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Post by crocodile on Oct 2, 2015 2:30:15 GMT -6
Two new fighters were revealed yesterday! The first was Zangief! More about him and how he plays in SFV can be found here! The second was Laura - a Brazilian newcomer to the Street Fighter franchise. In actuality, screenshots of her were leaked from Famitsu's website. It was likely she was going to be formally announced as the Brasil Game Show next week (so no official trailer yet). The screenshots have since been taken off Famitsu's website but they were saved and can be found here!
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Post by crocodile on Sept 28, 2015 19:42:40 GMT -6
One week to go!
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Post by crocodile on Sept 25, 2015 17:02:59 GMT -6
You know (and this isn't a critique, just an observation) it kind of amazes me how attractive this option/concept is to the backers of this project. The "costume" system in SOTN is something I kind of just ignored but it seems to have been such a memorable part of that game to so many that its lead to so much conversation on this topic as well as the "Customize" system Inticreates eventually implemented (smart on them for listening to the backers on this). What about a full amazon costume, just wearing nothing? Just fighting full barb with no shame XD No?, oh well, maybe she can get away with it if her whole body transforms into glass. Or they can go full Monty Gebel, he'd be like, "there's too much man for you to handle!" You could have like super low defense, and bring new meaning to naked run. Like "B, I Ninja Gaiden that S!" Lol Okay maybe nobody else finds that amusing. Maybe they can get away with a naked Ares boss though, like nothing but a Sword and Hoplon. The only way something like that could work is if it was featureless nudity. Like with the Liquid Terminators or when the Human Torch activates his power. Where basically their entire body is either patterned or mono-colored and most sense of "detail" is lost. Anything else, anything approaching actual, "realistic" nudity, is a nonstarter for what should be like a million obvious reasons. I am sure she could get away with the glass thing but I am certainly against pointless nudity. It just brings down the quality of the game imo. From your post it seems pretty obvious that you are joking but I am just putting that out there as I know there are those sad few people that backed the game just because they like how Miriam looks. Feels disrespectful of Iga's legacy to me. Oh well, at least he gets their money and doesn't have any obligation to perv up his game. There were plenty of monsters in SotN which were naked, poor graphic fidelity kind of obscured it, but elegant nudity and evocative behavior are thematic of dark Gothic and demonic aesthetics. I don't actually think that Miriam should have a plain nude costume, as it would end up being gimmicky with many immature fans, but I think it could actually contribute to the aesthetic of the game otherwise, and it doesn't have to be some naked goddess summon or rose bud demon to be appropriate. It's actually unfortunate that the outcry for decency is so strong that we can't appreciate erotic art, I mean it wasn't taboo in ancient Greece and sculpture. All that aside, I would honestly support man mode Gebel, with modestly drawn junk and all. It would be both amusing and liberating to just bear it all out and say "too much man for you demon!" As you reverse summersault slash a boss in the head in all your naked glory. At least if they did a naked man, we wouldn't have to listen to as many SJW and feminist lash out at the representation of small pixilated nudity There's a big difference between monsters or even bosses/subosses and the protagonist/antagonist of your game. Its very easy to justify monsters (especially sexually themed ones like Succubi and Vampires) in states of undress, less so much for human/mostly humanoid major characters especially in a game of this sort. It's certainly not impossible - I mean you could get away with it in like a transformation (we've certainly had Succbi transformations in previous games) but that's clearly not what you're describing, it still wouldn't be full on nudity and full on nudity (or just prancing around in a thong or speedo) just for the sake of it is going to be a turn off to a lot of people.
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Post by crocodile on Sept 23, 2015 23:50:43 GMT -6
That was a great first episode! A job well done all around - good host, good questions, good guest. A shame some of the questions we had collected in the other thread didn't get asked but it seems clear following the interview that Dan probably wasn't the right person to ask (at least at this point in time). It's encouraging to hear that they are indeed working on community management and that it should be resolved soon. The one thing I would say is I don't think I'm a fan of having music playing in the background while you guys are actually talking. I could still hear what you guys were saying but I felt I had to work just a bit extra hard to make sure I caught everything. Of all the podcasts I've ever listened to, I don't think I've ever heard one where there was music playing in the background of any actual interview or conversation segment. So yeah, I probably wouldn't do that in the future. Otherwise great job. I will try and get the volume levels a bit better next time. It was really out of balance at the end, and my voice should have been louder. I will keep the music though, just a little more distant in the background. Well you're the boss here and as I said I thought you did a great job overall on the 1st episode. I just feel I have to stand on this point (though you are of course free to continue to disagree) - I can't agree with anything that makes the important content of the episode - the words of the host(s) and the guest(s) - harder to hear, even if its only slightly. Hopefully whatever new mix you use makes sure this is a non-issue (though I imagine it would be impossible to beat no background music ).
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Post by crocodile on Sept 23, 2015 23:24:46 GMT -6
I'm for every one getting their deserved due, but I'd like to see programmers, artists, testers, etc get a union first and also be paid out of the gross profit before voice actors get to. I don't think voice actors put nearly as much time into as programmers, testers, artists, etc. I might be biased though since I never play a game for story, and usually end up playing on mute anyways. Programming isn't the biggest part of the game. They use something called "middleware", that means somebody did most of the programming for them. Epic gets paid $1 for every $20 somebody makes in an unreal engine game, so they already get 5% of the profits. Artists make art assets and there's a lot of good artists out there and I think Igarashi is one of them. Usually, good game design is when you design the floor plan of the map and use placeholders of which could look like a crayon drawing and they say "We'll figure out the detailed artwork later, right now, we'll focus on the floorplan and which enemy goes where and then we can worry about the more detailed artwork". (Though, there is just enough concept art and story discussion involved ahead of time before designing the gameplay so there's no disharmony in the overall experience) Story is still important in games, you just might not be big on the role playing aspects of RPGs. Games that are pure gameplay are mostly short attention span easy dopamine fixes like mobile games. You need more than just gameplay like graphics, sound effects, music, story and voice acting in a harmonious way or the overall experience falls apart. Using graphics as an example, lots of people say "Graphics over gameplay. I wish they spent more time and money on the graphics instead of the gameplay", but they don't talk about music over graphics when in reality, it doesn't work like that. there is no real resource priority, if you cheap out on one thing, the whole project will suffer. Try playing a game with music and sound effects turned off or watch this video . It's one of those "It will cost what it costs and it's money well spent" things. Also, the art department is a different department from gameplay (usually) and like I said, they design the enemies, floorplan and spawn/loot locations before they work on detailed in-game art. Yeah I'm going to have to strongly disagree with the bolded. You've got to be crazy if you think just because someone is using a bought engine that "most of the programming work" is done for them. That's so far from the truth its not even funny. It's a toolset - just like Photoshop doesn't do most of the work for a digital artist or R doesn't do most of the work for a statistician. There's a reason that engines like Unity and Unreal can churn out games that look and play so completely differently or why games can take years to make and its not because people can press a few buttons and check a few options and make a competent, high-quality game (I'm ignoring the asset dumps that disguise themselves as games you sometimes see on Steam because such minor, low-quality products aren't worth our time discussing). On the second point, while I agree that games are a cohesive product made up of many moving parts to produce a solid whole and that stuff like graphics, art direction, sound direction, music, etc. are all very important to the experience, you can't discount gameplay. I don't think there is such a thing as a game that is "all gameplay" or "no gameplay" but there are certainly products that lean strongly on one side of the spectrum or the other. Certain genres are that way as well. You can get away with scaling back "gameplay" in games like those "walking simulators" (do they have an official genre name?) where the main selling point is atmosphere or lore (like Going to the Rapture, Journey, etc.) or stuff like click and point adventure games or visual novels but that isn't going to fly with any strongly multiplayer oriented genre (shooters, fighting games, etc.) or stuff like platformers (Mario- past and present) or action games (DMC, Bayonetta). Many excellent games today can and do succeed without things like a notable story or voice acting and many games (especially in certain genres) absolutely wither and die if the gameplay isn't put at the forefront, even at the detriment of other variables.
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Post by crocodile on Sept 23, 2015 23:19:08 GMT -6
I can't think of many examples where having a mount would be easier to use, easier to incorporate into the game and/or easier to work into the level design than a traversal power up or a transformation would be. Seems more "cool" than practical or particularly interesting/fun.
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Post by crocodile on Sept 21, 2015 23:49:20 GMT -6
That was a great first episode! A job well done all around - good host, good questions, good guest. A shame some of the questions we had collected in the other thread didn't get asked but it seems clear following the interview that Dan probably wasn't the right person to ask (at least at this point in time). It's encouraging to hear that they are indeed working on community management and that it should be resolved soon. The one thing I would say is I don't think I'm a fan of having music playing in the background while you guys are actually talking. I could still hear what you guys were saying but I felt I had to work just a bit extra hard to make sure I caught everything. Of all the podcasts I've ever listened to, I don't think I've ever heard one where there was music playing in the background of any actual interview or conversation segment. So yeah, I probably wouldn't do that in the future. Otherwise great job.
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Post by crocodile on Sept 19, 2015 19:30:52 GMT -6
At the $1.75 mark, Speed Run Mode was funded! It was described as “IGA will be able to add a mode that helps speedrunners perfect their uncanny routes through the castle halls!” So it’s clear we can expect some features that will make speedrunning easier and more enjoyable to do and perhaps watch. Recently, Inticreates added a Speed Run mode to the PC version of Azure Striker Gunvolt. Since Gunvolt and Bloodstained share a developer and it’s clear that Inticreates is becoming increasingly aware and interested in the speedrun community (note their “Azure Blur” contest) I think the Speed Run mode of Gunvolt can give us insight into what to expect for Bloodstained. To my understanding it includes (please correct me if I’ve made any errors as I haven’t gotten a chance to play the PC version myself): - Cutscenes are skipped
- Control Input Display on Screen
- Timer on Screen (to my understanding it never stops even when the game is paused which is the correct way to do it)
- “Custom Save Points” (i.e. Save States)
- Some RNG is reduced or removed
- “Pervasion” (a Gunvolt exclusive mechanic) is disabled for most of the game due to its revival implications
Obviously the last point wouldn’t apply to Bloodstained but at least we can hope for the other features to be included as a baseline. With regards to other features that would be great to see (this is a mix of things I’ve thought of and things I’ve seen others ask for) I’d put forth: - Visual Comparison of Past & Present Speed Runs
- Video in Video: A small video playback of a previous run plays in a small window as you play your current run. This is similar in functionality to the Livesplit software many runners and streamers already use. Might be too costly to implement in game?
- Ghosts: As you move through the castle you can see a ghastly version of yourself from a previous run and compare strategies. As a horror-themed game, this could even be narratively justified. Cheaper/easier of these two options to implement?
- Youtube (or similar service) Upload feature: Upload saved videos of runs straight to Youtube from the game itself. Size constraints may make this difficult? (most games that have Youtube upload features only let you upload video that are several minutes long - 1+ hours may be too long)
- Segmented Timer or the ability to add landmarks to the Timer: Many speedrunners, when they are comparing speedruns, have a timer that checks for landmarks (every time a level is completed, a major boss is beaten, a major item collected, etc.) so that a runner can get an idea how well they are doing. Have they fallen behind compared to past runs or are they doing better than before? This would let them know how many seconds/minutes ahead/behind they are this run compared to a previous one with respect to the time it took them to complete/reach that same landmark.
What other features would you like to see or do you think would be helpful for the speedrun community from either a player or spectator perspective? Why?
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Post by crocodile on Sept 19, 2015 9:49:44 GMT -6
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Post by crocodile on Sept 18, 2015 23:10:35 GMT -6
Newest update shows off screens from the prototype as well as goes over the updated battle system. Estimated launch date of the campaign has been pushed to the end of the month (which is kind of obvious given we are already in the middle of the month ).
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Post by crocodile on Sept 18, 2015 0:00:42 GMT -6
Given most (all?) of the Igavanias hit a T rating, I'd expect this game to do the same. If the writing is actually going to take advantage of a higher rating (like say the Witcher) for the sake of a quality narrative I wouldn't be horribly opposed I guess but I don't want a M rating to just be an excuse for extra tits, blood, gore, "edge" that don't increase the quality or the narrative. IGA has always had a good handle on horror without crossing unneeded boundaries, I'm expecting the same here.
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Post by crocodile on Sept 16, 2015 11:59:55 GMT -6
Cool to hear this is going forward As for questions, I'm not sure if Dan Moore & Fangamer are the right people to ask but questions I had in mind were: - What does the nature of the updates look like for the rest of the year (like vaguely what can we expect to see/learn in October/November and December)?
- In general, what is the team doing now during this pre-production phase? Perhaps some insight into the sorts of conversations being had and ideas discussed?
- When might we be able to expect to learn anymore about the cast or the world? Like we know 4 out of 6 "main characters" of the narrative -when might we meet the next two? Out of the extended cast who might be the two other playable characters and how are they being chosen?
- When might we expect to see some more (though understandably early/rough) gameplay footage? A point stressed during the campaign itself was the use of shading to constructed an appropriate and appealing visual style and how backer interaction would be important in nailing that look down. Obviously the earlier in development something like that is done the better.
Hopefully these aren't too intrusive. I'm not trying to rush or pressure any of the development staff (a long pre-production period is often good for the end product) but I know a lot of people are at least curious about some of these so I thought these might be fruitful questions to ask in the polite and considerate environment this podcast would offer.
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Post by crocodile on Sept 13, 2015 15:01:24 GMT -6
I hope this doesn't make for too many Super Mario Maker topics but I wanted to separate this from the IGA thread or any others because of the quality of the stream I'm linking. Anyway, here is a link to a recent stream (skip to about 9 minutes in) where Nintendo UK and Playtonic Games (the Yooka-Laylee people) go over Super Mario Maker and some of the levels Playtonic Games made. This is about an hour of footage and the Playtonic people really go into the game design of their levels and good game design principles in general. It's actually a fairly indepth look and its clear they had a lot of time to work with the game unlike IGA who probably only had a short period of time to work on his level. I really suggest you guys check it out if you have the time.
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Post by crocodile on Sept 13, 2015 14:07:31 GMT -6
Well now I feel silly for having missed that topic at the bottom of this forum But yeah that's what I meant. I couldn't find it when looking through their channel though. Weird. Anyway Thanks.
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Post by crocodile on Sept 13, 2015 13:36:57 GMT -6
I had some free time the other day and wanted to rewatch the launch stream because I missed parts of it the first time around. It seems its not archived on the Kinda Funny Games Twitch channel though. Is it archived anywhere?
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Post by crocodile on Sept 12, 2015 17:00:30 GMT -6
How many endings the game should have is hard to say because it depends so very much on how IGA wants to write the scenario. I would think 3 would be the minimum to expect but its hard to say since we don't know how much effort they want to or can afford to put into them. A breakdown I could anticipate:
-Miriam Bad Ending: She succumbs to the crystal curse and dies or become Evil Miriam or THE GODDESS OF DARKNESS or whatever.
-Miriam Normal Ending: She defeats Gebel who apologizes for everything before he dies. She escapes the castle and lives the rest of her life at peace/as a Demon Hunter/Something else IGA writes?
-Miriam Best Ending: After defeating Gebel and having fulfilled some requirement before the "final boss battle", its revealed _____ was manipulating Gebel this whole time! The inverted/underwater/moon castle unlocks and you get the best ending after you make your way through that and beat _____ at the end.
-Playable Character B Ending: One ending after defeating the "final boss" (Evil Miriam, Gebel, _______, etc.). Who the final boss and how long this play-through is (one castle? both castles?) depends on the narrative and how this character is unlocked.
-Playable Character C Ending: One ending after defeating the "final boss" (Evil Miriam, Gebel, _______, etc.). Who the final boss and how long this play-through is (one castle? both castles?) depends on the narrative and how this character is unlocked.
Of course I'm just assuming the most standard way this narrative could be written (heck I'm assuming there are even two castles!). IGA could surprise us and give us some cool and inventive (but still logical) twists and turns. This would make for perhaps a more engaging narrative but then the number and nature of the endings become harder to predict.
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Post by crocodile on Sept 11, 2015 12:53:43 GMT -6
Has anyone who has played the Steam version know what exactly the Speed Run mode of Gunvolt has/does? I've heard something to the effect of Control Display, Custom Savepoints (Save States), cutting out Cutscenes and a Timer of course. Anything else?
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Post by crocodile on Sept 10, 2015 12:43:51 GMT -6
Animation of the new enemy (called an Ahp) seen in the battle prototype video: It was from here fyi, but we should really stop, like we said. I'm just banning myself from this thread as everything I wanted to say is here already. If you need any clarification just reread my posts, the answer is there I'm sure. If something is really bugging you though you can pm me. Maybe you should reread the bolded segment. A) There is a difference between a drawstring that lengthens because more is added from some sort of wind-up mechanism and internal/external spool and a string that lengthens because it is elastic and is placed under increased tension. The later is how all bow strings work to some degree, you mentioning lengthening as part of a counterargument against me only makes sense if you are still operating under your wind-up (or something similar) hypothesis. That is what I mean by "how can you tell it lengthens as if the bowstring was at maximum tension at rest" as in "how can you tell its not just stretching as all bow strings do to some degree". If the bow string WAS at maximum tension at rest, any additional tension would cause it to break not stretch. ...etc. I link you to an article explaining what a bow string is and its desired properties, define the weapon in question and in the same post tell rvmcy why the string expanding to twice its size can't be an artistic exaggeration. Your response to all of this? Ignoring all the presented facts and arguments which serve to define what a bow, bow string and the characters weapon is in favor of a sad attempt at dismissing the entire post as an improper counterargument, while I was, in fact, teaching you what a bow string is in that post, as you have the wrong idea as how much a bow string should lengthen. Good job. I don't understand why you are so obstinate here, especially as you just replied to purifyweirdsoul that you're fine with fantasy weapons. I know how a bow works. Your attempts at education have long crossed the line of being helpful to being condescending. If you refuse to call it a bow that's your choice, I can't force you to do anything. However, even if minor errors in physics are present (which I've never denied), it's clear as day what the intentions of the developers are (you can even ask them if you want via their Twitter that I posted in the OP or if you post in a forum they post in) and it is clear how people will view the weapon. Why you refuse to extend the minimum amount of leeway necessary to enjoy fictional constructs to this as you yourself admit are able to do elsewhere I'll never know. If it makes you happy to insist this bow isn't a bow (by similar logic Donald Duck isn't a duck because he can speak English ), ok. Whatever makes you happy. I'll drop the discussion. Just to be clear, Mike isn't an artist, he's a programmer. It would be people like Alex Ahad, Mariel Cartwright, Johnathan Kim, etc. that would be responsible for the art direction of any of Lab Zero's games. It's all a team effort of course but Mike can't draw for shit As for the impetus for the creative direction of this game, it ca be found here (o_8 is Alex Ahad). I guess some might describe that as try hard (a terrible position in this circumstance if you think about it to its logical conclusion IMO), I just call it commendable and a good idea. As I've said before, I've already straight up learned some new shit following this game. I think that's super cool o_8's post was definitely interesting and it explains why they're going in this direction. Good on him that he's having this come to fruition. Personally/selfishly, I honestly want something closer to the feel of classic Tri-Ace Valkyrie Profile, which in itself though quite different has a definite more "anime" feel to it. That's likely the real bias behind my comments. Like I said, Exist Archive seems pretty far from that, being modern, chibi and very polygonal. And it'll be interesting to see if Southeast Asian themes can rival the greatness of Norse mythology...twisted and silly as it was in VP. Regarding all this bow stuff, I mean...yeah, Nya is technically right, but that sort of thing doesn't bother me any more than that bendy paper sword hat or giant airplane wings with cut-outs that pass as swords in other games...or those dumb double-bladed spear things (they made Gungnir one of these in VP, sigh). Fantasy weapons so often are impossible in reality. There's actually a youtube channel I follow that makes this more clear than ever by reproducing anime/game weapons in real life, lol. The things they have to put up with and do just to make the thing physically exist is crazy, let alone get it to practically hit something. www.youtube.com/user/AweMeChannelSo I guess my point is...whatever. Video games are video games. A lot of people think historic and realistically accurate things are boring, and maybe it's for the better that they do. After all, when you factor in whatever the "magic" is that generally exists in most every game world, the impossible may actually not be so impossible by their standards/strength/vampire dexterity? Were the Valkyrie Profile games big sellers? The impression I've always had is that they were not. The unfortunate sense I get is that a game with the aesthetics, mythology and design of something like VP might be a hard sell in the current Japanese market when compared to something like Exist Archive. To hit that spot VP aims for, I get the sense that it might need to be a game pushed through by Western interests, where looking like Exist Archive may be more of a detriment, be it through the traditional publisher model or crowdfunding. I could be wrong though.
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Post by crocodile on Sept 9, 2015 22:03:36 GMT -6
If you're on this site, I'm sure you're familiar with Shovel Knight. If not (how?), its a sweet action platformer made by Yacht Club Games in the vein of classic NES games that was released to much critical acclaim and sales on nearly every system last year. IGA even played it during the Bloodstained launch stream and was so impressed that we've got Shovel Knight content coming to Bloodstained. Anyway, the next big DLC campaign for Shovel Knight - Plague of Shadows is coming out soon on September 17th for every system for FREE! In the original game you played as Shovel Knight but in this campaign you play as Plague Knight who has a different moveset and arsenal. You can also expect new characters, new bosses, new items, remixed stages and a new story. The trailer for the campaign can be seen below and more info about Plague of Shadows can be found here at the YCG website.
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Post by crocodile on Sept 9, 2015 13:25:06 GMT -6
Polygon has a series where they let famous game creators try their hand at Super Mario Maker. As the title says, this is IGA's go at the concept. I can't say its the most inspired creation but I do wonder what he'd cook up given less time constraints and without a camera in his face. The video can be seen below and a link to the article can be found here. Super Mario Maker as a whole seems like an awesome game but unfortunately its not something I can pick up at this time. EDIT: For some reason the video isn't showing up in the forum. Huh. Well just go to the article link to watch it. EDIT 2: I think I fixed the video embed now
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