[QUOTE=smurfy;46172080]amazing
[t]http://imgkk.com/i/mc9r.jpg[/t] [t]http://imgkk.com/i/eejq.jpg[/t][/QUOTE]
Did Elizabeth grow up to be a GMod ragdoll?
[QUOTE=Laserbeams;46173331]Bioshock devs on Kickstarter.
How the mighty have fallen[/QUOTE]
These are just some of the people that were laid off when Irrational got shut down.
too much artsy not enough game substance
so what it's a customization clubhouse or something?
why the fuck am I playing arcade games in what's supposed to be a 1920's art aesthetic?
the black glove doesn't really do anything other than make a menu not foggy?
One of the artists is literally just a big daddy wearing a beret.
If you insult his art a little sister begins to violently punch you lightly in the leg and cry.
[QUOTE=Talishmar;46173352]ut what options are there? After all nobody likes walking simulators.[/QUOTE]
Untrue, Walking simulators CAN be good, you just need to then realize that your major gameplay mechanic is the act of exploration.
And exploration can be fun, Minecraft is fun in the simplest way of just walking around and seeing what the map generator spits out, there's potential in this.
However why calling something a 'Walking Simulator' is a thing is because developers want you to follow a narrative too strictly while giving you nothing to really explore for a variety of reasons ranging from lack of effort or capability in making more new playable space or trying REALLY fucking hard to drive the story into the player's head. which results most of the time the game at it's base level being 'hold W to read a book' and either option doesn't give the game very long legs because all of the content can be experienced pretty fucking easily, and this is before we get to consider if the story they're trying to tell is even good or not.
This game I don't think is going to do well, as much as I have hope that these types of games can entertain. the bar they've set for themselves in graphical fidelity while being a kickstarter is [B]going[/B] to hamper their ability to create content, and when you come up short in content in an exploration game and the best thing you can think of to extend the game is holding it together with minigames you might as well have just made a visual novel or wrote a fucking book.
That said, surrealism and exploration is a good pairing, but if the game is going to boil down to 'walk around the same enclosed space playing minigames while men in masks open doors and make spooky noises and dim the lights' it's not gonna be pretty.
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