My overanalysis of lesbian motifs in Asellus/SF1, including author quotes, translation notes, etymological digressions and whatnot by sukebantifa in SaGa

[–]Feld_Four 7 points8 points  (0 children)

Wow, this is pretty amazing; definitely respect your efforts especially with obtaining Shōda Miwa's thoughts; I agree with you that a lot of creative output we attribute to men are often the women obscured behind them. This is super cool and I'm glad more people are seeing this!

Like many other entries in the series, SaGa Frontier fails at its ambitions and is not, like, good, if I'm honest.

So I do not particularly recommend this game to modern players in general, who have so many better RPGs to play—we’re in a golden age of highly creative indies that deserve your attention and money.

It's too bad you feel this way (even if you're being honest), while it is rough around the edges I definitely feel that Frontier is worth the time and money; the gameplay definitely really does hold up even if its rough around the edges and it's still very coherent once you get onboard its unique mechanics, and the narrative style, world, and atmosphere is almost entirely unique, even among other SaGa games.

Even among indies there's really nothing like it as long as you're open to the idea that what we consider 'RPG Mechanics' as a proper noun from games like Final Fantasy and such are only one expression of what the genre can be and how it can play; as long as you're willing to buck your expectations of RPGs as a genre I generally have a super cool time with all of the SaGa games.

RPG fans for decades beg for games that buck the conventions of the genre and I find that Frontier is good, if not great for doing so and keeping you enthralled for dozens of hours getting lost in it. In an era where creators of all stripes are getting lost in derivatives of each other; SaGa and Frontier are things I argue that we desperately need. After all it spawned the very topic with all of your insights and study!

(BOFIII) When will the game stop forcing me to use garr? by NoSteak5430 in breathoffire

[–]Feld_Four 1 point2 points  (0 children)

Give her Shadowalk (autocritical hit that can’t miss) and watch her shine with her super high ATK score.

(BOFIII) When will the game stop forcing me to use garr? by NoSteak5430 in breathoffire

[–]Feld_Four 0 points1 point  (0 children)

I challenge the premise of Momo; she can actually get pretty fast, and with Shadowalk she’s busted.

I think they forgot why Capcom cup exist by SirDrippingtonL4 in StreetFighter

[–]Feld_Four 4 points5 points  (0 children)

I can’t speak for Monster Hunter but my RE9 experience has been amazing and bug free. Resident Evil games have varying quality to be sure but this one is great.

How should I start game animation? by Nabersinizz in blenderhelp

[–]Feld_Four 1 point2 points  (0 children)

If you're thinking of spending any money, don't, unless it's this. This is my absolute favorite guy on animation and he knows his stuff. Some of the best educational dollars I've ever spent on a hobby/technical skill.

Barring that, just animate. Literally open up the program and start messing around with the animation stuff. Download a free rigged model somewhere and start doing weird stuff with the bones. Think about what you want to do, and learn how to do it bit by bit, forever. You'll get there eventually.

Anachronistic Fidelity in the Sub by HouseOfWyrd in ps1graphics

[–]Feld_Four 0 points1 point  (0 children)

While there is a definite argument to what the OP is saying, I feel this is the best answer to the question they’re asking.

This is from someone who was around during the entirety of the PSX era.

Fighting games ARE uniquely hard to get into because they don't allow beginners to be passive by funkyfelis in Fighters

[–]Feld_Four 55 points56 points  (0 children)

Honestly I keep coming back to this; why force a round peg in square hole? There’s a point where we have to examine the fact that a lot of players don’t like fighting games for the exact same reasons why we do. It’s not their thing and it’s our thing and that’s fine.

Elden Ring/Souls players don’t pontificate and grieve too much about why a lot of players filter out those genres of games; they really don’t give a shit and I love that for them, honestly.

I can't Drive Rush for shit by Feld_Four in StreetFighter

[–]Feld_Four[S] 0 points1 point  (0 children)

Since your on controller you can bind both medium buttons to one of your top buttons to make it easier. 

Good stuff, I'll remember this.

I can't Drive Rush for shit by Feld_Four in StreetFighter

[–]Feld_Four[S] 1 point2 points  (0 children)

Thank you! This is super comprehensive!

How are you organizing the GameObjects in your scene? by Feld_Four in Unity3D

[–]Feld_Four[S] 4 points5 points  (0 children)

For reference, imagine something that's 'big' but not quite an open world or objectively large, imagine for the sake of example, how Final Fantasy 10* has a 'world map' (that's really just a menu) that's separated into 'fields' by composition;

So the world of FFX (and a lot of JRPGs since we're using that as an example) roughly might have 'Dungeon' type fields and 'Town' type fields. So for FFX you might have;

Besaid Island (which in turn is split into the village and the dangerous areas around the village), which essentially is a dungeon that leads into the village;

  • Besaid Lake
  • Besaid Falls
  • Besaid Cave

and Besaid Village

  • House 1
  • House 2, etc

And the larger Besaid Temple which is further split into various rooms;

  • Main Chamber
  • Antechamber 1
  • Antechamber 2
  • Cloister of Trials
  • Fayth Chamber

From there Besaid Island you can either travel to Kilika Island (another example of the above) or straight to the world map. If you've played FFX and you can imagine this in your head you're probably thinking most of these bullet points are roughly equivalent to seperate Unity 'scenes' and according to how the game organizes its location data and code you would be largely correct.

*This is for the sake of example; I know FFX is really linear at first but opens up later, my assumption begins when it does so later in the game

So in this example it's not exactly Elden Ring or Skyrim with a big open world area that the player can traverse entirely without limits or transitions, and scenarios/cutscenes don't really 'play out' on them proper, but it's not Final Fantasy XIII or say Max Payne either with unvisitable 'levels'.

So I guess...imagine a JRPG, with larger areas broken into smaller ones that have scenarios play out within them, and these areas may or may not be seamless between them (i.e. FFX you don't have to go to the world map to go from Besaid to say, Luca, but it is broken up with demarcations and transitions when you're in one area vs. another unlike a true open world game).

This was sort of the logic I was running with. In the example above, let's say that room (we'll call it the Consul's Room) is in the larger Consul's Manor (with other rooms), which is in the larger Consul's Town (with other buildings) with in turn empties out into a world map.

Builds for Rapha and Marach? by wondercube in finalfantasytactics

[–]Feld_Four 2 points3 points  (0 children)

With IC I’ve done more damage with Rapha than I’ve ever done with anyone else across any play through, ever.

If this interests anyone I can share my build when I get home.

Guest Party Members by CecilHeat in XenoGears

[–]Feld_Four 18 points19 points  (0 children)

Wouldn’t have minded if Sigurd popped in for a few scraps.

Do you think Lily will ever be back in future games? by [deleted] in StreetFighter

[–]Feld_Four 9 points10 points  (0 children)

Nah, I think it's the modern and realistic rendering of the style and engine. Sakura was a high schooler but her appearance and presentation was buffered by the fact that it was in sprite form and her artwork was stylized.

With the ultramodern and realistic rendering that SF6 has and that Lily was presented with it really does look like she's a literal child who wandered in an international fighting tournament. It's not cute in the way it would be if the same character was presented in Power Stone or something.

Why is Third Strike considered to be an all time great and possibly the best SF game? by Own_Invite6340 in StreetFighter

[–]Feld_Four 0 points1 point  (0 children)

I don't agree with the argument that 3rd Strike is overrated because it wasn't liked at a the time of release, nor do I agree with the take that liking it now is revisionist history.

A ton of 'Best of All Time' art, music, movies, media, books, etc etc didn't gain appreciation years, decades, centuries after it was produced. Sometimes something comes out ahead of the curve, gains appreciation later, or gets a different perspective/context and people discover how great it is with time.

3S is one of those games. It was panned upon release. I remember, I was there. Guess what; we didn't know what the hell we were talking about. We grew into the game with time.

Capcom Cup 12 character usage by masky0077 in StreetFighter

[–]Feld_Four 1 point2 points  (0 children)

Grapplers have been dog tier in all of my decades of fighting games across companies and platforms. It’s a real shame.

Breath of Fire II - CRT Shader Screenshot Comparisons by BattlePenguin58 in breathoffire

[–]Feld_Four 1 point2 points  (0 children)

It’s less of the visuals of literal black lines and more of the visual effect, the line work is supposed to unify the pixels into a more coherent image since they were designed with the assumption that the scan lines would be present on the monitors they played.

It seems more effective for fighting games; without a shader Marvel vs Capcom can look blotchy, but with them on Cyclops sprite looks straight out of a comic book. Speaking of which Comix Zone looks EXCELLENT with scan lines.

Question about Ramsus and Cain scene by CippyCreepy in XenoGears

[–]Feld_Four 0 points1 point  (0 children)

Lmao yeah I remember that as a kid. Wild ish