We become inspired by fashions of the past that made us but they should not define a vision based on the past itself as a whole. This is why we visit the past not become addicted to the past, and then start trying to trend pastel checkerboard 80's wear. Yes this the issue with Nostalgia glasses. aspecially characters are flushed out, balanced and way less buggy in comparisson to the old games. Aditionally keep in mind the quality of those. Creating a stage or a charracter takes way more time then in the past so ofc there is going to be less of them. Originally posted by Habaduba:PPl really don't understand how developing a game works. Sown, you type a lot of text with skewed ideas & without addressing the argument, the point still stands. It would be REALLY great if you would use Google and time lined what went on instead of WAHHH not fair not right. It would be nice if you used some logic in Why the limited game is limited the before and after of SCV, the why SCVI was not doing so well. go try maxi and see how every single stance can fit between every Present character on the rosters attack patterns. now add in the animations and the timing to preform proper for characters with stances. So the fact we got what we have is impressive.īut people who don't do any research on the matter or the timeline result in WHAAAAhh Namcos stingy Team soul is lazy! we want more Waaaahh!!Įver watch some one make a speed run of a 4K render from a raw format watch how long that takes. Team soul isnt namco they are a "branch" of Namco, and they are repeatedly treated like a shrub by Namco due to west vs east sales Which Tekken is the East sales figures and usually Higher than SC for the West. Peoples expectations vs hard work meaningless because they don't have a 4k graphics card or a top notch attention span to common sense.īut hey Namco makes. If the models were like smash then Ya crank out 50 of the buggers. Ya that's because its a flat space we can crank out 3d renders that have little substance left and right. The same stages, with limited space and flat textures Its amazing how people forget the difficulty in rendering polygons vs 4K.Īmazing how people think so little work that was accomplished in 1-2 years with 50 people is the same as 4-5 years with 100's of staff in multiple locations all working on the game with a limited budget vs the massive Newly won hype across 3 runs when it was a Fresh Series running out of ideas I mean you call arcade mode of SC3 lots of replay ability what? Chase the coins? or fight the Giant with button reading AI? Oh I know fighting the BS Night terror on Ultra hard. Committed to the ethical and non-commercial distribution of games, CDRomance offers a valuable resource for game enthusiasts and historians, celebrating the ongoing creativity and dedication of the gaming community.Originally posted by Byros:Also, each character used to have his/her own stage, that was part of the ambience & story telling, with SP1 we currently have 25 characters & only 12 stages, this conveys a sense of having an unfinished & inferior game to those in the past. Our archive spans from the pioneering 8-bit home computer games to the complex stories of the sixth generation (128-bit era, mid-2000's), covering early DOS, SCUMM-based adventures, and the initial wave of Windows gaming. Emphasizing the diversity of fan-created content, CDRomance plays a crucial role in keeping the history of video games alive and evolving. These contributions rejuvenate classic and obscure games alike, broadening access to treasures of the past. Our collection showcases a wide range of fan-made mods, mods/hacks, translations, and original games, as well as freeware and abandonware titles. CDRomance is an engaging online community and archive dedicated to preserving the heritage of video gaming with a focus on fan contributions.
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