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>> No.10662531 [View]
File: 200 KB, 1007x1462, Whatiexpectedandgot_MightandMagic_VI.jpg [View same] [iqdb] [saucenao] [google]
10662531

>>10646341
>>10647801
>>10662076
On one side, for 6.... Martials are not good as a class.
But on the other side, Clerics and Wizards are made out of paper mache in the early levels. And druids are kinda a bad class.
Its not a hard game, but the difficulty spikes are really brutal.

>> No.9143071 [View]
File: 200 KB, 1007x1462, Whatiexpectedandgot_MightandMagic_VI.jpg [View same] [iqdb] [saucenao] [google]
9143071

>>9142807
I am still blown away by various games from 1990 to 2000, despite their antic status.

Why?
Because despite graphics having gotten better, there are things games do not try to do. So occasionally you boot up a PS1 game and see it trying to do something that isn't done outside of things like flight sims 2 decades later.
Or you have DRPGs where you get into a dungeon and the interior is so big you get render errors, despite the game already having beefy big impressive dungeons before this.

As graphics marched on, I feel the trend is of devs being really scared of beefy LOD. And small room designs for polygon counts caught on.
Essentially modern games not impressive because the devs are scared of edge cases where the hardware limitations show. This limit design and intent.
On top of that there has been a move away from adaption of other mediums, which means we also see less janky transplanted mechanics, limiting artistic vision.

>> No.6602895 [View]
File: 201 KB, 1007x1462, Whatiexpectedandgot_MightandMagic_VI.jpg [View same] [iqdb] [saucenao] [google]
6602895

>>6602808
The main problem is that Might and Magic is made from a different mindsets than modern RPGs. Its a mindset of TRPG murderhobo, with a decent spray of Dying Earth and Star Trek in the mix.
Heroes is just a extrapolation from THAT concept; Where weird post industrial societies ruled by Wizards engage in continental warfare, with a unending appetite for land and artifacts. All in the guise of still being feudal due the descent into barbarism.

5-7 has so far been a weird mix of World of Warcraft and Warhammer Fantasy. Without any ambition or cross media franchising to build a solid brand.
Its basically "Homm Ubisoft, for the Slav marked with nostalgia sprinkles".
So Ubisoft can't make a good Heroes game, because of this issue. It can't and won't project extreme fatalism. The Fatalism is a very critical component to presentation and world building.

>> No.5411482 [View]
File: 201 KB, 1007x1462, Whatiexpectedandgot_MightandMagic_VI.jpg [View same] [iqdb] [saucenao] [google]
5411482

>>5411396
Metroid is a action franchise. Action games are marked by how you have rapid consistent input to do rapid consistent things.
Even if Japs don't wanna admit it, this is very important to them. Its also why their turnbased games are so different: Because they are non time constrained games, meaning consistency do is important as the general gameplay goal.
And when Japs view foreign games you get them reviewing stuff like Ultima Underworld or System Shock: Where this design philosophy is not followed, leading to games with janky constrained inputs where its hard to do rapid consistent behaviors.
And then there is something even more important people forget, this behavior is still true
>King's Field was released for the PlayStation in Japan on December 16, 1994, 13 days after the PlayStation console itself went on sale. The game's fully 3D, first person perspective
King's Field arguably plays a lot like the western partial realtime jank, but with a bigger focus on mechanical polish for consistent behavior.

So to a uninformed Nintendo Jap Bigwig, there is essentially nothing between King's Field/System Shock, and Doom in terms of how a FPS works. So when constrained in a manner where they do not understand what First Person is(plenty of games do not understand this to date either), some bigwig basically says "I am just not feeling it, because i don't feel like being creative enough to brute force this to work".
First person is essentially a camera system where you try to remain unconstrained by the curse of a 3D camera, but because its first person the first thing to go is player perception of close relative depth.

You essentially have these people who have 1 goal, for ideological reason: No jank
3D is very janky if you don't know how to avoid it.
First person 3D is either janky or slow, if nothing is done to take advantage of the medium.
And there is a large gap between Golden Eye and 2nd rate 3D shooters because of how they handle speed and inputs

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