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flackbyte

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In terms of flash games, they tend to look cheap.

I wonder why that is. I think it's because, since the majority of them is free, they are perceived as cheap. In theory, if a game is good and well made, the way it looks shouldn't matter, right?

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@jeremyf: This is really interesting to me. Could you tell me what kinds of games you normally play without noticing the animation or where you think the animation is really good (non-AAA games)? So I would have something to compare with. Do you have any experience with visual novels (they tend to have the snapping dialog)? If yes, do they bother you there, or is just the contrast in Battle Chef of the more animated combat and a dialog with transitionless animation?

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#3  Edited By flackbyte

Yes. Even on the easiest difficulty, on my second play through. Even though I very much like many things about this game, I feel like they dropped the ball with the game design. I know people don't like the term ludo-narrative dissonance, but is hard to look at a game like this one, which keeps reminding you of what a bad ass you are, but has you being as fragille as a paper towel. Also on what I would consider "the really poorly designed parts" (court and "last boss") I wouldn't be able to tell you what was me playing on medium and me playing on easy, because I felt I wasn't playing against the enemies, I felt I was playing against the design flaws.

To anyone who doesn't know him, there's a youtuber called SuperBunnyHop. He did a really good critique of the game that also tells a lot about the history of MachineGames.

All that said, I really loved this game. Warts and all. Best moments of the Year. Worst cover song of all time.

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@dray2k said:

Anyway, sorry if I came off as rude, certainly didn't want that!

Me too.

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@dray2k: No. He made a lot a good points. I'm still thinking about them. I don't think this is a discussion where anyone can be "correct" or that being "correct" is productive.

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#6  Edited By flackbyte

@geraltitude: Thanks, man. That actually cleared a lot of stuff for me. Maybe I was doing the madness of looking for cannon and a common language in media as it comes out, which in retrospect is obviously impossible. The best way to do that, similarly to what is done with other forms of art is by looking back, where the dust has had more time to settle. I'll think some more about what you wrote.

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flackbyte

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@dray2k: I disagree. I think that games, like you said, can be viewed by breaking them into parts and examining each part separately. To do that, yes, except for the story, you don't have to play the whole game. But you can also make a holistic analysis of a game that looks at subtext or tries to see if or how mechanics are being used as methaphore. For that, having played the game in depth is necessary.

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In hindsight, since some people are interpreting the post as me having FOMO, the title should've been Having Too Many Good Games At The Same Time Is Ruining Games As An Art Form, but that title would've been even more dramatic and pretentious.