Somehow they haven't been able to replicate quite how this game feels for it's physics. The games now often feel like you're bound to a racetrack or something, rather than the level design being said track. The older games were more about movement while the new ones are reflexive speed.
Back then Asian's were the best when it came to video games. Over there eating grandma's cookin. I'm like that Sega CD is calling me. Buddy is like, shit's boring.... Guy let me play. He's like take it with you.
Okay.
Hauled that shit home, this connects to that.
Like Dragon's Lair, but like Mad Max,.crashing through the mall.
Another time, go over knock on the door. Ken what you up to. Never wanted to let me in. I look inside, Mario Fucking 3. Not even out yet. Japanese Famicom with adaptor.
I was like dude. You get to borrow, Gameboy, Powerglove, U-Force, you get all my games. Deal. 6-12 hours I don't remember.
Oh my god... I think the only game that I wanted the Turbografx for was Bonk? It was definitely more visually appealing for its time. But ...I didn't even think of a handheld version. I mostly stuck to Nintendo for that time, better or worse. Even when stuff like the Vita came out. Nowadays, I think the only portable I'd consider is a SteamDeck. I already have a Switch but ...Nintendo has really started to sink the ship for me.
Before the N64 was released, it was called the Ultra 64.
Rare made this game for Nintendo and released it to the arcades. Watch the Intro you can see them saying this game will be available exclusively for the Nintendo Ultra 64
These 2 were my main characters.
Killer Instinct was unlike the other fighting games in many ways. It introduced the auto double system that allowed us to piece together such amazing combos. The first to do this, the other fighting games implemented better combo systems after this.
Killer Instinct used fully rendered 3D sprites, as it was not possible to run rully rendered 3D in real time. The sprites are basically image files being played back. The sprites were smooth and there were so many, theis arcade machine had to use a seagate HDD to stuff the game on it.
Not only was Killer Instinct the best graphics in the world, but the arcade machines audio stood out in arcades. Deep bass, You can hear the music pumping and beatdowns beating and the combos being yelled out letting the place know someone performed some level of combo.
It was unlike Nintendo to do violence. Beforehand people were critical of Nintendo having the best port of Mortal Kombat on the SNES, but they watered down the blood. Killer Instinct turned out to be the most violent fighting game of them all and it does have a fatality system, though it's more fun to end battles with the ultra combo.
These machines were said to make about 1,000 a week in quarters and would pay itself off in 2 months. They weren't kidding, these machines were busy with crowds and arcades had to push people away so they can close.
A version of Killer Instinct was released on the SNES, but it was grainy, less frames and low quality. Basically it was shit.
The N64 was released and IT COULD NOT, run this game. From 1994, It would then be 18 YEARS, before this game was ported to the Xbox One in 2013. Somewhere in between we were already emulating the arcade rom, but that took several years before we had the hardware and software to emulate it. That goes to show how ahead of it's time game Killer Instinct was.
RARE also made Donkey Kong Country on the SNES using CGI rendering for sprites stages and decorations on a smaller scale, at the time the SNES made more powerful 32 bit consoles looks silly with this sprite cheat
Killer Instinct 2 hit the arcades, and it was graphically inferior to the first one, it ported nicely to the N64, but it wasn't as nice. In a way Killer Instinct 1 humiliated Nintendo, cause the Ultra 64, wasn't Ultra enough to run their own game.
I'm still a firm believe in making these kind of sprites, no one really takes advantage of it, probably because we don't have to. Killer Instinct 1 would have a retarded amount of sprites for every damn move. A single character alone would require frames from standing idle...Jumping. Standing 6 attacks for punches and kicks. Then 6 more from crouching, then 6 more from air attacks, then more for special moves, more for finishing moves, more for the character rotations at the select screen and they did not cheap out on them, the animations is smooth.
What do you think of a game like Octopath Traveler? It's sort of a blend between the 2D sprites and 3D world. I think it popularized an aesthetic, which I think is 2.5D? There are other games which have done 2.5D, but not like these sprites...
(There are a few examples in here, including Octopath Traveler. I suppose this is related to "video game nostalgia" in the way retro gaming is a design choice too.)
What do you think of a game like Octopath Traveler? It's sort of a blend between the 2D sprites and 3D world. I think it popularized an aesthetic, which I think is 2.5D? There are other games which have done 2.5D, but not like these sprites...
(There are a few examples in here, including Octopath Traveler. I suppose this is related to "video game nostalgia" in the way retro gaming is a design choice too.)
It works. . I'd watch them for awhile but wouldn't get into it unless I really liked it RPG's are long and take away too much creative time.
Looking at Octopath Traveler, I had to check out a more focused video to get a better handle on what it is. The main ingredient on some of those games in your video. It's the tilt shift camera. The most work for games like that is the code, and the environments the tilt shift camera, especially for wide shots gives everything in view a face lift.
Watch this it's awesome.
Tilt Shift Camera. Basically you add depth of field to the top and bottom of the shot, it instantly gives the illusion that everything is small. Observe this video.
It's common to add a timelapse so everything moves quicker, you want that choppy look. Some of these don't even look real.
In 3D, even for games the tilt shift WILL, increase graphical fidelity. When things look small and detailed, it looks like more work than it is, kinda like appreciating a tiny sculpture with maximum detail.
Here's what Elden Ring looks with with a tilt shift effect.
- Depth of field on the top and bottom of the shot
- Timelapse effect, so the characters movements are kinda choppy
For the love of God if you watch any of these videos DO NOT skip this one.
Red Dead Redemption DOES NOT look this good, but when you get those wide shot angles with a tilt shift and timelapse, things start to get really insane. Yes this is Red Dead Redemption II.
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Octopath Traveler has style, looks beautiful with this visual cheat, it's good for the developers cause it's an efficient way to build a game probably. I'd like to see a game shot from the same distance as that RDR2 video with that level of detail, Yes the characters can be that small, but zoom in sometimes and Make the motions choppy with the timelapse feel, and the game can look like it was built by hand while being interactive.
EDIT: This guy's channel probably made my day and it's only 9:31AM
Definitely cool; I like the aesthetic. There hasn't been any games I've seen that really capture that in a playable way. There might be elements here and there, but not fully immersed like that though.
Not game related, but reminds me of: