I knew Pixels was gonna suck. Someone took an episode of Futurama and decided to make a movie out of it. I didn’t have high hopes.
The premise I thought was cool, but when I saw the rest of the trailer I just thought “this is gonna end up being awful, isn’t it.”
I had hoped that wouldn’t have ended up being the case, but I guess my gut feeling was right. Granted I haven’t seen it myself yet, but still…
It’s an Adam Sandler movie. He himself admitted that he’s been phoning in all his movies in the last decade. He just does them to get to different locales. He’s basically the male Angelina Jolie.
It never had a chance no matter how good the premise was.
I thought Hotel Transylvania was at least decent?
(Again, only heard about it, haven’t seen it)
Eh, I think the SFV training stage music kinda sucks. And the stage still sucks.
They could save themselves a lot of hassle with the music if they just let you select the music independently of the stage, like in ArcSys games.
Then charge you 2.95 for the tracks you actually want to listen to.
Needs something like what Tekken Tag Tournament 2 had.
I was generalizing but yeah it was actually decent. It probably helped that it isn’t a Happy Madison production and it’s just Sandler providing voice work and doing something generally different than his usual drivel.
Honestly you wouldn’t even know it was Adam Sandler in the movie if not for the advertising.
Come on now, we can’t be putting good features into our games.
Damn! Pixels sucked?! I wanted to go see that tomorrow. Oh well for that.
Are we talking about the same mechwarrior? Nearly the entire keyboard has controls on them. Granted you don’t need every function at all times, but if you want to play well then knowing those controls like the back of your hand obviously makes a big difference.
I’m pretty surprised that so few people actually understand that complicated controls are half of what makes mech games fun. The reason it even works like that is because it actually feels like you have to learn how to pilot a mech. In an action game, that layer of difficulty is unecessary because you’re supposed to be playing as superhumans in full control of themselves. In most all of those mech games, that’s not the case.
Games like ZOE are an exception because thematically it makes more sense for it to feel more 1-to-1 since those things are ultra high tech. And even then it’s not as simple to navigate in non-open areas as it would be for controlling a human. Remember the lab, space station, and city levels? Where you had to actually navigate and manually aim things? If this was a character game, you’d just jump on shit or lock on to shit or aim some grappling hook or something. Not in ZOE.
Adam being in it should have told you that answer.
I meant Metal Warriors actually (I actually had to dig into my snes games cuz I couldn’t get mech out of my head for the title lol)’ it’s an old snes games. it has a pretty simple control scheme but is still very fun. Look I understand where you’re coming from, but you’re basically arguing that mech games can only be good if they are like simulators. I like complicated mech games as much as the next guy, but I also like simple games to. Its a lot of what I like about what I see in Galak-Z to begin with. Simple controls but depth of game play. I was excited for it for my vita because it looked easy to place, hard to master. That was a good deal of the draw for me.
It would be like arguing that Mario Kart isn’t good because it’s not Grand Tourismo.
Metal Warriors is the best Mech SNES game.
Hard as nuts though.
No I’m not arguing that at all. I’m simply saying the added layer of control complication and function is what really sells most mech games and that’s why I included Lost Planet, and ZOE. Those are both not anywhere near sim-level which would be like Mechwarrior and Steel Battalion. They are definitely on the more 'arcade-y" end of control schemes, but they still don’t control like human characters do and have added complications and functions because of that.
ZOE and Lost Planet still have a layer of finesse present in their relatively simple control schemes
Again, I’m NOT arguing that it should be a sim. I’m arguing that the basics of even being a mech game requires more controls to actually even make it a significant difference and really pull any kind of thematic meaning out of even having mechs in the first place.
I’m arguing that Mario Kart IS still a racing game like Gran Turismo, but Trials isn’t
For example, in a shmup that uses a graphical representation of a mecha but still functions EXACTLY the same as a regular shmup ship, really a mecha game? No, it’s a shmup. That’s basically the same situation in Galak-Z. It’s actually kinda similar to Bangai-Oh now that I think about it, and that game is definitely more of an off beat shmup than a mecha game. But in Bangai-Oh they don’t make some huge deal about it, and you know what it was from the start, a shmup that was just being a shmup. The Galak-Z thing where they don’t even reveal it then keep it a surprise and make it all dramatic when it turns out to essentially be an alternate mode and not really being mecha like in gameplay is just disappointing to me.
lol at all these streamers dying inside over lost CPM because of SFV.
You kind of are tho. You’re saying it has to complicated for no other reason then because people expect a mech game (Which this is not) to be complicated which is imo like saying Mario Kart can’t be fun because it doesn’t have a clutch so there fore it isn;t complicated enough. Galak-Z has been honest about being a shmup from day one and they just revealed that it has an alternate mode to smhuppage in. I don’t think they are trying to say “Now you can pilot a mech and the whole game changes!” just that you can transform into a mech and that it will probably have it’s own abilities the ship mode does not.
I dunno man, seems like you’re over reachting, or over complicating a fun little mode shift. I mean sure when the game is out if it turns out to add nothing to game at all and just be the ship but in a mech skin then sure, kinda disappointing, but if it has it’s own skills (a strong laser sword, a shield to block with for fighting the other mechs in the game, something along those types of lines) then I think it’s fine that it doesn’t have these complicated controls to mimic mech-e-ness.
Personally I don’t need my mech to control like a mech to feel like I’m in a mech, that’s why ZOE2 is my favorite Mech game, it’s not Mech Warrior, it’s really Dragon Ball Z with organic robots.
I almost mentioned Bangai-O in my previous post lol. I dunno man, games a shmup, it’s very clearly a shmup so I think it’s fine for the games mech to still control like it’s in a shmup because like Bangai-O…it’s a Shmup. It doesn’t claim to be, nor has ever claimed to be anything else, so I don’t see the reason to try and impose the expectations of a completely different genre on it just because your space ship transforms into a robot. It wasn’t a problem for people when it was Bangai-O or Cloudphobia or the numerous other shmups where you pilot a mech instead of a space ship or little girl, so I don’t think it will be a problem here either.
haha, this was an old thread but someone bumped it and I found it entertaining/hilarious http://us.battle.net/d3/en/forum/topic/14420032277
I never thought there would be someone complaining about the nemesis monster. I think of it as one of the best and most interesting little features of console-version Diablo 3. I’ve also not had much of a problem with not being able to kill the thing…though it has provided me with some interesting, thrilling moments… I love the concept of it. (*for those that don’t know-- when a regular enemy kills your character, there is a chance it will become a “Nemesis” monster type; this is indicated by a red portal opening after you die, and you see a monster jump through the portal. The newly-created “Nemesis” will re-appear at some random moment later on, either in your game if you are offline----or it will jump over to a friend’s game, with the subtext under it’s name–“KILLER OF [your name]” Each time it kills a player it will get significantly more powerful. There is a certain “war horn”/bugle sound that you hear when the Nemesis is approaching…the red portal appears again and there it is…often while you are already dealing with some elite/gold-level enemies! Also, it is a guaranteed legendary item drop when you kill the Nemesis.)
Sadly, I have not run into a nemesis at all in my recent D3 adventures lately… I got back into playing it about 2 weeks or so ago. Ah—one problem there is that it may be because my characters haven’t died during this time. Heh, I remember a friend and I were getting our characters killed on purpose to make more and more nemesis monsters. Ooh…there’s a thought—it would be interesting if they allowed for more than 1 to appear at a time. Also, if I were one of the devs… I would not have put a limit on it…or at least on one of the high difficulty settings, have it set so the nemesis has no limitation on power gained from player-character kills…just to see how ridiculous that monster can get.
edit–I forgot to add–another cool little thing about the Nemesis… it will show up with shadow clones of the characters it killed! Heh, a friend and I ran into one that had a shadow-clone of this demon hunter, which was from another guy we played with before. Yep, the shadow-versions apparently have some of the same skills as the player characters. We also ran into one that killed my wizard, so it had a shadow-wizard with it one time too. Heh, the nemesis monster idea is awesome.

Damn! Pixels sucked?! I wanted to go see that tomorrow. Oh well for that.
Dl it turned it on ff a couple times and turned it off and deleted it.
Mechwarrior better than cybernator?