Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 10/25/16 in all areas

  1. http://fuwanovel.net/reviews/2016/10/25/funbag-fantasy/ A pleasantly substantial plot for a game mainly about pleasantly substantial "plot".
    10 points
  2. If I had a nickle every time I was told that I simply "didn't get" Little Busters... You can get something, and still think its stupid as hell. I do think that someone who likes a work that is being critiqued, will generally be better equipped to argue about it, and defend it simply because they like it and will devote time to it. If I don't care for something, I'm not going to spend a ton of time trying to explain away every aspect of what forms my opinion. "I just don't like it" or "I just like it" are perfectly reasonable defenses in my eyes. Not helpful in terms of explaining, but they are valid. But saying someone's opinion is invalid because "they didn't understand it" is wrong. Everyone will have different takeaways from various works. We all interpret things differently. Maybe the drapes are blue because someone believes it represents a characters sorrow, and adds to that. Or maybe they are blue because a character simply likes the color blue. Unless the author explicitly comes out and gives us the "understanding" its open for interpretation.
    3 points
  3. "In a few hours we will be announcing an announcement. This has been an announcement for an announcement of an announcement, thank you." Oh, man
    2 points
  4. FabrM

    Late introduction

    Well, I hope that you'll enjoy them all when you get the opportunity to do so. I enjoyed all routes, but my favourite girl was Lilly Satou without a doubt. Thank you for the warm welcome to you as well!
    2 points
  5. English in a shellnut #3 And yes, overmorrow does actually exist, but Tumblr is always Tumblr
    2 points
  6. So, if I'm correctly understanding some examples of what you meant, I think part of the disagreement here is caused by people being too fixated on the original phrasing. I think it's perfectly valid to say "I just like it" about something, especially in reference to some specific, well-thought-through aspect or property. Similarly, it's equally valid in the same circumstances to say "I just don't like it", about the same thing. Bolverk's example of slice-of-life is a good starting point: plenty of people have experienced it, reflected on its pros and cons, and found it boring as hell; plenty of others have experienced it, reflected on its pros and cons, and can't get enough of it. Neither of those groups is holding an opinion that I can really criticize or fault them for, assuming they reached it after appropriate rational reflection (which I don't believe is an unsatisfiable assumption). Like you said, I don't think a mature person in either of those two groups would say "you just don't get it" to someone on the other side, but they might very well say "I just [don't] like it", and be perfectly justified. Assuming that's a valid reframing of the original question, at any rate, that's my two cents.
    2 points
  7. fun2novel

    Golden Axe Warrior

    When Shigeru Miyamoto created the concept for Zelda he probably had no idea the legacy that will follow after that first legendary game. There were many similar games before but never quite like it. Instead of leaving you puzzled not knowing what to do the game’s design focused on exploration and discovery, instead of frustrating enemies it had a slow strategic anticipation of enemies’ movements, instead of mostly unfair puzzles the playr instead was rewarded with new areas to explore. Many tried to copy the Zelda formula but gave up as the design wasn’t as simple as it first appeared. One game that managed to copy the formula with a few tweaks is Golden Axe Warrior. The game was released in 1991 for the Master System, it is a side story to Sega’s popular Golden Axe series and looks very much like a Zelda with upgraded graphics. Or at least that’s what it appears to be at first glance. Indeed the game was inspired by Zelda with green grassy areas with just as green colored bushes, yellow sand colored beaches, squashed player character, very Zelda like dungeons and Zelda like dungeon maps, the inventory screen, the warping camera from one side of the screen to the other side of the screen. It is definitely a game for the Sega Master System owners who didn’t have a NES to seek their teeth into. At the time of its release almost every magazine pandered it simply for being an exact copy of the favorite and very popular The Legend of Zelda. A copy doesn’t necessarily mean it’s a worse version of the original. Plenty of really bad Zelda wannabes were released over the years but very few could replace or even improve on the formula as much as Golden Axe Warrior was able to do while still keeping its own identity as a good Zelda clone with a bit of a different spin on the usual gameplay. Unlike Legend of Zelda’s almost completely barren world except for a few caves somewhere in the overworld with some old man lodging inside giving you incomprehensible advice or selling you items, Golden Axe Warrior has real towns you can visit and houses you can enter with living NPCs that give you clues where to go and what to do. There are even stores where you can buy items, weapons, rest, and save. Yeah, a save system, without the confusing holding the reset button method in Zelda and confused a lot of players who had to restart the entire game from scratch every time they wanted to play. The gameplay differs from Zelda in one basic design choice, the game moves much faster. The player and the enemies move at a faster than expected speeds. In Zelda everything usually moved at pretty slow speeds giving the player enough time to account for enemy’s movement and judge the next action to take in order to attack or avoid fighting altogether. But while in Zelda the player had to make quick decisions, in Golden Axe Warrior the player has to think even faster as every enemy group can surround you or shoot at you from afar while quickly moving in very fast patterns. It sounds very difficult but in actuality it’s pretty simply once you get used to the speeds especially if you just came from playing Zelda. This small design tweak carries a Zelda on steroids like tone that lacks in many Zelda clones and even the Zelda games themselves lack that fast movement. Certainly the Zelda games aren’t built to move at such speeds and they are very meticulously designed, almost to perfection, but Golden Axe Warrior shows that a subtle change can change and redefine how a game feels. Golden Axe Warriors doesn’t hide its self as a Zelda clone, it knows it’s a damn good one and proudly shows off what it’s got. There aren’t too many weapons and items but most have some kind of importance, you begin with a forward stabbing sword but very soon find an axe with a slower but wider attack radius and allows the player to cut down the trees on the overworld. The axe works similarly to how Link slashes his sword in A Link to the Past, which is very interesting, almost as if Nintendo copied the idea back from this game. Golden Axe Warrior also has a magic system as well, though a very basic one acting as sort of an alternative to sub weapons but the magic has its own meter that you can replenish any time. There are also healing items you can use to prevent unfair deaths when you’re running out of health and the enemies don’t give you any health replenishing items either. There are of course plenty of hidden underground passages, once again, just like in Zelda, the stairs down underground even look very similar to Zelda. The dungeons are very similar to Zelda too with the player walking from one room to the next looking for keys to open doors all the way to the final room for a boss encounter or some kind of an important item at the very end. Just like Zelda is a product of its time so is Golden Axe Warrior and carries with itself the same old design decisions as well. It can get pretty tough to know where to go and what exactly you should be doing leading to some really frustrating situations, just like the original Zelda had. It’s great to try this game if you are curious but perhaps it’s better to stick to A Link to the Past or any of the portable Zelda games, they are way better designed and less frustrating. Just as a side not, interestingly enough Sega also released Ax Battler – A Legend of Golden Axe for the Game Gear around the same time as Gold Axe Warrior, only this time it was a combination of Zelda 2 clone for the overworld and the action levels, with a splash of Dragon Warrior for the similar looking towns (a lot of older jrpgs look similar anyway). The player character in Golden Axe Warrior looks sort of like the playable character in Dragon Warrior too.
    1 point
  8. fun2novel

    Keio Flying Squadron 2

    The first Keio Flying Squadron was a SegaCD exclusive side scrolling shooter with funny wacky premise about Keio and her family worshiping a big golden key and her journey to bring it back after it was stolen. The game opens up with a grainy almost colorless animated anime opening, beginning with a history lesson and suddenly moves to the main part of the story, the history lesson had nothing to do with the main story. The English dub wasn’t good but strangely they did not dub any of the voice clips playing during the gameplay so you still hear the Japanese voices. Overall it was a short but a very fun game with a very good cartoony style to it. Keio Flying Squadron 2 was a different game entirely which came as a shock to those few who played the original. Instead of a side scrolling shooter it was turned into a side scrolling 2D action platform game. It is practically unheard of for the sequel to have such a radical change from the original in so many ways. But it is a change for the better, it allowed the game to keep the same presentation style while making something new and different. Something tells me the developers wanted to start fresh as if the first game doesn’t exist even though there’s a 2 in the title. First thing first, the game opens with another fully animated anime opening. This time due to Saturn’s higher color palette things look much more bright and colorful however it is also very grainy much like it’s predecessor, the Saturn unfortunately didn’t have a dedicated video decoder and the developers were left on their own to come up with something. The dub voices still aren’t very good but once again, just like its predecessor, it does its job. The story is that once again Keio’s family has another holly object stolen, this time it is some kind of magical orb, and Keio must retrieve it from the bad guys. And thus another wacky adventure ensues. As the game begins we are treated to some beautiful lush and colorful graphics and smoothly animated sprites with some really cool rotation and scaling effects that shows the 2D capabilities of the Saturn. There are even transparency effects which isn’t easy to achieve on the Saturn. There isn’t much here that would be considered as pushing 2D graphics to their limits as the Saturn is barely breaking a sweat rendering those images on the screen but visual aesthetics and design are much more important than a technical showcase. One strange or perhaps unique aspect to this game are the controls. In general they are the same as any other platform game but the developers played with the formula a bit. When Keio first starts moving she moves very slowly but after a few steps she gains momentum and starts running faster and jumping farther. But unlike other games, when she stops at a complete standstill still retains some of her momentum so if you stop for a second, or even just climb a ladder, and then start moving again she doesn’t start at a slow speed but instead dashes at a fast speed. This can be a little disorienting because of inaccurate controls and can lead to many frustrating situations and even deaths because you’re not always sure at what speed you’re going to move at. This is one formula that didn’t need fixing. Thankfully, in the options screen you can change how you want Keio to gain momentum. The default is just holding and moving in either direction but you can change the controls to double tap in the left or to the right directions or hold the L+R buttons while moving. However, once again this is not so useful because Keio’s slow speed is really slow, almost as if she’s pushing something heavy forcing the player to hold another button down almost all the time which kind of defeats the purpose of changing controls. Once again, the controls will take some time to adjust. Keio can also pick up and throw objects at enemies. There are many objects in the background she can pick up including statues and sign posts. But there are also all kinds of weapons available for her to pick up. There is a hammer to hit enemies with, an umbrella that can be used both as a weapon and as a parachute to glide over obstacles, a bow and arrow to shoot enemies from afar. Keio can only carry one weapon at a time and if she’s hit she loses it but can grab it again before it disappears. The weapons act as a second hit point, kind of like rings in Sonic, and you’ll need to find weapons as soon as you can because one hit kills you instantly, so save yourself the frustrations as quickly as you can. Keio can of course jump on her enemies as well like every other platform game out there. Depending on how you play and how you kill enemies you gain or lose points. These points unlock some bonuses like images in the extra menu. It’s nothing to fret about but a fun little incentive for those who want to unlock everything the game has. Besides the platform levels the game also has some shooting levels similar to the original game. They have a very samey feel to them and those who played the first game will feel right at home. There are power ups to collect and a lot of enemies to shoot. The game’s presentation is unlike that of Konami’s Parodius games with similar wacky humorous images in the background and funny enemies to shoot. But the real show stealer is the presentation. The localizers didn’t bother to change much except for the menu, the user interface, and the voices which this time even the in game voice clips were dubbed into English, go figure. Call it lazy or not but this helped the game keep it’s distinct wacky Japanese flavor intact, they didn’t change any of the Japanese foods and even left all the Kanji graphics in. Maybe they trusted the idiot gaijins to know that some games come from Japan, who knows. There are lots of very humorous moments going on with some funny bosses thrown in into the mix. One of the bosses is a sumo wrestler who is then replaced by some mascot that spins around on a big pencil and then feels sick and starts barfing giving you an opportunity to hit him. Yeah, you read that right… It really happens. The game feels a bit like something from Konami’s Goemon because of it’s style but unfortunately it’s not as polished as what Konami’s games used to be. I recommend the game for those who want something fun to burn their weekend with. The game can be a little frustrating at times but it’s definitely a fun experience and has quite a few surprises up its sleeve. Edit: I said that the localizers left everything intact but this is a mistake on my part. After playing the Japanese version I notice that they did some Japanese into English but none of that removes the developer's real intention as even the things that have been turned into English continue to retain the original Japaneseness of the game. Even better, none of the sexual and religious stuff were censored. Some of the dubbed lines have been changed here and there.
    1 point
  9. Yeah you can hook ITH with Chiitrans as mentioned above, but an easier way is to just use a custom hook in Chiitrans itself. That's how I got Maitetsu running on Chiitrans alone. If ITH can grab the text, simply copy the hook ITH uses, which is this bit here: Open Chiitrans, go to Options > Text Capture > Install User Hooks, and paste the hook into the top bar, then press "add". It should look like this once you're done: Then just press Ok and Chiitrans should have a new hook to select from (there may be multiples, just select one that works properly) I hope this is useful. I myself don't like having to run ITH alongside Chiitrans, especially because there's an extra bit of delay added when you do use the two together, so it's pretty convinient that Chiitrans can use custom hooks as well. You can use this for literally any game, so next time you have an h-code for a game, just use it on Chiitrans directly instead of ITH.
    1 point
  10. as long as this option is selected (yellow) chiitrans will grab any copy text that is detected in your pc, you can even use VNR to grab the text and still use chiitrans to parse it and display it (not that i recommend it to do so but you can xD)
    1 point
  11. Could be wrong, but doesn't the "auto-copy to clipboard" option you use for ATLAS along with ITH in the tutorial essentially work like what you'd need?
    1 point
  12. As a hardcore Grisaia fanboy, that's be good.
    1 point
  13. Jade

    Birthday thread

    Wow, @Flutterz actually have a birthday? Here's a happy birthday to you then flutz for getting further and further away from loli age
    1 point
  14. Natsuiro Recipe. Sweet, healing, with good feels all around. Edit: Kaminoyu and Toppara for light fantasy with a 'healing' feeling. Other than that... if you are up to it, a light comedy like Baka Moe Heart or a straight-up charage like Love Revenge.
    1 point
  15. Older VNs have questionably-competent translations basically by default. Slave Pageant was translated by G-Collections back when it was actually an independent entity and not part of the J-List Coalition of the Undead. This particular game's localization dates to 2004. Pretty much every game translated in 2004 has at best a serviceable translation; in 2004, even mainstream games would often have sketchy translations in 2004. Nocturnal Illusion was translated in 1998, a mere 6 years before; games from then have abysmal translations. I can speak for NI, having retranslated it myself. I'd originally planned just to update the new lines, but the original was beyond hope. An example: So the original Japanese uses the word 鍵, kagi. A dictionary will tell you that this word has two definitions: 1) Key; 2) Lock. Now, one (and only one) of these translations makes sense in context. The other, however, has the unarguable advantage of being the first definition you see when you look the word up in a Japanese-English dictionary. Guess which one made it into the game? For a game from -- I guess I'd call it the second generation of English visual novels -- For a game from the second generation of visual novels, mistranslating a character's name is ... not a big surprise. I'm sure the translation contains even bigger sins if you look hard enough. Why was this? Well, a lot of reputable translators won't touch porn. And in the 90s and early 2000's, the pool of talent was definitely smaller. The anime boom and the online fansub boom had the effect of bringing VN fans to the forefront. So all of this means that in the early days, VN translation outfits had to make do with whoever they could find. Visual novels didn't really start getting well-localized releases until the localizations started being done by visual novel fans.
    1 point
  16. Arcadeotic

    Birthday thread

    Happy birthday to @Flutterz and @Crayten Have a good one, and of course even more abundance of moe
    1 point
  17. You might want to look at that post, something seems to be wrong with the formatting. Partway thru the review switches to almost completely illegible light grey text on a white background. Is anyone else seeing that, or is it just my web browser?
    1 point
  18. Finished the first chapter of Chusingura, but it did cost me a lot of willpower to do so, because it was a real snorefest. Overall, the chapter was supposed be a complete heroine route, but instead it was just a gutted husk of a story whose lack of focus caused it to achieve nothing and that was far too funny for its own good. Well, it can't be helped I guess. The VN was probably never supposed to be a story VN in the first place and just intended as a simple goofige. Not my type of humour though. A real waste of time, but at least it had a clean ending so I can safely skip the other chapters. Heroine ratings: Ichigaku > Don’t care Overall rating: 3 / 10 Wanted to give it a 4 / 10, but I subtracted a point because the translators were apparently not aware that titles in English are gender-aware, constantly addressing the girls with ‘Mr.’ or ‘he’. I'm fairly tolerant if it comes to translation, but not 'that' tolerant.
    1 point
  19. Clephas

    I need something new

    If you are ready for untranslated, Konata yori Kanata Made
    1 point
  20. Touching and highly emotional would be Minori stuff like Eden or ef - a fairy tale of the two. Heard good things about Narcissu too, even if I didn't play it myself.
    1 point
  21. This is so true. I remember I tried to memorize the readings as best as I could but at the end, after my 50th kanji I gave up because it's meaningless to learn it like that xD ... Especially for Kanji that have like more than 15+ readings like this one ... Nowadays, I remember them only through new vocabulary, that's way easier for me, I can associate better that way. And usually I remember some readings of the kanji that way, I don't have the speed in reading and pronounciation but I do have a general idea on how to read it and what it means. I see I kind of guessed that's how it works ... Oh, so you are learning Chinese too? Cool, though all those asian languages can be really tough to learn. They are totally different cultures.
    1 point
  22. Narcosis has the right idea, but the onyomi/kunyomi rules apply primarily to words, not people's names. There really isn't a rule when it comes to Japanese names, hence why in say a legal Japanese document, in the name field, you have to write both your name in kanji and then the pronounciation, otherwise even a Japanese native will often times misread the name.
    1 point
  23. I think that the "you just don't get it" argument comes up especially because enjoying things is so subjective to our own personal tastes. I think it's valid to say that some people don't get it mainly because XYZ genre isn't their cup of tea. I've had arguments on things that I like which most other people agree are absolutely terrible. I understand their point of view but I still enjoy said thing regardless and I think it's just a matter of personal taste or some sort of connection with whatever you're arguing for. It just comes down to the fact that we all have different tastes and that we'll always be salty because those with bad taste will never "get it."
    1 point
  24. 1) If you provide the two scripts and the switch and charge $3 more than you would have otherwise, I would certainly not complain, mostly because $3 is near enough to $0. I personally view the most commonly-perceived idea of "literal" as more frustrating to read, and $3 is a small price to pay for a better reading experience. 2) I buy games with various forms of DRM all the time. As long as it's not horribly invasive, and as long as there's not a substantial risk of it rendering my legally-bought copy of the game unusable (for reference, I don't consider "but Steam might fall of the face of the earth" to be a substantial risk; I buy Steam games), do what you gotta do. 3) Hong Kong-based company? Whatever, don't care. 4) I'm a weirdo with enough scratch to support official releases of games I like as a rule of thumb. Even if I've already imported the original and read the fan translation, I will definitely buy a subsequent official localized release of any game, as long as I actually enjoyed the game. 5) Not interested in going abroad for a convention, unless it's somehow the most ridiculous VN-centric convention of all time. Even then, at best I'd consider it. Would definitely be more likely to attend a thing in Hong Kong than Thailand, though... 6) Not much. I buy on Steam if possible because it's convenient, and I generally prefer to buy digital when possible for the same reason, but Steam specifically is not a big deal, and I wouldn't feel more than mildly inconvenienced by physical-only. 7) As long as it's officially-licensed, sure, though I don't buy physical goods very often. That's a pretty unusual idea, and sounds nice, but given that you said your goal would be "producing a labor of love without taking a bath of it", wouldn't that likely mean said partners would actually make less money? Unless you somehow hit the big-time, I guess. Also kinda sounds like a pain for everybody involved to deal with royalty payments everywhere. I expect the people you contracted out to (notably the translation team) would likely be happier in the end with a single lump sum than they would be with periodic, increasingly tiny royalty checks for the rest of their lives. Edit: I fought that fucking smiley so hard while writing this, suppressed it dozens of times, and then the moment I clicked "submit", I watched it convert it immediately before submitting. Tried to edit the post, it did the same damn thing when I clicked "save". Fuck it.
    1 point
  25. Cidra

    What are you playing?

    Currently reading Steins;Gate and It has everything I'm looking for in a Visual Novel, anything actually regardless of media. Superb story line with flawlessly written character along with their individual character development between one another. Captivating events/scenes/art/music I love the music, with intense realistic logic adapted into an already sensible world that brings everything together without question. I'm no big fan when it comes to high use of realistic hard physics in shows and genres I watch and read but after getting through the slow points (the build up to the game) I am having loads of fun especially when they bring up theorems to support their reasoning throughout the story. If I could I would beige read this game to the very end and not stop until I was finished but life sucks...I played my first run without a walk through (I find that more intriguing when I run into endings I wasn't expecting) and got Suzuha's ending (which I really enjoyed from beginning to end.) If this story continues on this path that made me spend 8 hours of my day off just reading nonstop then It'll be in my top 3 when it's over. I have a few people to thank for the recommendation. I'm having a blast.
    1 point
  26. Hi everyone, Here are this week's free new tracks: "Techno Celebration"_Looping http://soundimage.org/dance-techno/ "Snake Trance"_Looping http://soundimage.org/dance-techno/ "10 Past Midnight"_Looping "City Moon"_Looping "Moonlit Streets"_Looping http://soundimage.org/urban/ I hope they are helpful! :-) Eric
    1 point
  27. Hakuai and Aoshiro can prolly satisfy your yuri incest need. They're both all ages
    1 point
  28. Either Yurirei or Flowers, both for a good start. If you don't mind a story which has both, Katahane is a great game, too.
    1 point
  29. Yurirei is the best for you! It even got a full version on Steam.
    1 point
  30. Yuri huh? I want to recommended both of Yurirei (Kindred Spirit) and Hakuai (Nurse Love Addiction) here earlier, but since there's already recommendation for those games I second those. So if you need more recommendation here, I could recommend both of Aoishiro and Katahane although you may already knew about those two. Speaking about Sono Hanabira, there's all age version which released by Mangagamer here so you could play it without worrying the H scenes there. Hope this'll help.
    1 point
  31. Second Yurirei. It's what brought me to Liar-soft. (Although in retrospect it's kind of different from their other titles).
    1 point
  32. Updated the first post with Ara's intro CG.
    1 point
  33. There is no difference between PCSX2 and PPSSPP regarding text hooking. It's essentially the same for PC games. You start the game, you search in your memory for the text strings and you pray to your deity that the game does not use some kind of custom character encoding. VNR provides text hooks for some PSP games inherently. That's probably what you are using right now. The only supported game for PCSX2 is Fate/stay night though. VNR hooks for emulated games are kinda hardcoded for specific games/engines. VNR not supporting a game does not necessarily mean that it's not hookable.
    1 point
×
×
  • Create New...