urgency to extract some fun out of a title I've bought. I don't have to make myself accept some issues anymore to get my money's worth. It's thus much easier for me to be done with a game. I can play something else if a game really pisses me off. I don't know if that's "harsh" or "jaded" or just, you know, normal.


Link to the Past is a lot like Twilight Princess I think (surely not by accident). The intent of undoing Zelda 2 and redoing Zelda 1 is a huge fan-service that I must admit disappointed me, because I thought Zelda 2's new combat mechanics (~sidescrolling brawler) were excellent. Thus to me it started as a step back. Nothing about the game, that I've seen anyway, was really wrong or bad, it just started a little slow and didn't manage to grip me right. I went through the rain, through the castle and all, and when I was free and dumped on the overworld again I somehow just lost interest.
There isn't anything in particular that I can blame the game for doing wrong. I just didn't go on with it.

If it's any comfort, I did play The Minish Cap for the GBA, and as far as I see it that game is basically LttP++. It does the fan-service thing again, in spades, by sending you through the same old rain, playing the same old music etc. In any case I liked The Minish Cap very much, so I probably am compatible with LttP, and just would have needed to meet it at a different time. Maybe I'll snap when it inevitably re-releases on the Virtual Console (it hasn't, yet, in Europe).
 
About the Sega games, let's talk about the Golden Axes and Altered Beast for a while.
Your character has essentially the same attack range and attack capability than any of the standard enemies you're supposed to beat up. That means to attack, you have to move into a position where you yourself can be attacked immediately. But then the enemy attack behaviour is randomized. Many times the game will simply spare you and you get your own attack through, while sometimes the game reacts like a good human player and beats the crap out of your approaching character as soon as possible. In a basic 1-vs-1 confrontation, whether or not you lose health is determined by luck.
To get through 1-vs-many confrontations unscathed, you need more luck.

And against boss enemies there's IMO nothing you can do to prevent a massive loss of health (and a few lives).

With Golden Axe, you need to ride one of the Dragon that you can get as early as level 2, Riding that Dragon, the game will be pretty easy. The game can be beaten on a single credit, with no continue.

To summarize, the old Sega brawlers will let you progress a little and hurt you a little, no matter how you play. A good game OTOH lets you progress if you master its rules, and if not, then not.

Well clearly you haven't master the Sega brawlers.
 
Yeah, alot of those side scrolling beat'em up games like Golden Axe, Altered Beast, and the Metal Slug series, are designed to be difficult, to the point of where it seems like you are intended to survive for a certain time, rather than life amount. However, all of those games can be beaten without dying a single time, provided you are skilled enough.

PS, you should really give LttP another go. I've lost track of how many times I've beaten it, and it's still fun.

PPS, if you want a REALLY hard game, try Spiderman and Xmen:Arcades Revenge on SNES. That game got me to the point of kicking furniture. My brother and I teamed up on it and finally beat it after countless times of trying it.
 
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