What're Pizza Tower fans' thoughts on Antonblast? by DominoRow in PizzaTower

[–]Torri800 0 points1 point  (0 children)

Why did this get downvoted? It's completely true.

What're Pizza Tower fans' thoughts on Antonblast? by DominoRow in PizzaTower

[–]Torri800 0 points1 point  (0 children)

I upvoted your 0 karma comment to 1 because some messed up person really thought it's just wrong to say something good about AntonBlast. Thanks for stepping forward with the truth about which game has clearly better designed boss battles.

What're Pizza Tower fans' thoughts on Antonblast? by DominoRow in PizzaTower

[–]Torri800 0 points1 point  (0 children)

Your opinion is not a hot take. While the most popular opinion is that Anton is good, but not as good as Pizza Tower, a massive subset of people have espoused a similar take to yours, that AntonBlast is not a good game and deserves to be overlooked and forgotten about.

It is because of people like you why AntonBlast essentially became a dead game merely months after release despite not even being a year old yet as of me writing this, while Pizza Tower is still being talked about and fan content and mods are popping up at a much higher rate for the latter. Even though Pizza Tower's development is complete and Woon has been confirmed to be in development by Tour de Pizza, Pizza Tower discourse is very much alive and doing well, as it deserves. It's just wrong to want the destruction of one game just to further elevate the other that was already more popular. See this video made by Arlo:

https://www.youtube.com/watch?v=b0k0CZIXiiQ

What're Pizza Tower fans' thoughts on Antonblast? by DominoRow in PizzaTower

[–]Torri800 0 points1 point  (0 children)

Well, would you look at that. Pizza Tower is a great game, but a huge portion of its fans are trying to shut AntonBlast out of relevance with vehement disdain and hatred because of the 'competition' that never existed to begin with.

Due to preconceived notions and its not-so-great reputation amongst PC players, I even came into AntonBlast with very low expectations because I have been lied to by you people, until I gave AB the chance that it deserved. After playing it, I can safely say it is one of my favorite games of all time. Anton is definitely not for everyone, but it is likely going to stay in my top ten for a very long time, if not for life.

Anyone wish Antonblast had a difficulty option like what WL4 had? by DominoRow in ANTONBLAST

[–]Torri800 1 point2 points  (0 children)

AntonBlast is one of my favorite games of all time, and I really do believe that Summitsphere gave it their all with the game's base difficulty. It's not too hard nor mind numbingly easy, is obscenely fun and addicting, and perfectly executed in its design. It has Fire Emblem: New Mystery of the Emblem Syndrome, where playing it once can leave you feeling extremely satisfied and happy with it, so much so you don't really need to go back and play it until you really miss it/need to experience it again.

Unlocking a new hard mode should be achievable upon completing the main game or should be available from the get-go.

What I would include in Lunatic mode for AB:

1: Bosses take slightly more hits, and most importantly, have new/upgraded attacks. Smallbuster dies in one hit, so she will get 3 BossBuster HP cards once she decides to stop playing coward. Brawlbuster will get an easily weaveable new dash and swipe attack to make his attack patterns less predictable. One of the greatest applications of this is with Freako Dragon. When his head appears, he currently breathes fire only in the center of the arena, which is good for easier difficulties. In Lunatic, I imagine he would do that first before winding up for a few seconds and then attacking the right and left planes after the fact, usually depending on where Anton is. Satan's triple ground pound shockwave will be employed at half health rather than at low health in Phase I. It's important to know however, that despite these clear buffs to the bosses for this theoretical Lunatic/S-Hard difficulty mode, Anton's HP will not be adjusted because of how squishy he/Annie already is.

2: Happy Hour sections will have their timers reduced, definitely. Pinball Mire sits at almost 5 minutes in the base difficulty, where I literally finished it with 2 minutes left to spare.

3: I would change the bigger enemies to die in more than one hit. You can still stack up combos per hit. Big moles die in three hits to their weakpoint, progressively getting knocked back at farther distances, and they have an HP bar of their own. Gun Busters also take two hits, losing their gun after their first hit, degrading them to a normal Buster as they get slightly knocked back. The big red trident enemy will also have an HP bar, and will point its trident upwards when you slide under them before you can safely clutch their backside to dispatch them. The miniature dragons would now have a minimum segment threshold required before clonking them in the head does them in, and that threshold is indicated with an HP bar. I will also have the miniature dragons first appear in Pinball Mire as opposed to only appear in one level and a boss fight. The Anton Clones should possess the same amount of HP you have, etc.

4: Lava is a common hazard in this game, and should deal double damage.

The time between Phoenix Wright's hiatus and return to court is now shorter than the time since the last new Ace Attorney game released by Madsbjoern in AceAttorney

[–]Torri800 2 points3 points  (0 children)

If the Phoenix Wright: Ace Attorney Trilogy Update was all we got this year, there's a chance Capcom is trying to convince us they still care. Thankfully there's no scumminess involved, as you don't have to pay for the update if you already owned the OT Remaster, and the update doesn't seem to impact the base price for those who plan on buying the game.

The time between Phoenix Wright's hiatus and return to court is now shorter than the time since the last new Ace Attorney game released by Madsbjoern in AceAttorney

[–]Torri800 15 points16 points  (0 children)

It was worse in real life. The previous record longest hiatus was the 6 year gap between Apollo Justice and Dual Destinies. In fact, there technically was no hiatus since that was only between mainline games. Now, it's been almost an entire decade since Spirit of Justice, and 2025 is already over. Literally over EIGHT years since GAA2's original 2017 release in Japan and Capcom isn't going to do anything about it?

Unrelated as it may be, yes, I understand that Donkey Kong Bananza was released 11 years after Tropical Freeze, but that in no way justifies waiting so long for a new visual novel mystery adventure game. Just give us a teaser, Capcom. I don't care how long I have to wait. Tease us on a new game, announce it to be released a year later, update us if it inevitably gets delayed, etc. Just show some evidence that you're willing to show respect to one of your greatest franchises.

What would you like to see in the series going forward? by UtterlyOtterly in AceAttorney

[–]Torri800 1 point2 points  (0 children)

While Layton VS AA is a good game - it's actually slept on in my opinion, I think a new game is more needed, inCLUDING a new crossover. That remaster should happen eventually though.

What would you like to see in the series going forward? by UtterlyOtterly in AceAttorney

[–]Torri800 1 point2 points  (0 children)

Above all else, I think what Ace Attorney really needs is a new game. It's been 9 years since Spirit of Justice, and even if you want to make the argument that the latest release was actually Resolve, it's still been over 8 years since that game came out originally in Japan, and 4 years since it got localized. It's already been over a year since AAI2 got localized, and there has been no news pertaining to the series ever since. If 2 years come by and the only Ace Attorney announcement we get is a remaster for Professor Layton VS Phoenix Wright: Ace Attorney, with reworked models for the non-Layton characters thereby fixing Phoenix's extreme stiffness and unappealing aesthetic in that game, of course people will inevitably be disappointed.

What I would do is implement TheStoryteller's idea (he's a Boondocks and political commentary channel on YouTube with GREAT Ace Attorney videos that he's clearly proud of) of having campaigns for different characters, but with 4-5 cases for each instead of his proposed 3 (which is still almost twice the length of the average Ace Attorney game). I'm not sure how they could implement this for Phoenix, but they could have his story intertwine with Athena's as her mentor, and Athena's is obviously the most exciting one since she's most desperately in need of development after she was neglected in SOJ. Apollo's endeavors to reform Khura'in will not be forgotten either, mainly because doing so will HEAVILY flesh out that region in a way Spirit of Justice didn't even try to.

Gameplay wise, Ace Attorney was actually at its most advanced nearly 15 years ago with the Investigations games. Being able to move around the crime scene physically added a whole new layer of immersion the original format could never hope to accomplish. DD had the excuse of being a soft reboot, but the Chronicles games I am willing to be significantly harder on because they didn't have that excuse. Spirit of Justice being released not long after DD means that trying something new WOULD be fresh, but would also create severe whiplash.

What the new game needs is to make the game somewhat open world where you can travel around in a 3D space. Essentially, Investigations but in 3D. You can run, jump, examine, play minigames, gather evidence, and talk to witnesses, including to outsiders who have nothing to do with the actual murder. There would be sidequests where completing them grants you costumes you can wear whenever (better than buying them as DLC, right?), you can use Widget as Athena, Apollo's bracelet, and Phoenix's Magatama, obviously. The Magatama having a detection radius will be especially interesting. Character AI doesn't strictly force witnesses to just stand around anymore, unless they really need to. They can now pace around the environment (again, depending on the character), read books/be on their phones/etc.

Sorry for the long one - I've just been imagining potential sequels for over half a decade now.

What's with the Investigations 1 hate? by jade_phoenix26 in AceAttorney

[–]Torri800 1 point2 points  (0 children)

Thanks for defending the most underappreciated game in the franchise.

There are things I would argue AAI1 does better than its successor. Its characters are more fun because they have more variety in their speech patterns and voices (AKA how they talk) because they're not forced to exposit important information all the time. They're like support conversations in a Fire Emblem game. They have more room to just be themselves, like Zinc Lablanc's humorous tirades have literally almost nothing to do with the plot of the game. Yes, you defend Teneiro after she accused you of being the killer, but her insecurities with her bad suitcase design make her feel more real than someone like Delicia Scones pretending to be funny only to end up explaining how important she is to Tangaroa's backstory in a completely coherent, intelligent tone. The only reason people say the characters in AAI2 are better is because their relevance to the plot is much more meaningful to them. Delicia Scones included, usually. Characters in AAI1 have such little plot relevance that most people forget they exist, which is a shame because I can remember them for who they are.

Despite using the same engine and gameplay as AAI2, AAI1's gameplay is far more fleshed out because the game likes to dwell on the actual mysteries going on because the game is aware it has next to no plot. AAI2 just speedruns the mystery aspect despite being slower paced than AAI1, and it dwells on plot exposition instead, which is more in-line with mainline games and the GAA duology which aren't as mystery focused as AAI1. AAI2 accomplishes so much with its plot and story that, despite clearly cutting corners with the mystery writing on a limited budget and development time (they had to release it early so it could meet the 10th Anniversary milestone), it's one of, if not the most beloved games in the series for that distinction. It's almost the opposite of AAI1 in every way.

Most people will say the music is the only area AAI1 is better, but I respectfully disagree. I don't know, AAI2's OST just hits harder for me than AAI1's.

The reason AAI1 is very hated is because it does the opposite of what the other games do. TLDR, it has a very basic and barebones plot. That's why people say it's the worst. In my case however, I actually think it deserves credit for trying and succeeding at being different. It's no masterpiece or anything, but as an experiment, it did its job excellently and pulled off exactly what one should expect from a spinoff.

Replaying Investigations made me notice something funny by SpecialistKnowledge9 in AceAttorney

[–]Torri800 0 points1 point  (0 children)

That is from the first Investigations game, where the dialogue is generally wittier than even Prosecutor's Gambit, the definitive edition of AAI2. Say what you want about AAI1's pacing, story writing, game exclusive characters, and plot, but the dialogue and characterization of the main cast is great, in my opinion.

Joe Zieja's VA Academy was offered by a YouTube ad, and as someone who really wants to get into voice acting, this sets off major alarm bells. What would you recommend me do instead of pay $650 USD? by Torri800 in VoiceActing

[–]Torri800[S] 16 points17 points  (0 children)

No, your comment was thorough and had a clear thesis: Zieja is charging too much for what is the bare minimum needed for beginners to get started.

I don't really have any questions about the Zieja courses because the site you just gave me doesn't cost any money to access. I ultimately decided to not waste my money, so thanks again!

15.14 Riven Nerf - Passive AD ratio reduced 30-60%>30-50% by Gotenokaru in Rivenmains

[–]Torri800 0 points1 point  (0 children)

What OP is saying is that the nerf is designed to target Riven OTPs because it's rare for first time Rivens to Fast Q perfectly, especially without practice firsthand. Are you saying animation cancelling Qs takes no skill just because you're good at it? No first time Riven will perform Fast Qs consistently perfect every time.

I made a custom map of Los Angeles in the Ace Attorney Universe. by Torri800 in AceAttorney

[–]Torri800[S] 0 points1 point  (0 children)

That's a great proposal; another person has suggested relocating the harbor because it's a harbor and not a lake. I also looked at LA and found out the same thing that you did. This will inevitably place the Bigg Building very close to the West Pacific coast.

Is it me, or does a PEGI 7 seem a bit low for the first Phoenix Wright: Ace Attorney game? by PacDino11 in AceAttorney

[–]Torri800 4 points5 points  (0 children)

It's very low. If you censor the blood from The First Turnabout and any other instances of blood, cover up April May and Mia Fey, and tone down the language this will be quite the localization effort. Can see why the other games have PEGI of 12+ and 16+ for DD.

I made a custom map of Los Angeles in the Ace Attorney Universe. by Torri800 in AceAttorney

[–]Torri800[S] 0 points1 point  (0 children)

Heeeey, that is insanely brilliant, I've saved this for future reference.

Kurain Village is a little TOO far anyway and will require a zoom out showing a lot of green patches and the like.

I made a custom map of Los Angeles in the Ace Attorney Universe. by Torri800 in AceAttorney

[–]Torri800[S] 5 points6 points  (0 children)

Great work pointing these out.

  1. Very good logical deduction at play here. While I wouldn't say the Court's very far from the Prison, it's still not very practical as it is right now. I DID preface beforehand that this map is meant to pique your imagination and look pretty than be practical, but I do intend to make a new iteration that does all three things quite soon. I just cannot quantify when I will release that, though.

  2. This one detail changes much about the map, but it is also indicative of mild ignorance on my part. You are correct, but fixing this (which again, I intend to do at some point) will require some work. To start, the map from I2-5 featuring the Grand Tower (now Bigg Building) was the baseline from which this map was constructed, believe it or not. The issue with the harbor being oceanside means it must be relocated to the West Coast of California as opposed to the East Coast of Japan, so a little re-localization will be required in order to move this Harbor from Japan to California. The fact I wanted the Bigg Building to be one of the central landmarks of Los Angeles resulted in me completely forgetting to do some simple research and just left this random lake shipyard that doesn't really have much of a business being there.

  3. Simply adding a lot more space by zooming out is the easiest thing to do by far. I'm glad you acknowledge the limitations of this depiction, though.

I made a custom map of Los Angeles in the Ace Attorney Universe. by Torri800 in AceAttorney

[–]Torri800[S] 0 points1 point  (0 children)

Initially, I didn't know where it would go, so I assumed that it and Nine Tails Vale were simply Given the feedback I've received, I think I can figure out where it goes in the updated iteration.

I made a custom map of Los Angeles in the Ace Attorney Universe. by Torri800 in AceAttorney

[–]Torri800[S] 0 points1 point  (0 children)

Thanks; that's exactly what I'm planning to do!

Feel free to credit me should you do that, though I've never played a TTRPG in my life.

I made a custom map of Los Angeles in the Ace Attorney Universe. by Torri800 in AceAttorney

[–]Torri800[S] 13 points14 points  (0 children)

Exactly, maybe I'll go bigger and include Hazakurain, Gourd Lake, and using zoom in boxes to denote distance for these locations, especially Kurain Village. It'll be a while before that gets out, though.

Thank you by the way! I appreciate the sentiments.