Also, Tales of Xillia2 makes you earn that bad ending.It's been ages, but I believe Tales of Symphonia 2 does something like that. In the finale, you're thrown into a battle against
Life
Mega Man X5Luck based performance and permanent missables make that game extremely annoying for me.
Even if you do everything perfectly, it's still possible for the shuttle launch to be a failure and for Zero to die.
Yeah X5 is bad. You pretty much need to follow a guide to the letter to get everything in the game.And to think, they arguably made it worse in the next two games, since Reploids with power-ups can be possessed (X6) or killed (X7) and their reward is permanently gone . :(
Mario Partylmao
lmaoIt's likely true with the later Mario Party games, like 9 and 10.
This is a good one if true. I haven't played it in so long I don't remember.
^ But it's by design, right? It's primarily meant to be played by groups at parties and allow anyone to potentially win via random mechanics (such that whoever owns the game doesn't have an insurmountable advantage...as with many others). Irritating for me, but possibly fun for casuals.
The earlier games were also pretty bad for "It's the last turn and you've been leading all game? Oops, looks like it's time to give all your stars to somebody else and there's nothing you can do to stop this." That's not strictly "winning every battle and still losing," since your overall loss is a consequence of losing that one critical battle (a loss which was entirely luck-based), but it's no less frustrating for it.I mean, is "Chance Time" really a battle? If you're not the one who landed on it, there's absolutely no input from you. It's not like you had a chance - even just one based on luck - to alter the results in any way.
I mean, is "Chance Time" really a battle? If you're not the one who landed on it, there's absolutely no input from you. It's not like you had a chance - even just one based on luck - to alter the results in any way.
Functionally, Chance Time is identical whether you land on it or somebody elseNo, there is a key difference in that you have a degree of control if you're the one who landed on it. Certainly at the start the dials are spinning slow enough that you can choose at least one of them with a high degree of accuracy (two if you're practiced at the game). If you're in the lead, you can ensure that the consequence of chance time is just a few coins trading hands; if you're last, you can ensure that the stakes are high ("swap coins and stars", for instance) and - again, if you're practiced enough to land the second dial accurately - that you're one of the participants, guaranteeing you will move up in the rankings no matter who gets hit on the third dial.
Mostly, though, I'm just using "battle" as a catch-all term for every event in the game that contributes to the progression and final outcome in some way. Some of those are more active than others, but I think it makes sense to apply the term that broadly.It's an issue of semantics, but to me I'd say that "battle" should describe an event where both players have input into the outcome, even if it's luck-based. Minigame? Battle. Single-player minigame? Not a battle. Duel? Battle. Using Boo to steal a star? Not a battle. Bowser minigame? Battle. Landing on a Bowser space in the hopes of triggering a Bowser Revolution? Not a battle.
It's likely true with the later Mario Party games, like 9 and 10.
No joke, one time while playing Mario Party 9, I went from first place, to second, to last, and then back up to first... all in the same round . The game's just like that.
Mario Party is the reason why I have a hatred for Luigi (he was the fortunate character for the AI).Unless you're just talking about your own experience, I don't think that's true.