Capcom moving to 3D models isn’t inherently a bad decision, it’s the art direction that tends fo be the problem.
Tatsunoko vs Capcom was a Wii game that used models and with some oddness aside (why does Frank West look like Niko Bellic?) it looked great as the art direction was really good, Marvel vs Capcom 3 is also 3D and it looks great because it has a strong art direction.
SF4 suffered from being their first attempt at moving to 2.5D and from issues with the art direction (in particular animations were stiff and characters proportions were messed up), SFxT suffered from using reused assets from 4 and an even worse art direction. SF5 has rectified most of the issues from SF4 (although it still has some issues like some characters faces and background detail) and looks to be their best looking 3D fighter so far by a lot.
There is a contradiction in your statement. You can have hand drawn sprites. Its like saying you can’t have home-made pizza as its made from scratch.
A Sprite is just a 2D image of a of a on screen object. Sprites can be raster or vector images. Hand drawn only mean ether their drawings that are scanned into the computer or they drew the image into the digital medium with ether a light pen or a drawing tablet. Each sprite represents a single frame of animation, so for “hand-drawn” sprites someone had to ‘by-hand’ draw every frame of every onscreen object that is capable of motion.
Eh, on 2nd thought–while the Jotunn game does look like something that would interest me… it seems like an “apples to oranges” comparison with D3. The disappointing thing is that so far, I’m not seeing a lot of action going on there…so there may be more focus on pure exploration than I would like, actually… one of the only things I hate about any Diablo or others in the “isometric actionRPG” category are those moments where you have run out of things to fight and kill… you can get an insane # of enemies on screen in Diablo’s current (Reaper of Souls) version, and I really can’t get enough of that. “Peaceful”, silent moments should really just be few and far between, or those times when you are in a town/village area. (*D3 also encourages killing large groups constantly, as you get rewarded with bonus exp for maintaining a long killing spree…a “massacre bonus”.)
Y’know, it had a rough start definitely… but current-form Diablo 3… I have to say that it has become one of my favorites of all time at this point. I’m sure the total time is up to several hundreds of hours played now, across several characters both on pc and continuing on the console version.
*sidenote–I ran across an elite/gold demon just yesterday that had so many damn powers…the dude had at least 6 or 7 special “affix” powers going on…(*the “waller”, jailer, plagued, vampiric, etc. abilities they get). I’ve never even seen that before. Both my wizard characters are so hilariously overpowered at this point though that it hardly mattered. (*yep, I’ve actually made 4 now…1 in Hardcore, 2 main ones in regular story/adventure modes, and 1 I made just the other day to see how fast I could powerlevel him with “Gem of Ease”)
You mean the Naruto games? I disagree. Those games definitely look good, but I’m not constantly reminding myself that they aren’t 3d. It’s too obvious to be #1 anymore.
Also, note I said “too obvious to be #1”, not “too obvious” on it’s own.
TLDR version: Creator announces game in 2012, finds out he can’t go to school, go to work, and work on the game all at the same time so he puts it on hiatus while he levels up his game making skills at school and work and has now returned to the game and fans he abandoned.
For anyone who never heard of The Intruder:
As the game’s concludes, the strain on your memory is so great that you don’t even remember where around the house you left your items. You will have to go and look for them, aided by vague memories, with the Intruder bound to catch up with you any second now.
You spend most of the game preparing yourself for that inescapable encounter, while trying to prevent running in to it early. You have several in-game days to explore the surrounding areas, look for weapons, ammunition and tools. You can even barricade your house to buy yourself some more time.
You’ll also need to eat and sleep every once in a while, to stay healthy and energetic. After all, you may have to run real fast at unexpected times. How far you go with all this is up to you. Is it worth looking for a gun, or would the axe in your backyard suffice to defend yourself? Would two bullets be enough to kill it? Would boarding the windows and locking the doors buy you enough time?
Is five hours of sleep enough, or does that slow you down too much? How long can you refrain from going back home to eat, before you actually start feeling unwell?
These are all things you have to think about. It’s all about making sacrifices. Careless decisions will leave you unprepared when the time comes.
For anyone who loves survival horror this is one of the most brilliant ideas ever, I really hope it lives up to it’s potential, I’ve been waiting years already and for all of 2014 there were no updates on the project so to see it back and at Gamescom is a huge surprise. Looks like the over ambitious indie game studen is growing up to become a more realistic and experienced developer.