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Post by blankslatenator on Jul 6, 2016 11:44:18 GMT -6
/comments
Prey For The Gods is an action survival game set on a desolate frozen island. To survive you must destroy the very gods you believe in.
In Prey for the Gods, you play a lone hero sent to the edge of a dying world to discover the mystery behind a never-ending winter. Arriving with only the clothes on your back, you must survive the colossal dangers that you encounter. To restore balance and reclaim the land from the brink, you will be faced with questions that not even a God knows the answer to.
Core Features:
Colossal battles with giants where you can climb your foes
Exploration is rewarding but risky. Luckily, your footsteps in deep snow will help guide you back if you get lost. However, the deeper the snow the more tired and hungry you will be. Hunt for food, then pick up what you can and find a safe cave to rest. Build yourself up from nothing, salvage items and weapons from fallen heroes including swords, bows, outfits, and more.
Spend too long out in the cold and risk exposure that will chill you to the bone. Our dynamic weather system is treacherous and ever changing. From a sunny day, to a blizzard at a moment’s notice you never know what to expect. The weather is just as dangerous as the giants you are after. A trek out to find your next foe could have you changing course and looking for shelter to warm yourself.
They started development of Prey for the Gods game in 2014 part time. We've been full time, living on our savings, since January 2016. For 3 people, we've come pretty far and are about 25% of the way in development. While we've come a long way, there's still a lot of work left to do. In order for us to continue development and keep creative control we need to ask for your help.
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Post by blankslatenator on Jul 4, 2016 13:17:15 GMT -6
All I realistically want is an orchestrated version of Cursed Orphan. If you pull out equalizer parts of the song you can hear hidden instruments behind the atrocious feedback and noise like 8 guitars, and some crazy CRAAAZY violin sweeps that are barely audible, maybe its just noise in the back its hard to tell really (I actually think its intentional: I think the song is just heavily compressed and lacks a good stereoimage.
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Post by blankslatenator on Jul 3, 2016 1:31:46 GMT -6
O this is very cool, i wanted to try and breakdown the unknown track but i have no real training in transcribing music let alone by ear. About as far as i have gotten is it seems to be key of B or C and probably uses a Harmonic Chromatic scale, maybe in minor. I gonna work through this sheet music though. Thanks for the postings makes it so much easier. Working on Transposing the theme to tab guitar, see if I finish it. Looks like key of A. Transposed the first part without the bass clef, maybe get that part later if I can figure out where it is on the lower strings lol. Edit: I am almost positive the Unknown Song is key of F in a harmonic minor scale or maybe but probably not a A flat major scale. I used my phone tuner to list the notes and looked up the key progression. Seems to be Eb F F# G G# A Bb C C# D consonance or dissonance between instruments through out the song might be throwing some measurements off. according to wikipedia Helmholtz once described F minor as harrowing and melancholy. Schubart described this key as "Deep depression, funereal lament, groans of misery and longing for the grave." here's the song for anyone that doesn't know about its existence yet.
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Post by blankslatenator on Jun 27, 2016 4:38:48 GMT -6
Personally, if they make a skateboarding/ rollerskating speed run mode with tricks included I would be most pleased. I mean it would be on the level of FF7 snowboarding.
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Post by blankslatenator on Jun 25, 2016 9:16:01 GMT -6
Mega man X had a great build up transition from level music to boss music. It was quick, efficient, and got you pumped. Man that game is so good.
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Post by blankslatenator on Jun 25, 2016 7:54:57 GMT -6
Yeah right, I mean too much dynamic is just awful chaos, but the most effective psychological theory behind dynamic audio, from what I have read, isn't just one note repetition. In basic music theory the sound of transitioning from A to G# sounds completely different transitioning from G# to A. The notes are the exact same but the context of the notes leaves the listener to hear a higher change in pitch to a lower change in pitch during the transition, so its the in-between part of the notes that you are actually perceiving, Guthrie Govan, a guitar virtuoso states he could hit the same note 5 times in a row and make it sound different each time. If that is true, the purpose of the note's use is what determines the outcome of the final sound and is what makes a composer so important. Its carefully placed, hard to notice skillful transitions or tonal themes that are shifted accordingly to a situation at hand. The most immediate one that comes to mind is the piano sound in Mass Effect 3, it is present in every single song on the album but in such select areas only the subconscious of a player would pick it up. The composers intended for the piano hook to stick to the player's mind throughout until that final scene where they cut all sound and only had that piano part playing finally. That OST is absolutely brilliant with its dynamic audio; it picks non-invasive, psychological hooks. . This really would be outside an Igavania's norm, though, going full on feels would be really weird, but I think this is still on the level of an indie game, and at least in story mode, indie games tend towards atmosphere and feels. I mean I already hear a thematic similarity between The Galleon of Minerva and The (Currently) Unknown Track. Also I noticed the rain in the demo shifts out as you go through the level, that was awesome!
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Post by blankslatenator on Jun 20, 2016 3:36:14 GMT -6
I just think it's a neat idea of a free roam videogame based on dinosaurs. I am no archaeology major or anything, but the whole topic is fascinating to me. m.neogaf.com/showthread.php?t=1226967&page=1Also I agree with this Gaffer page.
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Post by blankslatenator on Jun 6, 2016 7:27:32 GMT -6
I think the most impressive piece of dynamic music would be to transition from sections of the castle with no loading screens considering how big it is supposed to be. Although , there are different teams working to implement the game to systems with varying degrees of processing power, the biggest advantage of the creation of the newest gen systems is how much can be processed at one instant. There is at least potential with the more powerful systems to seamlessly transition music dynamically, without loading between sections. I suppose we haven't seen the final optimized graphics with particle effects applied and all that, but it seems the graphics shown so far leave a lot of wiggle room programming-wise. With the way Iga thinks, some real magic could happen, I mean an upside down castle is only one dimension lol, where else will Iga take us :0.
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Post by blankslatenator on May 30, 2016 22:17:39 GMT -6
I preordered MN9 1 year ago and I still feel it's fine with more delays. 2016 is a good year with so many expansive game that I would rather more kickstarter games come out 2017. It seems like a dry year with short chaptered games, so indie projects will be more appreciated. Bloodstaine d would be a real gem to have around Q3 or 4 with MN9 in 1 or 2. I have a strong feeling MN9 will get delayed again just based on the current market, so I am prepared.
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Post by blankslatenator on May 30, 2016 8:37:15 GMT -6
The problem is asking Inafune and company to release when they feel it's premature is like asking someone to pinch a turd when it's constipated. It's something that can't be rushed and only results in a stinkier mess for everyone. Just let it slide naturally. Maybe we should send some doughnuts to the MN9 team as some laxitive motivation. I mean if I am jogging my butt off I would prefer a cup of water to keep me going than disgruntled fans. If the game was receiving a bad outlook before the game came out, then it's probably a good thing it's being taken back to the drawing board, even if it happens on the next date drop at least the effort is being made.
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Post by blankslatenator on May 30, 2016 7:58:22 GMT -6
Mighty Number 9 needs better game flow, which Mega man X had flawless perfect mastery over through the charge ability and dashing giving the player a huge amount of involvement with gameplay. Thinking positively, I think that there are a number of upgrades and abilities not shown yet that could very well bring that amazing game flow back. I preordered the game because it still feels like I am looking at the book cover with what has been shown so far.
With Bloodstained, it seems like what we have seen is Iga's section of Art Play's work with The character builds, while Inti Creates seems to be focused on the overall grunt development of the game (/applause to that workload!). The composers seem to be doing a lot of flying between the studios, which sounds like they are getting involved for ideas in audio although nothing on Virt and 8 bit yet?) Personally, things seem to be flowing phenomenally well and everyone is just very involved, plus that (unofficial?) update with the timeline that plans to bring the initial Bloodstained game and add stuff over time is just brilliant and promising management.
I am insanely proud to be backing this project. It's a great team,with great starting chemistry and talent.
You can tell these guys know what they are doing, and I think we should all just be happy with that, regardless of what product comes out. That's what I put money into, just so Iga could make a game with his heart and soul. I may not even like the resulting product and I still will be proud to back this.
No regrets whatever happens
Go get 'em Iga
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Post by blankslatenator on Apr 20, 2016 2:08:54 GMT -6
What else is there to say? Its Dark Souls on a board.
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Post by blankslatenator on Apr 19, 2016 8:25:21 GMT -6
Think Ogre Battle, or Real-Time-Suikoden. Very ambitious, very cool. Under-appreciated genre.
*Thanks Jim!
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Post by blankslatenator on Apr 11, 2016 20:16:20 GMT -6
It's weird she has underwear at all, as I remember Victorian Historians came through my middle school and explained that they were not wearing any underwear under their dresses because women never did that during the Victorian Era. They said it is also why men would bow when helping women into carriages so they could get a good upskirt. Plus showing leg back then is like going around today with breasts bared. Miriam is super sexual for the time period.
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Post by blankslatenator on Mar 19, 2016 17:22:51 GMT -6
Play A Hayter here. What to put....what to put......? I originally bumped up to Hayter status to make for room for people who wanted the signed Amano print. They filled up so fast at the time and they bumped Amano signing to any tier above that too. I dunno if it should be Beavis and Butthead dumb or William Butler Yeats classic. My first choice would be CRAB BATTLE!
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Post by blankslatenator on Mar 11, 2016 20:31:17 GMT -6
Hudson Leick should voice Miriam. She was the voice actress for Jennifer in Primal (extensive amount of dialogue in that game, if any one remembers it). She was also Callisto in Xena Warrior Princess. She has that adorable yet strong girl aura. She seems to be retired from entertainment business though and focusing on some kind of yoga retreat, but she still shows up at conventions!
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Post by blankslatenator on Mar 11, 2016 20:12:43 GMT -6
Don't even worry about Nintendo of America will tone things down upon localization. Then just buy that version on Wii. Thanks Nintendo!
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Post by blankslatenator on Dec 4, 2015 2:41:54 GMT -6
I'd say the attached first game is just good business, it's their way of showing the history of the project rather than showing a blind investment.
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Post by blankslatenator on Nov 23, 2015 11:51:57 GMT -6
I know they were talking about using 8 bit tracks contributed by Virt, while also having orchestral tracks. With such a contrast of sound, I could see a dynamic transition between regular tracks to 8 bit tracks in some way. I agree that doing a seamless transition between epic tracks could very easily be a bad thing. This could be a hit or miss :l.
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Post by blankslatenator on Nov 21, 2015 23:21:56 GMT -6
Examples of games that use this technique: Any JRPG with an "Action" element to it, Any open world game that I can think of, Fire Emblem Awakening, Transistor, Symphony of the Night. If you have spent a fair amount of time playing Fire Emblem Awakening you would know it has integrated dynamic audio playback through dual audio tracks that interweave between each other depending on whether the battle is in your favor or not. It really pushes the player to focus when they are losing, and takes winning in the game to an epic level. Transistor has integrated dynamic audio playback by allowing the player to push a button to allow the main character (a female opera singer) to sing to the music being played in the level, when you release the button the music goes back to normal and you can continue playing. www.develop-online.net/interview/sound-in-transit-the-beats-of-supergiant-s-transistor/0195374JRPGs such as Kingdom Hearts and Xenoblade Chronicles to transition into battles while roaming the world. Xenoblade Chronicles also integrates dynamic audio like Fire Emblem Awakening, I think Monolith Soft tied it in with the tension system which is sensitive to how much damage to characters have, so a high amount of tension usually mean the battle is going well, while low tension usually mean the battle is going poorly and hints that you need to change your tactics. Symphony of The Night (this is the earliest game I can think of to use it) has a fairy minion that will change the level music to a song she sings instead when Alucard sits in a chair for a certain amount of time. While I wish the game could be packed full of integrated dynamic audio playback, I think it may be an expensive process, or will take quite a bit of time to achieve, but I think maybe just a boss with this audio technique included would be really neat. plus it helps the flow (https://en.wikipedia.org/wiki/Flow_%28psychology%29) of a game. Thoughts or more examples?
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