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#1 (permalink) |
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Super Moderator
Join Date: Jan 2007
Location: Wolf Den
Posts: 8,234
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I can't wait for this game to be released. Well, I can wait, but I don't want to. Machinarium is an indie adventure game coming in Q1-Q2 2009; you can visit the site and see the video here.
I'm unable to embed the video for some reason, will work on it. Machinarium Preview from Amanita Design on Vimeo.
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Last edited by Suicide Boy; December 27th, 2008 at 06:45 PM.. |
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#3 (permalink) | |
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Super Moderator
Join Date: Jan 2007
Location: Wolf Den
Posts: 8,234
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Quote:
They sometimes feel rather tedious and dated these days, even though many of them are brilliant, but I think that's a result of we gamers having experienced excellent games several generations more sophisticated than they were. In other words, people (and the way we perceive games) have changed. Machinarium will probably be comparable to The Neverhood, a classic and much-sought-after claymation adventure game that's still playable on XP. Light on dialogue, heavy on interesting scenery, exploration, interaction, and puzzles.
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#4 (permalink) | |
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Custom User Title
Join Date: May 2006
Location: Right fucking here, bitches.
Posts: 1,655
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Quote:
Which no doubt explains a lot. |
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#7 (permalink) |
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Super Moderator
Join Date: Jan 2007
Location: Wolf Den
Posts: 8,234
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It does. It strikes me as a series of professionally made artistic dioramas populated by brilliantly crafted moving parts and creatures, and essentially that's what it is.
Games like this don't come down the pipeline very often these days. 90% of non-indie games MUST have 3D environments, MUST have 3D characters composed of millions of polygons, MUST include liberal use of projectile weapons and explosions (those are awesome by nature, but need not be included in every game), MUST have a team of 100 people working on the music, graphics, game engine, QA, and so on and so forth. Nearly all of my favorite games are 2D, not because I like 2D particularly, but because their gameplay, their atmosphere and/or their storyline (including characterization) are superior to other games'. 90%+ of the 100 people on a modern game's development team don't do shit-all to develop the gameplay, atmosphere or storyline. They're there because of all the tech expertise needed to create and program the graphics, tie everything into dozens of Windows services, painstakingly animate the game as though it's a Pixar movie, etc. Back in the day, ten people... five people... three people... even one single person could make a legendarily classic game. ELITE is an example of this. When you have 100 people on a dev team, I think you end up getting design by committee. When you have a handful of people, the game still might suck, but the few that turn out to be brilliant stand above all others.
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Last edited by Suicide Boy; October 26th, 2009 at 07:23 AM.. |
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#8 (permalink) | |
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Super Mod
Join Date: Oct 2007
Location: Beardsville, IL
Posts: 10,742
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I love 2d platformers. Actually have one in the works! Good sprite animations, cool music, good stage design and coding standards. Should be a killer little project!
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