Why must you all besmirch the good name of Rolling Thunder with talk of a 3D update?
Printable View
Why must you all besmirch the good name of Rolling Thunder with talk of a 3D update?
I love Rolling Thunder as well, but it wasn't a one-off deal. There's been three 2D Rolling Thunder games to date. And while I'd still prefer another 2D Rolling Thunder if I had my choice, if the franchise were updated for another console release, it'd likely be 3D. And if a 3D Rolling Thunder came to be, given the right circumstances, it could be something worthwhile.
Also, I haven't played Syphon Filter, so I'm not sure of how the ideas in my head would relate.
A new Splatter House would be cool but since horror games are so common today, I think they will have to make it extra special to stand out.
Yeah, hopefully it'll be just as fun and freaky as the old ones :)
Well, Zeed, since most of the GOOD horror-themed games that come out today are survival-horror, I think a good horror themed action game should complement them nicely :)Quote:
Originally posted by NeoZeedeater
A new Splatter House would be cool but since horror games are so common today, I think they will have to make it extra special to stand out.
I don't want Rolling Thunder to be turned into a full on 3D game. A Strider 2/Klonoa/Contra SS treatment would be acceptable, however. It needs to combine some of the best parts of 2 & 3 (2 player, diagonal shooting, jump shots, etc.) . A full on 3D RT may lose that precision that's in the existing titles where you can pick off an enemy, then crouch and turn to pick off one behind you who tries to do a head shot from behind, then go through a door. Rolling Thunder isn't Shinobi... Shinobi did OK with its 3D installment, but RT (a more complex game than Shinobi) would likely turn into a clusterfuck if taken down this road.Quote:
Originally posted by sleeveboy
Why must you all besmirch the good name of Rolling Thunder with talk of a 3D update?
The enemies could use a few new attacks, such as shooting diagonally downward from the upper level rather than just dropping grenades.
A good idea for something new would be subweapon switching during levels using the L1 & R1 buttons. You could start off with a MP5K, then switch to grenades later on. Rolling Thunder 3's 3-button setup is good- if you're out of subweapon rounds, you start using the knife which can help you conserve your pistol ammo.
Somehow I get the feeling that Namco is going to use the Splatterhouse name as an excuse for them to make a survival-horror game.
"Splatterhouse was always a survival-horror game." They will say :o
Why in the hell does everyone wish for that? It takes one of the worst things about 3D (no hand-drawn art) and conveniently combines it with the worst thing about 2D (lack of immersion). Go 2D or go 3D. Keep that 2.5 shit out of here.Quote:
Originally posted by gameoverDude
I don't want Rolling Thunder to be turned into a full on 3D game. A Strider 2/Klonoa/Contra SS treatment would be acceptable.
Because if developers are good at it, they can hide the ugliness of 3d by making it look 2d, (trust me it can be done) while still offering the 'style' of 2d with sprites. (for example having the main character as a sprite) The only reasons that 3d stands out is because they haven't melded the right colours, or the models were poor or the animation too stiff etc. (generally backgrounds in 2d games should be 3d because they are made up of many still objects. Just paint them in traditional colours and flat handdrawn textures rather than using realistic textures you see in real life)
..all while not upsetting the gameplay of the original 2d action games of the past. that's what 2.5 d can offer.
Considering that lots of 2d action games of thepast attempted to put some sense of 3d in thier games (take contra for example, which has stages where you walk into the screen and down corridors) it makes sense that we see more games of old attempt to be remade with solid-looking backgrounds made up of polygons but with the handdrawn look and animation of traditional sprites. The background in 1 of the kof games on dc is a fine example of things not sticking out like a sore thumb. You barely notice that the backgrounds are 3d at all.
Whereas something like metroid fusion on gba for example goes for the traditional 'flat' backgrounds that try hard to look 3d but will always look like a painting in the background and destroying the atmoshpere that you are going into rooms. Nothing wrong with handdrawn backgrounds but they have limits imo. They can look pretty (especially some of capcom's cps2 walk-along beat em ups) but ultimately they still look like a static painting pasted together.
When you scroll the screen the perspecitve doesn't change and yo get no sense of depth. even with parrallax you don't get a sense of things being miles away or up close because objects still have a flat appearance rather than a rounder appearance where the angle will change to reflect your movement or the camera movement. (the camera in 2.5 games being the thing the zooms in and out and is stuck exactly to your sides relative only to where you go. Not like a 3d cam in fully 3d games which rotates around you.)
I also liked the idea in strider 2 where the camera can pull back to take in more scenary and giving the player more scope of the surrounding area. (you need that extra space for the speed you will be running at. Not like sonic the hedgehog where you must memorise or guess what obstacle is going to come up next at blazing speed and end up running into things that there was no way of knowing about unless you had seen it there on a previous try.)
There are benefits to 2.5. It might seems like a gimmick, but using all the tricks and implementing them well together so that it looks seamless and it doesn't stick out like a sore thumb is something that can be overcome. The gameplay can be retatained from the original games. It's really up to skills of the artists and level designers to make good use of the advantages though.
Sorry, but I'm tired of the 'hand-rendered cel-style super-animated cartoons, or nothing' treatment for modern 2D games. I'm not looking forward to having every future 2D game look like GGX or Metal Slug. Not every 2D game I played in the old days tried to emulate Japanese anime or Disney.Quote:
Originally posted by Yoshi
Why in the hell does everyone wish for that? It takes one of the worst things about 3D (no hand-drawn art) and conveniently combines it with the worst thing about 2D (lack of immersion). Go 2D or go 3D. Keep that 2.5 shit out of here.
As far as I'm concerned, polygonal graphics are the natural successor to the archaic sprite-manipulation technique, used in making 2D games that aren't cartoon-like in art style. Properly-modeled polygonal characters and backgrounds offer the pseudorealism that most games in the 8-and 16-bit era struggled to achieve with sprites. Smooth animation in every in-game situation is a non-issue when using a 3D medium like polys in a 2D game. And use of a 3D camera with polys renders any use of sprite scaling, rotation, or Mode 7 effect you can think of obsolete.
Last time I checked, polygonal 2D games like Zero Gunner 2, Klonoa, Ikaruga and Contra SS looked and played excellent. I'm all for polygonal 2D and I hope we see more games utilizing that style in the near future.