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GFF is a community of gaming and music enthusiasts. We have a team of dedicated moderators, constant member-organized activities, and plenty of custom features, including our unique journal system. If this is your first visit, be sure to check out the FAQ or our GFWiki. You will have to register before you can post. Membership is completely free (and gets rid of the pesky advertisement unit underneath this message).
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I want to see this moving. Those characters look so nice, I'm terrified the game uses some bizarro animation technique that'll make them move like badly done flash animation D:
Jam it back in, in the dark. ![]() |
I still refuse to believe those are actual sprites. The little movement you see in the trailer was with one of those animals and that was made of polygons. I keep thinking they're 3D models made to look like 2D, or perhaps flat polygons like Parappa and ilk.
Still, Sakimoto on music will at least force me to get the music. There's nowhere I can't reach. ![]() |
I despise the item system.
The rings and timing is all dandy and nice, and the alchemy system is great as a concept, but it's a needlessly cumbersome affair and you simply don't have enough room for anything. What is the point of all these "sometimes useful" equipment items when you can't carry them around, nor have any place to store them after purchase? The experience boosting gem is really useful, but I can also see a use for the ring that lowers damage and the item that boosted your attack, but that's two slots wasted on items you'll only really need on boss fights. Why couldn't they keep ingredients and such separate from equipment? I've hated these limited item space things since Grandia 1. That system worked just about because you could carry multiples of the same item in a single slot, the backpacks were spacious enough, and each character had their own. It was nothing as hideous as the cramped inventory of Breath of Fire V or this. The sparsity of money and limited item drops encourages item hogging like mad, but you run out of room so fast it's infuriating. It's not "adding challenge", it's just bad design. A completely pointless frustration in an otherwise enchanting experience. That, and considering the battles are pretty intense, I wish there was a dodge/dash button like in Castlevania. Right now your character feels unfairly sluggish for this kind of combat. Still, it looks far, far better than I expected. I would have preferred properly animated sprites instead of this strange polygon trickery, but there's no denying this is a magnificent looking game. Sakimoto's score adds to the haunting atmosphere and the combat (though sluggish) is constantly fun even when I keep dying. Game of year though? Perfect tens? Ahahahaha This thing is sticky, and I don't like it. I don't appreciate it. ![]()
Last edited by map car man words telling me to do things; May 25, 2007 at 09:04 PM.
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Alright, having bought extra bags, the limited item space no longer annoys so much and you get used to re-organizing your stuff every five seconds.
A dash move would still be nice and a separate button for block (now you really don't use it at all) ![]() I'm now in chapter 4 for Gwendolyn and it's really, really wonderful. Sakimoto's music really adds so much to this. I am a dolphin, do you want me on your body? ![]() |
I have 34 of them right now (after eating multiple dishes) and the Pooka village just now opened up for me (chapter 5). The Ariel coin is kinda hard to tell apart from the 1G one, so I can't tell which one I've been getting from chests.
Try going through the forest again and beating up those elf guys (with the poisonous knives) fast so they drop little chests, and see if it's the right coin. I was speaking idiomatically. ![]() |
My suggestion is to restart the forest stage (you'll keep your experience and items) if you're having trouble with the boss. You don't need to start the game from the beginning, the game is challenging, but very generous. You can restart the level as many times as you like, always keeping the experience levels and items, so you're bound to get strong enough eventually. Get the gem that boosts the EXP you get from absorbing Phozons, defeat all the minibosses and boost up your Psypher as much as you can. Then do it all over again with your new levels if you feel the need. Grow berries and sheep when you can and plan your HP intake well. Whenever you rise a level, you get full HP, so it's more useful to eat a single Onionne for that last 8-9 points of EXP and get a full HP bar, than waste better healing items, unless of course you need more EXP to gain a level. Also mix up Painkillers, they're a real lifesaver in boss battles, as well as Napalm. When you need to use healing items, quickly retreat as far away as you can to eat/drink, you usually have enough space to gulp stuff down without getting hit. After that it's just about dodging and timing. As for the item limit, I ranted about it here a bit back, but fortunately you get to buy extra bags in later chapters so it no longer becomes a problem. What kind of toxic man-thing is happening now? ![]()
Last edited by map car man words telling me to do things; May 30, 2007 at 03:26 PM.
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It was a heck of a lot easier for me that time around than with Gwendolyn, so no.
Just have a Painkiller ready and a few Napalms just in case. FELIPE NO ![]() |