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Thread: Hype, Disappointment, and the "Hardcore"

  1. Quote Originally Posted by Opaque
    I don't go to pimp productions.
    I don't think anybody does.
    R.I.P Kao Megura (1979-2004)

  2. #32
    Quote Originally Posted by JefmcC
    Akklaim released one of my favorite NES games ever: Wizards and Warriors.
    If it's your favourite, maybe you can tell me what the fuck I'm supposed to do in it. I think I got out of the forest stage maybe once. There was a key and a door or something.

  3. Quote Originally Posted by Cowutopia
    If it's your favourite, maybe you can tell me what the fuck I'm supposed to do in it. I think I got out of the forest stage maybe once. There was a key and a door or something.
    There's a door in one of the high brances of the tree, you go in there, fall down the tree, watch out for the bees and shit, fight a boss, and go to the next level.

    It's been awhile since I played it, but man, if you're struggling that much I can hook up the NES just to give you exact directions
    R.I.P Kao Megura (1979-2004)

  4. #34
    Quote Originally Posted by Roufuss
    It's been awhile since I played it, but man, if you're struggling that much I can hook up the NES just to give you exact directions
    Nah that's cool. I rented it back when I owned the NES and remembered liking it a lot, so I bought it recently for like two bucks. I've played it about twice since then, I've been swamped with new releases.

    I forgot how little direction some of the older games gave you. If I tried to play LoZ now, as a 6 year old, after playing current gen games, I'd probably bash my head into a wall, whereas back then I was drawing maps and writing notes and having a crapton of fun.
    Last edited by Cowutopia; 22 Oct 2004 at 04:05 PM.

  5. Quote Originally Posted by Cowutopia
    If I tried to play LoZ now, as a 6 year old, after playing current gen games, I'd probably bash my head into a wall, whereas back then I was drawing maps and writing notes and having a crapton of fun.
    Even back then, it was hard for alot of people.

    I remember reading in a book, that LoZ was one of the reasons Nintendo set up the help line in the first place back in the day, because even the "Game Counselors" were so stumped playing through it the first time, that the Japanese had to help them.

    I mean, how would you EVER find the entrance to level 8 unless someone told you?
    R.I.P Kao Megura (1979-2004)

  6. Quote Originally Posted by Cowutopia
    If it's your favourite, maybe you can tell me what the fuck I'm supposed to do in it. I think I got out of the forest stage maybe once. There was a key and a door or something.

    I second this utterance of contempt.


    Wizards and Warriors reminded me alot of Deadly Towers (Borderbrund) ... a game I desperately wanted to be good ... but failed me.

  7. #37
    Quote Originally Posted by Roufuss
    I mean, how would you EVER find the entrance to level 8 unless someone told you?
    I don't know man, but we did. In fact we were almost done with the whole thing when her quasi-retarded little brother erased the game by removing it with the power on or something. That actually ended our friendship. Immediately.

  8. #38
    That reminds me of all the backlash Sega received for including a strategy guide with Phantasy Star II. No one forced you to use the damn thing. I guess people enjoy paying extra for things.

  9. I ts mostly just the fact that you were lied to by everyone. Fable was supposed to a revolution. It wasn't so it was attacked much to harshly. 2nd Best RPG this year ain't bad

  10. Quote Originally Posted by Shapermc
    7 Bad Mistakes that Good Game Journalists Make

    #2. The Preview Gloss

    The Problem:
    We all understand the "you scratch my back" nature of the videogame industry, and the unspoken practice of avoiding negative comments in a preview is accepted and acknowledged even by the most naive of readers. However, by glossing over clearly evident problems in previews, the magazines continually breach their readers' trust.

    "Remember that first person shooter we called the Halo 2 killer? Well, now we're nuking it in our world exclusive review!"

    Even secret negative code phrases such as "if everything comes together before release" don't go far enough to warn gamers about clear problems in pre-release games. This gloss continually blurs the supposedly bright line between the publications as journalistic endeavors and product marketing devices.

    One example of how this issue could be better handled was in a recent PC Gamer. Its Ghost Recon 2 feature pointed out the high points of the upcoming game while bringing up serious and pointed questions about the direction of the Ghost Recon series. (Most notably, the perceived abandonment of its core realism-seeking audience.) The feature was sharp, analytical, and unyielding. It undoubtedly caused friction with the game maker, but it was also the best feature in a videogame magazine in the last six months.

    Who Suffers:
    The Readers:
    Games often hit stores before reviews are printed in magazines, so previews are what gamers often use to pick what games they'll spend their hard earned money on. However, judging games by previews is like hooking up at last call. You go home at 2 with 10 and wake up at 10 with a 2.
    Wrong.

    Preview /= opinion, no matter how much these people wish it to be.

    You buy your games based on a preview, or a review for that matter, you deserve every shitty game you get.

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