It's a fast moving thread alright.
Sumez wrote:transform the world from 8-bit to 16-bit
Do they even know what those terms mean? And since they obviously don't, what exactly do they think they mean? I'd assume it has something to do with the number of colors used, but it really could be anything that fits their agenda.
I'm also guessing they do not mean the CPU.
In all honesty though, when I hear/read this I always assume they're talking about not only the improved colors and better audio, but perhaps more importantly, the shift towards longer and (somewhat) easier games, with increasingly present RPG mechanics, etc.
This is just a generalization of course, as there are short and hard games in the 16-bit platforms, but the trend started there.
So basically, when they say "transform the world from 8-bit to 16-bit", I assume they mean that their game is bigger and better than you'd get in an 8-bit game.
kitten wrote:there is a vibe from people covering modern stuff with classic inspiration that suggests they genuinely believe controls & design have unilaterally improved across the board and that classic designers had no idea what they were doing. "castlevania would have been better if they had programmed the jump better," etc. total nonsense like that that shows an astounding lack of a grasp on anything about design.
It's also a thing with many people, where they cannot comprehend that games can have significantly different jump mechanics and all still be tight and fun to play (ie. anything that is not acceleration-based like Mario is imperfect, and only exists because the devs couldn't do better).
Which leads to my second point that many people also do not (or cannot?) distinguish from a non-standard mechanic programmed exactly as intended (eg. Castlevania and Makaimura's committed jump), and a bad one due to the devs being unable to program what the designer had in mind (eg. any game with a buggy jump

).
kitten wrote:i watched a hollow knight review a few months back where the reviewer goes on at length about how mario had a "binary" jump and that hollow knight's addition of a jump that went higher if you pressed the button down longer was revolutionary brilliance. seriously, listen to this idiot, i link to probably the funniest timestamp. this guy got 200k+ reviews and probably makes his living on his videos.
I don't know what is sadder: that he never actually played Mario, or that he honestly believes that nobody has ever programmed variable jumps into a game before 2017.
kitten wrote:i hate being so damn cynical, but it's the same story over and over and over again. when i made the previous posts, i had no idea of the trailer or second interview, but it feels like it didn't take prescience to figure out the dev thought he was hotter than all those old classics he apparently loves so much and that anyone interviewing him is going to be damn happy to buy into that idea. if the guy had just said he was a big fan of the game and wanted to toss a little inspiration in, sure, but there's the proof he thinks he's actually made ninja gaiden obsolete.
It certainly makes him look like a bit of a prick (to me at least), but I guess marketing also plays a part here -- I mean, his answers rub the people who actually played NG(s) through the wrong way, because they (we) know that NG's simplicity is quite underrated and bigger isn't always better, but for people who never actually cleared NG (or even played it, for that matter) it probably just sounds like that game is cool, since it is like a more modern retake on the classic ninja action.
soprano1 wrote:I love Mega Man 8's 32-bit 2D sprites and all.
Agreed, though MM's voice is pretty bad.
