Danswers 08: Vinny Danavella
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Mortal Kombat X moves forward with a snappier version of the previous game's fighting and some cool new characters, but the story and other features around the edges feel a bit rough in spots.
The ways that Axiom Verge resembles Metroid help set up and drive home the ways that Axiom Verge is most definitely not Metroid.
Hotline Miami's thrillingly brutal gameplay is stretched to the point of breaking in this aesthetically pleasing, but otherwise disappointing sequel.
It's good to hear the guys' o-pinion of this game.
Looks like a flash game visually. Unimpressive pattern design, no flow to the action, monotonous uninteresting environments, really mediocre music for a game with such a big focus on it... just awkward design all around.
This seems awful. Not only are the visuals hideous, the writing terrible and the puzzles utterly boring, but the basic concept is fundamentally anti-immersive. It's like it never occurred to these guys that there might be a good reason why video game designers go (and have always gone) to such great lengths to hide the inner workings of their games.
Anyway, weighing in on the pronunciation thing, I'm with Brad on this one, with the understanding that the main character's name is Japanese. Most of the characters were saying ku-ta-ro, with each having the same amount of stress. The princess was saying ku-tar-o, with stress on the middle syllable. Normally in Japanese, any stress added is a stylistic choice or for emphasis. They don't have the stresses built in like most European languages.
No character pronounced it with the same amount of stress on each syllable. Unless you speak like a robot, all multisyllabic words, whether in English, Japanese or any other language, have stress by necessity. The princess says Ku-ta-ro, the others say ku-ta-ro. In terms of stress, the latter is the way a Japanese pronounces the name.
@johntunoku: He doesn't use a translator for writing on Twitter. He knows English, just not very well.
This only resembles Metal Slug on the most superficial level. Instead of an intense, challenging action roller-coaster of a game that keeps throwing new, cool environments and carefully designed combat scenarios at you, we have boring, bloated levels and loot and crafting elements that break up the pacing (of which there isn't much to begin with). They're both 2D action shooting games and the controls seem similar, but the design philosophies couldn't be more different. Great sprite animations and I'm enjoying the music, so at least there's that. I'll probably try it out once the full version is released.
Oh wait I remembered that there wasn't actually a direct way to shoot diagonally in Metal Slug, but you could kinda quickly go between aiming to the side and up and have your gun still be firing while going between the two, which essentially give you diagonal shooting.
That's only with the heavy machine gun though.
Might be fun even if it just looks like a consolized, modernized Metal Slug (i.e. an inferior Metal Slug).
Here we have by far the most sophisticated, detailed 2D graphics ever in a video game, created by some of the most passionate developers in the industry (read this), and instead of celebrating (and we should be celebrating the fact that these guys even exist, because there is no other developer willing or capable of continually pushing 2D game art further -- no other studio has come close to surpassing even Odin Sphere, which Vanillaware made over half a decade ago for a console soon to be two generations old) all you morons can do is complain about fucking breasts. What the fuck.
I love these games. I have no interest in Hatsune Miku and I'm generally not into rhythm games, but for some strange reason I enjoy the hell out the combination of the two.
What are they talking about at the beginning?
Use your keyboard!
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