I'm pretty sure it was an obscure miniboss' name in Diablo, but I couldn't find it :P Probably one of the upper floor beasties, maybe a spitter-type? Brrr, hated those doggies. I remember the first time I discovered what "stunlock" meant.
Might have noticed that I recently started playing Front Mission 3. It's awesome! I'm having loads of fun just replaying the simulator to rack up skills. One annoying thing of the system is I haven't figured out how the skill rank thing works - your characters start with As and Bs, but e.g. Kazuki's shotgun skills seem to have been maxed (for now) at C...? And raising your weapon skill level (where?) seems to get you penalised when it comes to medal awards. Bleh.
There's no mention of what the medal awards mean either - from all the FAQs I've scoured only one mentions that after getting a certain number of platinum medals, a certain type of 'wanzer' (mech) becomes available at a certain map - good news for people who like to capture enemy wanzers. This is really annoying since I've scored poorly in the story battles because my characters are... overqualified? Kazuki's skill list is already scrollable, and that's saying something after merely 11 or so story battles - I've been grinding like crazy to get them everything.
Okay, not exactly everyone - it would be pointless to get Emma ROFUPs, for example - but I made certain to force everyone who could benefit from particular skills to learn them, and I used Kazuki to unlock all skills from all wanzer parts I obtained (all captured enemy wanzers I butcher for parts - there's no reason to keep spare wanzer configurations since you can always reconfigure them between battles... unless this option becomes unavailable for some reason).
Thing is, although Front Mission is definitely fun, it's... action-y. Yeah I know it's a turn-based game; what I meant was, it's hardly realistic in that sense. Arbitrary team turns? This is why I play Titans of Steel: Warring Suns. The time system is ultra-realistic without being needlessly complex. All turn-based mech games could benefit from that style. The traditional rpg model of I-go-first-then-you-go-next is showing its age, and frankly, if the games of the new console generation perpetuate the situation, it just goes to show that they aren't really "next gen" at all. Just the same old games, except that they're shinier.
Which is what I've been saying all along. And it's a damn shame, since there's so much potential in this new crop of hardware, compared to previously. Sadly, I forsee business as usual, with the release of the same old cliche sports, shooters, and rpgs. It's a safe bet to predict that many of the new games will be easily comparable to games on previous consoles if you reduced the bling factor.
I'm not saying every new game has to be a Katamari Damacy or Okami, but surely we've learned our lessons with the countless forgettable bargain bin titles. Although many were poor and rightfully belonged in the trash, there were many also that weren't bad per se... but were simply uninspired, recycled rehashes. Same old, same old. And not that there's nothing wrong with sequels (to a certain point...), but gaming companies should really look beyond just churning them out.
It's not that hard. A good first step would be to get a decent beta testing team, to eliminate bug-ridden, awful camera, poor control response issues. I bold these since they are my pet peeves - I'm sick of publishers foisting off unfinished betas disguised as final builds, all just to meet some pencil-pusher's deadline (see rant blog entry below, somewhere). If they just adhered to this, it would cut AT LEAST 50% of the crap out there - not a mean feat considering how much junk gets released.
- Ce.
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