Originally Posted by
Eidolus_Dyne
Well, I won't make bets on it, but I think it's fair to say that the development climate has changed. Weather report says spring's coming early this year.
Oh right... Canadines... Gee's... weren't not that unique. But their models were different. Kept me from realizing it for a long time. Gibbons were tech using wolves, but they also had the ability to jump backwards as well as forwards. Wolves could only circle and leap. Deldepth's similarly, had that blade attack while they moved around super fast. A lot faster than slimes ever did. They could also cast barta and rabarta. The key difference is in their increased mobility. Having enemies who could evade you, that was cool. Those damn squids, damn those squids.
I played PSU on PC/PS2. I played until the last day. I'm not criticizing the game based on the first few months. In fact, I remember playing the first few months and being hopeful. Back then we weren't hopelessly behind the Japanese updates. Then when the pattern of failed updates started to set in, the MAG fiasco wasn't even a surprise. I couldn't even get mad about that. I was sunk in my own depressed complacency about the game.
However, I am a design minded kind of folk. I sat around, annoying my friends, talking about what direction PSU could go to actually get better. I also did a LOT of PSU & PSO compare and contrast. PSU did a few things right. There were a few experimental features, but I feel like they never took them the full 9 yards. They got lock-on and circle strafing, and PA's were a nice touch. The addition of just attack was a MUST. That allowed a player's skill in battle to have more impact on the fights. Some of the enemies were kind of cool, but ... they weren't a match for the player's range of control. Or in some cases, the players range of control weren't a match for some enemies. Although I loved the enemies that leap over your head.
Ultimately the biggest failure of PSU was environmental detail. No dual track music. Levels were room after room of boring wallpaper. Well... excusing, of course, Rozenom City and the Haba-whatever Forbidden District. Those approached PSO levels of awesomeness in terms of doing something amazing within drastic limitations. Which is basically what I call PSO's CCA.
Judging the direction PSU took into PSP2... I'd say battles are going to offer more player control, and hopefully equally matched enemies. Enemies, player control, and environmental settings need to groove together, like some kinda groovy beat. Groovy Sinow Beat? Haw!
Half tempted to start praying to Sakai. Get a little shrine going. Please work your magic, vaquish the flaws of PSU & PSO, and give me a smooth sweet beverage ripe with variety in flavor and texture, and maybe some fruity chunks I'll have to chew, and a little silly umbrella on the top sometimes. Yeah, I just used milkshakes to describe PSO2. It better deliver.
I can't think of much else to say in this thread besides "ohhh I hope it's good!" Unless we start talking about speculations on the list
So, what do you guys think map functions mean in that one line "Map Functions Changing in real time" What is this I don't even.
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