I doubt it; the way that term gets thrown around these days, it really just means 'I don't like it.'
No you would have to resize it yourself.I've searched but come up empty. How would I quote the above abomination but have it display in a more eye pleasing fashion--as in, 1/10th of that size?
Is there some fancy forum code for the size you display a linked image at? Tried some HTMLesque formatting but got no love...
Thanks.No you would have to resize it yourself.
Amazon doesn't prince match, with the exception of televisions.Dang, I don't have enough Amazon credit left for their current $30 price point, but if they match this TRU price, I'm in!
With the exception of TVs, Amazon.com doesn't price-match with other retailers (including those who sell their items on our website)
I thought the same thing after playing the demo. The demo does a horrible job of showing off the brillance of the game.I will consider it when under $15, because there are better platformers in digital platforms for this price. At least from what I saw in the demo.
Amazon doesn't prince match, with the exception of televisions.
Edit: If I had the extra money, I'd be at TRU for this. Almost picked it up when Gamestop had it for $30.
you must be new here, people mis-use 'generic' all the time. it's become synonymous with "I don't like something"Is this post a joke about how you don't know what the word "generic" means?
I will consider it when under $15, because there are better platformers in digital platforms for this price. At least from what I saw in the demo.
Owlboy looks better.If you pass on this game then you better fucking pass on every 2d platformer game that will come out in the future, because this game is as good as it gets.
I thought the same thing after playing the demo. The demo does a horrible job of showing off the brillance of the game.
'I don't know what's going on!' to 'this game is playing itself' were comments I always heard.
I don't think the poor sales have anything to do with it being a 2d Platformer, they have everything to do with how much people enjoy the game.
How can people know how much they'll enjoy the game if they don't play it? It sold badly because people didn't want to buy it, not because they bought it and didn't like it. It was a colourful $60 2D platformer released at retail during CoD/Battlefield/Skyrim season. That's why people didn't buy it.
How can people know how much they'll enjoy the game if they don't play it? It sold badly because people didn't want to buy it, not because they bought it and didn't like it. It was a colourful $60 2D platformer released at retail during CoD/Battlefield/Skyrim season. That's why people didn't buy it.
It also had a hard demo. Thats a big complaint I heard.
It also had a hard demo. Thats a big complaint I heard.
"Game playing itself" is most certainly not something I'd think of when I think of Rayman Origins at all either.I can understand people liking Mario and disliking Rayman, since the games are very different. But "game playing itself" ? That makes absolutely no sense, maybe they're just recycling the old argument against Sonic games... or they just don't want to like the game.
Not to mention that Ubi thought it was a good idea to release it the same day as Assassin's Creed: Revelations as well.Ushojax said:It was a colourful $60 2D platformer released at retail during CoD/Battlefield/Skyrim season. That's why people didn't buy it.
Oh my God. What the fuck am I reading. These things were actually said by people? Was it considered a bannable offense?'I don't know what's going on!' to 'this game is playing itself' were comments I always heard.
I don't think the poor sales have anything to do with it being a 2d Platformer, they have everything to do with how much people enjoy the game.
So did Super Meat Boy. Sold a million copies.
I also don't like how some moves slows you down, when the game encourages you to replay the levels to get some medals things in time trial. If you press the punch button in the wrong time, Rayman fucking stops to move. The hover move also slows you down in the end, it's pretty annoying to play that encourages you to go faster otherwise.
Honestly when I played the demo I didn't really understand what was going on.
There are smiley faces and some move towards you automatically (?) and some don't and some change to yellow sometimes for some reason, and collecting them does...something?
To me the visuals were a problem in that it was a little hard to tell what I should be paying attention to. For example I got to a part where there was some water with a vine thing in it that would grab me if I got near it or in the water or something. The first time I got there I didn't even see the thing at all, and even after that I had trouble deciphering exactly what was happening. There isn't much differentiation between foreground and background objects, important and unimportant stuff, all the geometry is at odd angles (or looks that way), etc.
If you look at a screenshot of NSMB Wii you can tell exactly what is happening, what the terrain is like, where the enemies are, etc. In Rayman it can be hard to tell what is going on.
In NSMB Wii the ground is drawn from a straight-on side angle, in Rayman the ground is rendered with a 3/4 Final Fight style view even though you can't move along the z-axis, meaning that by looking it's isn't completely clear where the actual ground plane is.
I'm not going to say it's a bad game but I didn't get anything out of the demo. Maybe my problem is that I tend to think of 2D side scrolling games as heavily mechanics driven and to me simpler more representational graphics work better in that context than more elaborate stuff.
All these complaints seem centered around learning curve, which is admittedly not as smooth as a Mario game. Just read the manual, or a game like this will remain forever mysterious.This is pretty much exactly the reaction I got from the people I wanted to play Rayman co-op with and after the first couple of levels everybody wanted to stop playing it for exactly those reasons. You don't know exactly what you land on, people didn't understand why they blew up into balloons, they didn't understand the collision model and the pickup system, etc.
Mario is something that everyone can jump into and immediately get it. The way the visuals work in combination with the gameplay, everything is totally clear to everyone. In Rayman I had people explaining to me why they thought they could reach this platform or land on that platform and were completely annoyed that the game was trying to fuck with them.
At the same time, those were exactly the same guys that watched me play the demo of Super Meat Boy and immediately bought the game afterwards (Word of Mouth, here we go). All except one of them even completed Super Meat Boy.
And at the same time, everyone said that Rayman was gorgeous to look it. But it was just too chaotic and confusing and not very much fun to play.
Good call, that is probably more the case than what I said, but I still think Mario is a little easier to break into.People shouldn't underestimate either how Mario is "easy to understand" because the universe is familiar. As someone who didn't play many Mario games, the first time I played NSMBWii, I needed long explanations to get all the different moves (bubblize, shake to move the bubble, contextual grab & throw, hovering moves, special items...).
The animation obviously looks amazing. But can anyone comment on the level design? Is it really great?