THE iDOLM@STER > THE iDOLM@STER 2

Idolm@ster 2 on PS3

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Cael K.:

--- Quote from: BT2 on September 16, 2011, 11:26:54 am ---Only people who don't own the game, haven't played the game or haven't played the game thoroughly can say that.
Sure, the first 2-3 playthroughs might still be fun but 4-9 is just the same thing over and over again. Also doesn't help that 5 out of 9 idols' story use the same formula.

--- End quote ---

Honestly, I think that the basic gameplay is good enough (if we assume that it's meant to be a single player rhythm game), it's just that it needs some tweaking to be balanced - there were a few oversights. And, as with any game, the gameplay can only last so long. A lot of good games, I notice, give the player a basic set of cool things to do, then as the game progresses, they get more things to play with which change the way the game is played. About when I've finished exploring everything new it can throw at me... well, that's when things start getting stale for me.

In this case, I think it's the amulets that keep the experimenting going, but there seems to be a dominant strategy (and I hate those)... meaning if there's only one way to optimize, then there's nothing much else the game portion can offer once it's discovered. And well, if 5 of 9 arcs all seem the same, it looks like there's little that can be offered there, either.

'Least, that's how I view games in general. I've been happy with games that don't have much game to them, but then I've gone into them knowing that's not what it tries to excel at, and thus did not rate it on its gameplay too highly. 'Course that means there's gotta be something else to pick up the slack. ^^

BT2:
iM@S2
RK and Jupiter forced events are a waste of time and kills pacing, also RK kills the mood in your unit twice!
The game has unneedlesly complicated mechanics with lots of variables and pretty much all of them can be thrown out of the window if you break the charts early on.

Producing and managing is somewhat more realistic, you manage various regions, work on building fans and stop decaying etc but youd need more planning, assuming youre playing regularly. That is, unless you notice that every playthrough is the same.
You'll always meet the same reporters in the same week if you keep triggering them.

Only 3 lessons, and Bumco's obviously favoring Vi seeing as how it's so easy and has much room for error for perfect. Vo is just unreasonable.
Though I'm complaining that there're only 3 lessons, an optimised playthrough consists of only spamming main lesson up to week 15-18 or so anyways seeing as how popular genres dissapeared.
boxM@S and SP forced you to do more kinds of lessons and are beter in that regard.
To prevent decay from taking too many fans you want to do all lessons at the beginning, adding up to the boringness. Afterwards you'll be wasting time farming fans to get awards and farm money starting from week 40-45.

All characters are the same period. Personality? Quirks? Traits? Those don't add anything to the gameplay a all; In boxM@S we had downward spirals, end of week auto regenerating tension and happy go lucky chars, in iM@S2 it doesn't mater who you pick.
Because of this all idols are reduced to a pile of numbers and the only things worth to consider are 6/2/2 bursts and total stats.
boxM@S trio planning changed the difficulty and gameplay strategy.
The main theme is unity, but aside from morning and evening commus your 2nd and 3rd member are useless plot-wise.

iM@S2 has lazy storywriting, 5 out of 9 idols use the same formula for their story. Also iM@S2 has an enormous lack of commus; boxM@S had millions of commus where you can learn more about the characters. iM@S2 has like what, 20'ish per character and they're mostly workrelated. You won't be seeing most of them either because of the chart-job rank relation.

The problem with the actual game is that youre doing the same thing over and over with little to no variety for 70+ hours, also lacking some of the original 11+5 songs breaks it for me.

Tl;dr.
Ranking in early is too easy and kills every gameplay elements, forced events are a pain, lazy writing, little variety.
I hope they at least fixed the first thing in hyper mode.



boxM@S
boxM@S Vi lesson was stupid and the random element in the game sucked, though the reverse also holds true; because of the random element you can get some giggles from time to time.
2 minute wait times bad.
Washed out colors compared to iM@S2.
Also, easy mode bully P is just silly.
Duos and trios have a line editor. Working on trios in boxM@S is more satisfying than iM@S2.
Much better story than 2 as well.



iM@S SP
SP technically is a better version of boxM@S.
Sure, the game's graphics are lacking a lot and we can't manage duos or trios but the gameplay's a streamlined version of boxM@S.
We don't have to wait for auditions, we can change song or costume before we start an audition at the cost of losing the ability to change one of them for free. You can change costumes as much as you want. We have more types of lessons and the horrible Visual lesson was changed to something still used in future iM@S generations.
2 modes, story has different endings from Free Produce. Free Produce's basically the superior version of boxM@S.
Easy mode bully P exploit gone.
Getting items is easier than in boxM@S.
New scheduling system.
Splitting all the idols up of course is bad.



iM@S DS
DS had great story and great characters, sure the gameplay's lacking but the former 2 greatly outweigh the latter.
Acceptable if you view the gams as a VN with game elements instead of a game with a lot of story.
Story has its silly, greatly exaggerated moments, hyper Yayoi and international superstar singing diva Chihaya.
All endings are completely different and all of them are great.

JohnNiles:
Ack... losing motivation to play IM@S2... @_@

Jekroland:
Three things that motivate me to play the idolm@ster 2 on ps3  when it comes out

1 My best friend and brother said if finish the game they will pay me 1000$
2 he will fix my arcade stick for free 
3 my curiosity  of idolm@ster   and   to  try games  that i am not use to 

Cael K.:

--- Quote from: BT2 on September 17, 2011, 03:41:55 am ---iM@S2
Producing and managing is somewhat more realistic, you manage various regions, work on building fans and stop decaying etc but youd need more planning, assuming youre playing regularly. That is, unless you notice that every playthrough is the same.
You'll always meet the same reporters in the same week if you keep triggering them.

--- End quote ---

I actually forgot completely about this, but yeah. I was focusing my gameplay opinions more on the audition strategies, which is auto-pilot even when you play through them after you've locked down your strategy it seems. About the first couple of playthroughs seem to be learning what to do, the rest is execution. Of course, if there's a dominant strategy, you've gotta be prepared to execute the same one multiple times instead of finding new ones. This is why I hate them - games stop becoming deep and multi-faceted. Then there's nothing else there to explore.

But I will say that I consider getting every ending completionist territory, which by and large, I expect to be grinding in about any game there is. So, if the gameplay keeps my interest for like four playthroughs before having to rely on not-gameplay, that's okay - if I want to be a completionist and get everything, I know I gotta be prepared to grind. It's just... well, the not-gameplay has to keep my interest well enough at that point. ^^

And... there's a reason I'm not a completionist in general...

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