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/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters.

File: 1430833651899.jpg (83.41 KB, 500x375, 4:3, fe-ss.jpg)

178cf0 No.16248

Hey /svidya/, I'm looking for good gba games to have such as pic related. I'm looking for fun, challenging, and with decent/good/great story.

What would you suggest?

(The recs post in the sticky has just two castlevania games.)

a7d77a No.16255

Metroid games for the GBA aren't terrible, and shoved story into the 2D games at the expensive of making them linear as hell and hand holding in some cases.


ccf157 No.16257

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c323ba No.16258

>>16255

>Metroid games for the GBA aren't terrible

Fusion sure is a piece of shit.


a7d77a No.16259

>>16258

I'd say it and Zero Mission are both the worst 2Ds Metroids, but they aren't bad games overall.


0789ad No.16263

YouTube embed. Click thumbnail to play.

WarioWare: Twisted! was one of the better titles on the system. Started the trend of WarioWare games being radically different from each iteration to the next, since the cartridge had a gyroscope attached to it. You tilted the GBA left and right and use the R and A buttons to control the entire game.

Hundreds of minigames, great cast of characters, and really challenging and deep usage of the mechanics. I am seriously astonished how far the managed to push the concept of "tilt the system and push A," since the game easily has 30 hours of content. Challenge towers, doodads to collect, higher difficulty levels, and a bunch of more fleshed out minigames that you would normally find charging $5.99 apiece on the Apple store today.

I'm kind of biased since I grew up playing it, but it was still good on the GBA SP, which it shouldn't have been since the screen placement caused you to shake the screen around instead of just rotating it.


6bd7ca No.16268

File: 1430857451442.jpg (1.23 MB, 1280x1024, 5:4, yu.jpg)

Yggdra Union. Over-the-top animu SRPG with very unique gameplay.

Fun, challenging, tons of content and has a decent plot. I recommend playing it on some kind of emulator with a fast-forward option, though, since battle animations are relatively long (no, you can't skip them, since they're interactive, unlike games like Fire Emblem).

Has a PSP version if you care for improved visuals and an extra mission.

If you like the game's style you can also try Riviera: The Promised Land and Kinghts in the Nightmare (this one for the DS); they're all from the same series and have PSP versions, too.

>>16255

Metroid games are always linear (at least from Super Metroid onwards). The GBA ones are about as linear as any other Metroid game, with the difference that Fusion has someone giving you directions.

I personally strongly recommend them. Zero Mission is easily my favorite 2D Metroid and Fusion is nice too, though not nearly as good as ZM.


c323ba No.16274

>>16268

You're insane. Super is nowhere even close to being as linear as Fusion.


5d78b1 No.16276

YouTube embed. Click thumbnail to play.

>>16263

That was a wonderful summary, anon.

Personally, I enjoyed the complete minimalism of the original WarioWare and Rhythm Tengoku most. Something about only having to whack the A button felt natural, compared to having to spend that fraction of a second thinking which way to tilt the GBA or slide the stylus in the sequels. In any case, they're easily the two I sunk the most time into for the system.

For OP's benefit: the original WarioWare probably has less content than its sequel, but the minigames are just as engrossing; and Rhythm Heaven is equally delightful and, obviously, has more of a focus on keeping the beat. Both of them have a really unique, "slapped-together" aesthetic and fantastic soundtracks.


6bd7ca No.16283

>>16274

Maybe Fusion doesn't give as much room for side-exploration as you progress through the game as SM (which I suppose is what most people mean when they talk about "non-linearity" in Metroid games), but my point stands that the "main quests" in Metroid games are essentially all linear. Fusion is just more obvious about it than the others games.


1143c5 No.16284

>>16283

Metroid is non-linear in that sequence breaking is both possible and easy to do.


6bd7ca No.16286

>>16284

It's not intentionally implemented into the games, though. I'm talking strictly about the path the designers intended you to take.


7bc717 No.16287

File: 1430916907955.jpg (16.7 KB, 250x286, 125:143, isaac.jpg)

Give Golden Sun a try. In my opinion, the best RPG on the GBA.


c5f032 No.16296

>all the FEs

>all the Metroids

>all the Mega Mans

>Zelda: Minish Cap

>Boktai

>Drill Dozer

>all the WarioWares

>Wario Land 4

>Golden Sun 1 & 2

>all the Pokemon games

>all the Castlevanias

>Ninja Five-O

>FF Tactics Advance

>all the Kirbys


0789ad No.16314

File: 1430969580481.png (1.31 MB, 1273x709, 1273:709, PC Chris Visits the SSBM G….PNG)

>>16276

th-thanks, senpai . . .

I get what you mean about the half-second of delay thinking of which way to tilt the GBA, although it never bothered me. I guess it's the same thing as in Smooth Moves where they had to explain each pose before each game, which tacked a full second onto the transition. I still liked Smooth Moves, but it is definitely something that made it age more poorly than Twisted. Just doesn't move as fast, which is unfortunate.

Never played Rhythm Heaven, so I can't speak to it, but it seems to have a lot of positive buzz whenever I see other people talk about it.


c323ba No.16317

YouTube embed. Click thumbnail to play.

>>16286

>It's not intentionally implemented into the games, though.

It damn well clearly is in all sorts of instances. Super Metroid outright demonstrates infinite bomb jumping to you in the demo movie after the first time beating it. Alternate methods of getting past ability obstacles were obviously intentional in certain parts of Super Metroid. That’s half the reason for speed booster flight and wall jumping.

For example, there's one room in Maridia where you have to reach a door that's high up, and there are all these balloon-like enemies and grapple beam blocks at the top which you’re supposed to use the grapple beam on to get up there. However, there's also this conveniently-placed straight tunnel at the bottom that's just long enough for you to charge a speed booster and fly right up to the door (and in fact, serves no other purpose). This meme that any optional non-linearity in a Metroid game was unintentional is getting rather annoying lately. And even if it were true, the fact that it is both possible and seemingly well-balanced renders developer intention moot.

So sure, you can say that all Metroid games are linear to a certain extect, in that they have a single ending and you usually have to beat all the bosses. But that is not at all what people are describing when they use the phrase "non-linear". Mostly when people talk about how non-linear a Metroid is, it isn't in the boss fights.

You need key items to progress to them. The non-linearity being that you aren't on one set path through the world. There are many ways to get to the areas and even secret ones that make it faster to get there.

How many get the Ice beam before they got the Varia Suit? Or even the Speed Booster?

How many missed the Spazer or Spring Ball?

This is what shitty "Metroid" games like Fusion are sorely lacking. This is the non-linearity that was taken away, not "Which boss should I fight first?"

"Which route should I take this time? Should I get power bombs to open up that secret passage from A to B? Or maybe I should just use the Speed Booster to take the other route?"

The complete lack of openness in Fusion's setting makes it the second-worst Metroid out there. I can't even remember the last time I fought Crocomire in Super, because the openness of the game lets me skip a large number of power-ups. In Fusion, even if you do manage to sequence break, you won't have the correct color door unlocked, or something like this will happen.

Unfortunately, the game doesn't let you do things out of order, and you don't get the plasma beam or space jump. Instead, it tells you that you've unlocked whatever the last level of doors is that you've unlocked. This does not screw up the game, however, as you can continue playing normally and come back to Nettori and Yakuza later. Bosses beaten early will always respawn until you beat them at the intended time.


25e5e4 No.16320

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>>16314

Nah, I think it's just my brain dun work too gud, and that's why I prefer the button-based mechanics. As you pointed out, Twisted really implemented the mechanics well. There was so much variation in the minigames that you really did look forward to unlocking every new stage.

Rhythm Heaven has the same feel. It's not as intense as some hard mode WarioWare sessions, but the way in which simple rhythm action and minigames have been tied together - and, again, the sheer volume and variety - is perfect. It's not better or worse than the WarioWare series, just different. And catchy as all fucking get out.

Pick it up if you get a chance, anon - I don't reckon you'll regret it. I know I'm going to track down a copy of Twisted after this thread.


9ceb59 No.16342

>>16287

Playing through Golden Sun Lost Age right now. I hope Camelot makes a Golden Sun 4, but not complete shit like 3 was.


c323ba No.16343

>>16342

Why was Dark Dawn so bad though? Can they even be trusted to make another good one?


790f60 No.16345

>>16343

Dark Dawn

the bad:

>points of no return

>story that went nowhere and was forgotten

>no puzzles that were fun or thoughtful in the overmap

>awful character building, some were introduced and pretty much forgotten

the good:

>summons looked tight as fuck

>sveta


c323ba No.16347

>>16345

No I mean like how did it become so bad. Did Camelot simply forget how to make a good RPG?


6d5a93 No.16351

>>16347

>why

It's a sad state of life. They didn't make dark dawn until YEARS after the lost age anyway, so they probably didn't want to/forgot what made it good in the first place.


0789ad No.16361

YouTube embed. Click thumbnail to play.

>>16320

I will if I have the chance, although I don't think I will make a point of seeking it out since I have plenty on my backlog plate already. Thanks for the insight, anon.


0b10f2 No.16381

>>16248

>Challenging.

You can't post that fire emblem and call it challenging. You can grind at any point past discovering the tower. And even if you don't the undead enemies (which you'll see throughout half of the game's battlefields at leas) are a complete joke with worse stats than a soldier.and an enormous exp reward attached to them.

>Seth

>Rookies

you could argue the rookies are shit at early levels but if you babysit them to level 10 they are broken for the rest of the game and it doesn't take them that long to get to that point since they gain even more exp than a normal unit.

>Promoted classes with special abilities

General's "lol 0 damage" is the less notorious one since a General is almost always supposed to receive no damage unless they are hit by magic.

Sniper's 100% hit is also shit because they are supposed to be accurate to begin with.

But then you have

>Summon minion with killer axe (can happen)

>Ignore all armor (can also crit)

And if that wasn't enough there's a fuckton of legendary weapons that make the final fight a complete joke.

I mean I enjoyed that game but fuck it was too easy. Would have probably dropped it if I wasn't playing it on a gba sp.


0b10f2 No.16382

>>16268

>Recommending anyone to play Yggdra Union

Anon, do you want them to suffer because Blaze Union and Gloria Union won't ever be translated?


0b10f2 No.16383

>>16345

Yeah, it was a huge dissapointment. You get a thread introduced, then go do another quest completely unrelated only to end up saving the world (tm) from an -again- unrelated threat.

Then the game ends with a question mark as it shows you the first threat introduced.

Summons were pretty.

Sveta was broken as fuck and I liked it.


0ad353 No.16442

>>16381

>trainees

>good, let alone broken

They're pretty much shit by any metric imaginable.


3adbb0 No.16453

>>16248

Golden Sun(s)

Pokemon Ruby

Advance Wars

Dragon Ball Z: Buu's fury

Final Fantasy IV Advance

Tales of Phantasia

Metroid / Megaman


c1e200 No.16456

Wario Land 4

That is the most kick-ass platformer on the GBA

Also FF:Tactics


cdef8d No.16894

>>16287

Shame it's not playable on the PSP.




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