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Sprite Machine

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  1. Sometimes I enjoy watching videos of games being played, I enjoy documentaries about games, making-of features, 'boundary break' explorations of game worlds that show how they're put together. Modern games are wonders of craftmanship and artistry, so I can see the appeal of games that allow you do that 'built in' to them in some way. Much like movies come with special features, games could have special extras that let you just fuck about in their world or enable a 'god mode', or watch a pre-played walkthrough while listening to a commentary by the creator or something. Realistically, this would be something I'd do in addition to a 'normal playthrough'. I can't imagine paying for a game and then only doing this with it. But it depends on the game and it depends on the person. To each their own, and all that.
  2. Production quality looks spectacular, but that's some generic-looking gameplay and dire writing / voice acting. Barret in particular, jeez. Transform magic and at least two summons (Ifrit / Shiva) in Midgar - they're definitely condensing the original's mechanics into one area. I expect Knights of the Round will be DLC at some point. What was that parachute section supposed to be?
  3. DF Retro's great. I'm not into the dry technical analysis of modern games but seeing what creative workarounds developers had to come up with in olden times is genuinely interesting. I like the multi-format comparisons and when they use emulators to break boundaries or run in wireframe or whatever. I've also learned a lot about classic games that I missed, and their historical importance. I get a little kick of joy whenever a new DF Retro video crops up on my feed. I prefer the normal structured episodes over Let's Plays (or, heaven forbid, the "let's talk over skype while watching an old E3 presentation" videos), but I did enjoy watching them play through all of TMNT on the NES recently.
  4. I've been playing on and off due to motion sickness, however that's the final boss done tonight. This has been an absolute joy from start to finish. In particular any level with water in it. My favourite I think was 3-3, ie. the one with And then they pull another absolute corker of a water level with the World 5 boss, and the sense of scale and realness, even though it's a big cartoon character that's half a mile away from you, is phenomenal! I mean, I liked the other levels too and there's some cracking ideas throughout, but the water levels just elevated it to something else. Best water effects in any game I've ever played. So, that said, I have a few criticisms. Firstly, as has been mentioned, this is a mechanically basic game if taken purely as a platformer. That would be doing it a disservice but it's worth mentioning that it's more Crash Bandicoot than Mario 64 - not least of which because every level has to be a linear corridor and in a forward direction only by design (and no going backwards either). The other slightly irksome thing is that the game still uses the same abrupt starting and stopping motion of the camera (the player). This gave me motion sickness in the Playroom mini-game and unfortunately it's exactly the same here. I really can't see why a tapering of motion when you stop and start wasn't implemented (speeding up gradually and coming to rest slowly) - as it stands, the movement of the camera/player plays havoc with my inner ear, as it expects to feel the sudden jolt of acceleration that never comes. I have to limit my play time to one hour sessions, and even then I need a bit of a lie down afterwards. That's not specific to the game, though; all VR seems to do this to me. I may feel the sense of 'presence' and immersion in VR more strongly than some people, but as a result, the sickness affects me more too. I've never developed the "legs" for it and I probably never will. Still, Double-A+++++ Mega Recommend. I can't think of a better showcase for VR, and I can't think of a game that has made me smile and contemplate the miracle of technology more than Astro Bot has. Overflowing with silly, happy, joyous fun and meticulous detail everywhere you dare to look. Bravo.
  5. If I'm reading it right, this is based on the original PC version, which had all the same problems (no rumble, no analogue, 15fps battle HUD, etc.). Which is crazy because that very same PC version is still available on Steam, alongside this 'Remastered' version, but it's £5 cheaper and can be easily modded. Still, I'm glad it's available on other platforms and people are enjoying it. Even a graphically-inconsistent FFVIII with digital-only movement controls is worth a playthrough at least once. And they haven't fucked about with the music, which is wonderful.
  6. Jesus. No rumble, either. Was the FFIX port the same? Those default uprezzed backgrounds don't look very good, either. Hopefully modders can fix it up on PC. Digital Foundary verdict: The FMVs look surprisingly decent and the new character models are nice. It's just an inconsistent-looking game overall, and for that reason I think it actually looks better on PS1!
  7. I think so, but presumably the film makers actually got some coloured gels and shone lights through them to check, and didn't just fake the whole thing in post, so maybe I'm wrong. EDIT: I'm pretty sure I am wrong. Gels are subtractive - adding more layers of gels reduces the light coming out, making them darker, so combining three primary pigment gel layers would make black not white. White light goes into a yellow glass and comes out yellow, meaning blue light is blocked. That yellow light then goes into a cyan glass, which blocks the red part of the yellow light. Yellow light with the red blocked leaves green light. Since the artifact in the movie was blue not cyan, that would block some of the yellow light, making a darker green.
  8. Primary colours of light are additive, RGB (red, green, blue). Primary colours of pigments/paints/inks are subtractive, CMY (Cyan, Magenta, Yellow). Excellent video on this:
  9. The first was terribly boring and forgettable. I was also distracted about three-quarters of the way through when the film's only "puzzle" involved mixing blue and yellow light to make green light, because that's wrong, isn't it? Green light is a primary colour and you mix it with red to make yellow. Couldn't concentrate on anything after that.
  10. Aw man, that's no age to go. I only knew his work from STC but he was one of the best artists working there.
  11. Anyone know if the Vita version is a decent port?
  12. 11 hours seems remarkably quick for Shenmue 1, but I suppose it depends on how often you stop and look at things and/or wander around lost. It's been donkey's years since I played either of them. HLTB to the rescue!! Shenmue: 20 hours (https://howlongtobeat.com/game.php?id=8400) Shenmue II: 26.5 hours (https://howlongtobeat.com/game.php?id=8401)
  13. Err... okay. Will that be on the Blu-ray too?
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