I actually never finished Xenogears. I played through the first disk and got to about the first interactive fight on disk 2. I know at the time I was just hoping the story bits were a kind of interlude, but I picked up some other game and never got back to it. I always loved the combo-style battle system though. I wish more games had picked up that type of system. The ability to string moves together gave it a more interactive feel than most JRPG systems.
@Arcaria The only genre I have seen through the years that really involves a complicated scheme utilizing a keyboard that doesn't translate well to consoles (barring a select few) are RTS's. I can swap between PC and console FPS games without a hitch, I actually prefer FPS on a console because using a mouse to aim is *too* easy. RTS games like Starcraft however can involve an extremely complicated array of advanced controls, which can be difficult to master. MMO's can be designed to operate on a console, in fact I think Guild Wars 2 would make an outstanding console port, because they are progressing past the simple Target>click to attack>click ability functions. Other than the RTS genre, I really don't see how being a dedicated gamer to either PC or console would cause much difference in skill.
@(Unverified) I can see that I guess. Given that most people (myself included) have no real clue as to what goes on in the development side of things, I can understand that it's probably a much more complicated process than a lot of us think it would be. Having a relatively small team trying to accomplish spreading this game out to multiple platforms, which would include different coding processes for both the 360 and PS3, I can see how it would be better just to focus on the PC and mobile platforms. I would however like it if the game enjoys a successful run if it could be ported at a later time.
I've been playing Dead Island for the past few days now, and yeah, some of the problems the reviewer has have shown up. I think had a little more development gone into this game it could have been truly fantastic. Of course, I would have preferred that looted locations not replenish, that weapons wouldn't degrade quite so fast, and that dropped items would remain there during course of play (until say you leave the map). I was talking with friends of mine and although we realize that enemy respawns are par for the course, we all agreed it would've been really cool if they could've implemented a fixed population. There were x amount of people on Banoi when disaster struck, 's' amount survived, x-s=total number of zombies, with allowances made for later converts to the horde. Would've made for a sweet achievement: ...The Hard Way: Kill every zombie and infected on the island. Overall though it's not a bad game, just a bit frustrating and tedious at times.
In defense of Xenogears
Jan 6th 2012 7:17PM (Joystiq)PSA: Halo: Glasslands novel out today
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Sep 26th 2011 11:48PM (Joystiq)Dead Island review: In need of brains
Sep 12th 2011 4:34PM (Joystiq)Dead Island review: In need of brains
Sep 11th 2011 2:42PM (Joystiq)I was talking with friends of mine and although we realize that enemy respawns are par for the course, we all agreed it would've been really cool if they could've implemented a fixed population. There were x amount of people on Banoi when disaster struck, 's' amount survived, x-s=total number of zombies, with allowances made for later converts to the horde. Would've made for a sweet achievement: ...The Hard Way: Kill every zombie and infected on the island.
Overall though it's not a bad game, just a bit frustrating and tedious at times.