Wake up and smell the ionized asteroid bitstoeBee gets blown into oblivion.
Just a short one about something that has been on my
mind lately:
I really enjoy Nintendo games. There is no denying the evidence of me spending 50 % of my time budget (and my money, come to think of it) on their products. Now, I'm also supposed to be a designer in a team that will produce a really serious action game some day. I wonder how much of the Nintendo mechanics are gradually simmering into my work? There is so much innovation in just the last three Zelda games (The Four Swords, The Minish Cap and Paper Mario. Hang on, that's not a Zelda game. Never mind) that I cannot help but feel deep respect for their work. But I don't really want any of those wacky multiplayer game play elements, their play with physics in a fake environment, or their optical mix ups of 3D and paper cuttings. I just want to make our game a kick-ass action monster that is deep like Viewtiful Joe or Gradius V, while being as accessible as Paper Mario. Is that too much to ask? And, why did I spend 3 hours trying to beat that Another Joe end-boss, when I didn't really want to play the game anyway? And, finally, who had this absolutely brain-frying idea of having the level 5 boss fight in Gradius V take place in an asteroid field? Which takes up 95% of the screen. Which is the rest of the 5% that is taken up by bullets? Hello? And, thinking of which, how can on dude play through this game twice in a row? Check out the online scores Posted: Thu - November 25, 2004 at 01:54 AM | |
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Total entries in this category: Published On: Nov 08, 2005 09:15 PM |