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/vr/ - Retro Games


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File: 242 KB, 1024x768, Seiken Densetsu 2 (Secret of Mana) (1993).jpg [View same] [iqdb] [saucenao] [google]
2179428 No.2179428[DELETED]  [Reply] [Original]

What went right? And what went wrong?

One glaring issue is that B is the select button; Y is the back button. There should be a law...

You can't exit support character's menu directly but have to go through your main character's menu. (Unless you first switch to a support character before opening the menu). If both of your support characters are in the same screen location, then it isn't clear whose menu you're in without going to the weapons menu or a magic submenu. However, if you exit a support character's action grid or levels chart, *then* it quick-exits you from all menus regardless, so you have to reopen the menu to switch weapons.

Also in the menu, LEFT and RIGHT are consistent with respect to the circle's movement clockwise or counter-clockwise. However, the selector box is sometimes placed at the top of the circle; sometimes at the bottom. This means that the directional keys don't scroll items in a consistent direction relative to the selector box, since LEFT scrolls the items left if you're at the top of the circle but right if you're at the bottom, so you never can really get used to it.

The screen requires you to walk unusually close to the edge in order to scroll, so you might get within enemy striking distance before you can see them. Meanwhile, exits suck you in from a rather long distance away. The distance you must be from the edge of the screen in order to make it scroll is about equal to the distance from which an exit will suck you in, meaning that you can inadvertently walk into exits before you even notice them, causing all the enemies in the area to respawn.

That being said, music, graphics, and worldbuilding are all really fun.

>> No.2179435

>>2179428
You should write gaming articles.
and get this garbage off of /vr/.

>> No.2179445 [DELETED] 

>>2179428
>You can't exit support character's menu directly but have to go through your main character's menu.
thats not true, theres a button for your two support characters menus and one for the character youre controlling at the moment
>b select, y back
I think that's changeable in the key config screen? if you swap the attack and run buttons that should affect menus as well

>> No.2179453

>>2179428
>One glaring issue is that B is the select button; Y is the back button. There should be a law...
That should've been the law in the first place

Kill stuff = NES B = SNES Y = cancel
Jump = NES A = SNES B = ok

Like, don't even get SNES A/PS circle/whatever involved

Now games that reverse shoot and jump, that's bullshit right there. It's like the programmers have never played a video game before. You know you're in for an awful game when you see that.

>> No.2179454

>b select, y back
I think that's changeable in the key config screen? if you swap the attack and run buttons that should affect menus as well

>> No.2179456
File: 139 KB, 506x600, 1306462179969.jpg [View same] [iqdb] [saucenao] [google]
2179456

>>2179435
Cool argument, bro!

>> No.2179489

>all this non-issues

Why not talking about how easily you can break the game. The vast majority of the spells is practically useless and all you need is spamming Earth Slide to win the game. Don't get me wrong, the game is really fun, especially with someone to co-op, but it's so fucking half-assed.

>> No.2179494

>>2179489
I used to think magic stun locking was some kind of bug until I realized bosses also used that against you.
It's weird. At least it didn't have half as many bugs as SD3.

>> No.2179502

>>2179489
>simply do enough grinding to max my weapon & magic levels before entering dungeons
>by the time I reach the Empire's Southtown, party is so ridiculously overleveled that they're practically invulnerable to physical attacks

I guess I was only supposed to work on one or two weapons per character? But I fucking hate switching to a weapon only to find that the character is like 2 levels behind.

Also,
>monsters invulnerable during animation frames
>certain monsters spend a LOT of time in animation frames and have only a short window of vulnerability between animations, even though they aren't doing anything in the animation that would logically make them invulnerable

>> No.2179512

>>2179502
weapon levels only affect your charged attack, which are mostly useless
the material/name of the weapon you're supposed to upgrade at watts is way more important

>> No.2179527

as for scrolling, it's to accommodate multiplayer which is what SoM does best.

>> No.2179619
File: 2.96 MB, 1879x4000, secretofmanaposter_nintendopower_4chan.jpg [View same] [iqdb] [saucenao] [google]
2179619

+ multiplayer
+ music

- generic cast
- computer controlled ai

>> No.2179629
File: 3.84 MB, 2780x3700, secretofmanaposter_foldout_4chan.jpg [View same] [iqdb] [saucenao] [google]
2179629

>> No.2179669
File: 119 KB, 400x291, url.jpg [View same] [iqdb] [saucenao] [google]
2179669

>>2179428
>better magic system
>main character had personality
>interesting story
>a lot of cool secrets to explore
>game had humor
>levels in general had more diversity
>best fucking music/ambient soundtrack
>toaster dog

never understood why people prefered this over evermore.

>> No.2179675

>>2179669
>tfw never beat SoE
I played it for about 2 hours. Can't remember why I stopped. So the whole game is really good?
Does the music get better? I found the music in the first couple hours to be nothing special, but it did fit the atmosphere very well.

>> No.2179676

>>2179669
People were salty because they thought this game was the reason why SD3 wasn't released in NA, which is completely false.

>> No.2179690

>>2179675
Only a few dungeons had real music, most of the other areas were mostly ambient. I still think that this gave the game a very niceatmosphere.

There is a full-release cd soundtrack for this game on youtube, came back in the days for everyone who preordered the game. Made by jeremy soule. You should give it a try, I have it on my mp3 player for years.

>> No.2179695

>>2179669
>never understood why people prefered this over evermore.

Level design was pretty bad as I recall.

>> No.2179698

>>2179695
it was alright
the real problem was the bosses have a fucking stupid amount of health

>> No.2179929

>>2179669

No coop. Fuck man they could have had the dog be player 2 if nothing else.

>> No.2179937

The translation is rushed. NPCs get stuck on everything. Combat is a stunlock fest and the hit detection can be wonky.

But I still love it.