
Moderator: JC Denton
by icycalm » 25 Jan 2009 05:33

by icycalm » 25 Jan 2009 05:47
by icycalm » 25 Jan 2009 18:32
by Recap » 25 Jan 2009 18:36
[...] This aesthetic born to please the Linkin Park Generation, simply, can't be successful on the other side of the Pacific, where, like it or not, sensibility towards visual representation forms (due to a cultural theme that starts in something so basic as writing itself) is immensely more evolved.
by icycalm » 25 Jan 2009 18:43
by Recap » 25 Jan 2009 19:27
by icycalm » 25 Jan 2009 19:34
Recap wrote:Western comics for kids have exactly the same problem, while Japanese comics for kids have awesome art (one may dislike it, but as quick, mass-focused visual art, it is awesome and extremely refined).
by Recap » 25 Jan 2009 19:52
icycalm wrote:So I guess once games and animation are taken more seriously in the West
Your average Rob wrote:Just looking at the graphics -- impressive, imaginative graphics are such a rare thing in shooters. [...] I'm playing Ninja Gaiden II on the 360 right now and small budget 2D shooters can't compete with those visuals.
by icycalm » 25 Jan 2009 20:23
Recap wrote:I don't see that happening, though. New generations of Westerners are getting dumber and dumber; they lack the proper culture to appreciate [video-game] art.
Recap wrote:It won't matter how seriously video-game art is taken if the only base for it is stuff like Halo or Ninja Gaiden II. And no wonder it will.
by BlackerOmegalon » 28 Jan 2009 09:56
by Recap » 28 Jan 2009 11:11
by JoshF » 28 Jan 2009 11:43
by BlackerOmegalon » 28 Jan 2009 12:12

by Vert1 » 02 Feb 2009 19:29
Japanese game graphics attract many people around the world. What is the reason for this?
Toyoshi Nagata: In the United States, many valuable creators of CG movies move to the film industry, while in Japan they remain in the game industry. The reason for this is because in Japan, no other environment allows you to spend time and invest capital in making one movie quite like the game industry. Further, movie production does not handle research and development creatively, which explains why game products are in high demand.
by icycalm » 16 Apr 2009 03:39
MjFrancis wrote:Tap the A button to punch an enemy, hold it to grab an object or enemy. Flick the remote to toss them forward. Outside of a grab, you can move the remote sideways for a spinning punch or up for an uppercut. Holding the B button revs up the chainsaw attachment, and moving the remote horizontally or vertically gives you a corresponding attack.
The nunchuck analog stick is used for moving around, and the Z button is used for locking on to enemies and centering the camera. The C button is mapped to jump, but you won't need this unless you are using the superior jumping chainsaw attack or climbing over the rare obstacle. Used even less is the motion control of the nunchuck, which allows you to jump backwards and dodge attacks. The direction never seemed to matter, any motion would do.

by Tain » 16 Apr 2009 04:12
by Vert1 » 16 Apr 2009 04:15
press A to cram it into an eye socket.
by Doctor Fugue » 16 Apr 2009 14:12
by MjFrancis » 17 Apr 2009 00:08
mjfrancis wrote: press A to cram it into an eye socket.
Tain wrote: Even the jumping chainsaw attack's superiority was on my mind: the entirety of my fight against Frankenstein was using that attack rhythmically. The only reason I had to retry the battle was that he glitched out and his health meter disappeared for no apparent reason, forcing me to kill myself. Wasn't the first boss I encountered bugs against, either
by Kaocrat » 21 Apr 2009 14:04
