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fun2novel

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  1. I think arguing about replay value is stupid. The idea was invented way in the 90's when stupid reviewers were saying "this game is linear, once you finish it there is no reason to go back". Implying that it's not even worth buying. It seems like people are more concerned about length and replay value rather than focusing on the quality of the experience you get from playing the game. If I really love a game I will want to play it again. Jrpgs are linear but does this mean we should play Final Fantasy 7 only once? To lengthen the game time developers put stupid side quests and mission in their games that have nothing to do with the story and add absolutely nothing to the experience. And it's the same with visual novels. If it is something I really loved you bet I'll want to read it again. I don't care if it's a story focused vn with a true route. And I don't even care if it's a complete linear and without any choices. If I love it I'll read it regardless of choices and length. Higurashi is a great series and it doesn't have choices at all, you won't see me complaining about it. If replayablity is an issue then why would we read a book twice or watch our favorite movie again. I think replay value is irrelevant, you make your own replay value. Just ask yourself was this an amazing enough experience for me personally and would ever want to experience it again. It's all about how much you loved the game in the first place.
  2. That's not entire accurate. What gamers usually do is rely more on straifing to hit the target rather than actually looking at it. So you usually look in the general direction of the target and strife left of right for accuracy.
  3. Many console fps still have precision aim problem. I remember when I played Black on ps2, great game but it wasn't accurate like pc fps games. In many older console fps games the best thing to do is just wave your weapon around your target and keep the fire button held down. Eventually you will get a kill. But this was really frustrating to me because I wanted to be more accurate than I that, I wanted the feel of a mouse aiming controls. Once auto aim came into fruition things got easier and more fun. You didn't have to be precise, the game would help you target your enemy and I think that was a good idea. The new Doom does an excellent job with accuracy aiming. I don't know how they did it but it feel really good. It's not as good as keyboard and mouse but it comes damn close to it.
  4. Jesus Jesus II Kuon no Kizuna Shizuku Kizuato To Heart
  5. Oh wow, that's impressive. The price is pretty good too for something so useful. Can't really argue with that. I'm sure most people will like her far more than I did. It's been a while since I played it but don't you highlight those characters that speak? Why can't you just highlight the character that is doing the thinking? It's not a huge deal, just a nitpick I guess, lol. Maybe it is too dark. But everything else seems ok so I'm not sure if it's the game or my monitor. Anyway, good luck with the game and wish you lots of success. I would like to see what else you will do in the future.
  6. fun2novel

    ELLE / エル

    Finally someone reviewed this. I was planning to play and write a review of this game sometime. But man, why can't you just use black color text I don't understand.
  7. The PC-FX was an alluring system full of promise and had a lot of potential to become the next step as a PC-Engine successor. Unfortunately due to PC-Engine’s popularity the PC-FX experienced delay after delay and eventually released in a market already selling advanced systems like the Saturn and the Playstation. The Nintendo 64 (or the Ultra 64 as it was called at the time) was already on the far horizon. Everything seemed to be set against the system that almost could. Whether the system was popular or not, sold well or not, had the most advanced CPU and the most powerful GPU, 15 programmable mathematical units, a bluray, wi-fi, do not say anything about the quality of its games. Battle Heat was, at least at first, a powerful example of what the PC-FX can do and it was an excellent game to appeal to the fans of the older PC-Engine. It is a fully animated one on one fighting game and it is probably the first in its genre. Yeah there are more games in this genre and perhaps at some later opportunity I’ll talk about those but if you can’t wait there is the Tengai Makyo animated fighting game also for the PC-FX and at least two Yu-Yu Hakusho games for the Super Famicom, not that that’s out of the way let’s get back to business. The game begins with a long, 3 minute intro animation showing all the characters throwing punches and showing off their superpowers. The animation is not quite perfect and at times you’ll notice small details missing but overall it is silky smooth and even looks as if it’s running at 60fps. That’s a technique that even most Playstation games never did, and there’s nothing to even speak about the Saturn since that system’s videos were really grainy and at times pretty horrible looking (there were very few games that did good and smooth videos on the Saturn but it was very rare. The Saturn did have an MPEG card but were very few games that supported that, mainly the first Lunar and Sakura Taisen fan discs). The opening is also accompanied by a much subtler and subdued song that what would be expected from such a sequence but it works pleasantly well and even has some great beats. The opening will give you a great idea about the setting and the characters. Mostly that it is almost entirely inspired by Fist of the North Star. From the post apocalyptic world full of sand and destroyed structures buried in the ground to the hot blooded manly characters themselves it is obvious where the inspirations are coming from. For the unfamiliar it must look like a Fist of the North Star licensed game. Hokuto no Ken was such a wide influence over people it’s not suprising to see others copying that exact style. It’s not coming from banking on something popular, instead it probably comes from a strong love and admiration towards something people care so much for. The opening ends and you’re treated to a title screen with some 16-bit rendition of the opening song and a of a pretty low quality at that, your heart sinks after seeing such a great opening and high quality music. You won’t be blamed if you were expecting to hear something at least good on at the title screen. Alright you start the game and once again like a punch to the gut it breaks your bones to see that even the next screen so low quality and lacks any thing that would remotely try to impress you. Ok, ok, when we get to the actual game things will get better right? Well, yes and no. This is where the game completely and catastrophically breaks down. It’s not like you should expect an amazing story or superbly innovative gameplay but what you should, probably, expect , is at least a well done presentation because after all presentation is the selling point. It’s a shame to admit that the presentation doesn’t reach the goals it set for itself. First of all there is almost no story, or actually no story at all. You can get the basic premise from the opening and the ending is just some text scroll to give you a conclusion to the plot. There are no story scenes throughout the rest of the game. Why be so picky you might as, this is just a fighting game and since when do fighting games need a story? If this is a cinematic fighter wouldn’t it be natural to expect at least some kind of story? The music is also pretty awful 90% of the time. At times it sounds like random noise and not the good kind of noise, not something that you’d expect from a PC-FX but more like from an NES, even this comparison is a disservice to the old Nintendo system. Sometimes there isn’t even ANY music at all. The entire atmosphere is lost at every single moment and section of the game it just hurts the ears and I wouldn’t wish it on anybody. All that could be forgiven if at least the graphics did their job. At the most basic aspect they do their job admirable, you see animation sequences for every move you have from punches to kicks, jumps, defense and special moves, and even when your character is punched or kicked or hurt some other way. But not of these animated sequences connect from one sequence to the next. Rarely you’ll see two characters on the same screen, almost the entire time each attack is animated separately from whoever you attack. You make some sort of attack your chosen character performs that attack (hitting the air) then scene cuts and shows how your enemy is either hit or avoids the said attack. Once again, simple enough they were not going to animate how each and every type of attack from every character on every other character, it’s not a multi-million budget game so of course we shouldn’t expect that from the developers on a shoe string budget. But the problem is that every single move anyone does is cut much too soon from an offense scene to a reaction scene, the animation and the sound are cut at such critical moments it absolutely ruins the impact of the attack. It’s like you watch a Jackie Chan fight scene but just before a punch or a kick lands, just before the critical moment of impact somebody cuts the scene and shows the reaction which leaves you baffled as to what exactly happened. Now imagine that it happens with every single attack from either Jackie Chan or his rivals and you get an idea how annoying it really is and just how ridiculous and annoying things get. The controls aren’t that great either. At first you’ll be struggling to know what each button on the controller does or whether they even do anything. It takes a long time to experiment with news because the game plays more or less like a random rock-paper-scissors game. For every attack there is another attack that can counter it. This means it’s less about skills and more about luck and luck is not always on your side. This leaves you only one thing to do, either randomly try things and hope to memorize every enemy’s attack and hope to be able to counter them as many of those as possible. I really wanted to like Battle Heat. It’s got a wonderful art, great idea behind it, well designed characters, and so so much potential. But it just isn’t worth the price of admission. Unless you want to satisfy your morbid curiosity I guess you could try it if only because there aren’t many games like it but don’t expect something great and you might, just might have some fun.
  8. Going by your list I think it's safe to recommend Ever17, Remember11, I/O, Chaos;Head, 11eyes, Dies Irae (will be released at the end of the month).
  9. I didn't finish the demo, but I decided I had enough. It's an interesting though overdone premise. Reminds me a little of Umineko even. The writing is nice too though there are some mistakes (taking about a left leg but referring to it as a right leg). Each of the characters has a unique persona to them. But the main character is too damn annoying, she's too sarcastic about EVERYTHING and she's not funny. It's even more frustrating because she's actually voiced and listening to sarcasm can only be taken so far. Speaking of which, the voice acting is good and it was finally cool to play something with English voices. I also liked that the narration is fully voiced as well. It helps because the text is hard to read because of the font and the size of the text itself. Even on max text size. On a technical side, I hate that I have to click on the text box to advance the text (if you're using Fungus it's a feature very easy to fix). The investigation parts are cool as well but why can't I just drag the screen instead of moving the mouse to either edge of the screen (once again, if you're using Fungus this is very easily fixed)? On the visual side the characters all look great, I also liked that the game has lip syncing but why do their lips move when they are thinking? The backgrounds are too damn dark, I could barely see anything. It's a shame because the drawings look really good and some are even panoramic which is really impressive. Overall, I think this is a good game and a good direction for English original vns. But I couldn't get over these issues. The main character got less and less likable and I had to drop the demo.
  10. Even at max the text is not big enough. Anyway, was wondering about the tools you used. Did you use Fungus? And what did you use for lip syncing?
  11. Interesting game. Good voice acting too. Didn't finish the demo yet. But you have all that screen room and you made the text so small? The back log is even worse, with a tiny text it's useless.
  12. The stench of crime saps the streets under the cover of dark hollow night like twisting tendrils penetrating everything like a dark putrid stench of death. Like river of rust, crime sheds its dark red skinned coiled innards of a hungry beast shredding the remains of its collapsed prey, unable to scream unable to breath, eyes as empty as kindness and purity of this city. Cold empty breath detaches from freezing blue lips, everything crumbles under its dark cover of terror and not even a wind or stare or reaching hand to pierce the blackness. This is Gotham and I am her shadow. I watch her morph like a shifting smelting iron crying out to me, caressing me, begging me. I am her protector. I am her dark knight. I. Am. B-A-T-M-A-N! Hopefully you haven’t left after such a melodramatic introduction because we are going to talk about one of the best Batman games ever made. It’s also one of the best Famicom (NES) game ever made. Finding a licensed game, a good licensed game is no easy task. Game developers almost never have the time to flesh out their ideas and tweak the game design beyond the basic mechanics. Once in a while an exception to the rule comes out and shows everyone how to do a licensed game. Such is this Batman game and it’s a masterful example how to take an idea about a movie, then throw it away and make something better. That’s exactly what this game does because very little of the actual move is kept intact, but that’s for the better. Tight controls are a mandate for almost any action game. Take away tight pinpoint accurate control and instantly the game metamorphoses into a puff of smoke of shallow self. The controls in Batman aren’t as tight as that but they game utilizes that to its advantage unexpectedly well. The main attack action is Batman’s punch with a good range. The detection hit is also pretty fair so even if you hit with your fists you are never forced to come too close to your enemies and can punch them from a safe distance. Killing enemies will leave some invaluable items like hearts to replenish your hit points or additional ammo for your sub-weapons. There are 3 types of weapons, all available from the very beginning of the game, all weapons use the same pool of ammo. First weapon are the Batarangs, these have a short distance and the weakest weapon but they are also shot fast and can deal multiple damage on an enemy, the Batarang consumes one ammo. The second weapon is a gun that shoots what looks like little rockets, it’s got a long range and a very useful weapon but it takes half a second before it is shot, the gun consumes two ammo. The final weapon is the strongest one, it requires three ammo points. Batman shots a projectile which about halfway through it’s flight splits into three projectiles and keeps flying on its path. This third weapon can be very ineffectual if it’s not used correctly because there is a longer delay before Batman shoots it. Beyond that Batman can also do a high or low jump depends on how long the player holds the jump button. That’s not very impressive but Batman can also do wall jumping, it’s fast and one of the game’s coolest mechanic. The game expects you to learn the controls because it was designs shines through how it is designed around these controls. You either master it or you give up on the game altogether. Every single section of every level is carefully thought out how the player will advance with the a very meticulous design. Similar to most games when Batman is hit he enters an invisibility mode for a few seconds to give the player time to escape from the hazardous environment. But what’s interesting is that when an enemy is hit his collision it turned off for a short time making it possible for Batman to touch the enemy without damaging himself. Once again, the controls, disabling enemy’s hit box when they are hit, wall jumping, and how high you jump are all combined into a special attention almost as if under a microscope. You’ll be seeing electric walls, floors and ceilings and have to avoid by jumping at just the right time in just the right direction and at the exact height just to prevent losing another life point before you reach your next boss. At times you have to go fast and at times carefully take your time but you still have to be intimately familiar with the controls. There’s just not getting anywhere without that. That’s one of the things that makes the game so impressive. If you’re an aspiring game designer this is a game to play and study. At times the level design feels like a puzzle platformer and not a straight up action game. Unfortunately there are a few unfair spots where you are required to make some unfair jumps. It’s a shame to see a stain on what is otherwise a perfectly designed game. There are very few spots where the jumping precision required is on the unfair side of things. It’s obvious these sections were not as carefully tested as most other parts of the level. At times weapons feel useless because of how Batman can be at using them which makes some bosses a little frustrating. The presentation is another area Batman excels. For the 8-bit Nintendo the quality of graphics and sound look and sound as if it comes from the house of Konami. In fact, if you look at the game without being told who made it, I guarantee you’ll think this is another Konami masterpiece. That’s how good the game looks, sounds, and plays. It won’t be surprising if the game was developed by ex Konami people. Batman for the NES is an excellent game regardless of being licensed or not. It’s a very fun game that is still extremely enjoyable even today. If you miss the old nostalgia games, real old classics not the nostalgia modern indie games try to be then check out Batman.
  13. Oh no, you're right. Why did I say Root B. I meant to say Root A should be the first. I probably was really tired when I typed that. @mavsynchroid To answer your question, yes. Play your current route and you'll unlock the next one.
  14. I don't know, it looks to me like every walkthrough on Fuwa forces people to start from the beginning with each route. Which is a waste a time unless it's some kind of requirement, like new unlocked scenes or new choices.
  15. Maybe Dies Irae? It's coming out soon so will be nice to have one. Also, is it possible to make it in a way that doesn't require you to start from the very beginning for every route? Something that tells where to save before route branching choices.
  16. I recommend to start with Root A. As for the endings. If you mean all the BAD ends then no, you can get them if you want to 100% the game but you don't have to. However I do recommend getting the Normal ending but once again you don't have to (or you might get it on your own). But you need to get the Root A true ending (or was it called the Good Ending I don't remember). But if you want to get the best ending you'll have to complete Root A at least 3 times. Each time you'll need to make the right choices to get a scene with your favorite girl. I recommend that you do that, it's gonna be worth it.
  17. Maybe I didn't want to spoil? Did you think about that?
  18. I wasn't clearing anything up. You only finished one route and already complaining about the ending. Just play the damn game or drop it if you're so concerned about the ending. I think you're jumping the gun too soon.
  19. Dude, chill out. Just keep playing, the story isn't even over yet.
  20. I was just kidding of course. I like his books too.
  21. Is it like a Dan Brown book? His books are usually a one time thing, lol.
  22. Great advice. Just one little nitpick: I don't see why it should matter if it's a mindfuck or not. Why should it be any different from any other vn? If you read Tokyo Babel or Dies Irae you already know what will happen, then why even bother rereading them? If you think a story is good it shouldn't matter what genre it is. The entire point of mindfuck is to tell a good story not the twists. Twists don't mean shit if the story is bad.
  23. Why don't you just keep reading and enjoy the game for what it is.
  24. No, it's how it is supposed to be. They used to do that back then, especially with rpgs, voice the characters in the beginning and then no voices for the rest of the game.
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