[media]http://www.youtube.com/watch?v=VgtAXCaSlpk&list=PLFP9r6vJL2qCCERMBP_ZWUEV0vaSL4rHf&index=1[/media]
So some of the developers are doing a LP of Conker's BFD and not only is it absolutely hilarious but it's ridiculously informative not just on the game but how industry worked back then.
My absolute favorite Nintendo game, easily
I've never played it but always heard a lot about it. I intend to play it now though obviously. The thing that's got me is just how crazy their developing process was.
Its amazing what the got out of (as they said) a 4000 byte limit on each texture.
love this
I remember something along the lines of them saying this
"There were some good gameplay programmers at rare''
"Not anymore though OH SORRY I SHOULDN'T OF SAID THAT"
Rare must have been an awesome work environment, they were indie devs before it was called indie except they were funded a shit load of money and got to make whatever games they wanted.
Also it's just really cool hearing casual talk from probably some of the greatest videogame devs of all time. The amount of work and detail they put into BFD for their limitations and time period is still unprecedented in most games.
hell yeah, chris seavor is the man
Isn't there already a thread on this?
[editline]29th May 2013[/editline]
[url]http://facepunch.com/showthread.php?t=1273820[/url]
Man, working at a game company back then sounds like it would have been really fun.
I only played the remake, Live and Reloaded. Did I miss out on anything from the original game?
[QUOTE=BenJammin';40835268]love this
I remember something along the lines of them saying this
"There were some good gameplay programmers at rare''
"Not anymore though OH SORRY I SHOULDN'T OF SAID THAT"
Rare must have been an awesome work environment, they were indie devs before it was called indie except they were funded a shit load of money and got to make whatever games they wanted.
Also it's just really cool hearing casual talk from probably some of the greatest videogame devs of all time. The amount of work and detail they put into BFD for their limitations and time period is still unprecedented in most games.[/QUOTE]
They have the same mentality that indie devs have but they aren't within that same group.
That's the problem with games today, they're made by people with generally corporate mindsets and people breathing down their backs. Whereas back then it was smaller teams and bigger ideas.
I love how they act like what they did is no big deal.
"Oh I made that"
[QUOTE=All0utWar;40835975]I love how they act like what they did is no big deal.
"Oh I made that"[/QUOTE]
Blood, sweat and tears.
When you've worked on a game repeatedly over time and had all sorts of ups and downs you'll always see it in a different light to the people who have just played it in its final form. It's hard to just enjoy your own product instead of going for the usual critical view of seeing all the faults and getting really annoyed at them.
Obviously they did some amazing work but you can't really fault them for acting so mildly about it. Especially since they no longer get to make stuff like this with the people they worked with.
This game still impresses me from a technical standpoint. They did things with the N64 that shouldn't have been possible on that system. The game had dynamic shadows where most games of the day used blob shadows, dynamic lighting, motion blur (for the drunk scenes), lip sync, and voice acted dialogue (a huge feat considering the limited space on an N64 cartridge).
They made some interesting comments about how they had to reduce the render output to something like 280x200 to get the game to run without the 8mb memory pak.
Sorry, you need to Log In to post a reply to this thread.