I make and play games - playing games I use as a reward for reaching specific milestones within my various development projects. I've played a wide variety of games, having started at the tender age of three and worked my way up over the years so that, at one point, I was actually going out of my way to find the original games (cartridges, CDs, whatever) to play.

All games I elect to review must be 'Complete' status (though games still in the process of clearing out bugs are fine and will be noted in the review itself). These games must have a download on RMN (as I pass them to my Dropbox queue) and need to be self contained - everything I need to play should be in the download, without needing to install anything (including RTPs; we aren't living in the days of slow connections anymore, people). You should also have any fixes in the download, not something I have to look through the comments for - I'm going to be avoiding them like the plague until I've finished the review.

When I review a game, I try to play as much of it as I can possibly stand before posting the review - I make notes/write part of the review as I'm playing, so a lot of what goes into the review is first impressions of sections. I'm also not a stickler - things don't have to be perfect - but I've seen many examples of things not done perfectly but, at the same time, not done horribly. I rate five categories on a scale from 1 to 10: Story, Graphics, Sound, Gameplay & Pacing, and Mapping & Design. 5 is average to me, so it's not necessarily saying that category is bad - it's saying it's middle of the road. Games within the same editor are compared to one another, not games across editors (I'm not going to hold an RM2k game to the same standards as a VX Ace game due to system limitations, but I won't let it hold back the RM2k game's rating) - unless the game is part of a series across multiple editors.
Legion Saga X - Episode ...
A fan updated version of the RPG Maker 2000 classic



I don't know about you all, but a Female Squall for FF8 would have been cool.

I guess it says more about fashion than character design, but that belt doesn't even have anything to hold up, and is doing a pretty bad job of holding her top together if that's what it's for.

It's a sword belt - it's holding her scabard, and not much else. She wears a similar but fancier one when wearing the armor and has basically just chosen a fairly loose belt so that her sword rests in roughly the same place as she's used to.

Blackmoon Prophecy II

If I may make a suggestion re: your minimap controls?
The minimap, given the current equation you use, is a little jumpy if you're moving fast enough (because of how often it's updating). To put a little ease on it, and make it update a little smoother, may I suggest simply dividing by 3, instead of dividing by 9 and then multiplying by 3? Unless, of course, there was an intentional reason for the other method I haven't bumbled across.

LockeZ designs a boss battle for you

The states in any way, shape, or form that exist yet are those I need to have by default of the engine - death and guard - and those associated with the abilities I've detailed above (early days, loads of balancing work ahead - I want to create things as they're needed, not create them and find justification for them at a later date).

Things I've experimented with before include a script that allows you to stack states multiple times (I was using it in the style of Determination from WoW - if you die on a fight that uses Determination, it sends you back to just before the boss and gives you a 5% buff to your HP, damage done, and damage healed, which could stack multiple times; the game would then clear those stacks after you defeated the boss ~ the only problem was the states were multiplicative, instead of additive, so it acted a little bit wonky as you got more and more buffs, for example the first stack would raise your stats to 105%, and then the second buff would raise your 110.25%, the third to 115.75%, etc.).

In that regard, I'm open to interesting and quirky buffs - I'm using an ATB system, so things such as haste and slow are actually capable of working and being a bonus/detriment. If I can realistically pull it off, even if it takes a bit of coding/scripting, I'm willing to attempt to put it in (so long as it doesn't completely go against all reason in the game world).

LockeZ designs a boss battle for you

The commander and the summoned monster being fought together seems like the most interesting prospect, if you don't mind having to get your hands on graphics for two bosses instead of one.

From a story perspective, how does monster summoning work? Specifically I'm wondering if it's something that could potentially occur gradually over several minutes, and whether the monster comes from a portal or a hole in the ground or what, since I'm thinking about the possibility of the monster being summoned gradually over the course of the battle and the player having to win before it is completed. Visually the easiest way to represent this would be gradually increasing the monster's opacity as it materializes. But I don't want to contradict your plot if this is a major plot element (and also I want to hear more because something about how summoning works in your game might just inspire me).

Most definitely it's something that could occur over the course of a few minutes. A little more in-depth - monsters come from Someplace Else and arrive in the game world in one of two ways: slipping through the cracks or directly being called into the world. The process of calling them into the world involves taking an existing crack (I call them that, but they're not physical cracks so much as weak points between places) and widening it, making it easier for these things to cross over, and then using a ritual to call the specific monster through - the ritual ensures obedience on the monster's part (or so the commander believes) after they push their way into the world.

LockeZ designs a boss battle for you

All right, I'll bite. I'm currently in the process of putting together a demo with the idea floating in my head; the demo is a dungeon which will feature in the final version. The "dungeon" (details subject to change) in particular is an enemy encampment near the front lines of a war - it consists of both navigating the encampment and a nearby cave complex before eventually arriving at a ley line conflux. At the conflux is where the players will fight the boss.

This dungeon is in such a place in the story that it's the first time the characters (and the player) will have encountered actual monsters; prior to this, it's been natural creatures and humanoids as enemies. Monsters are, in particular, attracted to this place because of the actions of the enemy commander and his attempt to summon a larger one to assist with a coming battle - the plan is to make the boss either the commander or the monster he summoned or both.

MP has been eliminated from the game; all abilities are either free (TP Builders) or cost TP to use. TP raises only by attacking (does slightly more damage than a TP builder, but builds less TP) or using a TP Builder (small damage + an effect and more TP). Balance may need to be done here, but that's not important to this exercise.

The three characters are as follows (abilities are listed in order of their planned TP cost):

Main Character: sword 'n' board user, has access to four abilities:
- an attack that does minor damage but makes enemies more likely to attack him (TP Builder)
- a self healing-like ability that drains a portion of the damage he does (5%, may need rebalanced to 10% or higher) for a short number of turns (currently 5).
- a stun that causes the enemy to be temporarily stunned (wow) and does minor damage
- a medium damage physical attack

Archer: bow user, has access to three abilities:
- an attack that does minor damage but increases the critical chance of his next attack by 20% (TP Builder; wasted if the next action isn't an attack that can critical - this attack can't critical)
- a medium damage physical attack
- a quick attack that raises his ATB charge rate by 1000% until his next action while doing minor damage (this often allows him to immediately attack again)

Healer: sword user, has access to three abilities: (this character is most subject to change)
- a minor damage attack that gives her a minor buff to healing in her next action (TP Builder)
- a minor heal with a chance to remove a status
- remove a status with a chance to minor heal
- a medium heal

[Poll] 16-Bit(Pixel Graphics) VS HD

@Travio: A bit off-topic, but while I'd agree Suikoden IV is the lowest point in the series, I'd still argue is a "good" game. So, yeah... =P

I'd argue it's a good half a game. ;)


I note a strong lack of cameras here - are they perhaps hidden?


The second one does work, it's just an odd wording that throws some people off. The last one, though, does need to have a wording change to fit the scheme~

[Poll] 16-Bit(Pixel Graphics) VS HD

Also can you imagine making 16bit graphics and use those assets for 1920x1080 resolution? ._.;

Truth be told? I'd love to see someone at least try.

[Poll] 16-Bit(Pixel Graphics) VS HD

A game's sales numbers do not equate to a good game.

Let's go with two games I'm intimately familiar with:
Suikoden IV and Suikoden V.

It's a rare person who will say Suikoden IV is the better game. In fact, most fans of the franchise will list it as the worst game in the series. Suikoden V is, by most accounts, considered at the top of the series. However, the sales numbers on IV are nearly twice that of V. That would automatically negate your proposed hypothesis that sales numbers automatically equate to a better game.

I'm going to get into some muddy waters here and go to the Final Fantasy series: I propose that the quality of the games began to go downhill starting with 7 (holy shit, I think I just heard a million pitchforks being raised - but I'll quell a large number of the masses by saying that 9 was a redeeming point after the switch to 3D). At that point in time, the focus on graphics started to such a point that the rest of the game began to suffer for it. The jump from Playstation to Playstation 2 just further aggravated the standards - not to say the 3D games aren't good games, but they begin to show suffering from an emphasis on presentation over content.

My belief is that your statement that sales can be an accurate measurement of how good a game is is inherently flawed. Sales figures do not automatically equate to quality, but instead a larger marketing budget and propaganda machine.

Edit: Ah, I found an example in FPS world: Resistance 2 (amusingly found on my shelf because, short of outright throwing the game away, I can't find a way to get rid of it). The game sold a lot of copies because of the first game and its merits (in excess of 3 million copies), and reviewers were giving high praise to this sequel. However, it's considered a failure in the series and pretty damned shitty, over all, by gamers - to the point where the developers called it a failure and swore to take fan feedback into account for Resistance 3. Source.