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Ricolas

  • Registered 2 years ago
  • Last active 8 months ago
  • Post count 8
  • Reactions 0
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Recent comments

  • Avatar for Ricolas Ricolas A year ago

    @brionfoulke91 The main difference would be: When women dress sexually they are their own agents. When male character designers dress women sexually to appeal to other males, regardless of their age, they are being objectified, even if their characters are competent in other areas.

    Posted in Final Fantasy XV Lacks Female Characters, but It Still Keeps Women Players in Mind

  • Avatar for Ricolas Ricolas A year ago

    @fredgreen06 Like the universally-panned FF6, with its anti-imperialist message and two female leads. What was Square thinking?

    Posted in Final Fantasy XV Lacks Female Characters, but It Still Keeps Women Players in Mind

  • Avatar for Ricolas Ricolas A year ago

    Re the artifact power grind:
    I definitely agree how it impacts viable alts. Best strategy I've heard is just level them to 110, don't really play them but tick up artifact knowledge for a while so you can catch them up later but don't need to devote that much playtime to it.

    However for alt specs, that spot where it starts feeling really grindy for your main spec, where you've reached the softgate of AP to next level is ridiculous without another level of AK is the perfect time to dump your gains into an alt spec. Leveling two specs does slow down your main spec but it's not more than a day or two of delay (someone somewhere made a timeline), and unless you're bleeding-edge, chaining-Mythic+-for-60-hours-a-week-just-for-AP-gain for your mainspec it's really the way to go.

    Healing specs and tank specs also generally get less benefit out of artifact traits than DPS specs, so you can manage your AP dumps accordingly.

    Posted in World of Warcraft: Legion Review Addendum

  • Avatar for Ricolas Ricolas 2 years ago

    I feel like the job system battle comment might have gotten lost in translation. The original's job leveling system was raw battles fought against non-trivial enemies. The number of battles required to level was a big investment, so you weren't likely to switch after you'd gotten to an advanced class. So, by reducing the number of battles required to level, you indirectly encourage people to use more classes by removing the time penalty to do so.

    That seems a lot more likely than that they've revamped the entire job leveling system but then went and added a penalty for changing jobs too quickly a la FF3

    Posted in Containing the Sprawl: An Interview with the Dragon Quest VII Remake Team

  • Avatar for Ricolas Ricolas 2 years ago

    @nadiaoxford My favorite DQ7 comparison is BoF3, which of course looks a lot better, but look at how little you can rotate the camera vs. DQ7's mostly-360 rotation. The PlayStation only had 2MB of system RAM, plus some extra in the GPU, so without being able to actually change what the engine was loading it was pretty easy to accidentally max it out.

    Posted in True Tales from Localization Hell

  • Avatar for Ricolas Ricolas 2 years ago

    Jeremy just accidentally triggered some PTSD. This is going to sound a little negative, but it really isn't. The whole thing is just a product of the times, with pre-merger Enix (rightfully) not really caring about the project while a few lifelong DQ fans at Enix America doing the best with what they had to work with to get the game out.

    The text had all been translated very roughly, and then a small team divvied it up and gave it a few passes, with regular trips to Japanese-fluent people in the office trying to figure out what some of the lines were really supposed to mean. This was long before the days of Dragon Quest having a strong American style guide, but we all knew Dragon Quest dialogue had a much more comedic tone than had come across in the NES localizations of 1-4. It was kind of jointly decided to try and bridge the gap, by creating a serious world with a high level of peasant education but where people tended to be pessimistic and snarky.

    As many of you know and many of you will find out when it rereleases (so excited for that!) you do NOT progress through the timeline linearly, which definitely made for a lot of errors that could only be caught in playtesting. Some of those problems, or similar ones, still made it into the release version as we'd send big spreadsheets of corrections back to Japan which would not always be accurately entered.

    My favorite problem, though, was hardware-based. As bad as the DQ7 graphics looked at the time, they actually put some pretty tremendous strain on the PSX because of how free the camera rotation was in most areas. There were a few areas of the game where the game would completely hardlock and black screen, and it turned out that the size difference between the Japanese and English texts pushed the area above the amount of RAM the system had, so the knife had to fall pretty heavily.

    With the intro and gameplay tuning and following the series' new style guide, I think people are going to really get into DQ7. The island vignettes and how they eventually all fit make for my favorite story in all the DQ games and the reduced grinding and cleaner localization ought to make it easier for everyone to piece together.

    Posted in True Tales from Localization Hell

  • Avatar for Ricolas Ricolas 2 years ago

    Also, if originality was more important than content, Blizzard would not be in business.

    Execution is at least as important as idea.

    Posted in Mighty No. 9 Xbox One Review: Mighty No-No

  • Avatar for Ricolas Ricolas 2 years ago

    @brionfoulke91 20XX raised $20,000 on their Kickstarter. Mighty No. 9 raised $3.8MM, and are additionally selling the game for twice as much. Including only half the context ("this game is better looking than the vast majority of indie games"!!!) while lambasting the review feels disingenuous.

    Even ignoring budgets completely for a moment, while I know art is subjective, just look at the concept screenshot for MN9 compared to the screenshot in this review and tell me you're not disappointed.

    Posted in Mighty No. 9 Xbox One Review: Mighty No-No

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