I giggled with glee on the last day of work
Yes, I actually giggled. I couldn't contain my excitement when I hopped in my car to head home. Of course, in a week, I'll have gone from doing easy work that I get paid to do, to doing hard work that I have to pay for. Well, at least I'll be able to get a little bit of freedom in Waterloo, living on my own again. Of course this year, I'll have to do my own cooking and cleaning which will consume a lot of my time.
I've been playing Shadow Hearts 2. It is an incredibly good console RPG. It's like they fixed some of the problems that newer FFs have, and added stuff that made SNES-era games so gratifying. Great characters, good setting, oodles of sidequests that focus on different party members and their unique skills, as opposed to ones that are open only at the end of the game. Random battles aren't frustratingly frequent (mind you that can make leveling up very tedious). Overall it's a great game, so props to Midway.
Speaking of games, I was playing Tekken 5 a while ago, and got to wondering why I have so many ideas that would improve it, but none are ever implemented by any game in the fighter genre.
For one, I'd like to see ragdoll physics. The Bouncer does a great job with ragdoll physics, and it looks very natural. I don't like how in Tekken, characters will start their recoil animation when hit, regardless of what position they were in before. Another example would be when a character is hit with a powerful attack that sends them rolling backwards, but they are near a wall. When I got pounded in this situation, my character rolled backwards without going anywhere, since the wall stopped them, but it didn't halt the rolling animation. It's already been done in many other games, so I don't know why the fighter genre is scared of ragdolls.
Another thing I'd like to see is the elimination of the health bar. I'm sick of seeing someone getting piledrived into cement, but being KO'd by a weak kick that barely clips their elbow. I think they should develop a locaiton based system, much like I've seen in Carmageddon. If someone is repeatedly kicked in the right leg, their right kicks should suffer from it. If someone take a boot to the head, they should take a lot more damage then if they got it in the thigh. If they take enough damage in the torso or head, another good shot in the right spot should be the finishing touch, a la Bushido Blade. Being knocked out by leg sweeps isn't realistic -- KO by repeated elbows to the kidney is. Now if Namco would call me up, perhaps they'd think about stuff like this. Tekken 5 is fine and all, and so is Soul Caliber 2, but I think it's about time someone stepped forward and redefined the genre.
Listening to... Tsuneo Imahori - Scattered Rain (Trigun soundtrack)
Link of the moment... I heard and saw this whole event. Very exciting experience.
I've been playing Shadow Hearts 2. It is an incredibly good console RPG. It's like they fixed some of the problems that newer FFs have, and added stuff that made SNES-era games so gratifying. Great characters, good setting, oodles of sidequests that focus on different party members and their unique skills, as opposed to ones that are open only at the end of the game. Random battles aren't frustratingly frequent (mind you that can make leveling up very tedious). Overall it's a great game, so props to Midway.
Speaking of games, I was playing Tekken 5 a while ago, and got to wondering why I have so many ideas that would improve it, but none are ever implemented by any game in the fighter genre.
For one, I'd like to see ragdoll physics. The Bouncer does a great job with ragdoll physics, and it looks very natural. I don't like how in Tekken, characters will start their recoil animation when hit, regardless of what position they were in before. Another example would be when a character is hit with a powerful attack that sends them rolling backwards, but they are near a wall. When I got pounded in this situation, my character rolled backwards without going anywhere, since the wall stopped them, but it didn't halt the rolling animation. It's already been done in many other games, so I don't know why the fighter genre is scared of ragdolls.
Another thing I'd like to see is the elimination of the health bar. I'm sick of seeing someone getting piledrived into cement, but being KO'd by a weak kick that barely clips their elbow. I think they should develop a locaiton based system, much like I've seen in Carmageddon. If someone is repeatedly kicked in the right leg, their right kicks should suffer from it. If someone take a boot to the head, they should take a lot more damage then if they got it in the thigh. If they take enough damage in the torso or head, another good shot in the right spot should be the finishing touch, a la Bushido Blade. Being knocked out by leg sweeps isn't realistic -- KO by repeated elbows to the kidney is. Now if Namco would call me up, perhaps they'd think about stuff like this. Tekken 5 is fine and all, and so is Soul Caliber 2, but I think it's about time someone stepped forward and redefined the genre.
Listening to... Tsuneo Imahori - Scattered Rain (Trigun soundtrack)
Link of the moment... I heard and saw this whole event. Very exciting experience.