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Forums - Nintendo - Subspace Emissary-- not that good.

I definitely agree with twesterm.

The platforming element isn't bad but the direction is. There are some times when you have little to no idea of where the game wants you to go. There are flashing directionals every so often in some levels where it may get a little confusing, but those levels that have them don't have enough and the levels that don't have them in several cases should. I find myself jumping off cliffs in random directions in levels in hopes of discovering a ledge on the other side. Unfortunately that only works 33% of the time. Luckily the game is smart enough to figure out that if you're leaping out into the abyss you have no freaking idea what you're doing and puts you where you should be on respawn.

The other thing that bugs me is the arbitrary things the game does. For example, falling ceilings annoy the living daylights out of me. You can see the ceiling is falling at a constant rate. You see a trophy you want to collect on a platform before the ceiling has fully descended. You have PLENTY of time to get it and get out from under the ceiling. At the halfway point after you've busted the container of the trophy the ceiling's descent speed TRIPLES. There's no warning. There are no other ceilings that do that sort of thing that you run into prior to this one (that I saw). It's just like the game designers decided they wanted you to lose a life here and so you do.

The other thing that becomes annoying is the random difficulty spikes. The game seems like a cakewalk and then you run into an enemy that can obliterate you in 2 hits that hit everything on 40% of the screen (literally - 1st hit 30%, 2nd hit 75%, dead). I generally don't like to fight dirty (reusing the same move over and over), but that kind of difficulty increase warrants it IMHO and it really sticks up as out of place.

And finally there's the stupid teleport to you co-op mode where it's really easy to leave your partner behind and the teleport doesn't kick in. This was ripped DIRECTLY from Kirby Superstar. In Kirby Superstar it was excellent, but also in Kirby Superstar there was a button Player 2 could press to trigger the teleport and go straight to Player 1. Not having that button makes it frustrating at times especially since Player 2's deaths eat into the lives of both players (unlike in Kirby Superstar).

At this point, I'm playing SSE just to see the cutscenes and follow the story. The actual game part of it is not impressing me as much as I would have liked.



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I really liked the SSE actually. Cut scenes were awesome. I have no unlocked every char, every stage, etc. Just trying to get all trophies and music now. Im about 85% through with SSE as far as item collecting goes.



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weezy said:
do you have to play this to unlock chars?

 No, it just seems like the easiest way.  I'm 8 1/2 hours into it (just finished the last enemy in the big maze) and I have all but three characters.  One character I just missed (it involved falling down a random hole to get to his door), I get another when I beat SSE, and I forgot how I get the last one.



I like it, i'm 17% done and really enjoy it.



Words Of Wisdom said:

I definitely agree with twesterm.

The platforming element isn't bad but the direction is. There are some times when you have little to no idea of where the game wants you to go. There are flashing directionals every so often in some levels where it may get a little confusing, but those levels that have them don't have enough and the levels that don't have them in several cases should. I find myself jumping off cliffs in random directions in levels in hopes of discovering a ledge on the other side. Unfortunately that only works 33% of the time. Luckily the game is smart enough to figure out that if you're leaping out into the abyss you have no freaking idea what you're doing and puts you where you should be on respawn.

The other thing that bugs me is the arbitrary things the game does. For example, falling ceilings annoy the living daylights out of me. You can see the ceiling is falling at a constant rate. You see a trophy you want to collect on a platform before the ceiling has fully descended. You have PLENTY of time to get it and get out from under the ceiling. At the halfway point after you've busted the container of the trophy the ceiling's descent speed TRIPLES. There's no warning. There are no other ceilings that do that sort of thing that you run into prior to this one (that I saw). It's just like the game designers decided they wanted you to lose a life here and so you do.

The other thing that becomes annoying is the random difficulty spikes. The game seems like a cakewalk and then you run into an enemy that can obliterate you in 2 hits that hit everything on 40% of the screen (literally - 1st hit 30%, 2nd hit 75%, dead). I generally don't like to fight dirty (reusing the same move over and over), but that kind of difficulty increase warrants it IMHO and it really sticks up as out of place.

And finally there's the stupid teleport to you co-op mode where it's really easy to leave your partner behind and the teleport doesn't kick in. This was ripped DIRECTLY from Kirby Superstar. In Kirby Superstar it was excellent, but also in Kirby Superstar there was a button Player 2 could press to trigger the teleport and go straight to Player 1. Not having that button makes it frustrating at times especially since Player 2's deaths eat into the lives of both players (unlike in Kirby Superstar).

At this point, I'm playing SSE just to see the cutscenes and follow the story. The actual game part of it is not impressing me as much as I would have liked.


I agree with this for the most part.

As for the teleportation system, there is a button.  All player 2 has to do is press start, and he'll appear right behind player 1. :P 



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supermariouniverse said:
I haven't gotten far in it, but so far I had quite a lot of fun with it. The cut scenes are amazing, the enemies are creative, and there is a lot of stuff to collect and find. For a game that is supposed to be based on fighting, I think of it as a nice addition.

 They stop getting creative after about 4-ish hours in when they just start repeating over and over.  On the plus side at least you know what to expect from every enemy.

I use to take the time to kill every enemy hoping to find more trophies and stickers but starting around 6 hours I just start running through levels as quickly as possible while still finding everything. 



Whew, just beat SSE and took just under 9 hours (I wandered around the last level a bit lost).

I won't spoil anything but the last boss is fucking hard. The good majority of his attacks are one hit kills and he has one attack I was never able to fully dodge and was an instant kill. Once I manage to survive a second longer than usual but I think that was just a fluke.

-edit-

And I finished at 86% complete-- wonder what I missed... 



twesterm, I think the stages with Flags on them means that your missing hidden trophies/characters from those areas... so it's best to look into the areas with the flags still on them.



* red flags I meant... the green/purple flashing ones mean you collected everything from that area.



I'm doing co-op subspace its not that bad.......I guess you need to find someone to play co-op with to make it alil more fun. Rayquaza kicked my ass tho :(