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    I cannot find the picture right now. Only the one were she has that Tempest move but I actually today even spoke with somebody about how Aerith just demands a very special play style. A variety of staff swings makes no sense since she is no real fighter (like most FF characters are not and for some reason random people that happen to have a weapon) and I could even imagine her as a person that carries no weapon at all. But yes, maybe they go the Geomancer style. It works with the Cetra thing and could also provide possibilities for other more superhuman things like one attack being like a telekinetic shock or whatever. It would not even be freshly invented because Aerith lets her weapon float all the time in the original while casting.

    What I am really waiting for is Nanaki's play style. And if not for everyone at least Yuffie should get some fancy wall-run and overall acrobatic style. Actually I would want that for at least Yuffie and Vincent but implementing it for some characters is another issue.
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    That's an interesting lineup of games. Didn't realize you were replaying VII ^^ despite everything I still do enjoy the game a bunch, hope you did too. I've been playing some more .hack//G.U. (finished the first volume storyline-wise, god I'd almost forgotten how much I liked this game), but also just watching a lot of Let's Plays and streams on the side, primarily of Chrono Trigger, Crash Team Racing and Warcraft III.

    Hmm, I know Trails of Cold Steel (1+2) at least is both on PS3 and PS4 by now. Wondering if they'll also rerelease Trails in the Sky on the PS4, would be pretty convenient to finally catch up on it.
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    What've you been playing recently btw?
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    I imagine Cover, Counterattack, and Long Range will also be removed.


    While I also think these as well as others have a good chance of being removed they all could still be in the game, depending on how it is implemented


    Cover:
    Possibility 1: If you stand inbetween a character and an attack the damage is reduced.
    P2: While having the Materia equipped you can target a character and dash to him with an auto block of the next attack.


    Counter Attack: Same as in the original there is the chance of counterattacking, maybe also only if you have targetted the one before he attacked you. But definitely with a small chance to not exploit it too much.


    Long Range: I could imagine this one working for no character that is Vincent, Barret and Yuffie if they allowed stuff like aerial combat because then there could be a chance that because of that they could also allow something like a dashing attack to either an enemies far in the background or in the air.


    Manipulate: This one would need to be really creative. The coolest option would be a character being frozen while you control an enemy and it would break oce the character is hit or the enemy. But this would need to be hell of programming as you would need to program a whole list og enemies like a usable character, loading the attack list, being able to move the enemy and all that stuff. Instead it could be used for something like targetting and enemy and choosing the very next attack but if you or the enemy is hit even that thing is interrupted.


    Enemy Skill: Now that one being removed would really suck. If they really remove it I want either Aerith or Nanaki to be Blue Mages as they could narratively justify to be able to copy moves from enemies. Aerith could also finally "make use of something from nature" just like Cetra normally can cast without Materia.


    Throw I doubt will be inthe game unless the character throws an item with the thrown one always having the same skill like everything being represented as a ball or whatever.
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    Thank you!

    It’s an unbaked chocolate cheesecake, so it’s probably moist
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    I mean some games are ahead of the curve there at least; Falcom comes to mind, I think all their modern games have like 5 difficulty settings. Plus Persona 5 did it and allowed you to switch on the fly. So I guess it's becoming more common, though it really should be standard practice already.

    Damn that Masakado fight sounds brutal. I'm relatively familiar with the Elizabeth fight and how it plays out, I just never did it. Tho I think there are weapons that have High Counter? Guess depending on your damage setup you might not need anything else on your weapon anyways. Plus she'll only cast the full heal once per battle so if you hurry on up you can actually reduce her HP twice before the "timer" runs out.
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    Ah yeah, Elizabeth seems like the kind of boss that requires extremely specific preparation, which sounds more tedious than anything. Maybe she's fun to figure out how to beat from scratch; I guess I'll never know. Don't have my PS3 set up atm either otherwise I could be continuing Nocturne, but I'm slowly going through .hack//G.U. again at the moment. Slowly, cause I'm also looking for a job and having a bit of trouble on that front.

    The Expert Sphere Grid does open up some fun possibilities, although it's just as tempting to ignore them and send everyone down their usual path anyways; but the game is easy enough to have it be impossible to truly screw yourself over so really you can just go wherever you want and it'll work out one way or another. Part of me wishes the games were a bit more challenging in more than just their optional postgame content, but I'm sure it played a large part in boosting the series' accessibility at the high point of its popularity ... adding a Hard mode or something to the remasters would've been appreciated though. See that's something FF VIII could use. Doesn't even need to be complicated, in FF VIII you can literally just have the enemies be 10 levels stronger than usual, almost no additional coding required. Sadly, it's not gonna happen.

    I figured Neo Shinryu wouldn't be tough to beat, but I never figured out how to open that one cave entrance in the Sealed Temple and after combing over the place several times I just stopped playing. A little vexing but I don't really feel like I missed much. Omega Mk II was rather fun to fight at least, I went with my usual Freelancer Dual Wield + Dance + Dancer gear set setup, which deals more or less consistent damage while still not ending the fight without having you bear some of its more devious moves.
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    I see ^^ well you know I love the Spira games but I highly doubt you'll enjoy grinding out the superbosses if you don't like the games themselves so I certainly can't in good faith recommend it. If nothing else I can say those superbosses more than any other optional challenges taught me that probably around 95% of players who do them do NOT do them because they enjoy it, but out of a strange sense of self-obligation. Seeing as how they'll use any cheese strategy so long as it doesn't violate a "personal rule" of theirs. Dunno it's weird to me how people will frown upon using Zanmato on FFX bosses and yet be perfectly satisfied copying a "quick and easy" setup from online, essentially circumventing the entire challenge *anyways* just so long as they can pretend they didn't. Using permanent invincibility against Omega Weapon kinda falls under that as well tbh. It's not like I really begrudge it either, some people don't need those challenges and the work of overcoming them in their stressful lives, but they still have that self-imposed need to at least "have done it". Trophies are enticing I suppose, and have only become more so ever since they became console-level checklists.

    There's a bunch I skipped out on myself. Never did more than Zeromus in IV (Advance), never found the way to get to Neo-Shinryu in V, and only watched my brother do the Dragon's Den in VI. Also didn't ever do any of the Velvet Room attendants in Persona games cause I never went through with a New Game Plus on any of them >.< did you actually face Demi Fiend in DDS yourself btw?
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    This made me kinda curious, have you actually fought any of the PS2 era FF superbosses? ^^
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    4 years in a row, very impressive.
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My Top 100's Lost but Not Forgotten: Suikoden IV Part 2 ~ Suikoden Tactics

by Wolf Kanno on 06-17-2019 at 06:25 AM

So in my last blog, I talked about the black sheep numbered entry of the Suikoden franchise, Suikoden IV. Today, we're going to look at Rhapsodia, better known as Suikoden Tactics in the West. Tactics is a gaiden title that serves as both prequel/sequel side story to Suikoden IV. What makes it really standout is that the game is no longer a turn-based RPG about collecting 108 heroes, but instead a Tactical Turn Based RPG a la Final Fantasy Tactics, Fire

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My Top 100"s Lost but Not Forgotten: Suikoden IV ~ Part 1

by Wolf Kanno on 04-29-2019 at 06:53 AM
List, blah blah. Didn't make it, blah blah.
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I feel I have a theme going here. Like the BoF1 entry, anyone who took a quick glance of my list will know I'm a pretty big Suikoden fan, you'll also notice I snubbed one of the main entries and most of the spin-off/gaiden games. I'll say right now, that I have to actually play Suikogaiden due to lacking the proper emulator, which is why

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Updated 04-29-2019 at 07:11 AM by Wolf Kanno

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My Top 100's Lost but Not Forgotten: Breath of Fire

by Wolf Kanno on 04-14-2019 at 10:23 PM
Blah blah blah, made a list, blah blah blah, this is for games that didn't make it.

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Anyone who simply glances over my list will notice I have a strong affiliation with Capcom's classic and underrated RPG series Breath of Fire. They will also notice I left one entry out of the list, and while my BoFII entry hints as to some of the reasons, I figured I would lay it out here

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My Top 100's Lost but not Forgotten: Dragon Quest VII

by Wolf Kanno on 10-26-2018 at 05:42 AM

I feel like the year 2001 was an odd year in gaming. One of the first time where you really felt like the end of an era and the beginning of a new one was coming. Sony was gearing up to release the successor to the smash hit PlayStation and if you looked around the gaming scene, it seemed like every company was jumping ship to get on board what the PS2 could do. Square had released their PS1 swan song FFIX even though they would still support the PS1 with

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My Top 100's Lost but Not Forgotten: Arc the Lad II

by Wolf Kanno on 03-27-2018 at 10:53 PM
You know the drill by now...

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One of my all time favorite publishers in the 90s for video games was Working Designs. It was a company that actually tried to get a lot of cool JRPGs released in the West long before the actual JRPG boom in the last years of the decade. I've already spoken about their most high profile title they ever worked on, Lunar: The Silver Star Story,

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