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This game is so.. strange, and not for the usual reasons. It feels like its a jumbled mess of ideas and concepts that don't quite work off of each other. Though the thing that really strikes me as strangest though is simply the naming scheme they've used for enemies. Spoons? Pandas? Theres not even any rhyme or reason for it all, and feels more like a place holder name than something that should have been finalized.
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# ¿ May 22, 2018 12:30 |
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# ¿ May 14, 2024 19:49 |
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Fiendly posted:I just read this postmortem on the 2010 Splatterhouse remake and it gets into the way that game's original management team kept pushing for weird, incongruous enemy and gameplay designs to be worked into the game, which Namco had to shoot down and eventually fire those managers. NeverDead reeks of having similar issues that just went unchecked for the entire development process. Yeah I'm definitely getting similar vibes. The game feels like it was pulled in multiple different directions and what we got was just whatever they could salvage and slap together. As I said before, the names reek of placeholders, but were kept in due to lack of time or effort.
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# ¿ May 22, 2018 20:08 |
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Good lord this game was a mess of design choices. I feel like the game would have been more salvageable if the player roles were reversed, with Bryce being relegated to the sidekick and Arcadia as the main character. At least that way they could have death states being more than just granbabies, and you wouldn't fall to pieces with every friggin attack. Though I say this mostly because it seems like they were completely and utterly incapable of making the initial concept work. Something like Stubbs the Zombie handled being able to dismember your character for puzzles better. Also, while it does have potential, its pretty much a game of nothing but wasted potential.
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# ¿ Jun 5, 2018 19:38 |