Post by Aaron on Feb 2, 2014 21:06:59 GMT
Finally got around to playing StarForce 2. The version I played was Zerker in Zerker X Saurian. For some reason, every used game stores in town had a copy of this version, but not for the other. I picked Zerker since that was the form featured in the anime. As it turned out, Zerker is a good form to use, since at least two of the major bosses are vulnerable to its attacks.
-First major change is how you can walk on the ground while in wave form, and have to walk up to the wave road. This takes some getting used to. There's also a distinct lack of "wave world" areas here. The first game had both "normal wave road" areas, and "dungeon areas" where the boss resides. Here, most of the action takes place on the normal wave road areas, with the only "dungeon areas" being towards the end of the game. So it feels like there's a lot less to explore here.
-Second thing is how they removed most of the touch screen gimmicks. The first game had you use the touch screen for a lot of things. Pulsing in, mini-games, menus, etc. Here, about the only things its used for are menu interface, and at the end of the game, draw ruin symbols. The touch screen in the first game was probably a little gimmicky, but it did help to make it feel different than Battle Network. That said, the menu interface is much better in this game. It's more logical about what goes on top or bottom. Writing email messages is much easier, now that you can touch-tap the message. There is now also something akin to the Navi Customizer, which I appreciate very much.
-The enemy encounter rate is really high in this game. It's been a while since I've played the others, but I don't recall it being quite this high before. At times, it seems you can barely move a few feet before encountering another enemy. That's fine if you want to fight them, but it quickly becomes annoying when you're just trying to explore or run by. The encounter rate is dropped down drastically in the endgame areas. I guess because those areas are more about finding your way around.
-Likewise the cut scenes and dialogues goes on for a long time here. Again, I don't recall it taking up this much time in the other games.
-The story to this one was alright, but I think the first one had a little more charm to it.
-This game is way too exploitable. Not only are there cipher codes (even easier to do here), but there are "blank cards" scattered throughout that you can turn into any cards you want. Even mega and giga cards, which you can do as soon as you get one (which is not too far into the game). On top of that, there are these things known as "wave command codes", where you place a card on the touch screen and input a code (the cards were only available in Japan, but the codes still remains), giving yourself lots of money, battlecards, HPs, and be able to pick whatever tribe forms you want. All right from the very start of the game. As long as you know the codes, you could fight the very first boss with endgame cards and stats. Again, this strikes me as way too exploitable.
-That said, I've tried not to use it too much. I used it some for money and cards, but not for tribe forms or HPs. I didn't have too much trouble with the game, though Rouge Ex did throw me for a loop when he brought out his sword, and the final boss is pretty tough, but that's to be expected. (just don't try to use paralyzing attacks or anything that pins you to the spot for a few moments) Right now, I'm only referring to the difficulty of the main game. I've only looked at a little bit of the post-game stuff at this point.
Overall, it's better than the first game in some ways. The interface is much improved, there's more fun with the power-up forms(double tribe is so much fun), and other things are improved. But I feel the first one had a little more charm in other ways, particularly story. And of course, the encounter rate wasn't so high. After this, the only MM game I have yet to play (that I can get my hands on) is Star Force 3. It feels a little weird to think I'm that close to having played them all at least once. (I can't count in Rockman Xover, since it looks like I won't get my hands on it for a long time, if ever)
-First major change is how you can walk on the ground while in wave form, and have to walk up to the wave road. This takes some getting used to. There's also a distinct lack of "wave world" areas here. The first game had both "normal wave road" areas, and "dungeon areas" where the boss resides. Here, most of the action takes place on the normal wave road areas, with the only "dungeon areas" being towards the end of the game. So it feels like there's a lot less to explore here.
-Second thing is how they removed most of the touch screen gimmicks. The first game had you use the touch screen for a lot of things. Pulsing in, mini-games, menus, etc. Here, about the only things its used for are menu interface, and at the end of the game, draw ruin symbols. The touch screen in the first game was probably a little gimmicky, but it did help to make it feel different than Battle Network. That said, the menu interface is much better in this game. It's more logical about what goes on top or bottom. Writing email messages is much easier, now that you can touch-tap the message. There is now also something akin to the Navi Customizer, which I appreciate very much.
-The enemy encounter rate is really high in this game. It's been a while since I've played the others, but I don't recall it being quite this high before. At times, it seems you can barely move a few feet before encountering another enemy. That's fine if you want to fight them, but it quickly becomes annoying when you're just trying to explore or run by. The encounter rate is dropped down drastically in the endgame areas. I guess because those areas are more about finding your way around.
-Likewise the cut scenes and dialogues goes on for a long time here. Again, I don't recall it taking up this much time in the other games.
-The story to this one was alright, but I think the first one had a little more charm to it.
-This game is way too exploitable. Not only are there cipher codes (even easier to do here), but there are "blank cards" scattered throughout that you can turn into any cards you want. Even mega and giga cards, which you can do as soon as you get one (which is not too far into the game). On top of that, there are these things known as "wave command codes", where you place a card on the touch screen and input a code (the cards were only available in Japan, but the codes still remains), giving yourself lots of money, battlecards, HPs, and be able to pick whatever tribe forms you want. All right from the very start of the game. As long as you know the codes, you could fight the very first boss with endgame cards and stats. Again, this strikes me as way too exploitable.
-That said, I've tried not to use it too much. I used it some for money and cards, but not for tribe forms or HPs. I didn't have too much trouble with the game, though Rouge Ex did throw me for a loop when he brought out his sword, and the final boss is pretty tough, but that's to be expected. (just don't try to use paralyzing attacks or anything that pins you to the spot for a few moments) Right now, I'm only referring to the difficulty of the main game. I've only looked at a little bit of the post-game stuff at this point.
Overall, it's better than the first game in some ways. The interface is much improved, there's more fun with the power-up forms(double tribe is so much fun), and other things are improved. But I feel the first one had a little more charm in other ways, particularly story. And of course, the encounter rate wasn't so high. After this, the only MM game I have yet to play (that I can get my hands on) is Star Force 3. It feels a little weird to think I'm that close to having played them all at least once. (I can't count in Rockman Xover, since it looks like I won't get my hands on it for a long time, if ever)