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- Green Gibbon!
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Take a key for coming in!
Being a bit distraught over the general lack of Wii in the marketplace, I finally popped open Goku Makai Mura to vent my frustrations on zombies and Red Arremers. I don't think I was expecting a whole lot and I'd been hesitant to actually start playing - the novelty of the retro revival trend is wearing thin, but Fujiwara and his minions have pooped the lone diamond in this ocean of manure.
It's true to the spirit of the original games and, unlike New Mario Bros, feels like a genuine step forward. It really is the best Makai Mura yet. The level design is quite rich, with branching paths and hidden items for those daring enough to explore (and it does take some balls when you're being bombarded from every angle by screaming banshees). The difficulty has been very fine tuned so while it still has the trademark series bite, it never feels like you have to gun through continues just to progress. You can return to any area you've completed if you locate the hidden key, so there's alot of leeway for setting your own pace without the frustration of returning to square one everytime you run out of lives.
The graphics are especially lush. I thought the poly look was a piss poor idea at first, but the results are spectacular. This is by far and away the best looking PSP game I've seen yet. If I have any qualms, it's that it's not always easy to discern the properties of a given surface: there are alot of "oh, I wasn't supposed to touch that" moments.
The only major complaint I have is that, 15 years after the last proper Makai Mura, Arthur still hasn't learned how to change direction in mid jump. This limitation, as always, proves quite frustrating in touchy platform jumping segments. Every single leap is a commitment, which tends to be a bit of a drag in an action game that is otherwise very fast-paced and fluid. (I also find myself wishing that Arthur could shoot in the ordinal directions, but maybe I'm just spoiled to progress.)
Except for Lumines, this is my favorite PSP game yet. Boxers and all.
It's true to the spirit of the original games and, unlike New Mario Bros, feels like a genuine step forward. It really is the best Makai Mura yet. The level design is quite rich, with branching paths and hidden items for those daring enough to explore (and it does take some balls when you're being bombarded from every angle by screaming banshees). The difficulty has been very fine tuned so while it still has the trademark series bite, it never feels like you have to gun through continues just to progress. You can return to any area you've completed if you locate the hidden key, so there's alot of leeway for setting your own pace without the frustration of returning to square one everytime you run out of lives.
The graphics are especially lush. I thought the poly look was a piss poor idea at first, but the results are spectacular. This is by far and away the best looking PSP game I've seen yet. If I have any qualms, it's that it's not always easy to discern the properties of a given surface: there are alot of "oh, I wasn't supposed to touch that" moments.
The only major complaint I have is that, 15 years after the last proper Makai Mura, Arthur still hasn't learned how to change direction in mid jump. This limitation, as always, proves quite frustrating in touchy platform jumping segments. Every single leap is a commitment, which tends to be a bit of a drag in an action game that is otherwise very fast-paced and fluid. (I also find myself wishing that Arthur could shoot in the ordinal directions, but maybe I'm just spoiled to progress.)
Except for Lumines, this is my favorite PSP game yet. Boxers and all.
- Cuckooguy
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I think I'm the lone person in the world that has actually beaten Marvel Land. I guess it's too hard for babies. Babies LIKE YOU.
Anyway, mastering Ghouls 'n' Ghosts 'n' Goblins 'n' Whatever is about memorizing the predictable enemy movements. Once you've got that down pat it's still a difficult game, but because you know what the enemy's gonna do everytime then when you go to an area it feels like "Just a little more..." instead of "DAMMIT IT'S IMPOSSIBLE!!!"
If I ever commited myself to complete a Ghouls 'n' Goblins game, I'd play one with an infinite amount of lives or some kind of option to access an area without having to tackle the previous areas again. Does the PSP remake version have an option like that?
Anyway, mastering Ghouls 'n' Ghosts 'n' Goblins 'n' Whatever is about memorizing the predictable enemy movements. Once you've got that down pat it's still a difficult game, but because you know what the enemy's gonna do everytime then when you go to an area it feels like "Just a little more..." instead of "DAMMIT IT'S IMPOSSIBLE!!!"
If I ever commited myself to complete a Ghouls 'n' Goblins game, I'd play one with an infinite amount of lives or some kind of option to access an area without having to tackle the previous areas again. Does the PSP remake version have an option like that?
- Baba O'Reily
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The game saves your progress at the end of each stage, so you can concentrate on clearing one at a time. Also, each level is divided into 2 or 3 sub areas, so even if you lose all your lives and have to continue, you start at the beginning of the area, not the butt fuck start of the entire stage. And continues are unlimited.If I ever commited myself to complete a Ghouls 'n' Goblins game, I'd play one with an infinite amount of lives or some kind of option to access an area without having to tackle the previous areas again. Does the PSP remake version have an option like that?
I'm in the second to last stage, which is farther than I've ever made it in a Makai Mura before. Granted, I'm playing on beginner mode...
- j-man
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Contra (Hardcorps) is certainly harder the first few times around, but once you've got a feel for the bosses' attack patterns, there really shouldn't be much margin of error. Metal Slug, on the other hand, has quite a few instances where your survival depends almost entirely on luck. Ergo, I'd personally say Metal Slug is the bigger challenge, but that doesn't necessarily make it the harder series; if the player sucks, Contra sodomizes exponentially more.
Either way, you're both wrong. Radiant Silvergun is the ultimate measure of length and girth.
Either way, you're both wrong. Radiant Silvergun is the ultimate measure of length and girth.
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For what it's worth, sucky players who don't mind some Japanese text should find that Japanese <i>Contra</i> games actually had hit points the whole time.
What kind of a man ARE you? (Obviously a little different from the usual miserable little pile of secrets.)
No... no <i>Zelda</i>?Doesn't matter, Monkey Ball + Wii Sports is more than enough for me.
What kind of a man ARE you? (Obviously a little different from the usual miserable little pile of secrets.)
- Baba O'Reily
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I have a Japanese one reserved, the only problem being, of course, that I won't be able to play Zelda (at least not in English), which is a critical point. It looks like they're price gouging, though, which I didn't really expect to happen, so I'm going to have to wait either way. It seems as though I'm also going to have a bit of a time finding component cables...
I think I'll just accept life without Wii until I can walk into Best Buy on my lunch break and buy everything I need off the shelf. This launchtime brouhaha is getting out of hand.
I think I'll just accept life without Wii until I can walk into Best Buy on my lunch break and buy everything I need off the shelf. This launchtime brouhaha is getting out of hand.
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Y'know, about a week ago I was strolling through Best Buy on my lunch break and they had two PS3's for sale. They were at a table being guarded by no less than six employees, including the villainous store manager who I remember with contempt. I almost bought one then and there to sell online, but I figured that if I could randomly walk into Best Buy and find some for sale, there couldn't have been much of a shortage. I now realize it's because I keep snoozing through opportunities like this that I have become such an utter and complete failure at everything.I only wish that I'd picked one up at launch so that I could make an absurd profit.
Incidentally, they did have an open one in the demo unit, and I was shocked to see just how big the machine is. It's at least the size of an Xbox, a bit larger I think. I wonder how much it weighs?
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