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Other Games / Re: Starbound - A flat yet infinite universe.
« on: May 12, 2013, 03:47:07 am »
Just... kinda' throwing it out there, but I was pretty happy with Terraria's combat. Found the boss fights to be fun (with maybe an exception for the big worm whatsits... those were pretty alright for the first go, usually, but a bit too easy to just hang from the wall and spew at after a bit), especially before defense gets too crazy. About as good or better than most of the actual Castlevania games I've played (which is most of them, at this point, if not to completion), imo, and when it matches up well with a dedicated platformer of great repute... I'm kinda' down with that, yeah. That's definitely past my point of sufficiency.
Boss fights were cheeseable after a point (invincibility frame abuse, potion chugging, etc.), but if I threw out the combat of every platformer that had cheeseable elements in it, I'd kinda' be out of platformers altogether, mostly. S'not to say T couldn't have been improved in that area, but it's definitely not what I'd call bad or terrible. Rewarded movement and made it pretty satisfactory (to me, at least), gave enemies alright pattern variance (especially compared to older games, natch), had pretty decent weapon variation (especially compared to a lot of combat-centric platformers, period). Being able to craft your own battlefield is fairly unique and can be interesting. T'me, terraria's battle system was pretty darn decent.
Regarding Starbound, I'm still in wait-and-see mode, insofar as anticipation and the combat system goes. We've seen what we've seen, and what we've seen isn't terribly much, yet (unless the absolute latest videos -- something about a PvP vid? -- has been a bit more revealing). Some shooting, some enemies, a little bit of (looking much like Terraria) melee, but not much of how it all comes together and what it's intended to look or feel like come release (or some point after). Looking forward to when the speculation can end, ha
Boss fights were cheeseable after a point (invincibility frame abuse, potion chugging, etc.), but if I threw out the combat of every platformer that had cheeseable elements in it, I'd kinda' be out of platformers altogether, mostly. S'not to say T couldn't have been improved in that area, but it's definitely not what I'd call bad or terrible. Rewarded movement and made it pretty satisfactory (to me, at least), gave enemies alright pattern variance (especially compared to older games, natch), had pretty decent weapon variation (especially compared to a lot of combat-centric platformers, period). Being able to craft your own battlefield is fairly unique and can be interesting. T'me, terraria's battle system was pretty darn decent.
Regarding Starbound, I'm still in wait-and-see mode, insofar as anticipation and the combat system goes. We've seen what we've seen, and what we've seen isn't terribly much, yet (unless the absolute latest videos -- something about a PvP vid? -- has been a bit more revealing). Some shooting, some enemies, a little bit of (looking much like Terraria) melee, but not much of how it all comes together and what it's intended to look or feel like come release (or some point after). Looking forward to when the speculation can end, ha

Hamachi does eat up a bit of ram. Also kinda' annoying to have to bugger with services and whatnot to turn it off/on. Which... some people might not mind just having it on in the background while they're not using it, but personally, I get kinda' jittery when there's miscellaneous services eating up my system resources for no reason.