Fimbulvetr said:Holy shit what?
Did you really just compare Bayonetta to Kurt Logan?
Don't you think that's just a biiiiiiiiiiiit fuck-stupid? :lol
LCfiner said:I haven't played bayoneeta so I'm just going by what people said about the combat. hence "seemingly".
I have not been commenting on bayoneta's quality as a game. i've been focusing on the art style and how it's entirely posssible that it could turn people off the game.
I brought in Kurt Logan as an extreme example to show that "unique" and "consistent" are silly adjectives to use to say that Art is somehow "good" or "bad". it's all so fucking relative. i don't like bayoneta's style AT ALL and I don't really give a shit if it's consistently terrible or erratically terrible. to me, it's still terrible.
Fimbulvetr said:Okay fine then.
But what aspects do you think are bad and why?
Main characters?(I can see the most people being put off by this, since the artist clearly has a passion for fashion.) Enemies? Environments?
LCfiner said:yeah. Bayonetta, her hairsuit, summoned hair demons. most of the early enemies I saw in videos. I don't like it.
if I really enjoyed character action games with frenetic combat, I'd still play it. but I don't really enjoy those games so I wasn't about to start this one.
Fimbulvetr said:I'm just gonna press you about what you thought was so bad about the enemies, since I can definitely understand hate for the main character designs.
TheOddOne said:Best Audio Design: Limbo?
LCfiner said:are you going to ask me about the numbers, now?
Well, let me tell you about when I played Bayonetta eleven months ago.Fimbulvetr said:WHAT DO THEY MEAN!?
mescalineeyes said:Holy shit, I just realized freaking Husky won an award. <3 Edge
Artosis got robbed
That's great but why don't you tell me about the numbersI AM JOHN! said:Well, let me tell you about when I played Bayonetta eleven months ago.
Curufinwe said:Gracious and Glorious look terrible? I think maybe you just have terrible taste.
LCfiner said:Most Aggravating Shopping Experience
Heavy Rain
made me lol.
Barkley's Justice said:US SUBSCRIPTIONS CAN SUCK A DICK
I think I'm 3 issues behind now.
FUCK IMS NEWS
Jexhius said:Damn, classic EDGE thread brining out the super crazies.
That's a very respectable set of GOTY picks. But perhaps I'm just saying that because it already confirms my own views.
I'm looking forward to picking it up.
http://www.heavy.com/comedy/2010/03/press-x-to-jason-the-game/Ricker said:I don`t get it...
yeah ditto. nyMerguson said:Weird. I'm in Canada (using IMS news) and I already have Issue #222 which came at least a week ago.
Phoenix Fang said::lol overrated piece of shit. Nintendo can shit in a can and people would still go wild over it.
Phoenix Fang said::lol overrated piece of shit. Nintendo can shit in a can and people would still go wild over it.
Personally there was nothing special about the ''startling'' audio design in Limbo, the ambience was nice and all but its nothing to write home about.Dabanton said:It has some pretty startling audio design. Remember the game has no music so overall ambient sound becomes even more important when creating it's otherworld atmosphere. Listening to it through my Surround system was a treat i can still hear that spider coming
do you know anything about sound design? because, yes, limbo's sound design is of extraordinary quality and its execution is very unique, often subtle but extremely polished, and masterfully implemented.TheOddOne said:Personally there was nothing special about the ''startling'' audio design in Limbo, the ambience was nice and all but its nothing to write home about.
My response: meh.jarosh said:do you know anything about sound design? because, yes, limbo's sound design is of extraordinary quality and its execution is very unique, often subtle but extremely polished, and masterfully implemented.
the slow and brooding buildup to a dark ambiance with hints of sinister strings and distant, muffled, warm harmonies and the ever-present environmental sounds, the faint ambient noise... there's the slow and eerie passages with warm and organic sound and the cold, empty stretches of unknown, potentially dangerous terrain followed by sudden outbursts of dark and violent melodic and sometimes disharmonic flashes. then there's the excellent use of reverberation, doing a fantastic job of setting the mood in general, especially later on.
but the sound design has gameplay implications as well and is often used very cleverly and to great effect. one scene in particular comes to mind: the first encounter with the spider...
you walk across a long stretch of grass in the forest. but it's eerily quiet, so you're alert. there's hardly a sound and no obstacles or dangers in sight, so of course you notice the trap high up on a tree, but for now it seems useless, so you continue on ahead to find the big spider blocking your path. it stomps and shakes the ground with its long, dangerous looking legs. after another stomp everything turns quiet again for half a second. and then you hear it: a metallic *CLANK* from your left speaker, from somewhere off-screen. you know what happened almost immediately: the trap you just walked past must have fallen from the tree. and you realize what's next...
yes, truly masterful sound design
It makes up just about half of the overall presentation, far more than other games. Its almost the sensory deprivation tank of games, so the nomination at least makes some sense.TheOddOne said:Best Audio Design: Limbo?
How insightful of you.TheOddOne said:My response: meh.
yeah, i didn't think you'd actually have anything to say either. i rest my case.TheOddOne said:My response: meh.
Rabbitwork said:is someone actually trying to discredit bayonetta's art direction? over what?
the amount of intelligent detail and thematic consistency with almost every facet of that game's art direction deserves an award. several of them.
Oh man I wish I could be like you, be an expert and know which art is great!mokeyjoe said:Bayonetta was quality through and through, it's camp, OTT art direction was original and superbly executed. Considering the generic crap that many people fawn over it's not surprising they wouldn't know decent art if it smacked them in the face.
Rahxephon91 said:Oh man I wish I could be like you, be an expert and know which art is great!
wow great post I really want to play this now.Jarosh said:do you know anything about sound design? because, yes, limbo's sound design is of extraordinary quality and its execution is very unique, often subtle but extremely polished, and masterfully implemented. the slow and brooding buildup to a dark ambiance with hints of sinister strings and distant, muffled, warm harmonies and the ever-present environmental sounds, the faint ambient noise... there's the slow and eerie passages with warm and organic sound and the cold, empty stretches of unknown, potentially dangerous terrain followed by sudden outbursts of dark and violent melodic and sometimes disharmonic flashes. then there's the excellent use of reverberation, doing a fantastic job of setting the mood in general, especially later on. but the sound design has gameplay implications as well and is often used very cleverly and to great effect. one scene in particular comes to mind: the first encounter with the spider... you walk across a long stretch of grass in the forest. but it's eerily quiet, so you're alert. there's hardly a sound and no obstacles or dangers in sight, so of course you notice the trap high up on a tree, but for now it seems useless, so you continue on ahead to find the big spider blocking your path. first you only hear a rattling from the bushes. then it reveals its long and ominous looking legs and you get closer, wondering what will happen next. suddenly it seems to target you but you step back just in time before it manages to pierce you. it misses, but instead its leg violently stomps and shakes the ground. WHOOMP. now the sound definitely has your full attention. after another stomp everything turns quiet again for half a second. and then you hear it: a metallic *CLANK* from your left speaker, from somewhere off-screen. you know what happened almost immediately: the trap you just walked past must have fallen from the tree. and you realize what's next...