Anytime I see super-smooth transition animations in a demo, or even just gameplay mechanics that seem to work out way too conveniently, it tells me it’s an animated “pre-viz” demo of the game they want to make. That’s kind of the impression I got from Perfect Dark.
Katana314
Any chance he’s putting the question on social media to convince other stakeholders above him?
It’s possible he was in a board meeting when some novice shareholder suggested “What if you take an exclusivity deal”? And he just didn’t have clear evidence on hand of that being vastly unpopular. Obviously that could be me being overgenerous to him.
When all the decisions have to come rapid-pace, I don’t feel like I’m doing anything notable. It feels like mashing out light or strong attacks and maybe some block/dodges.
I’ll admit that there have been some action JRPGs where I just didn’t understand how the mechanics worked together, even after some explanations, because I had to play it out so quickly in combat. Those games ended up having low difficulty so that people that “weren’t getting it” could still see the story.
I’m still okay at Soulslike games where there’s not quite as many meters and illogical systems. And of course I’m okay with turn-based games having those weird systems because I can process things slowly until I get it, and am taking my turns at full speed.
They could pull a Spec Ops: The Line, and use the franchise flag to pull a masterful writing twist that analyzes the original gluttony in a confrontational way.
Has the potential to be very cool! What might be sad is that many horror games now evoke the trope of "They move when you're not looking". Game development takes a long time, so I can guess this was not an obvious trend when you started on it. But there should still be ways to differentiate your work.
Every screenshot posted of this game is peak content.
I think the only thing that might get me to go over the $60 line is if a publisher takes a chance on a franchise/concept I’d like to see more of, which these days is rare.
While it is fraud, it’s murky waters when you realize this is what every Kickstarter does. Gamers don’t easily fathom the full sum of what it costs to pay qualified artists for a full development cycle. Kickstarters have only existed to prove to investors that there’s monetary interest in a concept.
It is my fervent hope that in a decade or less, the next Wolfenstein-style game is about killing ICE agents.
Does this mean in 6 years we’ll get “BelowTheWatermica Dos” by a new studio, and it will be a far better spiritual sequel?
It’s happened only a few times when a publisher cans the developers.