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  1. The main thing I remember was when he laid out his revolutionary vision for the future of videogame narrative design but he was just describing Dwarf Fortress. Only in a way where it was obvious he wasn't aware of the existence of Dwarf Fortress. What's probably happened was he somehow wanted to do all that systemic narrative stuff in a AAA quality title but with a tiny dev team, and because that is basically impossible we've got Bioshock 4: Makes You Think.
  2. matt0

    Dungeon Crawls

    You can't really go wrong with any of them but EO Untold 2 is simultaneously a refinement of the concepts from EO 1 and a refinement of the updates they made in EO Untold 1. So it's a good place to start in my opinion. Play it in Classic mode so you can build your own party and don't have to click through all the endless anime talking heads nonsense.
  3. matt0

    Illustration Club

    It's not cheap and style wise it's very dated but I got a lot out of this: https://blackwells.co.uk/bookshop/product/9780857680976?gC=5a105e8b&gclid=Cj0KCQiAm5ycBhCXARIsAPldzoWYVpYY5CCqF5irlwcaEHdflMAUbBxLxxUc_yoL_DsqbbrG-jCrtFUaArTlEALw_wcB
  4. Battle Arena Toshinden? Or possibly Toshinden 2, but I don't know if that one got a PC port.
  5. matt0

    Illustration Club

    There's a definite improvement from drawing to drawing which is cool to see. If you aren't already doing them I think you'd get a lot from reading up about gesture drawings and then making them a regular practice exercise - maybe working 50/50 from photo references (sports photos are really useful for this) and from imagination.
  6. My main memory is that there's a handful of levels where the grid layout is so convoluted that it's impossible to see what's going on, and you either have to build up a huge pool of extra lives to get past them, or strategically plan where you trigger the warp mini game so you skip them. It'll be interesting to go back to it after Tempest 4000. ... Also that Combat remake looks decent.
  7. Cool, I've only ever played the DOS version so 100% accuracy would be lost on me, just as long as it plays fine.
  8. Does anyone have this? How's the Tempest 2000 emulation?
  9. matt0

    Put Here

    It's a single pixel movement!
  10. matt0

    Put Here

    Thanks! Regarding the lack of head / body bob - I was trying to channel Streets of Rage / Final Fight where I was sure they didn't have it for stylistic reasons. But on checking SOR2 and Final Fight - they both actually have it
  11. matt0

    Put Here

    Animation experiment:
  12. matt0


    I think it'll hold up!
  13. matt0


    A decent selection of stuff you've picked up. It just occurred to me though that if that's the first time you've seen Ghost in the Shell, by "not seen any anime" you really did mean "not seen ANY anime". As in you've never seen Akira? Once you've worked through what you've already got watch Akira. I can't guarantee you'll like it more than Ghost in the Shell but it's possibly the most ambitious animated film ever made. There's really nothing else on that scale, before or since. And also I'd put in another vote for Vinland Saga on Amazon.
  14. matt0

    Ghost Song

    Started this last night but don't think I'll be going back to it. It feels terrible to play. Traversal, combat - feels like they just got all the player actions working in the game and then didn't do any fine tuning. Jumping is somehow stiff and floaty at the same time. There's a sprint, which is only marginally faster than the run, but there's also a sort of semi-sprint effect you get after dashing which is a slightly different speed again...? Just feels wooly. They constantly place platforms directly above each other so even simple series of ascending jumps become a pain in the arse and then the bits that are supposed to be actual platforming challenges are like in old Amiga games where you'd have to make a series of jumps between loads of 1 block wide platforms, or make jumps that are all the exact distance of your full jump length. Exacting and difficult, but incredibly boring - so you get no sense of challenge or satisfaction. The melee attack is bizarre - like old NES games where the attacks are all really short range because they didn't have enough sprites for an extra 16 horizontal pixels in the swing effect. So you have a game which wants you to be constantly switching between shooting and melee, where the shooting feels bad, and the the melee feels bad, and the dash you have to close the distance feels bad. It's a real shame because the graphics are nice, it's got it's own unique atmosphere, somewhere between Hollow Knight, Exile and Tsutomu Nihei's comics. Some of the enemy design is interesting. But there's just no refinement or attention to game feel.
  15. I don't think this is true at all [insert massive, unhelpful, context-free list of indie games here] but ultimately what do you want out of games? As long as it's not "to feel young again" I guarantee someone, somewhere is making that exact thing.
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