Re: Lightning Warrior Raidy III
I disagree with some points here and agree with others; here's my take on it:
I think it's totally fine to have 40+ CG sets or whatever per dungeon. Hard on the artist, sure, but from a consumer perspective there's no reason not to want more art, even if a lot of them are minor variations on the same scenes. Just as importantly, there are few people who would go to 100% completion - most people would simply go for the stuff they like and ignore the rest. I myself am a completionist, but I know that if I wasn't I'd be avoiding pretty much everything to do with the elf's enemas (not into that).
The real problem with the number of CG sets is how mindbogglingly boring and unnecessary it is to save and switch forms, having to go in and out of the dungeon each time to do this. The boss fights themselves take less than a minute, really. Since the gameplay effects are minor at best, they really should have just allowed free switching.
As for the additional scenes, I imagine this is a personal preference thing, but I at least would love more bosses (per floor, even multiple (mini)bosses per floor), saving hostages is fun (I also don't know what that guy in the other quote is talking about - I've found a prisoner girl in every dungeon so far, with a CG and sometimes a sprite), even if they do sometimes drag it out a bit.
I think the real problem is that the game manages to be a step down from Raidy 2, a game that I would remind you came out in 1995, nearly a full two decades before (17 years, to be exact). The engine and UI and everything are the exact same - which means woefully outdated, of course - the level design has taken a hit (you want to know what it's like to play a level where the level designer hates you, try 100% exploring Mysterious Forest), the game's 'gimmick' (transformation states) is entirely pointless and even, as previously noted, a slog to get through for the CGs.
I've played a lot of bad H-games. So have most of you reading this, I'm sure.
Raidy 2 was not the epitome of great games, either. Frankly, beating a game from 1995 surely cannot have been that difficult. Zyx put less than zero effort into Raidy 3, and it shows.
They added more writing, though I cannot seriously congratulate them for copying almost plot-point-by-plot-point the Tuxedo Kamen brainwash arc from Sailor Moon's first season (and about everywhere else), plus a boringly predictable and unoriginal plot elsewhere as well.
The art is good though. It improved! Would you look at that.
Despite my tone and criticism I'd like to note that I am not trying to hate on the creators, I am enjoying the H, despite gameplay mechanics, and at least there is a story which, if trite, is better than nothing at all.
TL;DR: This game would have been mediocre in 1995. In 2012, it's a disgrace.
Remember, we spent about $40 on a h-GAME. The most important aspect of any game is it's gameplay, not it's hentai. If I just wanted the hentai, I could look up the CG sets on other websites.
I disagree with some points here and agree with others; here's my take on it:
I think it's totally fine to have 40+ CG sets or whatever per dungeon. Hard on the artist, sure, but from a consumer perspective there's no reason not to want more art, even if a lot of them are minor variations on the same scenes. Just as importantly, there are few people who would go to 100% completion - most people would simply go for the stuff they like and ignore the rest. I myself am a completionist, but I know that if I wasn't I'd be avoiding pretty much everything to do with the elf's enemas (not into that).
The real problem with the number of CG sets is how mindbogglingly boring and unnecessary it is to save and switch forms, having to go in and out of the dungeon each time to do this. The boss fights themselves take less than a minute, really. Since the gameplay effects are minor at best, they really should have just allowed free switching.
As for the additional scenes, I imagine this is a personal preference thing, but I at least would love more bosses (per floor, even multiple (mini)bosses per floor), saving hostages is fun (I also don't know what that guy in the other quote is talking about - I've found a prisoner girl in every dungeon so far, with a CG and sometimes a sprite), even if they do sometimes drag it out a bit.
I think the real problem is that the game manages to be a step down from Raidy 2, a game that I would remind you came out in 1995, nearly a full two decades before (17 years, to be exact). The engine and UI and everything are the exact same - which means woefully outdated, of course - the level design has taken a hit (you want to know what it's like to play a level where the level designer hates you, try 100% exploring Mysterious Forest), the game's 'gimmick' (transformation states) is entirely pointless and even, as previously noted, a slog to get through for the CGs.
I've played a lot of bad H-games. So have most of you reading this, I'm sure.
Raidy 2 was not the epitome of great games, either. Frankly, beating a game from 1995 surely cannot have been that difficult. Zyx put less than zero effort into Raidy 3, and it shows.
They added more writing, though I cannot seriously congratulate them for copying almost plot-point-by-plot-point the Tuxedo Kamen brainwash arc from Sailor Moon's first season (and about everywhere else), plus a boringly predictable and unoriginal plot elsewhere as well.
The art is good though. It improved! Would you look at that.
Despite my tone and criticism I'd like to note that I am not trying to hate on the creators, I am enjoying the H, despite gameplay mechanics, and at least there is a story which, if trite, is better than nothing at all.
TL;DR: This game would have been mediocre in 1995. In 2012, it's a disgrace.
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