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BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien Discussion (Nintendo Wii U eShop) [game]
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02/22/13, 02:40 Edited: 02/22/13, 02:42
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I am really enjoying the heck out this game, more than I thought, actually, and even more so than I did with the first. I like that no matter how many times I fail, and fail I do many times, I never get frustrated in that angry sort of way - as it's always my fault when I flub up. It's not a game play mechanic gone awry, or cheap AI, or whatever. It's because I didn't react fast enough. It's nifty, too, how I can fly through one level from start to finish and not make one misstep the first run through, but another (or most) I'll miss the same piece of gold or jump too soon, or the like, time and time again. Cool, too, when you unwittingly hit the autopilot button in your mind and glide through sections with ease, then focus, and WHAM. Amazing stuff. However, I'll never garner super high scores. And that's okay, as I'm having a blast doing my mediocre thing. I do wonder, though... Am I the only one that gets the treadmill or trampoline after effects (the feeling of running or jumping after stopping) from playing the game or a level for too long? Where you stop playing, and the TV seems to be moving! It happens to me after those rather intense levels. |
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Zero said:What difficulty level ar could that ever make sense? I mean, I get why an overall score would be tough without some kind of sharing if you let people change difficulty levels on the fly, but there had to be a better alternative.
I kind of suspect that you get the best scores on a lot of stages by not playing at the highest difficulty level, which is a bit lame. That's the one I want to play at, and go for high scores on. In all honesty it's kind of taking a bit of ste you guys getting a lot of your high scores on? In some of the earlier stages the hardest one seemed to work well for me, but now I'm finding little to no room to dance on hard.
I don't go for high scores unless I'm playing on Rather Hard. You're right, though, and part of the problem is dancing yields too many points relative to other point yielding maneuvers. I'd be all for Gaijin resetting the leaderboards with an update that gives dancing a base/hyper score of something like 200 points instead of 2000. Dancing should be a big part of what differentiates Rather Hard !+ runs, and there should be other factors too (I'd love to see score reductions for excessive (anything that isn't RIGHT on time) shield usage). However, dancing shouldn't negate obstacles of the highest difficulty in terms of their worth in the score grind. Take the dash pad, for example. You get only 4,000 points for hitting the dash pad in hyper. In most (if not all) cases, hitting the dash pad is worse than jumping over the pad because you typically have the opportunity to dance (2,000 in hyper) 3-4 times in the time you'd be stuck in dash mode. What do you do? 6-8,000 points or 4,000 (and with an even trickier time grabbing golds in some cases)? No brainer. Here's an even crazier idea for dancing. How about instead of giving max points for ANY dance, give max points for the dance that ends a split second before the player MUST perform an action (slide, jump, kick, etc.) to avoid being hit! The closer you cut it, the higher the score while (still) even the highest score that can be earned from a dance doesn't negate the scoring potential of those obstacles on the tougher difficulty levels. DLC, Gaijin. And come up with an "Even Harder" mode while at it... Oh, and replay saving... And full leaderboard view accessible on gamepad's screen at all times... favorite Wii U game currently, regardless! :) |
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This is a few days old, but I didn't see it posted ITT: Wii U Runner2 Patch DetailsAlex Neuse said:Hey everyone!
A lot of you have support questions about the Wii U version of Runner2, and we're in the process of releasing a patch for the game that will do the following:
At the start of the game, when it asks you if you want to log in, we've added some feedback so it doesn't look like the game is hanging. The leaderboards will only save your highest score, as expected, instead of your most recent score, which it does now. If you lose your internet connection during play, we've allowed you to reconnect by going to the leaderboards menu. We've fixed false score reporting for in-game Rewards. We've fixed an issue with the level start mini-leaderboard telling you you're offline when you're actually online. It will populate this list with global scores if you don't have any friends who have played the game yet. We've fixed an issue in the settings menu that resets your settings every time you enter the menu. And last, but not least, we've tried to fix the issue that locks up the Wii U system upon powering down or quitting out of the game via the HOME Menu.
But a note on that final issue: We had never experienced this issue on our devkits, during development, so it seems that this is an issue that only occurs on retail Wii Us. This makes it super gnarly to debug. It might not even be our bug. But we have tried to fix it.
Thanks to everyone who is playing and loving the Wii U version! We truly appreciate all the positive feedback, and rest assured that we are listening to all your feedback and considering everything you say!
After all, we have made this game for you to enjoy, and we want to make sure you can enjoy the pants off of it. |
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