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/vr/ - Retro Games

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>> No.6395942 [View]
File: 11 KB, 652x331, downloadacar.png [View same] [iqdb] [saucenao] [google]
6395942

>>6395457
The Final Fight rant is hilarious.

My friend bought me a cheap repro of Demon's Crest and the copy protection makes one of the first bosses invincible. Then after you die your attacks don't hurt anything.

>> No.6304571 [View]
File: 11 KB, 652x331, thief-illegal_copy.png [View same] [iqdb] [saucenao] [google]
6304571

Piracy sucks especially from developers' and publishers' point of view, but there is really no way to fight against it without hurting the paying customers and shooting your own foot. It's really backwards when you think about it: people who actually buy the game have to deal with all kinds of anti-piracy bullshit from cryptic codes in retro games and intrusive DRM in modern games, yet people who pirate the games get to play the games without any trouble. The best way to fight against piracy IMO is communicating with the gamers in respectful way and not raving about gypsies and thieves like some kind of maniac. When the end credits say something like "and thank you for playing and supporting us!" it makes me feel like I'm being treated like a person and not like a cattle who feeds of games and shits out money. This is usually how small passionate developers handle their games and manage to gather a loyal fanbase to keep them going. Some people just want free games and don't give a shit, but I personally like to contribute the right way and buy my games so that the good developers can keep making more good games in the future. Picture related, good developers also have good sense of humor.

>> No.4823453 [View]
File: 11 KB, 652x331, thief.png [View same] [iqdb] [saucenao] [google]
4823453

How is that game like Thief can feel so realistic even though it was made 20 years ago, but modern games feel so fake despite having sometimes almost photorealistic graphics? What went wrong with the industry? The way how Garret moves in original Thief games feels sort of heavy and sluggish, almost like moving a real person. The swordplay also feels dangerous and something you want to avoid as much as possible, one missed block and you get impaled by the enemy guard.
Jumping over huge gaps and grappling on the ledge just in the final moment makes my stomach tingle in excitement every single time.

Why can't modern games have this feeling of danger and realism?

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