Pier Solar HD for Dreamcast

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DCGX
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Re: Pier Solar HD for Dreamcast

Post#41 » Fri Mar 20, 2015 11:22 am

I agree. Mountain out of a molehill on having the option to decrease the encounter rate.

The VMU additions are very cool! Roughly only a month to go!

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naiaru
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Re: Pier Solar HD for Dreamcast

Post#42 » Fri Mar 20, 2015 8:14 pm

You guys should chill out. Just because it's a new game on Dreamcast doesn't mean it's above any kind of criticism. It's fine if you like a feature someone else doesn't.

EDIT: Also, this is totally an aside, but I noticed that tarnish said that my complaint about being able to drastically change the encounter rate and enemy speeds and such at any time mid-game was like complaining that Pier Solar was released on platforms other than DC. What is the relationship supposed to be? Are these controls not present in different versions of Pier Solar HD or something?

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Tarnish
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Re: Pier Solar HD for Dreamcast

Post#43 » Sat Mar 21, 2015 8:13 am

naiaru wrote:EDIT: Also, this is totally an aside, but I noticed that tarnish said that my complaint about being able to drastically change the encounter rate and enemy speeds and such at any time mid-game was like complaining that Pier Solar was released on platforms other than DC. What is the relationship supposed to be? Are these controls not present in different versions of Pier Solar HD or something?


What I mean is that in both cases you have options to choose from: a choice of playing it on different platforms, and the choice of setting the encounter rate to whatever you want.

And since you mention options differing between the systems, obviously the more modern platforms have features the DC version doesn't: higher resolution, sprite filtering, extra features on the Wii U pad.

This is just me, but I think deciding on a platform seems a bigger dilemma (or should be) than a feature that's up to the player to use or not.

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naiaru
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Re: Pier Solar HD for Dreamcast

Post#44 » Wed Mar 25, 2015 2:22 pm

Tarnish wrote:
naiaru wrote:EDIT: Also, this is totally an aside, but I noticed that tarnish said that my complaint about being able to drastically change the encounter rate and enemy speeds and such at any time mid-game was like complaining that Pier Solar was released on platforms other than DC. What is the relationship supposed to be? Are these controls not present in different versions of Pier Solar HD or something?


What I mean is that in both cases you have options to choose from: a choice of playing it on different platforms, and the choice of setting the encounter rate to whatever you want.

And since you mention options differing between the systems, obviously the more modern platforms have features the DC version doesn't: higher resolution, sprite filtering, extra features on the Wii U pad.

This is just me, but I think deciding on a platform seems a bigger dilemma (or should be) than a feature that's up to the player to use or not.

I was talking about specifically the encounter rate and animation speed options. Compating it to "sprite filtering" is apples and oranges. The fact that these are "features" or "options" or whatever is irrelevant. It's what they themselves specifically are that is the problem.

The problem I have is that the game is no longer difficult when you can lower the encounter rates so drastically and on the fly (it would be like if you were playing mario and came up to a hard jump but you were able to just hit start and turn off the gap between the platforms). You could say "well then just set it at a higher rate and leave it" but choosing 1x then is no different then choosing 1/4x and just running around 4x more. I.e. the game isn't challenging, you're making it challenging.

To put it more simply, what other console RPG in existence does that? It's not like no other game couldn't have. There's no reason Final Fantasy couldn't have had the exact same option. Other RPGs don't do this for the same reason you can't mid-game choose the number of platforms in a platformer, number of enemies in a shmup, etc.

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mazonemayu
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Re: Pier Solar HD for Dreamcast

Post#45 » Wed Mar 25, 2015 4:31 pm

naiaru wrote:To put it more simply, what other console RPG in existence does that? It's not like no other game couldn't have. There's no reason Final Fantasy couldn't have had the exact same option. Other RPGs don't do this for the same reason you can't mid-game choose the number of platforms in a platformer, number of enemies in a shmup, etc.


You mean like the dropped encounter rate in Skies of Arcadia on GC compared to its DC counterpart? ;)

It's no different from disabling the time bar In a Final Fantasy game, it also makes for a completely different game battle wise...

Game difficulty settings are of all times (well, not in the 80's, when games were actually hard :mrgreen:, but still), it's up to the player to use em (or not). Might as well say that playing a shmup on Maniac, is aftually cheating, coz 90% of us play on normal mode :lol:
We are SEGA generation.

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naiaru
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Re: Pier Solar HD for Dreamcast

Post#46 » Mon Mar 30, 2015 10:49 pm

mazonemayu wrote:
naiaru wrote:To put it more simply, what other console RPG in existence does that? It's not like no other game couldn't have. There's no reason Final Fantasy couldn't have had the exact same option. Other RPGs don't do this for the same reason you can't mid-game choose the number of platforms in a platformer, number of enemies in a shmup, etc.


You mean like the dropped encounter rate in Skies of Arcadia on GC compared to its DC counterpart? ;)

It's no different from disabling the time bar In a Final Fantasy game, it also makes for a completely different game battle wise...

Game difficulty settings are of all times (well, not in the 80's, when games were actually hard :mrgreen:, but still), it's up to the player to use em (or not). Might as well say that playing a shmup on Maniac, is aftually cheating, coz 90% of us play on normal mode :lol:


No, I mean what I wrote. Skies of Arcadia being on two different consoles has got nothing to do with what I was saying. The GC version of Skies of Arcadia was a different release, you can't play the Dreamcast version and then just switch to the Gamecube version instantaneously at any time and be in the exact same position.

Game difficulty settings can't normally be changed on the fly. In a shmup for instance, you pick a difficulty before you start playing and you'll need to start over if you want to play at a different difficulty.

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hombreimaginario
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Re: Pier Solar HD for Dreamcast

Post#47 » Thu May 28, 2015 3:31 am

Unboxing/testing Pier Solar for Dreamcast and PC. Production samples with final cover art:

https://youtu.be/-HCh3SI_6jg

:D

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mazonemayu
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Re: Pier Solar HD for Dreamcast

Post#48 » Thu May 28, 2015 5:12 am

it's getting closer...
We are SEGA generation.

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Wombat
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Re: Pier Solar HD for Dreamcast

Post#49 » Thu May 28, 2015 5:23 am

HOLY SHIT, they really outdone themselves this time! Absolutely love how they mimicked the original packaging and disc's up to the smallest details from the Dreamcast heydays :)

Glad that I went the extra mile back in the day (2012! :O) to pre-order all region versions of the game.

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DCGX
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Re: Pier Solar HD for Dreamcast

Post#50 » Fri May 29, 2015 5:29 pm

It really does look incredible. I think it makes the wait we all endured worth it.

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