ForgiveThisNewb
Member
I'm the kind of person who sees flaws far more easily than points of praise. When I see them, I don't hold back in pointing them out, in hopes that they can be fixed or learned from. Sometimes if a flaw annoys me enough, I'll fix it myself. To most people, pointing flaws so readily is seen as hostile, and it doesn't help when I point them out with the inflammatory tone I use when shit talking with friends. So, I've decided I'll rephrase and add a lot of detail to my criticisms, and I'll add several positive points.That is an awful, overly harsh approach to criticism. I get the idea of not liking some aspects of the mod, but outside of your "I was impressed" that's downright vitriolic without any hints of how to improve. It's just "This is bad and you should feel bad" with more words. Maybe you could mention some specific things you liked, and articulate why you don't like some stuff as opposed to abstractly raging about it?
The true final boss fight ended up not being fun, in my estimation, even though by all other measurements it should have been. The concept of the fight and the elements it is made of are not the problem. The radical shift in gameplay elements worked and there were no technical problems in the implementation, but the fight ended up being more about watching a health bar drain down far too slowly than the fight.
If anything, I am to blame for my negative feelings just because I got my hopes up way too high. My first thought of the whole fight was "holy shit Star Fox in SRB2 shut up and take my money". Perhaps my gaming knowledge is not as complete to know exactly what this is based on, but I did notice the edited pause screen, which was a very nice touch. The point is, the thought of Star Fox's gameplay was what was on my mind through the whole fight, especially 64's.
I'll admit right now that Star Fox 64 is not the best ever rail shooter, nor does a rail shooter have to be just like it to be good; however, it serves as an example of the style of gameplay working and being extremely fun.
With Star Fox 64, auto-aim is only applied to charged shots, which fire slowly and don't work on bosses; also, to hit bosses, you have to aim at specific weakpoints. In this fight, auto-aim is on for everything, and so helpful that I could be anywhere on screen and always hit the boss.
With Star Fox 64, the laser is semi-automatic and each shot feels like it does damage. In this fight, the gun is fully-automatic and hits about as hard as an airsoft.
With Star Fox 64, there are additional attacks such as bombs and charge shots; in this, there was only the peashooter, at least that I could find. None of the other buttons appeared to do anything.
With Star Fox 64, boss fights, especially towards the end of the game, tend to require quick dodging and careful timing to not get hit. Most attacks in this boss could be avoided by "listing lazily to the left" or hugging the bottom of the screen. Pretty much, as long as I didn't stay completely still, I wouldn't get hit.
With Star Fox 64, I do not recall a single fight which involves most of the screen being covered, preventing me from seeing oncoming attacks.
Perhaps these differences make it more accurate to the source material, and I also realize that additional gameplay mechanics such as those I pointed out may require more code and graphics, which don't exactly grow on trees. In this case, my mind was blown at the start, but by the end I was burnt out because, for all three forms of this boss fight, all I had to do was hold down the fire button and move with little haste.
If anything, I am to blame for my negative feelings just because I got my hopes up way too high. My first thought of the whole fight was "holy shit Star Fox in SRB2 shut up and take my money". Perhaps my gaming knowledge is not as complete to know exactly what this is based on, but I did notice the edited pause screen, which was a very nice touch. The point is, the thought of Star Fox's gameplay was what was on my mind through the whole fight, especially 64's.
I'll admit right now that Star Fox 64 is not the best ever rail shooter, nor does a rail shooter have to be just like it to be good; however, it serves as an example of the style of gameplay working and being extremely fun.
With Star Fox 64, auto-aim is only applied to charged shots, which fire slowly and don't work on bosses; also, to hit bosses, you have to aim at specific weakpoints. In this fight, auto-aim is on for everything, and so helpful that I could be anywhere on screen and always hit the boss.
With Star Fox 64, the laser is semi-automatic and each shot feels like it does damage. In this fight, the gun is fully-automatic and hits about as hard as an airsoft.
With Star Fox 64, there are additional attacks such as bombs and charge shots; in this, there was only the peashooter, at least that I could find. None of the other buttons appeared to do anything.
With Star Fox 64, boss fights, especially towards the end of the game, tend to require quick dodging and careful timing to not get hit. Most attacks in this boss could be avoided by "listing lazily to the left" or hugging the bottom of the screen. Pretty much, as long as I didn't stay completely still, I wouldn't get hit.
With Star Fox 64, I do not recall a single fight which involves most of the screen being covered, preventing me from seeing oncoming attacks.
Perhaps these differences make it more accurate to the source material, and I also realize that additional gameplay mechanics such as those I pointed out may require more code and graphics, which don't exactly grow on trees. In this case, my mind was blown at the start, but by the end I was burnt out because, for all three forms of this boss fight, all I had to do was hold down the fire button and move with little haste.
Yep, that's a boss fight. Spritework is solid enough for SRB2, and the gameplay is good. The one flaw is that, to actually see where I'm sidestepping to avoid attacks and keep the boss in view, I had to mess with the camera cvars a small bit. Once I did that, it still took a good number of practice tries for me to find good approaches.
Nothing of the challenge felt particularly unfair. Aside from more easily dodging one attack, playing as Tails proved to be disadvantageous in the fight, but nothing that couldn't be overcome with practice. Overall, this was a far more enjoyable fight than the true final boss.
Nothing of the challenge felt particularly unfair. Aside from more easily dodging one attack, playing as Tails proved to be disadvantageous in the fight, but nothing that couldn't be overcome with practice. Overall, this was a far more enjoyable fight than the true final boss.
Greenflower Grove Zone - I have a copy of Sonic 3D Blast for the PC sitting on a shelf right above my monitor. I have not played it in a decade at least, and when I did play it I was underwhelmed. And yet somehow, this stage triggered nostalgia for a game I can hardly remember and made me want to give it a shot once again. If that's not a sign of excellence, I don't know what is.
Tropical Island - In a word, unmemorable. The gimmick of a slowly draining energy bar rather than rings and more than enough time didn't alter the experience. The boss fight at the end has a very hard to dodge attack which can hit you multiple times per strike, bringing your energy meter to zero in seconds. I figured this would be next to impossible to beat, until I inadvertently trapped the boss in a corner and cheesed it to death.
A Minesweeper Field - Too easy for me. But then I'm actually good at minesweeper. It's a faithful recreation of the game, and I see no real way it could be improved over its current form while staying within SRB2.
Unknown Temple 1 - Instructions unclear at first, but after a couple of tries it was no big deal. It's just a maze with buttons that open new routes, which really wasn't so impressive compared to standard levels. I think there was a boss at the end, but I have no memory of what it was and I beat it just yesterday.
Shade Mountain - The stage does a very poor job of highlighting the actual path to take.
So much so, that I ended up finding the emblems more easily than the actual route to take.
I lost the route multiple times throughout, and got so frustrated I cheated to beat it.
Soniguri - Not as hard as I thought it was. With a little practice, it's possible to not get hit through the main level. However, no amount of practice will enable you to reliably dodge the boss's attacks. This however proves to be a non-issue, because if you enter the boss at full health, you can easily forego dodging entirely and brute force it.
Highly Responsive - Instructions unclear. I figured out soon enough that it's a breakout type game, but you have to manually knock the ball up, and getting hit by the ball is how you die. Throwing talismans is also a great way to die and ends up never being worth it. All difficulty in this, including in the boss fight at the end, is obliterated by simply spamming spin. Occasionally with this tactic the ball is knocked straight up repeatedly and your position has to be adjusted slightly, and obviously you shouldn't stand still directly under the boss.
Tropical Island - In a word, unmemorable. The gimmick of a slowly draining energy bar rather than rings and more than enough time didn't alter the experience. The boss fight at the end has a very hard to dodge attack which can hit you multiple times per strike, bringing your energy meter to zero in seconds. I figured this would be next to impossible to beat, until I inadvertently trapped the boss in a corner and cheesed it to death.
A Minesweeper Field - Too easy for me. But then I'm actually good at minesweeper. It's a faithful recreation of the game, and I see no real way it could be improved over its current form while staying within SRB2.
Unknown Temple 1 - Instructions unclear at first, but after a couple of tries it was no big deal. It's just a maze with buttons that open new routes, which really wasn't so impressive compared to standard levels. I think there was a boss at the end, but I have no memory of what it was and I beat it just yesterday.
Shade Mountain - The stage does a very poor job of highlighting the actual path to take.
So much so, that I ended up finding the emblems more easily than the actual route to take.
I lost the route multiple times throughout, and got so frustrated I cheated to beat it.
Soniguri - Not as hard as I thought it was. With a little practice, it's possible to not get hit through the main level. However, no amount of practice will enable you to reliably dodge the boss's attacks. This however proves to be a non-issue, because if you enter the boss at full health, you can easily forego dodging entirely and brute force it.
Highly Responsive - Instructions unclear. I figured out soon enough that it's a breakout type game, but you have to manually knock the ball up, and getting hit by the ball is how you die. Throwing talismans is also a great way to die and ends up never being worth it. All difficulty in this, including in the boss fight at the end, is obliterated by simply spamming spin. Occasionally with this tactic the ball is knocked straight up repeatedly and your position has to be adjusted slightly, and obviously you shouldn't stand still directly under the boss.
Conglaturations! You haev just one the internetz1!11!
Yeah, it was great satire of terrible writing, and almost certainly is better than any serious story you could have wrote, and far better fitting. I can think of no improvements.
Yeah, it was great satire of terrible writing, and almost certainly is better than any serious story you could have wrote, and far better fitting. I can think of no improvements.
Abandoned Airbase - It took several minutes for me to even figure out what the gimmick was. Once I did, it took quite a while to even find how to reach the buttons needed to open the route to the exit. It took over twelve minutes, and I found the emblems more easily than the exit. Now that I know where to go, it'll probably last about one minute, maybe two. That being said, the art design of the stage and what you've managed to do with it is very technically impressive.
Fort Nitrate - I got stuck at the same spot other people did. Actually, I got stuck past that;
I got up to where I needed to go, but I only found the zoomtube exit there and didn't realize I needed to go up even further. Maybe add an up arrow sign somewhere. Still, implementing the gimmick of the stage is clearly an achievement in itself.
Fort Nitrate - I got stuck at the same spot other people did. Actually, I got stuck past that;
I got up to where I needed to go, but I only found the zoomtube exit there and didn't realize I needed to go up even further. Maybe add an up arrow sign somewhere. Still, implementing the gimmick of the stage is clearly an achievement in itself.
I still have yet to finish everything Subarashii has to offer, and I still look forward to doing so. That I haven't said anything on a stage or element means I didn't find a glaring flaw in it, and should be taken as a complement.