SIXFOOTBLUE'S PROFILE

Hi, I'm Blue. I like pixel art, drawing, voice acting, and messing with game design, despite knowing very little about coding. Maybe someday I'll release something.

Hope we get along!



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Thumbs down for .hack//GU?

I recently rediscovered the first console game I've ever purchased and noticed that quite a few people didn't like the .hack//GU games in comparison to the four original .hack// games that took place in The World R:1. Some stuff I saw pop up were criticisms like unoriginal and unimaginative characters as well as a bad storyline.

I might have some bias here because I bought GU before infection, but when I played infection, I really preferred GU more. I think my only dislikes for GU were that there were essentially only two field types, and then all that changed between them were time of day and weather. It got boring. Also, I liked how in infection, battles were fully open. But the flow of battle was really smooth in GU, whereas in infection and the other games, you had to cycle through menus for skills and first aid. Also, any battle in GU was escapable. Dungeon crawling became a real pain when you were trapped in rooms that only unlocked when all portals were open.

Stories in both games were great in my opinion, but in Infection, I felt I lacked a real sense of direction. On several occasions, I hit snags because I had no idea what I was supposed to do.

I'm wondering, why is .hack//GU seen as a "middle finger" to the .hack// series?

Love in games

Together fivever!

Your Top Features in Games

I suppose, in the end, it isn't so much replacing encounters, as it is just making a realistic number or frequency of encounters. In the Deist Cave in FF2 DOS, I would save every five steps and avoid trying to get chests, and pretty well take the most direct route. The reason for this is, in the dungeon, you encounter Hill Gigas, either alone or in pairs. One hit from these guys was already enough to take out one of my party members in one blow. Of course you need challenging monsters, but when you have constant encounters every 10 steps that either heavily take from your supplies, or cause you to game over, it kind of discourages you from exploring the dungeon and in the end you try to find the shortest route possible.

Your Top Features in Games

1) I'm a little bit against the save anywhere feature because, while there are those who can use it effectively to avoid tough situations, there are those who won't. I'm very cautious with saving, no matter what the feature is, because I want to make sure I don't end up in an unwinnable situation or miss important parts that I won't be able to revisit later, but there are other people who only function on 1-3 save files. A save anywhere feature could trap you in an inescapable room with an unbeatable boss. I think maybe save points should appear more frequently, or be placed effectively to avoid excessive terror and nail biting when running through tough dungeons.

2) AGREE. Random encounters can be a pain in the ass. I like combat, but I also like the ability to outsmart/outrun/sneak past enemies. It seems more realistic than running through an empty map and all of a sudden, ENEMIES OUT OF NOWHERE. It also makes it easier to assess your situation and know which zones are safer than others.

5) These are really fun. I love the ability to mix up battles with stealing/enemy control/scanning etc..

8) I think there still should be some grinding element, just not a heavy grinding element. It'll give you a slight advantage. Either that or EXP should come easier.

Some features I enjoy

Item Gathering: Used reasonable, this can be quite fun for crafting items or even just salvaging items from the environment or battles to sell later for extra cash. I feel it adds more depth to the world you create and you get an idea of what it's like actually living in that world.

Duo/Party Skills: Perhaps through a close relationship or some form of compatibility, two or more active party members can activate a skill that involves them acting together or simultaneously. Not only does it provide some decent eye candy, but it also encourages the player to form strong relationships between party members and makes battles more fun.

Bestiary: I'm one who enjoys collection. It's pretty useful to keep track of enemy strengths and weaknesses as well as what kind of loot you can pick up from them. Plus it also encourages exploration and fighting of optional bosses. There could be a reward provided for a complete library.

Love in games

author=Archeia_Nessiah
Back then, Love = ideal friendships with no strings attached. The I will die for you kind. (Philosophy class~)

Now it seems like love is synonymous to sex, which it isn't supposed to be.

That or I might be too old timey when it comes to my taste in romance <_<;


I agree with you, though at the same time, I don't mind the idea of some sex associated with romance ;)

At the same time, what bugs me is how people interpret sex elements in a story as sex = porn/smut.

Using faces in RPG Maker.

I don't think they're ALWAYS a necessity, but at the same time, they can add to your perception of a character. Slight details in their physical appearance or their facial expression can give you added insight or a better idea of their personality.

To be fair, I've played quite a few RM games that don't use facesets and still pull off their character and convey emotion and tone flawlessly.

Number of Characters?

I guess it really depends on the genre. AS already mentioned, strategical games like Fire Emblem use a fairly large number of characters at once, not to mention if they die, you can't get them back, so a large character base seems to be a necessity.

If you're dealing with a turn based RPG with a party of 4 or a combat game where only one character is active at a time, I think it best to really cut down the numbers. (For me, a good max is 10)

I've never been good with games you have to use and manage a large amount of characters. (Nocturne x_x) Even in persona 3, I ended up just sticking with the same party of four throughout the game, because I never bothered training the rest of them until it was too late.

Love in games

Same-sex relationships may add an interesting appeal to storylines in games, and in fact it's already been done in games like Mass Effect 3 or .hack//GU Reminisce (Homosexual relationship and a transvestite/possibly transgender character. Also, in Persona 4, there was a whole episode that dealt with one character questioning his sexuality.

It's not always so obvious, but it's there. I think the reluctance to include it sometimes is due to the possible reactions from consumers that could come from it.

I, for one, welcome it. Of course it doesn't have to appear every single time, nor does it have to be a requirement, but at the same time, it could add a touch of realism and diversity to a project.

What music gets you going/pumped up?









I listen to at least one of these on a daily basis :3

Futuristic chipsets for rm2k3

I'm trying to find some futuristic chipsets/tilesets for rm2k3 that have a sort of "clean" feel to them...if that makes sense. Like, no gritty walls or textures or anything. Hopefully chipsets that fit in with Treasure of the Rudras chipsets and possibly Mac&blue chipsets.

I basically want to take pieces from them and scrap together chipsets. Does anyone know of any in particular? Or any other sources where I may find them?