911 Jumper
Learned
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- Jun 12, 2023
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I wonder why that is. On the face of it, following in the footsteps of a great game should make things a lot easier. Yet it seems like more often than not, it just gets used as marketing bait while the devs veer way off course trying to reinvent the wheel. Fell Seal managed to do a good job imo, and that seemed like a much more difficult job to pull off. Mind you, the same seems to be true of actual sequels from the same company as well. Harvest Moon got decades of bland sequels before Stardew Valley came along, Final Fantasy has long since forgotten what made it good, etc. As disappointed as I was with Chained Memories or whatever it was called, I'd still take it over any of the last 9 mainline final fantasy games.Another sea of stars in the making. I hope not, but this is how "spiritual successors" usually are
From personal experience, when writing a story I found forcing it turned out for the worst more often than not. Whereas when I just go about my day doing other things with the conversation I want at the back of my mind, a solution/inspiration comes to me out of nowhere.I wonder why that is. On the face of it, following in the footsteps of a great game should make things a lot easier. Yet it seems like more often than not, it just gets used as marketing bait while the devs veer way off course trying to reinvent the wheel. Fell Seal managed to do a good job imo, and that seemed like a much more difficult job to pull off. Mind you, the same seems to be true of actual sequels from the same company as well. Harvest Moon got decades of bland sequels before Stardew Valley came along, Final Fantasy has long since forgotten what made it good, etc. As disappointed as I was with Chained Memories or whatever it was called, I'd still take it over any of the last 9 mainline final fantasy games.Another sea of stars in the making. I hope not, but this is how "spiritual successors" usually are
Everyone forgot how to do decent 2d pixel art a while ago.Just give me normal 16-bit 2d pixel graphics.
Not everyone.Everyone forgot how to do decent 2d pixel art a while ago.Just give me normal 16-bit 2d pixel graphics.
Not everyone.Everyone forgot how to do decent 2d pixel art a while ago.Just give me normal 16-bit 2d pixel graphics.
Sadly, it seems only small indies are interested in using it. Well, maybe that's for the best actually. Sea of the Stars actually looks real damned pretty, and the only chance we get another game looking like that without the retarded woke shit shoehorned in is from an indie dev. Most don't have the money needed to take the art all the way though and end up compromising a lot, usually on animations.
That's a shame, it's a whole 60 seconds in when the monkey drops to the ground and starts attacking with the staff, and I think he's among the best I've ever seen, he'd fit right in with even BoF3 enemies, and that's a high bar. Feels rather disingenuous to bring up a sidescroller as a comparison too, shit's barely animated to begin with.Sorry to disappoint you but it took me a whole 15 seconds of footage to determine that game was not made by Asian people.
Some counter examples
Which part are you referring to? FYI you see that in the 16-bit era too but limited to dragon or snake like bosses or tails or tentacles.or objects made of multiple sprites being wiggled around without ever being redrawn.
I was seeing it all over the place, like I said. The Pocky and Rocky remake had it too, but was used sparingly and had lots of real animation too. For specific examples... elevators halfways through stage 2, the boss of stage 2 looks especially bad, background stuff in stage 3... I'll give the boss of stage 3 a pass as it's an animated set of armour pieces, so a bunch of wiggling parts doesn't look out of place necessarily.I wasn't talking about personal preference, just whether it comes from the school of Japanese 16-bit sprite work which is usually associated with that era, or non-Japanese. Of course you are entitled to prefer whatever you want.
Anyway what gave it away for me in the case of crosscode are all the inertial frames and multi-frame turning animations.
Which part are you referring to? FYI you see that in the 16-bit era too but limited to dragon or snake like bosses or tails or tentacles.or objects made of multiple sprites being wiggled around without ever being redrawn.
In the 32-bit era it becomes more common and used for human characters too, see e.g. Princess Crown
It's because any type of 2D art must be made by hand. While there's a nearly infinite amount of pre-made 3D assets.I will never understand the appeal of this 2d/3d mix,
Regarding the time travel and eras, that's what I was discussing in my original post. The world building and exploration is the best part of Chrono Trigger.Chrono Trigger's combat system (particularly, the double/triple tech system and the area of effect/positioning systems) was a breath of fresh air amongst final fantasy doing the exact same thing with it's combat from FF4 through 9. Not to mention plenty of others that were equally uninspired, like BoF 1 and 2 and various others that were just bog standard turn based. So it makes perfect sense that people wanted a spiritual successor to it for a long time, including after Chrono Cross used it's name while being a successor in basically no way at all.
On top of that, the time travel/era mechanics were also very cool from a world exploration perspective. It was a ton fun trying to change stuff in the past or check back in the future after doing something once you did a major thing to see the impact. I think that's what people still really want to see- a large world with many possible ways to fuck with the timeline in small way as minor sidequests, secrets and easter eggs. I don't think it's ever been done since CT to my knowledge. I recall some games on the DS claiming to do that but I dropped them fairly quickly before they opened up, I doubt they actually followed through on the premise or they'd be cult classics that get brought up more often. Instead, games advertise time travel, but only use it as on rails story events, often badly.