Drinky Crow said:****s farm animals. seriously.
Is this true? i've heard the same, but is it really true?
rs7k said:There's no way you can make me believe this is a game. I mean, WTF do you do?
tHa_vIlLaMaN said:That's some trippy shit. How the hell is this thing supposed to played? With mushrooms?
Yak said:You are in control of the giraffe. Generally it fires from its hooves but if you make it raise a hoof and hover it over a channel, it'll fire from that hoof too (up to a point, you can't do that indefinitely).
As you shoot stuff the tail grows longer. The length of the tail determines how many things get smart bombed when you press the smart bomb button - the segments of the tail explode sequentially, taking out one enemy with each segment.
If you keep the tail until the end of the level, it'll explode as you leave the surface, yielding bonus points as it does so.
There will be a "helper" you can get as a powerup but it won't be a space giraffe
Yak said:the thing is that elements of the game (including on some levels the "filling" of the surfaces) are all hooked up to lightsynth trigger events and so things are only truly "clear" when everything is moving. Motion and dynamics define the surface you see. Seeing it frozen in time gives an incomplete impression because the definition of the surface is smeared out over time, so to speak.
Of course there need to be enough hard reference points that one can see in order to see clearly how to play and where the threats are, and these also appear dynamically according to the situation (note the dots and lines delimiting the lane ends; these appear when there is something in that lane which needs dealing with). The thing is to balance basically out-and-out lightsynth effects with reliable, necessary cues to allow coherent gameplay. We want yummy visual overload *but* we still want to be able to play coherently throughout, and this is the major challenge in designing this game.
The result when it works well is that lovely "oh-my-GOD-the-Universe-is-exploding" feeling coupled with the feeling that one is in control and, indeed, kicking serious bad guy booty, whilst being suspended in a world of light. Which is a set of feelings I like.
And if it hasn't been mentioned in this thread yet, the game was previously announced for GameCube under the name Unity.
I'm so stoned right now, I don't know what's going on.catfish said:lay off the bong hippie.
Bad dog, no biscuit!beermonkey@tehbias said:
Jonnyram said:This game looks awesome. It looks like most of the work now is gonna be just dropping levels in there, so hopefully it'll be out this year.
and Rez is just Panzer Dragoon.sp0rsk said:So, it's just tempest...
The result when it works well is that lovely "oh-my-GOD-the-Universe-is-exploding" feeling coupled with the feeling that one is in control and, indeed, kicking serious bad guy booty, whilst being suspended in a world of light. Which is a set of feelings I like.
plagiarize said:and Rez is just Panzer Dragoon.
or in other words... no. no it's not just tempest.
pswii60 said:Does Jeff already have MS's approval for this as an XBLA project? Because it looks absolutely dreadful.
EDIT: But it seems I am the only person on GAF who thinks this! I must have sold in and gone mainstream!
pswii60 said:Does Jeff already have MS's approval for this as an XBLA project? Because it looks absolutely dreadful.
EDIT: But it seems I am the only person on GAF who thinks this! I must have sold in and gone mainstream!
i wasn't comparing it to REZ. i was comparing the difference between REZ and Panzer Dragoon to the difference between this and Tempest. yeah, they use the same basic idea, and the controls are pretty much identical, but that doesn't mean that they're essentially the same game.sp0rsk said:So it's tempest with Aphex twin playing in the background?
Comparing this to REZ is pretty silly btw.
Wario64 said:(Warning, potentially NSFW)
Pimpwerx said:Minter is awesome. I only played Tempest, and loved it. But the man is a genius. And you have to give props to the guy for doing his own thing.
bobbyconover said:Since when was repackaging classic games considered "doing your own thing," much less "genius"-worthy?
I enjoy what he does, but he's like a good cover band at best.
Onix said:Any non-700MB videos out there?
Wario64 said:
Wario64 said:
SG tutorial level vids
These come in two flavours, both of which you should see.
"Naive" shows play through the tutorial level on the basic "Eyes of Allard" tutorial level geometry. I don't play for points here, I play to show how one might play the tutorial on the first play through. The simple geometry makes it easy to see what's going on.
"Rinsin'" shows me playing the same Tutorial Level data, but over three different geometries that are a lot less plain than the Eyes of Allard stuff, and also using techniques to boost my Bonus Multiplier and rinse the levels of points. Unfortunately I don't rinse it as well as I might have since I lose a life in the last level.