Post by twiztidxxninja on Nov 24, 2008 3:34:16 GMT -5
I like the idea of all the combos, but it seems so time consuming to plan so far ahead just to make a combo and have some stupid block fall in the wrong spot to kill the combo. Its been said before, but the tools are useless. I'm not to happy with the setup, the combos are hard for me to look that far ahead. I don't want something that makes me frustrated, thats why I like the game is the first place, I can keep playing and playing. I bought the arena and it seems not as cool as all the hype. I was hoping for some one on one action. Not this going against a ghost. I had a awesome game on a ghost, but for the life of me cant compete again anyone. Someone could get lucky with a ghost and bump there rating. I feel a little ripped for arena, but if the money went toward "the beginning" I dont feel so jipped.
I can not figure why so many people dislike the new combos. If you want a game that is mindless , get Bejewled or Solitaire.
The developers have more than fulfilled their promise to us, the players. The Arena has an immersive world that demands forward thinking and strategy. The joy you get out of leveling up your character and ghost is increased because it requires forethought. We have all taken a peek at the leader board and wondered "how is it done?" and when we finally discover the strategy we feel that much better and become hopeful that we may see our name "up in lights."
Quite frankly i am disheartend to see so many people wanting a mindless game. Aurora Feint promises to expand and any potential for future chapters can easily be doused by the want for child-like gameplay.
Asking for simpler combos so you can "thumb" through the game cheapens the experience and is, in some ways, an insult to the developers. Atticus (aka calpurnia...who's still learning how to build a ghost and loving the challenge)
as a Veteran tetris attack player ( as well as all the other versions of the game such as Pokemon Puzzle League on n64) this multiplier system is not foreign to me.
In fact, the chaining system in this game is much much easier than the other games that came before it. This is due to one reason, that random 3-block matches ( combos ) maintain your multiplier chain, even if it has nothing to do with your current succession of blocks falling into the right place.
I can't imagine this game without this chaining system, it must have been so random and not so challenging in AF1.
I have only been playing AF2 for a few days and had no idea what it was when I picked it up, only to happily find that it was a new version of tetris attack.
Oh, and there is no 'planning ahead.' If you have to plan your next move... something is not right, cause there is simply no time to do so in order to try to get the highest score and certainly the people at the top are not positioning their pieces 'before' making the match.
Post by alexyeager on Feb 14, 2009 14:42:08 GMT -5
My first, and sadly, last comment on these boards, I think.
The morphing of the game from its original incarnation to today has been, *for me*, disappointing. The original game was very much what I enjoyed: a twitch platform that would interrupt the action to provide game status, rewards and opportunities for advancement. As the puzzle aspect came on line, certain decisions were hard to understand (If it's best to play on speed zero, and with no benefit, scoring or otherwise, to speeding up, why do I "get" to speed up with advancement? Why, if tools are actively destructive to proper combo creation, do I get *more* of them with advancement?), I continued to play "my way" with reasonable enjoyment.
I just updated to AF II Lite. This finally kills it for me, as now, with ANY multiplier, the game goes into "glue" mode, slowing down and becoming visually distracting. Even fast play now dead-stops with a x2, taking the action down to a dull crawl. Speed is now not only a disadvantage to play, it's not even an option for play.
Perhaps, atticus, the reason it's not "mindless" nor an "insult" to express this is that the game started out being all things to all people. This is my iPhone - much more a business tool than a entertainment platform. What I want is 2-5 minutes of segmented gameplay, with a bit of brainplay, adrenaline twitch, or ideally both. AFtB gave that to me, AF II Lite doesn't. If a game was built off this platform that gave me (perhaps more importantly, rewarded me) for fast play and short periods of time, I would buy it in a heartbeat. As is, I've uninstalled AF II Lite, will hopefully reinstall AFtB 1.4, and will continue with that until something better comes along. My real hope is that those who want puzzle play are in sufficient numbers to support the fabulous development work that has been done to date on AF and its suite of games.
It is valuable for those same developers to understand why those of us who were in love with the original are not moving to the revenue-generating versions of the game. As my job is directly involved with making board and card games, I'm comfortable with whatever "mindless" shots may be sent my way; my passion for extended, involved games doesn't make my love for Tempest or Unreal or any other twitcher I can lay my hands on any less real. For me, the iPhone, due to battery life and platform limitations, are for short, burst-y games, and AF no longer fills that niche...*for me*. YMMV.