i loved the idea blinx had (using the hdd to turn back time and stuff)....to bad the game wasnt all that fun.
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i loved the idea blinx had (using the hdd to turn back time and stuff)....to bad the game wasnt all that fun.
Raw ambition and successful execution are different things.Quote:
Originally posted by epmode
i'll grant you that the the concept and general look of rez are ambitious. i suppose it comes down to what you think this topic is all about. i was basing my judgements on advances in videogame design, while ignoring stylistic achievements. perhaps it's unfair to make such a distinction.
I don't know what era GBA would be considered, but Made in Wario is doing something stunningly different.
But again, even on a technical level, Rez advanced game design. Its use of dynamic sound and music is unparalleled. No game before or since had devoted that much RAM to its audio component.Quote:
Originally posted by epmode
i'll grant you that the the concept and general look of rez are ambitious. i suppose it comes down to what you think this topic is all about. i was basing my judgements on advances in videogame design, while ignoring stylistic achievements. perhaps it's unfair to make such a distinction.
I thought the idea of PSO was quite ambitious, especially when it was first announced. Sure the depth of gameplay and length might have left some people disappointed(I guess a lot of people expected a MMORPG, but what they got was Diablo), but it was the first successful online console game.
while it's a noteworthy feature, i still consider rez's audio integration to be more of a stylistic bonus than a revolutionary gameplay enhancement, simply because it's far too difficult to actually make an interesting mix within the game. in any case, i'm just nitpicking. we seem to agree on the game, generally speaking.Quote:
Originally posted by StriderKyo
But again, even on a technical level, Rez advanced game design. Its use of dynamic sound and music is unparalleled. No game before or since had devoted that much RAM to its audio component.
I honestly don't see(hear) how Rez' audio stands out above other games. It doesn't affect the gameplay as many claim. It's merely a good soundtrack that works well with the theme. A lot of games have done that.
If you're just playing to see the ending, it probably won't mean that much to you.Quote:
Originally posted by NeoZeedeater
I honestly don't see(hear) how Rez' audio stands out above other games. It doesn't affect the gameplay as many claim. It's merely a good soundtrack that works well with the theme. A lot of games have done that.
Rez is unique in that each enemy will respond by triggering different midi packets when hit/killed, whereas most games simply emit an explosion or death moan or something.
In addition, the background music itself changes, depending on how well you're doing. For instance, in Area 5 you come across a huge floating tower-like enemy. Defeat it, and the sample "killer" echoes out and a pulsing score begins playing along to the background rhythm. Fail to defeat it, and it'll fly away and the music will be reduced to a bassline and backbeat.
By combining good play with timed defeat of enemies, you are essentially conducting the soundtrack yourself (albeit along limited parameters). There are actually people on the internet who record themselves playing, and try to construct melodies from the auditory responses the game gives you.
So it's not a necessary element of the gameplay, but it is another layer that's definitely there to be exploited by those motivated to do so, which will in turn affect just how you play and take on enemies. I wasn't about to coordinate whole melodies, but I definitely found that once I realized what audio segments certain events would trigger, it changed the way I was playing, and the goals I would try to accomplish.
Wouldn't you say trying to create a game that lets you mix the ability to remix/build on a game's soundtrack while playing a shooter with a techno-abstract visual theme was at least ambitious?
I noticed the sound effects sounded musical but I never thought much of it. That is pretty cool that people have conducted their own melodies.
I never claimed Battlefield 1942 or Half-Life 2 were particularly ambitious.Quote:
Originally posted by StriderKyo
To those who would say Rez isn't ambitious, play Trancemission, then tell me what's so artistically or commercially daring about Half Life 2 or Battlefield 1942.
And I'm not a fan of Rez, nor do I feel it is unique on any more than a superificial level, so I suppose we'll have to agree to disagree.