#5
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I'm more annoyed by the fact that the '3D' engine made it nearly impossible to tell what I could and could not fit behind. Hopefully this new method will fix that gripe. I can't judge yet because I have yet to see footage of that issue being encountered.
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#7
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I agree, parts like the lighthouse were very slow. The 3D also sucked - Go to the bottom floor of the Burned Tower and try to walk behind one of the pillars. They act like a Gameboy Pokemon game: you can't walk on to any area that they're covering.
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#8
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Battles were fast enough from platinum onwards. Didn't feel like 3D was too slow. But I'm pleased to see a better 3D system, a more immersive one. I'm just a lil saddened that they didn't give terrain that much of an upgrade.
Also, how the hell did they make it possible to move in a CIRCLE around the harbor city? The tiles are friggin SQUARES, and movement is in a straight line. I'm kinda scared about moving around there, it looks too fixed. XD |
#9
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The tiles are probably slightly curved, so that if enough of them are put together it makes a full circle. I'd also like battle animations to start as soon as the text starts - So it would be something like "Bulba"-*animation starts*-"saur used Roar of Time!"
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#14
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Quote:
Sadly I doubt they'll let us walk in directions other than N/S/E/W in 5th gen. 3: |
#15
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Quote:
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#16
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Quote:
Quote:
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#17
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The 3D walking at the lighthouse? I personally wish we could do that everywhere, since in HG/SS, code does exist (through use of a cheat) to walk like that everywhere, buggy though it is.
As for the movement permissions, those have irked me ever since Platinum (D/P less so, ironically). They don't portray 3D well at all, and I can often measure 3-4 spaces you should be able to walk through (so, its like there's an invisible wall for about 10 feet). Emerald, on the other hand (and maybe R/S) absolutely perfected the art. I wish it would go back to that. |