Mystery Science News Thread 3,000

Ico and SotC managed to not really have this problem although Sony’s first party projects were a lot more reigned in back then. it’s a concern for sure, I’m not sure how realistic it is.

Just foreseeing a lot of conspicuous giant birdcat-shaped keyholes

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that backflip jump is amazing…

I love how it feels like speedramping – blast away then get a precious second of hang until you slam back down. That’s a good rhythm for an action game.

“Birthdays The Beginning”, NA/EU release by NIS at some point next year.

gardening/shepherding with a voxel terrain editor? This may be entirely my jam but it’s pretty dependent on how tone is handled. I continue to dream for a game to rekindle feelings of time and nature I’ve only seen in E.V.O., Cubivore, Tokyo Jungle, that time you leave Robo for a thousand years to plant a forest, in Chrono Trigger,

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I think he meant “PS2” as in “before motion capture animation was standard”.

He’s probably just not used to playing older 3D games with hand crafted animation.

I don’t think mocap or hand animation has a huge impact on ‘weightiness’ of animations. I’d put Ico/Shadow character movement in a line with Fable and Witcher 3 and that comes from wanting to realistically animate body weight shifting at the cost of responsiveness. I don’t like it! but it was never as bad in Shadow of the Colossus as it was in Witcher 3.

I can’t deal with the level of input lag Sotc had on PS2.

Hell fuckin yes this is my jam.

It is like astonishingly bad in hindsight, there are certain things Ueda cares about getting right in his engines and boy is that not one of them

This is french gobbledygook for a certain percentage of you guys. What it means, though, is pretty interesting and a significant step for developer rights, as it has finally been recognized, nearly a quarter-century after the fact, that french dev Frédérick Raynal was cheated out of his creator credit and royalties on survival horror grandpa and precursor Alone in the Dark by Infogrames, now Atari.

He’s now on the track to getting a whole bunch of royalty money from both the game, the IP it spawned and the custom toolchain he created and Infogrames continued to use for a few years.

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The arrows in Dusk look like dongs. Killing klansmen with dongs fired from a crossbow is appealing to me.

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90s PC game nostalgia has arrived

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now I want it to be called From Dusk 'til Dongs instead

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I agree with you that, yes, it’s driven by some nostalgia, yet I have hope that games like Dusk and Strafe will contribute contemporary game design. I see games like NewDooM partially being born from ‘throwback’ games that cut the excesses of contemporary AAA development such as Teleglitch and Heavy Bullets (as well as from mods to older games). This is in contrast to the excesses of the pixel art craze, which were no more than nostalgia; nothing trickled into the greater conversation about art direction in games.

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:clap: :clap: :clap:

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p3-5 are a cultural garbage fire and i don’t get why they’re chronically unchallenged on sb

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Maybe I’m imagining it, but I’m pretty sure we’ve talked about this a few times.

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because you can beat the shit out of yosuke in p4 arena