LET ME TURN OFF THE CLAUSTROPHOBIC VIGNETTE, PLEEEAAASSEEEE. Even games like Cyberpunk 2077 that have gained countless features over the years and have individual HUD on/off switches still ignore this.
UGC as a whole. I grew up on Half-Life mods, custom Counter-Strike: Source maps, and LittleBigPlanet. The fact that we’ve pretty much abandoned that outside of Halo, Counter-Strike (just barely, mind you), and more recently Fortnite with proper Unreal Engine support is a terrible thing. It makes more sense than ever in an era of live service where you want players to never stop playing.
Vignetting is the darkening in a circle pattern at the edge of a photograph/movie caused by the fact that the lens is round and the film/sensor are square.
My guess is that he's referring to games using a similar effect (some do it with blur, too) extremely heavily on a large portion of the edge of the screen to create a tunnel vision effect in some contexts. I couldn't name which games do it, but I've seen it on sprint, stamina depletion, and low health in different games.
I always thought that it was intended to either simulate an old television or to make a scene look scarier, but looking at the wiki page I’ve linked to, it looks like there are a number of stylistic uses.
I think companies are more hesitant about ugc these days because of all the extra moderation required.
For instance someone made a sexual assault simulator as a custom overwatch map, and it made headlines, which is extra harmful for a company that is trying to recover from all the SA accusations.
It was terribly bland. It’s pretty, and immaculately coded from a character control point of view as always. Difficulty is much much lower than I expected, and failure did not feel possible at any point.
It’s fun and not a bad game, just gets boring fast, like a Kirby game where you can’t really run out of lives.
Platforming segments are solid as always in their design.
I’ve played it for a bit, and I enjoy it in short bursts, and then I get tired of it. Maybe 2-3 levels, max, at a time. But I do keep going back and enjoying it again, so…
This has been how the latest Mario games have felt to me, even that New Super Mario thing they were doing.
They’ve stripped everything out of Mario that made it fun, gameplay wise, for something that just looks ‘pretty’. These games feel more like tech demos than how I felt growing up with Mario games, and I truly and honestly feel that way. This trailer just looks like the same deal, and you’ve confirmed it for me thanks. Such a shame tbh.
Wildlands. Breakpoint isn’t crap, but Wildlands is just superior. It got more soul at least. BP seemed like a rushed “it worked, let’s do it again!”. From a mostly single-player PoV
I’ve been pretty psyched for this as someone who consumes a lot of 2D Mario content including Mario Maker and SMW ROM hacks. Glad to see basically everyone saying it feels solid
However, this quote from Digital Spy,
Instead, Wonder’s strongest moments are when it takes a breather, taking the time to set the scene while letting the platforming do the talking.
Is something I was kinda worried about as well. The wonder effects that were shown seem cool, but I really want the platforming to take the lead role. SMW ROM hacks show us that pure platforming can still be creative as hell. I wonder how SMBW will stack up to the likes of, say, GPW3
I don't remember the price, and Mom almost certainly paid for it, but Faxanadu. First game I ever beat, got an emulator and sought it out on a rom when those came out, and most recently played it at an arcade that had a bunch of older games loaded onto a "TV" with real controllers. Hadn't used that kind of controller for a long time.
I’ll need to build shelter , gather food, add defense and make a dam table to eat off of because we just crash landed on a planet and survived, but eating without a table is what sets me off!!
Technically I’d be in Night City, but for the first few hours surrounded by homelessness and decay I’d likely be trying to figure out how I got to San Francisco again…
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