to me its something to do with the juxtaposition of a sort of relentless commitment to wackiness with just the overall expectation of the majority of playstation 1 games having that sort of completely slick cyberpunk edifice
remember that both motor toon gp games were developed so early in the playstation’s life that it didn’t even really have an aesthetic yet
ecw anarchy rulz takes place in a nightmare world in which the relative sizes of objects aren’t consistent from different angles
Knytt Underground had wild, varied zones and backgrounds with enthralling colors and concepts, and then these bizarrely ugly character images
Well now im thinking about my unfinished knytt story. I worked so long on it.
Deliberately misunderstanding the topic to include my favorite detail that dark souls 1’s helmet you buy from dohmnall is directly copied from this grotesque helm (grotesque is a category of helm and not a description of how it looks necessarily)
If you still have it and finish it I’ll play it. Get inspired! Or don’t, it’s all good
Ratchet & Clank: Size Matters has the most bizarre, floaty molasses physics, as if the team that made it had no access to the code of the PS2 games and cobbled together imitations of all the basic moves without fine-tuning velocity or acceleration
it’s also lousy with collision problems; just watching someone attempt to climb a ladder gives me anxiety
terminator 2 - chess wars
Maybe?
kind of admirable honestly. i wouldn’t know where to start trying to make anything that looks like… that.
given some of the music choice in the trailers it feels at least… somewhat intentional. like a game made by madcatlady or something. i feel deeply unsettled by some of those screenshots in a way that’s hard to evoke unless you’re trying.
is there a whiff of the elusive “iggy’s reckin balls vibes” here…?
a tiny bit, tho achieving the saintly status of Iggy’s Reckin’ Balls is a tall order for any mortal being












