Most likely they were dropped on their heads as babies. Or are just talking out of their asses. Come to TNL for the informed opinion.Quote:
Originally Posted by isamu
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Most likely they were dropped on their heads as babies. Or are just talking out of their asses. Come to TNL for the informed opinion.Quote:
Originally Posted by isamu
Well, SPF2T basically forces you to use SOME strategy, while Puyo Puyo doesn't. For casual gamers, there's definitely more strategy used in a game of SPF2T just because it's pretty much required, while Puyo Puyo has a lot more depth once you actually get into it.
The main strategy in SPF2 is just going as fast as you can. Puyo Pop does require some pacing and strategy no matter what level you play on. The different characters have different AI patterns also which makes you think out your plan as well. I don't think SPF2 reallyhas alot of entry level depth at all.Quote:
Originally Posted by sethsez
Best joke of the morning.Quote:
Originally Posted by Frogacuda
You'd think so, but no. Unless you're able to completely finish off your opponent, going faster will lead to them having a screen full off ammunition and a diamond, while you're desperately trying to build up the sides of your empty screen. SPFII:T has a lot of give and take, where at times you want to bait your opponent into dropping, because you need some firepower, or you've set up combos that inherently work with their drop pattern. Also, since the game has offence/defense considerations (your breaks being worth half as much if used to counter the opponents drop), watching your opponent's screen and timing becomes crucial.Quote:
Originally Posted by Frogacuda
I find in Puyo Pop games, you typically just do your own thing, and try to do it better than your opponent. SPFII:T has more of a battle feel to it, even if PP is more technical.
Nope. I reveiwed it for the website, but never for the mag, so far as I remember. I did review Super Puzzle Fighter 2 for the mag, though.Quote:
Originally Posted by isamu
Froggy....I find your comments on the AI intriguing, because I am having a bitch of a time against it in story mode. I''ve made it up to the Dark Castle just now but it was a bitch getting there. The last opponent in the stage before the dark castle(the guy that says "Yo!") was extremely hard to beat!Quote:
Originally Posted by Frogacuda
The bottomline is, this game cannot be approached and played like SPFII. I'm trying to break the habit of playing it in the same manner as SPF(ie going fast and breaking a bunch of gems in as short a period of time, while relying on the diamond to cut me some slack).
I know that chains are the central core of being successful at this game, but for newbs like me, it's extremely hard to pull them off. If I do them, I do them by luck. And the biggest gripe I have, is that once the AI goes crazy and throws a shitload of blocks towards my side, it is pretty much over!. I don't see how anyone can make a comeback once you have so many grey blocks and your screen is nearly filled up.
The biggest issue surrounding this scenario is the fact that there is no equivalent of a "diamond" to bail you out like in SPFII. It is very hard adjusting to the gameplay knowing you must rely on slowly "unbuilding" your Puyos and shaving them off or chaining them off one by one. This makes it a WHOLE different ballgame and infinitely harder than SPFII.
Don't get me wrong I'm enjoying the game for the time being, but I'm very frustrated right now because I suck and I want to learn and get good at it! The last thing I want to do is give up and go back to SPFII.
Puzzle fighter is not only the most overrated puzzle game of all time (Lumines is coming up on it though), but it's totally shallow.
Yes, accidental chains happen on Puyo Pop, but I don't really know how that could be claimed as "random". It's possible to accidentally go through Ninja Gaiden (NES or XBox) without getting hit all the way through too. Doesn't really mean anything.
The very fact that you can plan and plot out big chains on Puyo Puyo make it a far deeper game.
If you want miracle comebacks then play Bust-a-Move 4. If you want a balanced game where a well played combo will do some real hurt to an opponent, then play Puyo Puyo. You have to kinda watch what your opponent is doing and mess them up before they get the huge chains off.Quote:
Originally Posted by isamu
There are "easy" ways of trying to set up combos in Puyo. Eventually you learn to just think backwards and set up combos the right way, but you can just pile groupings of 3 as much as you can off to the right-most 3 colums for a bit, and then knock out something on the bottom, and you'll generally get a good 3 chain off at least. Little strategies like that help when you're starting out.
Being a huge tetris attack fan, and reading this thread, I'm totally kicking myself for never having played either of these.