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PSU 4 U

PostPosted: Thu Apr 10, 2008 8:31 pm
by Abominae
I just saw a video for PSU: AoI and I have to say, as defunct as the series seems to be, it has so much potential in this new direction it's gone in. The serious problem (and I believe Benoit brought this up already) is that Sega is far too wary of their almost constant flops to invest too seriously into anything. At best, it would seem that PSU is one of their deeper investments.

I think they should follow Blizzards formula for success. Get a new PS game going, give it adequate financial backing (and since adequate can be a relative perception, I'll add <Enough to make them quake in their boots>), and a star team of designers. Not a big team, like most games do, but a small one who can cover everything the game will require.

Imagine a large canvas surrounded by students. Give them a scenario for what you want depicted. For this argument, let's say we tell them "Paint a sunset over the ocean" We give the brush to the first student and say "You have 30 seconds then you must hand the brush to the person behind you." I guarantee those different art styles will clash with horrible results.

This is the same idea that prevents most games from being truly great. Too bad no one at Sega gives a rat's diseased ass what I think. I bet I could turn out a PS game that would get fans excited about the series again.

Still, I want to get PSU & AoI with it (what dumbass wouldn't?)

PostPosted: Fri Apr 11, 2008 2:09 am
by meteor9
I'm...not entirely sure what you're getting at, here. O_o

PostPosted: Fri Apr 11, 2008 4:03 am
by Neo48
Since I've returned, I find the game works much better. Just attack and the counter were really smart moves. The hit areas of monsters have also been improved to the point where they make sense (I'm looking at you Go Vahras).

Is it safe to say that Sega may have gone all flash and no substance at first? The initial lack of Moatoob would support that.

How can Sega make things even better? Challenge mode for one. Give people something exponentially rewarding to do. I would say battle mode as well but for some reason I don't think the game has enough balance for that to work. (Then again, neither did PSO).

and a star team of designers. Not a big team, like most games do, but a small one who can cover everything the game will require.


Thats what makes Smash bros so good :wink:

And I agree fully with that comment.