i certainly don’t
I have actually never felt this way*! I have very broad tastes and I like ancient and modern stuff equally and whenever I hear this sentiment I always feel like people are mostly struggling with the signal:noise ratio of modern releases, but it could be that I like too many games
*other than in like 2006-8 when I felt like vidcons had genuinely, briefly bottomed out with a few exceptions but thankfully that got better fast
Sad!
There’s this weird, like, future-projected teleology about this idea of where games should and must go to truly evolve, mature, etc. As if everything is people failing to create the actual platonic ideal of the One True Game. And man, I found that tiresome in 2009 and it’s even more tiresome in 2019.
the actual platonic ideal of the one true game is out and it’s called tetris effect
That doesn’t sound much like Deus Ex at all!
tetris effect’s menus aren’t as trippy or immersive as they should be and imo it’s the biggest problem with the game. pedestrian arial-esque fonts too. otherwise the best Tetris you can buy (since you can’t really buy TGM or Cultris II).
they oughta get Jeff Minter to do a Tetris
tetsuya mizuguchi is my personal jesus so idk what you’re talking about saying someone else could even come close
this sounds like a great idea until you see the first video and every rotation and drop is accompanied by a goat bleating and then eventually you’re dropping pieces down from an overhead perspective down a web and then the T-piece can shoot and it comes out and it’s just Tempest
Tempest in a T-Spin, a Jeff Minter game
The problem is that Tetris Effect doesn’t go nearly as far, formally and visually, as Rez (and especially Rez in VR) did. He’s also not the director of Tetris Effect, for what it’s worth (he was involved more on the audio side it seems from the credits).
Tetris Effect doesn’t escape or subvert the hierarchy of Guideline Tetris (as the TGM series does); it doesn’t take any risks with the mechanics apart from the Zone system (which it doesn’t carry over to the half-hearted side modes). It really is just Tetris with pretty visualizers, but little to no twists.
Like, all 30 of the campaign levels are exactly the same sprint with a different skin. Just do 48 lines quickly. That’s it. It’d be sick if they did a bonus level every here and there where, for instance, the playfield is a cylinder that you’re inside of. A little VR-inspired gimmickry would be neat.
Exactly. It’s perfect
nah, it’d be called something like ultrasynaptic alpaca war
I think it’s rude to assume that Minter is into alpacas because he likes llamas
he also likes giraffes and goats, so I think it’s fair to say he likes any animal that fills the lolxdsorandumholdsupspork vibe he’s going for
i’m pretty sure he’s into all manner of hirsute beasts. i think he’s actually involved in the uk furry scene nowadays, too.
what’s his stance on monkeys and cheese
Space Giraffe is actually the perfect game for including the most majestic of animals, JJ Allard
You make this sound like a bad thing, and it would be, but Jeff Minter’s collage of references has an unsettlingly interiorizing effect that feels appropriate, like the sarcastic excess of Atari symbology in Tempest 4000 (which they had him make after filing legal shutdown on his TxK game). There’s an internal cohesion to the references that is both self-aware and self-contained at the same time; there’s no high-five namedrops to other indie games so commonly seen, for instance.
It’s both the shame and elation of the thoughts I have while high, and you should play Tempest 4000 while high or probably not at all.
what I’m saying is that jeff minter is simultaneously the deepak chopra and the seth mcfarlane of video games
his products are all just semantic white noise layered over tired game mechanics. they couldn’t be less interesting if they tried.