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Thread: Official Nintendo 3DS, 3DS XL, 2DS, "New" 3DS, & "New" 2DS XL Thread.

  1. Quote Originally Posted by kedawa View Post
    Swap the strong and medium buttons. That's always been the best solution for the SNES button layout.
    Does not sound focus-friendly...
    Quote Originally Posted by Razor Ramon View Post
    I don't even the rage I mean )#@($@IU_+FJ$(U#()IRFK)_#
    Quote Originally Posted by Some Stupid Japanese Name View Post
    I'm sure whatever Yeller wrote is fascinating!

  2. #1092
    I've always played with light kick on L and light punch on R. this makes throws in this game a tad difficult.

  3. Fierce/Roundhouse are the slowest attacks, why not have 'em on the buttons you have to lean on? EX-moves should make up the difference for the face buttons.
    Quote Originally Posted by Razor Ramon View Post
    I don't even the rage I mean )#@($@IU_+FJ$(U#()IRFK)_#
    Quote Originally Posted by Some Stupid Japanese Name View Post
    I'm sure whatever Yeller wrote is fascinating!

  4. I still don't understand what Hero is complaining about.
    The spirit of liberty is the spirit which is not too sure it is always right. -Learned Hand

    "Jesus christ you are still THE WORST." -FirstBlood

  5. #1095
    Games that should have two analog sticks will come out for the 3DS like they have for the PSP, and they'll blow goat. That's the only logical argument I can find in there.

  6. I will give these guys props for the cradle. I have it set up on a night table, and whenever I just wanna set it down for a sec it's a matter of placing it down and it charges. It's not SO much different from simply plugging it in but for some reason I see it as more convenient.

  7. How is Zelda "arcadey"? There are no lives, no levels, a go-anywhere design, a focus on exploration with easily avoidable combat for most of the game, an upgrade system designed for long periods of play... it's the complete opposite of arcade game design in every way. And almost nothing to do with puzzles? The only method of actual progression in the game was to solve a puzzle, be it the Lost Woods or a hidden passage, otherwise you just wander the overworld and only have access to like one or two dungeons. No, they weren't bash-your-head-against-the-wall puzzles, but it certainly wasn't Contra.

    [edit] I am now responding to something that is no longer there.

  8. Quote Originally Posted by Yoshi View Post
    Games that should have two analog sticks will come out for the 3DS like they have for the PSP, and they'll blow goat. That's the only logical argument I can find in there.
    And I don't get why they insist on doing it again and again. Other than the "consoles in your hand" nonsense. It's the only other thing that explains why they would introduce tech that drains the battery so, introduce not-so-dual analog, lineup their releases with semi-ports of console games instead of portable sequels (save Nintendogs), and so on.

    (Maybe I'm just butt hurt that games like Etrian Odyssey will probably never end up here. Or that there isn't a Golden Sun/Pokemon/Contra/Henry Hatsworth/take your pick of DS awesome showing itself as a sequel here.)
    Quote Originally Posted by Diff-chan View Post
    Careful. We're talking about games here. Fun isn't part of it.

  9. #1099
    Why wouldn't Etrian Odyssey end up there? Those style RPGs, like SitD, StHA, etc. would be perfect for the tech.

    edit: Also, 2.5D works great with 3D, so if we can get people headed in that direction, that would be good too.

  10. #1100
    Also regarding SSF4, if you know what you're doing in a fighting game not only are you using all your normals, you're also using the different properties that the special moves have depending on what button you press. Putting jab and short on the triggers would be horrible especially in SF4.

    Assigning moves to the touch screen definitely helps out and makes the game fun and playable for me. The trials are especially hilarious when you can assign special moves and ultras to one touch.
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