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Badasses for Hire

I love Tactics RPGs. One of my favorite games of all time is Final Fantasy Tactics, which I suspect this game drew some inspiration from. There is a difference though. To Arms is not a tactics RPG. One such reason is it is a traditional RPG, with a large party and an elaborate class system, but traditional nonetheless. The elements that make for a true tactical RPG, moving units, terrain, range, position, and other factors that make tactics RPGs different form other games are not present here.

Another reason is “Tactics” play little role in this game compared to luck. Allow me to explain.

To Arms finds you in the role of Janos Blackthorne, the honorable if somewhat ill-tempered captain of the guards to Duke Mandon Lychester of Rydony. Together with his brother Horace, the court mage, Janos is sent to dispatch an incursion of goblins who threaten the Duchy’s borders. However, they are unaware that while they are away, a sinister political plot is about to unfold. Chapter one of To Arms recounts the tale of how the Blackthrone Brothers fell from grace and became the leaders of Blackthorne Company, a group of mercenaries, in hopes of one day using their military might to restore their honor.

Balance 2/5
This game has an interesting approach to combat, but it is held back by some severe balancing problems.

You start the game with the Blackthorne brothers and three generic recruits (for some reason your badass captain and court wizard are the same level as three random squires, but whatever.) You are given a chance to outfit yourself before your mission, buying items and equipment to properly arm yourself. You can be somewhat creative with your equipment options, but for the first few battles there isn’t much to do but attack. Eventually your team is joined by a paladin and his squire, and the option to change classes opens up. Each class has its own equipment options and a tree of skills available to them, which can be purchased with job points earned in battle much like experience. Deciding to branch out and cover a range of classes, I picked a pikeman, a knight, an archer, and a war priest. My team was now varied with a variety of offense and defense while maintaining a safe level of available healing. We were ready to kick some goblin ass.

Armed and dangerous.



As mentioned, you command your entire army in battle at once. For most of the game, this is seven men, and you’re often up against similar numbers of enemies. This means combat can get very intense very quickly, but it can be fun to watch your entire team attack in a sequence, or for Janos to give orders (party buffs) and watch your entire team power-up. But this also leads to a lot of problems. Namely, it is very hard to keep track of exactly what is going on in combat. Enemies hit hard. Many hit more than once. As mentioned, there are often many enemies. If the enemy party gangs up on one or two characters they can be demolished quickly. You’ll often find yourself just taking scores and scores of hits with very little you can do about it. A few classes have status moves such as stun that can hamper enemies, but for the most part there are few ways to really control damage. Another problem is skills have a fairly high cost and it was hard to learn more than one skill per character over the course of demo, especially for the generics. My knight character learned a move that supposedly increased his threat, but it was hard to tell if this was actually doing anything. Enemies also have a lot of HP so even having your entire team gang up on a target doesn’t mean it is going to die. Notably though, there is almost no way to control individual turn order. One of the most critical elements of a tactics game, being able to react to threats or actions in real time by deciding what to do, is lost in the massive jumble of turns. This could be mitigated somewhat by assigning priority to some moves. Healing, for example, should probably have a very high priority. When you’re going to take upwards of fifteen attacks in the next round, you need to be able to heal immediately.

Overall, however, enemies suffer simply from poor balancing. One sequence had the Blackthorne Brothers fighting on their own against squads of enemies. Without allies for support, Horace, my battle mage, was quickly cut down by enemies that were clearly balanced to fight against my seven man army. A single critical hit could bring him down and there was nothing to be done about any of this, and there’s no way to grind in this game to get stronger. All you can do is buy piles of healing items and hope the RNG favors you. The abject unfairness and reliance on luck of this sequence wreaked havoc on this section's score.

But this isn’t the worst part. The worst part is the outrageously high dodge rate of enemies. Late in the demo, enemies dodged far more than any game I have ever seen. Not just some enemies either, but most of them. It was not uncommon for my seven man band to attack and for five of them to miss. You might remember I had a similar complaint in Blood Machine, but this is even worse! I was not missing because my men were blind, and I don’t feel like I was using the wrong types of attacks on them because they readily dodged magic spells as well as physical skills and regular attacks. And I felt like I had a pretty well-balanced party set-up so I don’t feel like my choice in character classes would account for a 70% miss rate. Basically, all I could do was issue orders and pray. There was nothing else I could do! I was completely at the mercy of the dice gods. This isn’t challenge. This isn’t difficulty. This isn’t balanced. This isn’t fair.

The evasion rates of enemies need to be seriously curtailed. It just isn’t fun to start losing a battle because your men can’t land a hit for the life of them. Meanwhile, my enemies rarely had such issues on their own and landed scores of hits on my hapless soldiers. There was only one way to settle this. Janos had access to a party buff that dramatically raised everyone’s agility. By unleashing this power, I was presented with the bizarre scenario in which neither side was able to land a hit. This went on for a while before sheer willpower, brute force, and loads of healing items finally tilted things in my favor. But this did not leave a feeling of elation at my victory. It simply felt sour. The player should feel in control of his or her destiny, not have to rely on sheer luck. I never felt in control. Many rounds went by where all I could do was watch as all my attacks missed while my men got spanked because of some fluke of the dice. Missing an attack is like losing a turn. If I miss there should be a reason, like I was blind or the enemy was flying or was under the influence of an evasion buff. I shouldn't be missing en masse for no reason.

The game tries to play this off as “high difficulty,” and suggests you save often in case you get stuck. (I never got stuck, for the record.) But in reality, this is classic fake difficulty. Your party can get savagely cut up for several rounds for things you have no control over. The game’s “Tips’ section even has the nerve to suggest that it is the player’s job to keep multiple saves and be willing to completely tailor my party to the upcoming battles in order to win certain fights, but as a player, this response doesn’t satisfy me. Don’t expect the player do extra work because you can’t balance your game, and don’t tell the player they’re playing it wrong if the army they built is statistically incapable of winning a battle. How about letting me make the party I want? As a general rule for any game with class systems or customizable parties, you should always be able to win with the party you have, and shouldn’t ever need to have psychically deduced exactly what equipment or skills you would need to win the up-coming battles. Setting up characters to specifically exploit enemy weaknesses should be helpful, but never necessary. Especially since you generally have only a vague idea of what enemies are capable of so, you really can’t prepare before a mission, and once you’re in the heat of battle, there’s no turning back. What I think I would suggest is, where applicable, have some character give some idea what enemies on your next mission are likely to fight like. Are goblins high strength brutes? Would bringing extra heavy armor classes help? Or are they all fast as hell and I need fast people who can actually hit them? Are they vulnerable to magic? Invulnerable? These are things to think about that might actually incorporate some level of strategy and planning into the game. I wouldn’t suggest ever making it necessary to completely rearrange your party, but if you know what’s coming you can make small adjustments. Unless I have made a hopelessly oblivious team formation of all unarmed healers, the answer to a broken, unbalanced battle isn’t to tell the player “you did it wrong.”

Unless you’re a Rogue-like.

All in all I feel like this system has merit, it is just held back by bad balance/design decisions. I do have concerns about the number of characters, however. I felt like keeping track of 7 characters during battle was challenging enough, but throwing 15 into a turn-based encounter system just sounds like trouble. I would suggest limiting the number to a more manageable 8 or so.

Level Design 2.5/5:
This game does not use traditional town/dungeon mechanics. In town you simply visit shops to buy equipment, and then its off on your mission. Once you begin a mission, there is no way out save victory, so make sure to prepare.

Dungeons (using the term loosely) forego exploration for the most part, instead focusing entirely on the encounters. Each battle is unique and occurs in a specific sequence, and generally you’ll need to clear out all the enemies to accomplish your goals. Occasionally, you’ll be given the choice of what order to defeat certain groups of enemy in, or occasionally seek out some optional side area with some extra items, but for the most part it’s fairly linear.

One thing that bothered me was a lack of items to be found, even in areas where there logically would be or are specifically stated to be (a storeroom in an enemy fort offered nothing in the way to be looted, for instance.) The entire first mission went by without a single treasure chest to be seen, which gives little incentive to go exploring. Moreover, the player has no idea going into this situation how much is an appropriate number of items to bring. I bought ten healing salves, what seemed like a reasonable number to me, but I went through these quite quickly and the only way to get more was to hope enemies dropped them. I would suggest making some healing items available to be found in areas so that the player is less easily screwed if they have a hard time with a battle. This is really early in the game after all, this is the time to wean the player into the game and give them a chance to experiment and learn from mistakes, not punish them right out of the gate for failing to make perfect choices. You have the entire rest of the game to make brutal.

Another problem I had was once you’re on a mission, it’s live or die time. There’s no way to retreat from a mission if you find yourself in a bad situation. Not only is this annoying for the player but it’s not tactically sound from the characters’ perspective either. No sane commander is going to charge into a situation he’s totally unprepared for. I would suggest either giving an option to retreat, which either obliges the player to restart the entire mission and reset all the encounters, or perhaps in some cases force the player to eat the failure and forfeit any payment they might have acquired. This isn’t going to be applicable to every single mission but it is something to think about, and is almost certainly preferable to locking the player into an unwinnable situation.

Finally, the uniquely scripted nature of every single encounter give this game a fairly rare opportunity. I was somewhat disappointed to find that my soldiers simply walked into every single combat situation with no thought to tactics. In the future, I would give a forward thinking player some options in situations like this. Set traps, lay ambushes, anything to let the player gain an upper hand in combat. It’s more rewarding to just completely crush an enemy force because you were more clever than them then trade blows with them for twenty turns. If you want this to be a tactics game, let the player apply tactics.

Characters 3/5
Most of the characterization in this demo revolves around the Blackthorne Brothers. The most immediate and obvious characteristic of your protagonist, Janos, is that he is not the typical implausibly talented twenty year old white-haired pretty boy. He is a grizzled veteran who appears to be at least in his forties, a real soldier with years of real experience behind him. He serves as both a sympathetic and effective protagonist, a knight in service of his liege lord, bond by oaths of honor and friendship. His brother, Horace, provides badly needed comic relief; an element often missing from Max’s other games. I liked both of these characters a lot. They had a lot of chemistry and acted like, well, brothers. One thing I thought was odd, though, was that your badass captain of the guard starts at the same level as his recruits. I see no reason why he and the other “main” characters couldn’t start off with a higher experience level and a small pool of job points to spend to reflect their experience over their band of squires. This probably wouldn’t even disrupt the balance horribly, since having one or two higher level characters isn’t going to be a deal breaker in these types of combat situations; if anything it evens the score when you face enemy leaders who are themselves demigods compared to their men.

Most of the other characters received only scant attention. Though the demo contains a handful of minor villains, most aren’t given the chance to do anything but stand around and act fiendish. Lady Bethany, the only important female character to appear, is portrayed in a manner that borders on misogynistic. I can forgive some of this as being one of the realities of the setting, but I couldn’t help but think this would come off better if the writing were more subtle about it.

The dialogue is really quite decent and makes at least a good faith effort to adapt to the setting, a sort of pseudo-old English style that manages to stay understandable but at least give the world some depth. The writing is occasionally marred by Max’s patented “plethora of obscenities” that often not only sound forced and completely out of character for the people saying them, but are out of character for the game’s universe. Did you really need to break your campaign setting’s own rules to let yourself use the f-word? Consider excising these and finding more colorful in-period euphemisms. I assure you they’re out there and some of them are quite fun. They’ll sound better and more natural. This use of profanity does not make things darker and it does not make the characters seem more mature. It makes them seem like grade school students trying desperately to be outrageous.

Story 3/5
The game appears to be set in a fairly expansive fantasy world of political intrigue. It clearly borrows a great deal from Final Fantasy Tactics in regard to its systems and perhaps its world as well, but the mood and tone of the series seems to be inspired more by George R. R. Martin’s A Song of Ice and Fire series. If you liked either of these, there might be something here for you.

The main plot of the game appears to be centered on the Blackthorne Brothers and the missions they undertake, but behind the scenes is a web of deception and betrayal amongst the nobility and their power schemes, though this demo offers but a taste. It is hard to say at this point exactly how developed the world is, though the provincial system of the world map did leave me with questions. Are these provinces allied with each other? Do they in-fight? What other races are there and do they all hate each other? These are things to think about.

Music and Sound: Coming soon!
The music used in this demo is all appropriate and well-used (aside from an odd lyrical selection played during the credits) and I felt like the sound effects were relevant, but from my understanding, this project will soon have a number of custom musical tracks incorporated into the game. I always think custom music is a plus and will check out this sound track when it is released and update this review to reflect it.

Overall 2.5/5
I find myself feeling very much the same way about this project as I did about Wanderer. I feel it is a decent concept plagued by bad design decisions. This is an early demo and its state reflects this; it is still rough and unpolished. there were parts of this game I enjoyed, but they were undermined by the parts I thought were severely broken. However, if you clean up the combat problems (seriously just lowering their evasion alone would probably make this a 3) and consider implementing some of the other ideas I mentioned, and you could have a winner here.

Posts

Max McGee
with sorrow down past the fence
9159
@Brickroad:

I was making fun of myself. Well, that is one of several things going into that punchline. I could explain the joke (part of it hinges on Mario's history as a silent protagonist), but you know what they say about explaining jokes. : )

While we're way the fuck off-topic, you should play Fairway. It's easy, so you'll like it. I have no idea where GRS hid it in that god-awful unnavigable hub world? World 4, I guess, which I was never even able to find?

-BACK ON TOPIC-

I'm sorry you feel that way, Max. I never meant what I said in any negative way, and I know this is a lot more than just me, but does it bother you that much that your game isn't for everyone? Like I said, it's very likely a solid product in its own rite, and I believe every word you said about manhours spent testing, re-testing, and beta-testing the game. I believe everything you said about the perfectly-tuned difficulty and the testers' comments to that effect. I believe you about the stylistic choices in the writing (which is really a non-issue, I honestly feel comments to that effect have kinda degenerated into a "lol, Legion game, gotta have F--K F--K F--K!" of which I am also guilty, but I would never seriously lower my opinion on a game on something like that).

I appreciate your earnest and respectful tone. A lot. Moving on...

All that being said, is it really important to you to please people like Soli and I who aren't interested in that brand of difficulty?

I fear this will make me sound callow. My answer is:

No, but the game's rating is important because it determines the game's downloads which are important because the game's overall public reception is important because it has the Ghostlight name on it and Ghostlight is my business. Even free games, if they're doing their job right, raise public awareness (in a positive way, hopefully) and garner a player base. Then again, SO FAR in terms of this game's download numbers, I have nothing to complain about yet.

It is for this reason that yet, I am trying to collect suggestions. I wish earnestly to reach the largest possible audience.

I suppose, then, that praise and recognition are as important to me as they are to any other human being. The fact that Solitayre's review starts with the phrase "I love tactics RPGs" seems to me like a challenge that the issue is not that he does not like this style of game, but that I am doing it wrong.

On the whole, F-G's opinion is much more important to me. He gave Iron Gaia: Virus five stars...more importantly, the text of his review told me he that "got" the game, that he grokked it fully. I was hoping he could understand To Arms!--which is a much better game on the gameplay side of things--in the same way.

your testers are welcome to give us more insight on their gameplay experiences in reviews of their own.

Can WIP confirm this? Because I had assumed this was EXTREMELY verboten.

If you'd really like to, we could discuss further my expectations of difficulty or acceptable standards, but I just don't feel it necessary, compared to Soli's comments and your taut responses to them. The "sweet spot" of difficulty is not universal, and while you may have achieved that in context to the style of gameplay in To Arms!, it's not going to be for everyone.

Simply, I would rather you or anyone else give my game a chance rather than taking Solitayre's word for how the difficulty is balanced. I am confident there is a good chance that anyone including you could complete the game without a moment of frustration or backtracking.

Let me be clear: I do not doubt the quality of To Arms! as you've described it. I believe every word you've said in its defense. In this tread, I have been provided with enough information to conclude that the game merely isn't one that I'd enjoy. And while I didn't need to create a wall of text explaining that, I wanted to give you the opportunity of witnessing the mindset behind how I came to that conclusion so that I could let you be the judge of whether or not it affects how you design or market your games.

So if Solitayre's review did not exist you'd have played (and possibly enjoyed) the game?

talking about the word fuck

I mostly agree.

One screenshot comes to mind where Janos(?) says something like, "Well, what the F--K do you want me to do about it, eh?" It's a very natural sentence, something we'd expect just about any potty-mouth to say. I wonder, though, if "f--k" was left un-capitalized, would it suggest a different intonation? Something that flows uninhibited out of the mouth of a mercenary as easily as the the other words that construct the sentence? Depends on the context, I'm sure. Just a ramble, not a criticism.

Did I capitalize the word fuck? Oh, I put it in ALL caps. That was just for emphasis. i.e. where the emphasis in the sentence falls, in a prosodic sense. It was not meant to have rhetorical importance, it was purely a question of word stress i.e. that he was not emphasizing say the word "what" or the word "do". I'd have used italics, were they available.

It is regrettable that it drew attention to the profanity in a way that made it seem out of place.
comment=37180
On the whole, F-G's opinion is much more important to me. He gave Iron Gaia: Virus five stars...
Solitayre
Circumstance penalty for being the bard.
18257
your testers are welcome to give us more insight on their gameplay experiences in reviews of their own.


Can WIP confirm this? Because I had assumed this was EXTREMELY verboten.


Beta/playtesters are definitely allowed to submit reviews.
Max McGee
with sorrow down past the fence
9159
@Strangeluv:

Yes. My point being that I don't think it's impossible for him to grok/enjoy my games and that if he has issues it is more likely that the game has issues and that it is not a case of "no accounting for taste".

@Solitayre:

Cool.
Ciel
an aristocrat of rpgmaker culture
367
Your interpretation of my intentions is ass backwards, sir.

I've never said this once. What I'm really going to do, in all likelihood, is just stop making games anymore.

lol, again? It is just staggering that after all these years you are still this immature. You have these delusions that it matters what people think about your RPG Maker games due to various business or personal reasons. It doesn't matter. Not only are the concerns you've stated fabricated or at least wildly exacerbated by your own wracked mind, the reality is it's inconsequential what people think. You can't control what anyone's opinion of your product is, and if you try you look like a douchebag and alienate your audience even further.

If people are grossly misinterpreting your work then you have failed as a creator to accurately convey your intention. If you want good reviews, make good games and market them to the appropriate audience. Your flipping out when some random internet slaag gives a LOW NUMBER OF DIGITAL STARS to your video game doesn't help anything or anyone. The fact that you clearly love making games but continually get so worked up over some guy's 100% subjective review score that you threaten to quit the craft entirely suggests that you have some serious problems. You need to learn how to create the product that you want to make, release it to the world, be satisfied with your creative output and then STEP AWAY FROM IT. This shit has been going on for years and years and you are going to die of stress if you don't seriously adjust your outlook regarding artistic creation.

Because I can spend hundreds of man hours and test to the nth degree to produce a game that has the perfect difficulty balance and then have people tell me it is wildly too hard and then have other people refuse to play it because of scathing reviews.

Here's a little tip: random chance bullshit like evasion is really bad game design. Try putting the outcome 100% in the hands of the actual player if you are looking to achieve a static level of difficulty determined entirely by you. Otherwise don't be surprised when players report drastically different experiences with your game.

comment=37029
It is best to take what TFT says with a grain of salt.

Yeah please just disregard the legitimate voice of a contributing RMN member because you have been in the rm scene for 6months and have pinned down his persona 100%

comment=37014
Perhaps this is worthless coming from my mouth (far be it from me to actually defend Max for once), but I have played Iron Gaia and Backstage, and though I feel To Arms has its share of flaws, it is still far, far more enjoyable than that old stuff.

well, you got bored playing secret of mana and denounced every respected rm game in history so.......................

comment=37176
I acknowledge your accomplishments, and never meant to place you in a level amongst us who are truly amateurs, by definition. Setting aside technicalities and pride, I only meant to suggest that those here who aren't familiar with you and/or your published works are likely to view the game as any other on RMN: an amateur effort.

I would like to take this opportunity to welcome the first professional RPG Maker VX game to RPGMaker.net. Amateur hour has waned away...
I said capitalized, I meant "all in caps," my mistake. Either way, it's not a big concern. It's a lot of detailed thought about something that isn't terribly important.

If I had played the game without having read Soli's reviews, I'd WAGER that I'd notice similar issues. I'm sure you're saying, that's a pretty big wager. Consider, though, I played Starseed BECAUSE of Soli's review. I wanted to confirm its objectivity for myself. I played through it, and witnessed the design choices for myself. The conclusions are summarized in my review.

This review tipped me off that similar design philosphies were used. Thus, I concluded two things: one, it is against your creed to take luck out of the picture completely, or reduce it to trivial amounts (i.e., bad luck results in a few extra heals or defensive abilities, as opposed to death and game over), and two, that based on the above, I would not be able to appreciate the game crippled by such design choices.

As you know, I have since offered to try the game, so I will follow up at that time, maybe this weekend.

Edit:

lol, again? It is just staggering that after all these years you are still this immature. You have these delusions that it matters what people think about your RPG Maker games due to various business or personal reasons. It doesn't matter. Not only are the concerns you've stated fabricated or at least wildly exacerbated by your own wracked mind, the reality is it's inconsequential what people think. You can't control what anyone's opinion of your product is, and if you try you look like a douchebag and alienate your audience even further.

If people are grossly misinterpreting your work then you have failed as a creator to accurately convey your intention. If you want good reviews, make good games and market them to the appropriate audience. Your flipping out when some random internet slaag gives a LOW NUMBER OF DIGITAL STARS to your video game doesn't help anything or anyone. The fact that you clearly love making games but continually get so worked up over some guy's 100% subjective review score that you threaten to quit the craft entirely suggests that you have some serious problems. You need to learn how to create the product that you want to make, release it to the world, be satisfied with your creative output and then STEP AWAY FROM IT. This shit has been going on for years and years and you are going to die of stress if you don't seriously adjust your outlook regarding artistic creation.

I generally agree with this, and I had wanted to say something like this in my own way. We're here to give feedback, not to pad a resume. If you read someone's review or comments, and you don't think the issues they bring up are real issues, then you might as well just say, "Sorry you didn't enjoy the game. Thanks for playing."

Here's a little tip: random chance bullshit like evasion is really bad game design. Try putting the outcome 100% in the hands of the actual player if you are looking to achieve a static level of difficulty determined entirely by you. Otherwise don't be surprised when players report drastically different experiences with your game.

I completely agree with this.
See, the thing about profanity is that they are (more often than not) colloquial slang or used as blasphemy (against the local religion). Unless the medieval game is set in Earth (and even more specific - Europe), I find common swear words such as "fuck" or "hell" or "goddamn" to be really out of place, since they are so integrated with our culture.

If you are crafting your own culture and setting, it would be natural to create your own religion and slang and swear words to go with it.
comment=37201
See, the thing about profanity is that they are (more often than not) colloquial slang or used as blasphemy (against the local religion). Unless the medieval game is set in Earth (and even more specific - Europe), I find common swear words such as "fuck" or "hell" or "goddamn" to be really out of place, since they are so integrated with our culture.

If you are crafting your own culture and setting, it would be natural to create your own religion and slang and swear words to go with it.


At the same time, I can feel alienated with created slang. I can typically deal with, "By Draco!" where Draco is some culture's deity, but if a character tells my hero to "go stuff a snicker," I'm going to be too distracted by it to follow the flow of the narrative and merely understand that I was told to screw myself. I don't know, that's just me.
Legion/Max, please make more games. I await the new Legion game with bated breath. Your response to criticisms is very enjoyable... much more enjoyable than dying 100+ times.

comment=37205
At the same time, I can feel alienated with created slang. I can typically deal with, "By Draco!" where Draco is some culture's deity, but if a character tells my hero to "go stuff a snicker," I'm going to be too distracted by it to follow the flow of the narrative and merely understand that I was told to screw myself. I don't know, that's just me.

I dunno. Seeing a charset saying "Go fuck yourself" is much more distracting and interrupts the flow of narrative much, much more.

comment=37183
On the whole, F-G's opinion is much more important to me. He gave Iron Gaia: Virus five stars...

To which you responded: "Yes. My point being that I don't think it's impossible for him to grok/enjoy my games and that if he has issues it is more likely that the game has issues and that it is not a case of "no accounting for taste"."

Please. Some reviewers spot more flaws than others. I am not criticizing F-G's ability to review at all. It is possible he could have liked some things the majority of players wouldn't and probably wouldn't mention it in his review. Same for anyone. Sometimes when you think a movie or a game is really good, you're ready to dismiss some of the flaws it might have. When a person isn't having such a great time, he might spot some things others won't.

Every player's opinion should matter to you, unless you have a specified target audience, and those usually go by just genre in the RPG Making "business". But even that's kind of dodgy, since it's such a small community! I am sorry the people who matter to you more are the ones who give you five-star reviews and not the ones who actually take the time to write out their qualms about your precious game. Like SF La Valle said, this website isn't to pad out your resume. It's to give comments and criticism and people shouldn't restrain themselves from doing that. Sure, you cannot please everybody and there are going to be people who are going to hate the kind of games you make no matter what! But take a step back from your work sometimes and see it the way other players would.

If you want good reviews, why don't you try to please the majority of players, who seem to have a problem with your game's difficulty! If you're not out to please the majority and want to leave the game as difficult as it is for the few who love this kind of pressure, then so be it! That isn't to say it's a bad thing! There is a niche that enjoys bullet hell, after all. But if you want to keep the game very difficult, don't come in here and berate the average player for catching hell in your game. THAT would become the Ghostlight trademark, if the Ghostlight trademark is represented by this game, whether you like it or not - whoever cares about that, anyway!

As for the cursing thing, who wants to see a charset say "fuck"? Sure, it might be in A Song of Ice and Fire, but who would not chuckle at seeing the word "fuck" in an RPG Maker game? It's like a thought bubble coming out of a Lego man's head saying "fuck". You so would not get the reaction you are looking for! It's just a joke (see: RaZor). It's totally out of place, like in that pic Brickroad linked, and I am sure, being a Creative Writing major, you could come out with some sort of suitable alternative that fits!
WIP
I'm not comfortable with any idea that can't be expressed in the form of men's jewelry
11363
nothing to see here

Also as a note: anyone is allowed to review a game so long as they are not listed as a developer inside the game profile. Testers are obviously fair game.

EDIT: Strangeluv, do not put that quote from Blind back.
Magi
Resident Terrapin
1028
Heh, looks like this ill-conceived review and its wave of backlash has really called the user base of RMN "To Arms"
comment=37210
Heh, looks like this ill-conceived review and its wave of backlash has really called the user base of RMN "To Arms"

I giggled :)
Oh my god.


also, only 3 pages? keep at it guys, don't let me down
comment=37210
Heh, looks like this ill-conceived review and its wave of backlash has really called the user base of RMN "To Arms"


Ha ha ha ha h- *Freeze cam - Credits roll to 80s music*
Max McGee
with sorrow down past the fence
9159
but who would not chuckle at seeing the word "fuck" in an RPG Maker game?

Me. And the small subset of people who enjoy the writing in my games. As a matter of fact I think the last paragraph of Strangeluv's post might win the blue ribbon for what I disagree with most out of everything I've read.

@Everything & Everyone Else:

Your comments were fascinating and occasionally insightful. Ciel in particular managing to state something in a way that was actually not too douchebaggy for me to take something from it.

Ciel, I think some of what you said was right.

Anyway, this review has certainly been the center of attention for long enough. It represents exactly one thing, which is Solitayre's "100% subjective" opinion of my game...and my 110% subjective response. I encourage people to try the game without letting either the controversy or the score drive them away from something they might appreciate or enjoy. And that is all I can do.

Thank yous where appropriate, fuck yous where appropriate, and please any other comments anyone has about the game in general, save them for your own reviews/comments on the game page, not this review. This review thread is a place to comment on the review itself. Far be it for me to tell you how to use RMN but I think WIP might actually agree with me in this case.

I look forward to more feedback on To Arms! and have made a new blog post asking for suggestions to implement in to the final version.
the word 'fuck' doesn't even mean anything anymore. why use it in an rm game, particularly one that is (i assume it is, i haven't and will not play it) supposed to be dramatic and serious? people, real and fictional, sling it around so much that any impact it might have once had has been rendered null. everyone i know irl who uses it constantly (a lot of people) is really hard to take seriously. same goes for chipset people, i fear!

the only time i don't roll my eyes all the way back when the word 'fuck' is used in a game is when i am expected to 'connect' with that person as 'salt-of-the-earth' who cannot express their feelings more effectively. like a soldier from the boonies who has never lifted a book, or a serf, or an addict living on society's fringe, or whatever.

but anyway, it's a weak word that has no place in dramatic writing. cursing isn't inherently bad, but it feels so artificial in an rpg maker game that it sort of cheapens your script. thanks for reading!
well, you got bored playing secret of mana and denounced every respected rm game in history so.......................


As a preface, I strongly suggest any response to this be in PM, IRC, IM or anywhere else but here, because my response is going really off-topic, and the only reason I am posting it here is because of what Ciel said:

I think this should be said: just because I say a lot of negative things about subject matter does not mean I hate it, even if I say stuff like "90/95% of everything is crap" sometimes. It is because I pay far more attention to negative criticism more than stuff like positive reinforcement as a developer myself. There are countless changes I'd make to V&V and other crap I have worked on, but what's done is done now and it is time to move on.

To clear things up, it is not as if I have this outrageous amount of hatred for Balmung Cycle, because I know your comment is at least partially because of that. The amount of so-called DIGITAL STARS I would give it would be around 3, as I do, in fact, respect a number of things within game, particularly the level design. I also respect the amount of work that goes into any complete RM* game of some quality, even if it does not always sound like I do.

I have been told before that I am too aggressive a number of times before, and it is not as if I am unaccountable to my actions or blind to criticism. I will at least try to point out more positive aspects of things in the future.

And that's all. Sorry to anyone that was pissed off over that or whatever.
comment=37261
Please. Some reviewers spot more flaws than others...

Well, fuck you.

...I am not criticizing F-G's ability to review at all. It is possible he could have liked some things the majority of players wouldn't and probably wouldn't mention it in his review. Same for anyone. Sometimes when you think a movie or a game is really good, you're ready to dismiss some of the flaws it might have. When a person isn't having such a great time, he might spot some things others won't.

My point was that Max chooses to put the reviewers who love/enjoy his games of higher worth than the ones who state the faults in it. This is not good if you want to improve your games/widen your audience.