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10-31-24 07:40 PM
Xeogaming Forums - - Posts by Kaijin Surohm
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Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 09-27-06 11:06 AM, in Snorlax fucking owns. Link
Eh...? I'm sorry, but I found that to be completely stupid and lame o.O
That more of an Pokemon Fanatice trying to act like a Wigger >.>
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Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-03-06 12:50 AM, in Halo Wars! Link
Alright, this thread was posted for fun, and a heads up about an upcoming game.

This is not a pissing conest, so both of you knock it off. If you have problems with one another, take it off the board.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-03-06 10:08 AM, in PMs Link
Um... What happened to the Delete All feature?
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-03-06 07:01 PM, in Devil May Cry 4: A New Hunt Begins (Game informer review) Link
In five short years, Devil May Cry has been through ups and downs that most series don't experience in an entire lifetime. The dauntless protagonist Dante was introduced to widespread Acclaim in 2001, then fell from grace, and finally redeemed himself = all within the span of only three games. Now, as Capcom prepares to move it's stylish gothic action franchise onto the PlayStation 3, the development team is using the revered third entry as a starting point for everything in Devil May Cry 4. Taking what fans loved about gameplay and enhancing it, gamers can expect to see even crazier combos, more fluid intergration of weapons, and over-the-top cutcenes. However, amid all of these things that have become synonymous with the name Devil May Cry, there is one thing you will be suprised to find missing:

Dante in the starring role.

As we walk down a row of desks at Capcom's Osaka headquarters, we assume that the figure in the violet coat that adorns concept art and computer screens is just a new design for Dante. However, as soon as we pick up the controller for some exclusive hands-on time, producer Hiroyuki Kobayashi (of Resident Evil 4 fame, not to mention the original Devil May Cry) drops a bomb that will change the face of DMC in the next generation. "Thta is not Dante" he reveals. "There is a new main character. His name is Nero."

The first question that comes to mind is what did Dante do wrong? After all, his latest adventure is credited with salvaging the viability of this franchise after the dismal reception of Devil May Cry 2. Why would Capcom, just when Dante's Star is on the rise again, exchange him for a rookie demon slayer? "The reason we switched to Nero is, when you consider how we want to open up new avenues for the core user and that we're switching hardware to the PS3, the easiest way to have these new gameplay mechanics... was to introduce a new character," Kobayashi clarifies. "If we gave Dante [Nero's abilites], in my opinion, it wouldn't be Dante anymore."

Though their ocmbat abilites will differ, it dosn't take the particularly keen eye to notice that Nero and Dante have strikingly similar appereances. Same white hair, Same long coat, same big sword. Even so, Kobayashi insists that unlike Dante and Vergil's connection, there is no story-based reason why Nero bears a resemblance to the sons of Sparda. Instead, Nero's look is about finding a design that is different yet familar: "Devil May Cry is about guns and swords, and we want people to be able to see that and understand that," he tells us.

This swap is especially suprising considering that the trailers for DMC 4 so far have featured Dante, not Nero. Unlike other games that have changed Main Characters (like Metal Gear Solid 2), these trailers were not a deliberate attempt to mislead gamers. Instead, the specifics of DMC 4 were still in flux, but as Kobayashi says, "We wanted to let people know, 'Hey, we're making DMC 4 for PS3.'" With that knowledge out there, the team began to nail down the specifics of how it wanted to improve and expand the DMC formula, and every answer pointed toward the necessity of creating a brand new protagonist.

Normally, no demonic power or improbable maneuver is beyond Dante's ability, so it might be difficult to imagine somethign he can't pull off. In this case though, it isn't something Nero can do but rather somethign attached to him that makes him unique. in an event before the game's story begins, nero's arm is possessed by an evil force - an occurence he works hard to conseal, going so far as to wear his arm in a sling to keep it from sight. Of course, the time comes when it can no longer be hidden, and Nero dsicovers, along with the player, the immense combat possibilites of his demonic appendage.

At first the arm may appear to be just another weapon added to an ever-expanding arsenal, but it acctually represents a shift in the way gamers will experience Devil May Cry. Like Dante, nero will still use guns and swords to blast his way through evil, but this new tool will provide a much-needed focus on positioning in addition to dealing damage. using the arm, players will set up enemies as desired, gaining more control over the shape of each encounter; regardless of whether you're on the ground or airborne, you can grab enemies from a distance and pull them toward you, push encroaching foes away, and even slam them into the ground.

To fans of the series who have played DMC 3: Special Edition thoroughly, this angle on the combat will not be entirely unfamiliar. As a playable character, Vergil uses a fighting style called Dark Slayer based solely on teleportation. He can basically transport himself up down, and in front of enemies to reduce downtime between each attack. The arm takes his concept and fleshes it out, bringing the monsters to you rather then sending you to them and opening up more opportunities for follow-up attacks.

One example of how this translates into in-game fights involves a clossic DMC move, the stinger. This attack, in which the character lunges forward with his sword, has always been a kind of crowd control, since it knocks enemies down as well as sends them reeling backwards. Now, the stinger is a great beginning, not an end, to a killer combo; after the stinger connects, you will be able to immediatlely lash out with Nero's arm to pull your foe close again, ready for another assault. In short, this means that you will be able to string multiple tingers together one after antoher, which should be enough to get any fan salivating.

"DMC 3 was about how to combine guns with swords," Kobayashi ovserves. "To me, DMC 4 is not this binary relationship. It's a triangle, combining the gun, the sword, and the arm." When deciding on how to tune the combat for DMC 4, the team used DMC 3 as a starting point. Determining what made the game successful, as well as the areas it could be improved, is what gave rise to this expanding and streamlined system that relies on the interplay of all three weapons. In essence, the idea is to allow players to keep the flow of combat unbroken.

However, there were a few sacrifices made along the way to this goal. For instance, Nero does not have access to a variety of weapon-specific styles like Dante did in the last entry. Even though the mechanic provided players with a certain degree of customization, it was also limiting. It took most of one playthrough to max out a single style, which ment that certain abilites in other styles were closed off to the player. "The DMC 3 battle system is very good, but feels kind of split up. I wish it were more cohesive as a system," confesses Kobayashi. "It's not about replacing Dante's style system. What we want to do is increase the number of ways you can go about battling. You have your sword, you have your gun, and now you have this arm." A whole category of moves for this new eapon will essentially maintain the same level of depth while opening up more avenues of combat to a single player.

This will also shine through in the kinds of enemies Nero finds himself faced with. Even though the core of DMC exeriences necessitates plent of enemies that are easily dispatched, Nero will also have run-ins with foes that require a different approach. As we played through the demo, all the beats we encounted could be handled with standard shoot and slash tactics, but Kobayashi hinted that there will be monsters who won't go down so quickly. "We are definently experimenting with enemies like the shadow cats," confirms Kobayashi. The shadow cats he is referencing are possibly the most difficult foes from the original game. These beats, in addition to being incredibly strong, were invulnerable to sword attacks until they had taken a certain amount of damage from firearms. A room full of monsters like theses would not make for a fun game, but if they appeared alongside simpler foes, it could make for an intense battle.

Naturally, boss encounters will also prove to be a critical test of Nero's demon-hunting skills. We saw one of these titanic monsters named Variel, a flame-engulfed devil about the size of a small building. The team wouldn't reveal the trick to defeating him, but the creature's blazing form did set all nearby structres on fire, so it's probably nto going to be easy getting close enough to land a solid hit.

Even by expanding the horizons of the combat, there is still oen peice of the DMC puzzle missing from Nero's unique brand of fighting: the devil trigger. Going into a demon form and tearing up everything in sight is an important part of the series, and adds an element of strategy to the frantic combos. Since Nero isn't one of Sparda's progeny, he probably wont' be able to under go a full transformation, but that dosen't mean the mechanic will vanish entirely from DMC 4. Unfortunately, this is one of the game's aspects that is still undergoing development, and Kobayashi could only tease us with a clue as to where it's going: "The key word in devil trigger is 'devil,' but that's something - as far as it's releation to Nero - we're not ready to explore yet."

Apart from his possessed demonic arm, there is little concrete information about Devil May Cry's new leading man. Nero lives on the remote island of Fortuna, which serves as the setting for most fo the game. He belongs to an ancient group of religious crusaders known as the Order of the Sword, who worship Sparda and fight demons in his name. Prior to the beginning of the game, Nero's life involves doing special jobs for the Order cleaning up particularly messy situations. All of that changes one day when a white-haird man in a long red coat breaks into the Order's temple and starts slaying the high clergy. "Just because Nero's in the game dosn't mean Dante isn't. Dante does appear," Kobayashi admits.

In the ensuin cutscene, we witness a heated battle between teh two demon hunters that includes all of stylish sword-swinging and acrobatic action one could hope for. Nero even appears to have the upper hand at one point after landing a dropkick right in Dante's face. From the ground below, an unidentified woman watches the conflict unfold ("all we can tell you about her is that you've seen her," jokes kobayashi), until Dante escapes with Nero in pursuit.

The exact role Dante plays in the story is still a mystery. At first, he serves as the primary antagonist that Nero chases across Fortuna. But it seems unlikely that Dante would be positioned as the ultimate evil of the adventure, which means that he and Nero will probably team up after they clear up a few misunderstandings. No one at Capcom is confirming or denying that Dante will become a playable character at this point, but we think that the screenshots of these pages that prominently feature Dante speak for themselves. Assuming the players will eventually control dante in some copacity, it still isn't clear wether he will use a tyle system, if he'll have his devil trigger, or what other abilites from previous games he will retain.
(Screenshot shoes Dante jumping into the air, shooting, quite obviously during in-game play.)

Dante may be the most recognizable aspect of the Devil May Cry series, but he isn't the only element that isn't quite returning in full force. For all the great things that DMC 3 had to offer, there are a few things that gamers wmay not be so eager to see return, like the brutal and unforgiving difficulty. While the hardcore crowd ate up the challenge, even the "normal" setting was prohibitively hard for less dedicated (or fanatical) gamers. While this issue was addressed later with the special edition, DMC3 is still known as the toughest in the series, and it's going to stay that way, according to Kobayashi. To illustrate, he draws a scale for us that ranks the difficult of the games. With 2 at the bottom, 3 at the top, 1 in the middle, and DMC 3: Special Edition between the first and third entries. "Wen you start off, it's going to be a bit easier than 3 because we want people to beable to get in to it," he points out. "Then, we want to start bringing them up and getting them better and better so at the end, we're throwing the really hard DMC 3 stuff at them. "Thankfully, the diehard fans who adored the series' newfoudn difficulty won't be left in the cold; this curve onlya pplies to DMC4's default setting, which is only one of several options.

Like the previous games, this entry will have a veriety of modes that will let you choose your desired level of challenge. In fact, the team is being particularly careful to tune each setting so that is appropriate for teh type of gamer who wants to play on that level (though it's likely that Nero Must Die! mode will be as ridiculously hard as ever). This effort represents Capcom's hope that with the move to new hardware, Devil May Cry 4 will serve as a new starting point for the series, allowing gamers to jump in without requiring them to play through previeous entries.

"Even though the game says 4 on the cover, it's got a brand new character and a brand new way of playing, and we believe that will making it more accessible to gamers. I feel liek I've said this before bout a game called resident Evil 4," laughs Kobayashi. To some gamers, the word "Accissible" is a kiss of death, with connotions involving shallow and oversimplified gameplay, but that should not be a concern with DMC 4. Apart from Kobayashi's track record with RE 4 (which pleased fans and newcomers alike), there is the fact that the team has no intention of forsaking the serie' loyal followers. Just becasue the entensive experiences isn't necessary dosn't mean that players won't benefit from having played DMC in the past. "The fans are our most important thing," Kobayshi emphasizes. "We want to make a game where the more you know Devil May Cry 3, the more you will enjoy Devil May Cry 4, whether it is the action system or the characters. it is defiently made and aimed for the fans."

With so much though going into how different gamers wille xperience DMC 4, one must wonder whether this desire to reach a wider audience extends further than even the PlayStation 3. Given the success of Capcom's Dead Rising on Xbox 360, there has been speculations that the compayny will be lending more support to Microsoft's gaming machine. After all, console exclusives havn't gone increadibly well for the company in the past, like the ill-fated Capcom 5 for GameCube. When askeda bout possiblility of Devil May Cry franchise moving to other systems, Kobayashi simply laughs and states: "Making DMC 4 for the PS3 is goign ot take all of our resources, so that's what we're going to focus on for now." So, as the PS3 exsclusive, the real question is how exactly DMC 4 will be using Sony's nexct gen console to the fullest.

The in-game visuals display the obvious graphical enhancments, including high definition and self-shadowing, plus the expected gorgeous water and particle effects. As far as the PS2 technology is concerned, the much discussed motion sensor is being considered, though the team wants to make sure that it fits with teh gameplay before promising anything. The most tantalizing possibility, howerver, is that DMC 4 may use the PS3's online capabilites. "Right now we're experimenting with network play and what we can do with it," Kobayashi reveals. "As far as DMC 4 as a game goes, ti's so graphically intensive that to have everybody fighting on-screen while keepign up the quality of the visuals and the quality of the gameplay would be really difficult, if not impossible." Though skepitcal, these comments refer specificlly to having large number of people playing at once, which at least leaves the door open for two player online co-op. In fact, there was one fight in DMC 3 where when an extra controller was plugged in, a second player could take control of Vergil alongside Dante and teh two brothers could fight independently. Since one of the goals of DMC 4 is to build on the third game, it isn't unthinkable that these kinds of cooperative efforts could find their way into the final version.

With more than a year left in it's development, there are still features and details about Devil May Cry 4 that have yet to be revealed. From the time we spent playing the game in it's current state, it feels like there is a healthy injection of new ideas without any attempt to drastically reinvent what we have come to expect form the franchise: the last thing anyone wants is a repeat of DMC 2 debacle. Gamers can rest assured that Capcom and it's development team are taking the necessary time to ensure that all the new elements exceed expectation, despite pressure form what many perceive as a shortage of must-buy titles for the early life of the PS3. "The japanese branch of Sony has asked us to release it as close to launch as possible," divulges Kobayashi. "While I unerstand that users would like it as quickly as possible, and Sonly would like it as quickly as possible, it says 'Devil May Cry 4.' Buecause it says that, we can't just make something and put it out. It has to live up to the Devil May Cry name."

~Game Informer.


(Last edited by Kaijin Surohm on 10-03-06 10:01 PM)
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-04-06 12:12 AM, in Devil May Cry 4: A New Hunt Begins (Game informer review) Link
Originally posted by .SK
Unless you typed that up... include a link to where you copied that from.

...

Yay! DMC is awesome.

... T_T I still wanna play as Dante's offspring...


It took me 40 minutes to type it from my magazine.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-04-06 07:45 PM, in Trying something new Link
His eyes closed as he stood straight. His hands gripped into fists as they dropped to his sides, and curved upward slightly. The Pentagram began to flash multipole colors as the design itself spun with increased speed.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-05-06 07:32 PM, in The Keyblade War Link
Just a bump to let you all know I've started plotting this again. Any ideas will be welcome, since this is goign to be a massive RP.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-05-06 08:39 PM, in Cairoi Link
The arena was black. Pure black. The very darkness seemed to absorb any light at all, in fact, the only floor that could be seen was outlined by dim hues of dark green and purple swirling about the glassy floor, making shapes, and other spell designes. Ribbons of Grey swormed through the air, following the invisible air current that could be felt by no means.

It truely was a realm of Darkness.

There in the middle of the grim beauty of the scene, stood Kaijin. His left hand held the sheath of his katana fashoned blade, with his arms wrapped in bandages. His figure could be made out quite easily due to the hue glow from the colors, but the enviornement was black. His slick black vest and pants also glew with a hue, his banadaged legs could be seen the best, due to being closest to the floor.

He grinned in the darkness of the realm, as his peircing green eyes locked forth at his on comming enemy, his eyes peircing through the darkness like a becon. He was ready, and in his element.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-06-06 01:15 AM, in The Keyblade War Link
Originally posted by Nelrith
I should probably get in to RPing... So I guess better now than never!

The keyblade thing seems pretty cool, but it would be nice if it wasn't the ONLY weapon because it would take away from a lot of originality. I'm just hoping that the RP will revolve around the decline of the Keyblade wielders, and even then are a bit rare.



Acctually, are you forgetting what the Keyblade is capable of? By making a keychain of your personal choice, you can craft the keyblade into any freaking weapon you want, so-long as the handle resembles that of a key. Scythes, nunchuks, hammers, axes, etc. There really is no limit to the keyblade. As long as it's a melee weapon >.>

By all means, this increases the originality, due to the fact your litturally making your weapon.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-06-06 01:55 AM, in The Keyblade War Link
No.

Anything comming from the keyblade runs along the lines of Magic. I have a seperate system for magic and the sort in the planning phaze now. All of it will have a direct effect on the story.
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-06-06 10:17 AM, in The Keyblade War Link
>.<;

Look, I realize what your saying, but ti's not going to happen. I said this RP it taking place before kingdom hearts took place.

The entire Rp is based off the secret trailer you get after KH 2. If you havn't seen it, go to YouTube and watch it. Yes, EVERYONE will have a keyblade. Does that mean that'll stay that way? No. As I said, this is going to be Massive.

Unlike your little Starwars Campaign, jedi are all alike. Same powers, same toys. The only change is the slight few that have 2 of like... 6 different powers. This isn't starwars.

A Keyblade is a devistating blade, yes, but that dosn't mean it's completely devistating in this RP. While your Keyblade is your real source of power in this rp, it's not as strong as you'll think. This is a medivle knight style RP, from which your weapon is based to be similar to a keyblade, even though the blade itself more then likely will look nothing like a key.

If for some odd freakign reason you do not like the idea of being able to be completely original, make some completely awsome idea up, and create an original keyblade, and have a few abilities with it, then don't join.

I have already covered a number of ideas that will be in play with the keyblades in past posts. For example: For every strong bonus you have with your keyblade, it must be offset with an equally strong downfall. Neutral or just minor bonuses are exceptions.

This means no ultima keyblade.

Also: I forgot to mention, but due to the intense power, Drive Forums or not allowed, with the exception of the two great leaders. And they are currently NPCs untill other wise noted.

Also, for story perpouses, the keyblades do not possess the power to unlock or seal doors. >.>


(Last edited by Kaijin Surohm on 10-06-06 01:24 PM)
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-06-06 10:57 AM, in What if George Lucas Directed LotR? Link
I was expecting to see Lightsabers thrown in there, and Frodo playing Luke, while the Sam was playing the princess. >.>

Truely a horrific though <.<

o.O Didn't Luke make out with his sister?
Kaijin Surohm
Living the dream








Since: 08-16-04

Since last post: 1655 days
Last activity: 842 days
Posted on 10-06-06 07:57 PM, in The Keyblade War Link
I was meaning to post that video... Anyway:

I was contemplaiting the matter of dual weilding. Currently, I see no real reason not to have it, though anyone dual weilding will be restrained in their abilites so they are on even footing with someone who single wields. Currently, I'm plotting out the forces of powers, and how the war will work. The system is complex by a large step, and since i'm the only one who really understands it, I'm the only one who can work on it. X.x

But yea, currently: Dual Wielding is allowed, but restrained.
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Xeogaming Forums - - Posts by Kaijin Surohm



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