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Forums - Nintendo Discussion - A Biased Review Reloaded - Radiant Historia: Perfect Chronology - The Legend of Zelda: Breath of the Wild in Review One Year Later

RolStoppable said:

Experience points mean that there's something to be gotten out of turn-based battles, so the higher investment of time to defeat an individual enemy is rewarded. Remove the reward and you end up with something that is more of an annoyance than something enjoyable.

Admittedly, Color Splash has enemies that drop cardboard hammers as sort of experience points, but the lone stat this affects (color capacity) isn't especially important for progress. On the other hand, Sticker Star's purpose for battles was to earn coins which could be invested in stickers for future battles; what made the whole thing pointless is that if you don't engage in battles, you don't need coins for new stickers as you keep the stickers that you find along the way without fighting anything.

Ultimately it comes down to there being no point or not much of a point to do a certain thing, so it raises the question why said gameplay mechanic is in the game to begin with.

First of all I don't necessarily disagree with anything you've said, I'm just interested in hearing more of your thoughts.

I focused on a couple of points. It seems like you're suggesting that turn-based systems ought to reward the player materially because those gameplay systems are inherently unrewarding, whereas action-based gameplay is inherently rewarding and therefore the act of playing the game is reward enough. The gameplay cycle of "spend resources in combat, be rewarded with more combat resources" isn't unique to Sticker Star. It's not so different from shooters where you pick up ammo from defeated enemies, and it immediately reminds me of Breath of the Wild's weapon durability system.

Are there turn-based systems you enjoy on their own merits? For instance, online battles in Pokemon games don't award experience points. How do you feel about those?



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No, I haven't played SS or CS. More interested in your general thoughts on risk-reward systems and RPG systems than in those games specifically.

I hit a point in Breath of the Wild where I had an abundance of weapons and didn't have to worry about wasting them. At that point I was fighting enemies because I enjoyed it, not because I wanted to get something. I was just wondering if you personally felt that way about any turn-based games. Recent Pokemon games take an interesting stance on this with the exp share, making battling for experience largely unnecessary.

I think the main reason for battling wild Pokemon is to catch them, anyway. So yeah I'd say - all other things being the same - wild Pokemon battles would be pretty pointless if you can't catch them, other than in special circumstances.



It's crazy that I think that Sunshine is the worst 3D Mario platformer, but I'd still give it an 8 too. That speaks volumes about the games' quality, which is amazing. About BG&E, I played it recenty in Steam and I thought it was truly awesome. I dig a lot the character work and setting of the game. Gameplay is clumsy for today's standards, that's for sure, but I could get through it. And it really needs a sequel after the ending. Great reviews! :)



When can we expect some PlayStation reviews?



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RolStoppable said:

Paper Mario: The Thousand Year Door (GameCube)

A proper sequel should do everything better than its predecessor. The Thousand Year Door fails at that because item management is still clumsy and cooking still requires a guide, but it excels so much in all other areas that these shortcomings can be glanced over.

Action commands as well as the new counter ability are available right from the start this time. What's more, Mario's partners now have their own HP and can be swapped into the frontline for more strategical depth in combat. A whole new range of badges that focuses on Mario's buddies embellishes this new premise. The level and stat caps have been removed to build Mario more to each player's liking. Sidequests have improved implementation, there's even an optional dungeon for some extra challenge. Completionists can celebrate the inclusion of a menu section that keeps track of scanned enemies, discovered badges and cooked recipes.

As in the previous game, the individual areas are dense and filled with secrets. The dungeons provide new types of puzzles and challenges, and there is an increased emphasis on Mario's paper nature, both from a visual and a gameplay perspective. Whether you travel to a treasure island, fight your way up the ranks of a coliseum or solve the mysteries of crimes in a luxury train, The Thousand Year Door is consistently entertaining.

Controls 10 Everything works as it should. Timing for the counter attack
is deliberatly tighter than the timing for blocking.
Gameplay   Still limited to two party members, but Mario's partners now have
access to many more badges and are more involved.
Story   Many tropes of the original Paper Mario return, but that doesn't
make it any less entertaining. Luigi tells stories about his own adventure.
Single-player   Everything that made the first Paper Mario great, plus much more.
One of the finest RPG campaigns in existence.
Multiplayer   Not
available.
Graphics   A clean look for the art style and the technical execution
doesn't lag behind.
Sound   Plenty of new compositions accompany good remixes of
classic Mario music.
Value   About 30 hours for the main quest, plus a post-game
to wrap up everything else.
Replay Value   There are so many options how this game can be played.
EXP that scale according to Mario's level speed up progress.
Score 10 There's a reason why the first two Paper Mario games are held in
high regards. The Thousand Year Door is a masterpiece.

 

I'm glad you like this game too Rol. This is top 3 all time fave for me!!! Sucks what we got with the latest release... 



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The sluggish ship battles are the worst part of Skies of Arcadia, and even them seem to move at lightspeed in comparison with Lost Odyssey's battles. Oh god, what was that thing.



Just found these reviews and really enjoying reading them, Rol. Keep up the good work!



It'll be awhile before I figure out how to do one of these. :P 

Looks like you are on a GC tear right now. You have the component cables for it? I was surprised how well some games have kept up on graphics front for the GC. Burnout 2 looks fine to me still which was the last game I've played recently.

I remember getting Picross (GB / 3DS VC) because you love it so much and I wanted to see what all the rage was. The game was pretty fun. It slowly brings you up to difficulty and it is pretty damn fun. It seems pretty basic concept which probably draws people into the harder levels.



So...what you're saying is that you're bad at Snakepass?



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

RolStoppable said:
Normchacho said:
So...what you're saying is that you're bad at Snakepass?

Nope, the game is bad.

 

agreed, i thought it looked like a fun and charming game but it just plain sucks.



When the herd loses its way, the shepard must kill the bull that leads them astray.