Sport? How so? You eat the meat!
Preferably cooked, though.
I finally played a standard game last night, and it was a little disorienting. The differences between the easy rules and the standard are sometimes very slight (different max capital values, for example) and sometimes very big (you know, the whole "stocks" thing). I like it, but it's almost a completely different game: more of a strategy game than easy mode's more casual fun. I'd say both have their place.
The biggest thing is that I'm having to re-learn my strategies for winning. I was kinda starting to get the hang of easy mode a bit, but almost none of those strategies carry over into standard mode. I'm still trying to figure out when to buy stocks, when to sell of my stocks in a district, and how to make sure that a rising tide doesn't lift all the boats at once. In the game I'm playing right now, one of the opposing characters (Slime) is invested in the same districts I am, so anything I do to raise their value also lines his pockets, so I can't gain any ground on him.
The different strategies involving stocks et al combined with the plethora of maps is what keeps the Fortune Street series fresh. The more fiddly bits take some getting used to, but considering I learned the game while playing it in Japanese (and knowing next to nothing from that language) I'm sure you'll get a handle on it. There's immense satisfaction from pulling out all your investment in an area right before someone is about to win.
Still, the game has a bunch of flaws and I'm scared we won't see another one outside of Japan. If only there was a 'lightning' version w/o all the fluff.
Clockwork, I have both Monster Hunter on the PSP (forget which version, the most recent), and Tri on the Wii. I don't know what the 3DS version is like, but the PSP and Wii versions are rather similar. The Wii version is better, the main reason being what you said, the second analog stick. It still works on the PSP, but moving the camera is a bit of a pain.
There are other small things that are probably different and updated on the Wii version, but overall it's a very similar game. I'd say you probably would barely notice unless you spent considerable time with both. The portable version is still very much "hunt, gather resources, build armor and weapons". It's a good formula and actually works decently on portable systems. Go on a hunt for 20 minutes at a time.
Cool. Spread the word. Evangelize. Hopefully someone will actually buy it.
My only real question at this point is whether or not I want to continue playing this on the Wii. I'm not bothered by the visual fidelity or the controls (I'm using a classic controller pro), so holding out for the Wii U version is less appealing. However, the 3DS version could be really great for me. I generally prefer playing portable games these days, mainly because of the ability to suspend and resume, and Monster Hunter Tri looks like it would be the kind of longer game that works well on a handheld. The lack of online multiplayer in the 3DS version doesn't really matter to me as I don't intend to play the game online. My only concern is about the controls. I do like that second analog stick.
My advice would be to consider whether or not you're interested in the added monsters. To me MH3 is all about the tactical boss-battles and I want as much variety in those fights as possible. I tried to finish up MH3 over my Christmas vacation but found I was too far removed and my skills/knowledge had deteriorated to the point where I was frustrated. I'm tempted to pick up a WiiU for Monster Hunter Tri Ultimate because I never got to experience the multiplayer of MH3 and I want to fight some new bosses.
If the new monsters interest you, I'd say wait for the 3DS version. If not, I'd say wrap it up on the Wii as the first few missions are tedious to replay and relearning to treat the peaceful monsters as resources could derail another attempt.
I was unaware of your time constraints. Typically, my first encounter with a new monster tested the imposed time limit. Especially if it was in a new area. After facing the same monster 3-4 times, I could repeat a mission in 20 minutes. I believe on the NPC's mentions that if time-runs out the damage done to a monster will carry over to the next attempt, I'm not sure if that's true if you voluntarily abandon the quest.
I assume the 3DS version won't control any worse than on the PSP. It's not the most ideal, but it's workable.
The last time I
dragged myself away from Fortune Streetplayed for a bit, I did the first guild quest. The time limit was 50 minutes, and I wasn't able to save during that time. I know I make a big deal out of this on a regular basis, but I don't have that kind of time where I can devote an hour of hard work to a game without being able to save if something comes up. I don't mind tossing fifteen or twenty minutes of play if I need to, but more than that and I start to get grumpy.Gaming on a handheld would totally get around that. I'm just nervous about the controls on the 3DS. I suppose I could always go with a Circle Pad Pro if it doesn't make the console huge (i.e., Vita-sized ;)).
You will be redoing quests over and over, firstly to get better at reading the monster and defeating it, and secondly to get the materials and items you receive from carving them and as quest rewards. There are some rare drops that you might not get the first, or fifth, or tenth time... I remember trying to get the King's Frill from the Great Jaggi and it would never show up after completing the quest. Then I realized that I had to actually break the part by hitting it on the head until it broke, and then it would start showing up on the rewards.
It is definitely a time commitment though, there is no saving mid quest. Monster Hunter can be terribly frustrating, especially when you fail quests. Controller hurling. As you get better though, you'll not need the entire time.
As for controls, Circle Pad Pro is definitely one way, the other is to learn the 'claw', which is using your left hand to control both moving and camera. I think the 3DS version implemented a lock on button, so you might be ok just using that. Just try not to throw the 3DS in frustration.
I had a tough time with the control scheme on that one too. I was playing a friend's copy and and ended up moving on after the first world. I still prefer Donkey Kong Country 2 Diddy's Kong Quest, probably my favorite platformer ever. DKC3 was also good, but I borrowed that and couldn't beat it before I had to give it back. DKC was also good, but I didn't enjoy playing as DK, he was a little unwieldy.
The motion controls in DKCR were the one aspect of that game that I didn't particularly enjoy. They felt forced, which seemed uncharacteristic of a Retro game. I like the Wii-mote nunchuck combo best.
Now that I think about it, I used the nunchuk-wiimote controls. Maybe that's why I enjoyed the controls so much more than ClockworkHouse (and Minarchist).
nah, I used those too.
Well I have no idea then.
The motion controls in DKCR were the one aspect of that game that I didn't particularly enjoy. They felt forced, which seemed uncharacteristic of a Retro game. I like the Wii-mote nunchuck combo best.
I'll admit, even the Wii-mote + nunchuk combo lacks the precision I need in a solid platformer when it comes to the waggle/shake-dependent moves.
It's bad enough that it really left me without enthusiasm to play much past world 1. And I otherwise LOVE the game's design from what I've seen.
I, too, used the Wiimote and Nunchuck and found it a bit ridiculous.
From what I've read (and yet can't find the source on) is that Miyamoto has a tendency to walk into a studio, look around, and say "Y'know what would be great? If you could do this" and then walks out and everyone has to implement it.
No hate for the guy, but sometimes you don't need Donkey Kong to blow some flowers man. You just don't.
I wish there was a classic control mode for DKCR, and if there is then I didn't know about it. I'd give it more of the old College try that way.
I completely agree with that post. I quickly realized the collectibles (especially KONG, if I remember right) didn't matter at all and kind of ignored them. If I saw them, I'd try and get them but if I couldn't, oh well.
That was true of the old DKC games on the SNES too. Just playing through with the atmosphere and basic challenge of the stages was a total blast (and DKC2 got downright nasty at times!). I still have my DKC1 soundtrack cd and enjoy listening to it.
The collectibles are really just there to give you an excuse to replay stages later and thoroughly explore them for the secrets.
edit: wow, total mispost
If you make it to world 8 in DKCR, be prepared for a lot of death, or just walk away. I died over 150 times (by my estimate) and I think world 8 alone took 3 or so nights. But I'm the type of gamer that says, "Well, I've made it this far, I might as well finish what I started." And then I pound my head against a brick wall until it breaks. I get a good deal of satisfaction in knowing I broke a brick wall.
Tidal terror is where Demyx and I gave up on DKCR as a co-op experience. Also, the waggle is unnecessary. (Same goes for waggle to spin in Mario Galaxy)
In retrospect I think that level was a turning point for me as well. I struggled with it during my first attempt at playing the game. I think I might have even put the game down for a while. When I came back, it clicked and I flew through the rest of the game.
Can't speak for co-op though.
I think my Rhythm Heaven Fever journey ends with Air Volley.
Who wants to play badminton across airplaines, anyway?
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