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/vr/ - Retro Games

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>> No.4616368 [View]
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4616368

>>4616342
>Are you telling me that if you play any modern console shooter, you're going to use the right fucking stick to move and the left stick to look if you're a right-handed person? No? Then why the fuck would do it on an N64 controller?
he has small hands, tried out the different control styles and found that he couldn't reach a and b while using the dpad so now he preaches about c buttons because he's a manlet and it's the next best thing. that's literally the reason. you can all go home now.

>> No.4501171 [View]
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4501171

>shitty SM64 clone
>b-but muh dragonz

>> No.4166410 [View]
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4166410

>>4166329
The answer is simple: creativity. Games are big business now, therefore less risks are taken, so more emphasis is placed on the development of games which are more or less guaranteed to be successful. Years ago, these trends hadn't been established yet, and the market was much smaller, so people tried all sorts of weird stuff to see what would fit. Quite often, this would result in some awesome games, but ones that the average normie gamer wouldn't be interest in, because the average normie gamer is retarded and wants military shooters, realistic racers, sports games, etc. Moreover, the smaller market meant smaller development teams, which in turn resulted in each member of the team having a great input on the final product, and in many cases they were given more creative freedom. These days, to make a game which can graphically compete with the best, you have to invest a huge amount of time and resources, and companies are no longer willing to take a gamble on such investments. You will never again see the kind of games which were made in the 90s and early 2000s because the industry has changed permanently. That's just the sad truth of the matter.

>> No.1831873 [View]
File: 93 KB, 300x200, 1388256360345.gif [View same] [iqdb] [saucenao] [google]
1831873

>>1831792
>Unreal Engine
>superior

>> No.1627560 [View]
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1627560

>>1627554
I know, I'm complaining about the AI in the game.

Jesus, I don't think you could even do that in Return To Castle Wolfenstein. How do you design such a retarded AI?

>> No.1226454 [View]
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1226454

>>1225781

I agree with Mike. In the age of the internet, there is absolutely no need for the white tanooki suit. It could have just been a cheat code like the Konami code, giving the player 30 extra lives as in Contra. If a child complains about getting stuck in a game, it's a parent's obligation to help. Video games are not babysitters. It seems like Nintendo just wants kids to finish SM3DW as fast as possible so they can build hype for the next installment and repeat the process. Not letting consumers properly digest a game before building hype devalues the medium as a whole.

I'm jumping in logic here, but I believe this is one sign of another video game crash. Broken games flooding mobile devices, DLC for incomplete single-player games, absurdly high production costs, and slapdash yearly sequels are akin to the quick cash-in games of the late Atari era which led to great consumer distrust. This ultimately caused the American video game crash of 1984. Perhaps the cycle will repeat 30 years later.

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