Can someone describe the barrel situation? I never encountered it.
Edit: oh looks like Broco basically covered it above.
Can someone describe the barrel situation? I never encountered it.
Edit: oh looks like Broco basically covered it above.
Has Xbox Game DVR been really weird and unreliable for anyone else lately? I keep getting results that look like this
I donât recall getting stuck with the super metroid tube, but the sonic 3 barrel is probably a universal stumper
however, stuff like this is honestly a breath of fresh air after the past 15 years of âmario 1-1 is the greatest tutorial levelâ, âevery puzzle and obstacle should be fluidly integrated with stepwise experiencesâ, frictionless tutorializing of games. the sonic 3 barrel is infuriating almost needlessly, but you cant deny its super memorable and interesting. videosgames have a relatively unique ability (compared to other media) to have hidden obtuse rulesets that you need to butt your head against to understand. its almost analogous to trying to get around in a foreign country on your own without knowing the language.
I agree, except for the attribution of frictionlessness as the ideal of âthe past 15 yearsâ. It might be because I go out of my way to pick the games I like and ignore the rest, but I feel like Iâve already been breathing that fresh air at least since Spelunky and Demonâs reopened the window more than a decade ago.
The most interesting thing about the barrel from my point of view is that it illustrates how contextual âintuitivenessâ is, and relatedly how designers canât escape the âcurse of knowledgeâ. Like loki, they probably couldnât begin to conceive of how someone could get stuck on what to them appeared exactly as self-evident as any of the Sonic seriesâ dozens of other stage-specific gimmicks.
The tube is just a reason for Souls style messaging
Iâve enjoyed reading this discussion. Itâs cool to think about the implications behind why a piece of design fails to be intuited in the way it was meant to be. Reveals problematic assumptions behind players, developers, and certain aesthetic cultures which you may or may not want to resolve.
This is clearly a different kind of design issue, but I have heard a lot of people say that the â[Glass Him]â option in this moment from Wolf of Among Us broke a lot of peopleâs brains. I know I yelped with confusion when it happened, I wanted to offer the man a drink.
i never got to experience the tube in sm cuz i read about it before i ever played
I got stuck on the tube playing it for the first time last year kind of annoyingâŚhad to look online. Not a gratifying solution, the animals were cool tho. I enjoyed learning from the animals and I did NOT like the tube.
The tube, I found out myself. My stopping point, for a few months, was the entrance to Kraidâs area - as a kid, it just straight up never occurred to me to check someplace like an elevator room for secrets. So Super Metroid collected dust for a good while before I discovered it one summer morning before dawn when I snuck down to the basement to play
Must have been a blessing in disguise. Finding the elevator room wall (super missiles, wasnât it?) was such a blinding moment of realization for me that all bets were off after that. Powerbombing some glass was trivial in comparison
I got stuck there on my last replay actually. Itâzs the standout moment for me, what a weird decision
Sonic Jam
Saturn Wipeout 2097 has a great soundtrack by the in-house composer with none of the licensed music from the PS game and no Red Bull advertising
Wow I had no idea there was a Saturn version of Wipeout, in my mind it was only a Playstation thing. Most of my exposure was the PSP one and the collection on PS4 though. Oh, and Hackers lol (which was covered in Sony branding)
Looks really nice!
that sega saturn approach of ânice chunky polygons, whatâs a draw distanceâ is very not-nice imo, like daytona on the saturn looks worse than virtua racing on the genesis to me
Compared to the PSX version it has less I dunno what youâd call it, pop-in? Geometry problems? Right at the bottom of the screen where the track is closest. I find the flickering really distracting
And it looks like the saturn version has colored lighting where the psx version does not (sorry no video timestamps Iâm on my phone too lazy to put them in manually)
I find PS1 texture seams and perspective warping a lot easier to look at for some reason, it makes the whole thing seem less contiguous and therefore less distressing when it fails to fill in the frame
That is shockingly good for an N64 port.
the N64 was really, really well suited to those sorts of games, one of the very few times it actually seemed a generation ahead (fast CPU, fast memory, small assets, excessively smooth video output) but for some reason the one that was really popular was⌠Episode 1 Racer, rather than this or F-Zero X
Werenât the Extreme G games also decently popular N64 racers back then?
idk how popular they were but the framerate and camera in those games is nausea incarnate
i mean iâm the low framerate defender and some hills are just not worth it