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Beasts & Blades - Funding Unsuccessful
One of the kickstarters we have been following a bit was Beasts & Blades. Over the weekend it has failed to be funded with gathering $1,760 out of the requested 12,500. They are continuing now on PayPal hoping to collect the required amount in that way.
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That game looks awsome, it's a shame it didn't succeed.
But I can suggest reruning the kickstarter with a few things changed. The music is irritating - just put alpha videos without it. The game title, um, hell can it be worse? Change it please. Think as a common PR. That doesn't mean to make a spectacle out of nothing. ;) |
JRPG line em up combat killed it I think.
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I didn't like what they presented here. The combat model seemed very JRPG style (for what little I know of JRPGs, lol), and while the gfx are certainly not bad for an indie, they managed to make the environments look terribly dull, and movement and camera terribly jerky. Also fixed characters and it seemed focused on multiplayer.
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In the marketplace of ideas, not every one is going to succeed. Perhaps they need a serious rethink, rather than just bringing it back around again in January?
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Possibly. Just watching it didn't endear it to me though.
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Any turn-based combat defies logic. Let's all take turns attacking each other. It doesn't make sense. Doesn't mean it's not enjoyable though.
I don't consider that style of turn-based combat to be silly just because they move to a line. It's meant to be an abstraction. Use your imagination a little. |
I'll meet you half way. Leave them where they stand and I'll play the game ;)
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I gave the chance to that type of fighting, some of FF series, some of Dragon Quest series, Golden Sun, some of Etrian Odyssey series, and some more. I suspect all those Japan designers never noticed that in Dungeon Master you can move, dodge, run, attack with right movements, move out for long range and more and that makes a huge difference.
I'm fine with some abstraction and I would even agree that classical turn based is as much abstract, but I played all those games despite their fights. |
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Dude. Most of us like turn based to include movement tactics because it mirrors the pen and paper CRPG turn sequence. Many of the fellow geeks here also played D&D. Everything has been battle grids for years now. Not battle lines! Temple of Elemental Evil, the Infinity games, Dragon Age, even the Spiderweb Games. Basically everything turn based or pause/issue order real time use movement tactics…. but JRPGs.
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So what? If a game doesn't include "movement tactics" in it's combat it's not worth playing? That's just silly.
Open your mind. JRPGs can be fun too. Go play Chrono Trigger. |
I don't mind jrpg combat and i'm a die hard pc guy so I don't think platform of choice has much to do with it. I really enjoyed the dragon warrior series and also the early FF games. The combat really isn't all that different than the wizardry series.
Having said that though I do much prefer the ability to move my guys around the battle field. So given the choice with all other variables equal I would always choose combat like TOEE vs combat like chrono trigger. My main gripe with JRPG's is the amime graphics. |
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