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/vr/ - Retro Games

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>> No.6106145 [View]
File: 293 KB, 453x337, 1359083649259.gif [View same] [iqdb] [saucenao] [google]
6106145

REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE NOT RETRO WE NEED MORE SOUL/SOULLESS THREADS INSTEAD

>> No.1205358 [View]
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1205358

>>1205338
I for the life of me cannot stand faux-retro games. It just screams "irony", and has no real effort put into it other than "it's ironic because I CHOSE to work with a palette of only 4 colors, despite this game being made for a platform nowhere near as limited".

It'd be much more impressive if this were a Game Boy game, but it's not. Idea guys can not learn assembly and how consoles actually worked. They'd rather learn a programming language that writes itself and pretend they're geniuses instead of actually fighting those limitations head on.

This rule always worked for me: If it looks too cool to be an actual retro game, it's probably a faux-retro game. If the game looks like it sucks, it actually is a retro game.

>> No.1134630 [View]
File: 293 KB, 453x337, 1381634219679.gif [View same] [iqdb] [saucenao] [google]
1134630

>>1134592
>blatantly references a Nintendo game
>is not on a Nintendo platform

Why is this a trend with a lot of these new faux-retro games?

>> No.669342 [View]
File: 293 KB, 453x337, not so grump.gif [View same] [iqdb] [saucenao] [google]
669342

>>669263

While not retro, I didn't remember how fucking bad the Golden sun ones were until recently, they could definitely have been trimmed down a lot, they're fucking groan inducing. On the other hand Blood Dragon gave me a good laugh.

I liked the way star fox did it, provided that you didn't play practice, manuevers and such were presented as they became relevant in the games context and the button combination part only ever appeared as text.

>Meanwhile, on Arin's playthrough.

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