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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Tue Feb 13, 2007 7:36 pm |
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| I wish somebody would get rid of the slow-down when bosses explode. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Tue Feb 13, 2007 8:39 pm |
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| If the slowdown is intentional, then I'm pretty disappointed. It's a tacky way to try to dramatize already dramatic explosions, and it contrasts with the smooth destruction of even greater non-boss enemies. It's a distraction and gets in the way of the epic feel created by the music. It should be eliminated. It is the one single flaw in a perfect game. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Feb 14, 2007 3:59 pm |
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| boagman wrote: |
| internisus wrote: |
| If the slowdown is intentional, then I'm pretty disappointed. It's a tacky way to try to dramatize already dramatic explosions, and it contrasts with the smooth destruction of even greater non-boss enemies. It's a distraction and gets in the way of the epic feel created by the music. It should be eliminated. It is the one single flaw in a perfect game. |
Wow...I guess I'm going to disagree, here. To me, the intentional slowdown is almost a reward for the player, sort of a "You did it, now sit back and enjoy the show" type of thing. It's not like it's affecting the actual gameplay itself, but simply the, um, "choreography" of the production.
Call it an artistic decision, and in this game, I think it works well. Feel free to disagree, but I'd never even thought to call it into question. I always just enjoyed the whole shebang (no pun intended). |
I never even considered that it was intentional before this thread, and the reason is that the slowdown doesn't look like artistic slowdown -- it looks like lack-of-hardware-power slowdown. The frames pause and jump, pause and jump, whereas artistic slowdown is smooth, allowing the eye to see the frames between the frames the eye would normally see. If Ikaruga's boss explosions slowed down like that, I'd be fine with it, even pleased, but they don't. They look like either hardware slowdown or a tacky reference to it -- as in "you killed this boss so hard that you almost broke the game!"
That was a good pun. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Feb 14, 2007 5:06 pm |
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| But that attitude doesn't mesh with Ikaruga's poetic nature. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Feb 14, 2007 8:33 pm |
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| Well, I could do without the Warning thing, too, I guess. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Feb 14, 2007 8:55 pm |
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| dmauro wrote: |
| internisus wrote: |
| Well, I could do without the Warning thing, too, I guess. |
I don't know if I buy it, man. I mean throughout the entire game you're going nuts not just dodging bullets, but also trying to make sure you're not breaking your chain (my roommate likes to play a little Fleetwood Mac for me when I play), and it's makes you a little too anxious to get any sort of emotional impact beyond "hell yeah, I'm kicking ass right now." |
I disagree. Beyond the subjective frantic experience lies something pure and objective. I guess for some people Ikaruga is primarily an action game, and for others a puzzle. |
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internisus shafer sephiroth
Joined: 04 Dec 2006
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Posted: Wed Feb 14, 2007 9:45 pm |
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| JamesE wrote: |
But if there's something pure and objective you can never tell us about it
your experience is tainted and subjective
do you... see? |
we intuit objects through our subjective experience in every waking moment. |
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