A Classic RPG Made of Handcrafted Dioramas
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https://www.makinggames.biz/game-design/the-making-of-truber...
Behind the scenes videos: https://www.youtube.com/watch?v=BrR3jbgocI4
It looks gorgeous, but what is it like from a gaming perspective?
So nothing earth-shattering but I enjoyed myself.
https://www.pcgamer.com/this-indie-developer-spent-6-years-s...
* The Dream Machine
* Lume
* Lumino City
I will definitely agree that there are a lot of nostalgia trips for folks familiar with playing the oldest Final Fantasy games, and they were well done and I welcomed them as a fan.
That said, the worst part for me is that playing a standard JRPG on a phone is physically uncomfortable, and a fantastic source of eye strain. Maybe I'm being a luddite (or just old) with my preference for screens that fill a significant visual arc, but a phone screen - even the one on my 11 Max - is too small for these kinds of games.
At least this game (unlike so many others) offers controller mapping, so that part isn't too bad.
Games like Xenoblade and Ninokuni have beautiful and creative graphics, yet you basically play them in the minimap.
Fixed camera in cities and inside could help the art director show off the beauty and creativity (look at the crazy camera angels in The World Ends With You: neo - it really adds a lot to the experience of the game), and make those areas simpler to navigate, so you wouldn't need to follow the arrow in the minimap, but actual navigate the city yourself.
Witcher3 has to be one of the biggest failures here. They put all this detail and work into a living city like Novigrad, but provide 0 visual clues regarding how to find anything that you really are living in the minimap.
I was going to say 'new', but platform exclusives have been a thing for as long as gaming has been around; in fact, in the current generation of consoles, there's a lot LESS console/PC exclusives because it's easier to port between platforms.
At the same time, platforms like Epic are paying big dollar for exclusives and giving out free games. Not sure if it's actually successful.
There is enough equipment to have some variety, but not so much that it becomes borderline meaningless like a lot of games. Character upgrades are just the right amount of deep to be enjoyable but not overwhelming. So far there’s a little grinding, but not much.
The graphics and music are great, but it’s the gameplay for me that’s kept me playing.
When he was at the wheel at Squaresoft, each new Final Fantasy was a major leap over the last one (with the arguable exception of FFV). Final Fantasy VII was a revolutionary step forward in the history of JRPGs.
Ever since he quit Square and founded Mistwalker, however, he seems to have stopped really trying to push the genre forward at all. Blue Dragon was a similar cute-and-comfortable RPG, at best a Chrono-Trigger lite and at worst just a Dragon-Quest lite.
This feels like more of the same: we're going to get a staff of well-known veterans to come together and make what is basically a JRPG you might have played 20 years ago, but with some modern graphics and a kitschy art style.
https://www.youtube.com/c/StudsonStudio/videos
It's more on the timelapse/infotainment side of things, not exactly tutorials.
> “Bladerunner” is due to its use of models and real sets.
The problem with CGI in movies today is "restrain". Movies today tend to overdo 3D and color grading so it often look unreal. I never liked the heavy use of color filters in recent movies.
It's not too say one is implicitly better than the other but part of creative intent is derived from the process itself and the constraints inherent within it. I genuinely believe that the creator is making an expressive choice here and that's cool.
Where reality meets imagination is a magical place. Unbounded imagination typically results in tiring fantasy that doesn't resonate with the viewer. The realism is free when it's actually real.