>>11352286 Strike Suit Infinity is an arena fighter. Strike Suit Zero's a pretty decent game. Looks great. The transforming title mecha is sex. And the second mission reminds me a little of Homeworld 3rd mission.
>>11354808 Yeah, back in those days it made sense to do that, but the combat menu for CRW 2 looks almost identical (graphics aside) to stuff you see in modern JRPGs and SRPGs like SRW and G Gen. It doesn't speak well for Japanese developers.
>>11354849 It was my first ZOE game. You don't need to know much else as the first game didn't do much world building. This game does all that. If you want the game to be easy use the manual mode for attacking and evading. There are two endings with one having a minor variation depending on whether or not you defeated a character. You'll more than likely get that one as the other requires you to fail a mission halfway through the game. If you want to play for the other ending, keep a separate save before the mission where the "Mars Angels" appear.
Currently a mega Kusoge due to a bad expansion to China and lack of addressing long term issues. Maybe it'll improve as Bandai will look bad if it crashes and burns in Japan before opening their expansion to China.
I just tested it, it's conceptually interesting, horribly frustrating in practice.
You can feel this is an amateur project, this is buggy, you don't have all the menu you would expect to see (although it can come from the pirate version).
But the real problem is that it was made to be played with a GAMEPAD. Here it is : You just cannot move and aim at the same time, your shield can only face two directions. Left and Right. In result :Targeting anything with the machine gun is an hassle and the complex launch missile combination which would be quite interesting had it been a slow spaced game become a nightmare in a game that require you to fight several enemy at once coming from every direction.
Maybe I just SUCK at this game, but for anyone who played "Intrusion 2" before, those controls are unbearable (and Mechs aren't even the main interest in this one).
As for the context and the use of mechs, this is exactly what one would imagine to brand Military Mech as useless against helicopter, tank and infantry. - Mech cannot move and aim - Walking is extremely slow even if jumping would imply faster legs - Wheels only allow you to move 10m at once - At first you fight on, very flat terrain, with no cover, face to face like a Napoleonic battalion. - The only allies you have are fellow AI mech with the same flaws that are barely useful as mook. - And enemies always have the element of surprise over you.
You tell me if I misjudged this game, as far I am concerned the only quality of this game is that someone TRIED.
>>11354826 Why fix what isn't broken? At the very least, it works without being obtrusive in a turn-based game, and in more modern games, the menu disappears when the action happens.
>>11352429 Speaking of old Japanese games, does anyone ever remember this one old game that released close to Front Mission 3 and also on PS1, and featured a similar combat setup?
I recall it had a similar interface and setup, but with bit more of a dynamic fighting element in which the players and enemies set the path they want their mechs to move to, and while moving, would open fire on any opponents within range of their weapons, in a sort of mecha drive-by shooting. It was never ported to the US.
>>11360305 >I recall it had a similar interface and setup, but with bit more of a dynamic fighting element in which the players and enemies set the path they want their mechs to move to, and while moving, would open fire on any opponents within range of their weapons, in a sort of mecha drive-by shooting. It was never ported to the US. That sounds a lot like Zeonic Front's combat system. I didn't know there were games predating it that used similar systems.
>>11360305 >Why fix what isn't broken? At the very least, it works without being obtrusive in a turn-based game, and in more modern games, the menu disappears when the action happens. Because even if something isn't broken, that does not mean there is not room for improvement. For example, after the original X-Com game game out, lots of turn based strategy/tactics games aped its UI and mechanics, and never improved on them. As time went on, less and less people played those games, until they became ultra-niche before XCOM: Enemy Unknown shook up the formula with a better UI and tweaked mechanics that felt accessible to a wide range of gamers.
>>11360270 Nope, you're pretty much spot on. Its certainly more faithful to the old SNES Cybernator/Gun Hazard or Gigantic Army games, without doing much improvement over them. It also brings their weaknesses, like limitation to aiming the shield as you pointed out.
I played it with keyboard, using the arrow keys to move, spacebar for jump and QWEASDX for shields, weapons, utility stuff.
It certainly takes some effort getting used to, especially with the needlessly complex 2-step secondary weapon system, but its possible to get comfortable with it enough to use it fairly fluently. I played the first mission a few times, changed the controls a couple times until I felt ok with them.
Despite the flaws, I did find myself enjoying it. It offers 16 missions that are challenging, but fair once you figure out the controls properly for yourself. You assault bases, do d-day style beach landings, fight a giant space boss, explore a huge complex with traps and turrets.
Very satisfying for a single playthrough if not much else.
Then again, I am desperate for games with mechs in them.
Heavily considering it but I'm a bit wary after Strike Suit. But to be fair I only splurged on Infinity and I liked its gameplay despite flaws. Or it's just the soundtrack hitting when the final wave happens.
I could only speak of Infinity so here's what I know.
Infinity is pretty much Arcade Mode Strike Suit Zero. You pilot one of three Strike Suits (each with their specialties, oh and they're all customizable to an extent like what loadouts you can put on it) and for each mission it's just wave after wave after wave. Sometimes there's taking down big cruiser ships, sometimes it's taking down carriers before they escape. Most of the time it's SHOOT EVERYONE DOWN.
>>11365879 >That does look pretty interesting, but something g that's been bothering me is how none of these cool mech games never make it on steam. Kinda pisses me off. Isn't Brigador the one cool mech game on PC?
Anyway, blame Japan for ignoring the global PC market because the Japanese maket doesn't care about PC.
>>11367527 >More like the american market just isn't interested in /m/ games unless it's by a major company. Even then, most of those companies have to have a fantasy element or risk a loss. No, it's just that the Japanese and a lot of western companies suck at marketing mecha as cool shit.
>>11368782 >forget about getting it unless you have a PC from that age. I don't think we've gotten a decent way to run it with current machines, unlike the second game. When did it come out? There are all sorts of weird hacks that allow people to play old games out there. Star Trek: Generations has one where you use a non-EXE executable to boot the game, which works somehow, for example.
Artdink's Tokio puts you in charge of an O'Neill cylinder space colony, leaving to you city management, station maintenance, and control of spaceflight to, from, and around the area. Not so much Gundam as it is a wacky idea in the Japanese bubble economy, but you get to run shuttles and wrangle with politics, so close enough.
You can get titanfall now for like 17-20 bucks. It has some great animations like when the robot picks you up and shoves you into his chest. Or when you are trying to eject and some punches you and rips you out of the cockpit and just crushes you and throws you to the ground.
>>11371222 I'm sure I can read and copy the floppies on an older computer and then transfer with a USB device. Still need to emulate the game once I put an HDI together (PC-98 games made with DOS/V in mind should work in DOSBox).
Tokio 2's a bit different: whereas you run an orbital ward of Tokyo in the previous game, the sequel lets you run an independent station-state however you please. If you wanna have an Egyptian-themed city, go right ahead!
>>11371490 I don't have the Artdink Best Choice versions; they use Windows-era interfaces, not the software windows seen in those screenshots (they also have MIDI music built-in). Will be fun to get them running on a /vr/-grade battleship some day.
Anyway, I found out that some random ass non-English person singlehandly took translating G Gen Overworld from "a project that not even CrashmanX and /m/ could do" to "completely plausible for release within a year or two." http://gbatemp.net/threads/sd-gundam-g-generation-overworld-english-translation.369219/
>>11352286 It's easy enough to appreciate if you like mecha. Judged simply as a game though it's not very good. The level design and checkpointing is mediocre at best and terrible at worst, and most of the game outside of the combat feels underbaked.
On the plus side, it looks really pretty, has a great sense of scale (you actually feel like you're participating in big space battles) and being the one guy on the battlefield with the fancy mech feels about as cool and empowering as it should.
>>11373075 basically first one/condition zero is sort of similar to the older RE series, lots of snow/desolation oh fuck and resource restraints.
Second one is basically a lost planet equivalent of monster hunter/lobby based hack and slash type game. It's amazingly fun with other people, you can literally attach guns and mount on rumble bars on mechs and clunk around. There's no resource crunch like the first one but its the energy is used to power/ammo specific weapons, give healing, power/repair mechs.
3 has good detail, good voice acting, decent story. But its incredibly straightforward/grinding. Go from point A to point B, maybe grind on Monster X, or backtrack to location Y for energy. Energy is basically treated as money, rather than OH GOD MY AMMO AND HEALTH RELY ON THIS SIMULTANEOUSLY AND I"M CONSTANTLY BLEEDING IT.
Most of the giantfuckyousnowstorms are scripted/closer to quicktime events.
Like even in 2 which had no resource problems. You got stranded in the snow clime while fighting a couple of FUCK HUGE BOSSES, and you had to run around digging things out of snowdrifts to use.
In 3 you just sort of shack up in your mech, come out maybe shoot a couple of low in variation enemies while waiting for it to reboot, or shoot ice off its limbs. And thats really it.
>>11355664 you don't need to shit on the game right out the gate like that. The game itself is good, balance is just fucked right now which really doesn't matter to someone just starting or to anyone that just wants to get in a mobile suit and shoot niggas
Hey guys... Strike Suit Infinity is $1.39 on www.humblestore.com today only (9/16). You can find that much in change around your house. Some other good deals too. Mount and Blade is 99 cents. Jet Set Radio is $1.24 (get it, see Japan in 2000, it will improve your life).
Lastly, Assassin's Creed 4, which is probably the only good Assassin's Creed game (because it's Sid Meier's Pirates basically) is $13.33 but that's not a mecha game.
>>11372927 ok because a surprisingly small amount of people know this
the people who made battletech don't own macross (or illegally stole from macross, or made it before macross), they just licensed the designs of their mechs alongside a few other shows (dougram, crusher joe)
the company who distributes macross in america as robotech decided to get on their ass when the game was first released in the 80's, because the battletech guys licensed the designs only in japan with the original studios who made them
despite the battletech guys greatly altering the designs of those mechs the robotech guys still try and sue them every few years, no matter how distantly related the current design of the mech is (usually the jaegermech or marauder)
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