I hate that no longer you can edit thing.
Here, The Virtual On reference is strong in this one, PSZ that is.
JESUS HELL PSO FOR DS
- Dasher
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Re: JESUS HELL PSO FOR DS
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- Dasher
- Posts: 815
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Re: JESUS HELL PSO FOR DS
Phantasy Star Zero - TGS 08 Conference, Enjoy!
Part 1
http://www.youtube.com/watch?v=YYPz_odBArA
Part 2
http://www.youtube.com/watch?v=tM6_sR-STTU&feature=user
Part 1
http://www.youtube.com/watch?v=YYPz_odBArA
Part 2
http://www.youtube.com/watch?v=tM6_sR-STTU&feature=user
- Radrappy
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Re: JESUS HELL PSO FOR DS
Man from the looks of the second video, the DS hardware is preventing them from making actual large flowing levels. Instead, it seems that each level is broken up into single rooms that have you defeat all the enemies before moving on to the next room. There is a loading portion in between each room. Talk about repetitive. Hopefully its fun. . .
I like the addition of the dodge, and the shield type weapons and the charge attack for the combos. The animation sucks though, as does the previously mentioned pacing.
I like the addition of the dodge, and the shield type weapons and the charge attack for the combos. The animation sucks though, as does the previously mentioned pacing.
- Dasher
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- Joined: Sat Mar 03, 2007 12:00 am
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Re: JESUS HELL PSO FOR DS
The "Gunblade" is pretty nifty too! There is a Lobby Dylon City, you should be able to draw peacefully there.
- Dasher
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- Locit
- News Guy
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Re: JESUS HELL PSO FOR DS
It this that much different from the original PSO?Radrappy wrote:Instead, it seems that each level is broken up into single rooms that have you defeat all the enemies before moving on to the next room. There is a loading portion in between each room. Talk about repetitive. Hopefully its fun. . .
- Neo
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Re: JESUS HELL PSO FOR DS
He means that in Zero, each and every room seems to be connected to others via warps, rather than actual pathways you need to traverse. While the centre of the game mechanics still relies on the room-after-room basis, the lack of actual travel through a level is sure to detract from the sense of location. It just feels like you're clearing mini-challenges and not really going anywhere.
I don't see why they couldn't have gone with the Zelda-esque method of introducing large, twisted corridors in which you can't see either way out, which the game would use to unload the previous room and load the next. I mean, several stages in PSO used something like that, to an extent (the large corridors in Caves, Mine and Ruins, for one).
I don't see why they couldn't have gone with the Zelda-esque method of introducing large, twisted corridors in which you can't see either way out, which the game would use to unload the previous room and load the next. I mean, several stages in PSO used something like that, to an extent (the large corridors in Caves, Mine and Ruins, for one).