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/vr/ - Retro Games

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>> No.10129027 [View]
File: 723 KB, 1505x1080, rm5_promo_001.png [View same] [iqdb] [saucenao] [google]
10129027

>>10128443
Yes, but having nearly every design going for cool factor means no one feels AS cool as they would if they were existing in a more goofy group.

>> No.9641540 [View]
File: 723 KB, 1505x1080, rm5_promo_001.png [View same] [iqdb] [saucenao] [google]
9641540

>>9640670
>>9640670
MM2 feels like a rough draft that needed another pass to really shine. As it is, it's kinda undercooked. I think there's a developer interview that says something similar to that as well.

Complaints usually boil down to:
>Stages rarely get a chance to use their foes and obstacles in clever ways, and is very plain for the most part. You can make a case for a number of MM1 stages having more intricate level design than what's in MM2.
>Most weapons are a pain to use, either due to heavy ammo drain or widespread enemy resistance/immunity. They should be one of the better sets on paper.
>Forced damage situations like Wily Machine's bouncing energy, Quickman jumping low + shooting boomerangs, that one Airman tornado pattern, the first bird in Crashman's stage that needs ungodly precise timing and positioning to safely switch ladders and dodge...

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