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Taking One For the Team
kumada- 05/16/2012 06:24 AM
Nitroblitz: The Review
There is nothing particularly grabbing about Nitroblitz: the Game. In fact, in as far as a title can be called a big fat liar, Nitroblitz is. The name promises something fast-paced and high-octane. Instead, the game is a plodding grind, broken up only by advertising and misogyny.
I have played as far as I could realistically get into Nitroblitz-dot-com's magnum opus, and now I'm here to fill you in on the details of this game.
Plotwise, Nitroblitz is meant as a lighthearted bro-romp, where a couple of young, successful company executives team up to fight evil feminists in order to save their damsel in distress: a man called Andy Dick. What it actually comes across as, however, is a very long-winded "well, screw you, too" directed at someone who presumably must have criticized the vaunted nitroblitz-dot-com's staff at some point in their life. There is sometimes some cleverness to the dialog in Nitroblitz: The Game, but not nearly enough to redeem it.
Mechanics-wise, Nitroblitz is in even sorrier shape. The only bit of custom I could find was that most of its items had been renamed from things like 'healing potion' to 'primo weed.' Everything else in the game is bog standard, and badly implemented bog standard to boot. Equipment does very little to keep characters competitive against the enemies they face, and leveling up doesn't do a whole heck of a lot, either. Special attacks are costly, do very little, and take a long time to earn. Random battles begin appear out of nowhere in the latter half of the game, and not only take a long time to resolve, but happen extremely frequently.
The aesthetics in Nitroblitz are not a treat, either. Because only the pre-packaged assets that came with the maker are used for mapping, there are no random tone-clashes or overlap issues. In fact, the whole game is refreshingly bug-free. However, it's also visually uninteresting. Most maps are big, empty hallways with nothing much going on in them. Sometimes they might feature a sprite, or some symmetrically arranged furniture, but there's more bad than good--especially towards the beginning, where the game should be focused on hooking new players.
The only place where I can't find any fault with Nitroblitz is its soundtrack. True, it's all generic, but no part of it feels out of place. There are no poorly dubbed-in sound effects or garishly bad music samples. While it does nothing especially to help the game, the sound design for Nitroblitz doesn't do anything to make it worse, either. I'll take my miracles where I can get them.
Overall, the Nitroblitz experience is somewhat hard to describe, but if I had to settle on an analogy, it would be this:
Nitroblitz is a game that flips you off more and more the further and further you get in it until it's giving you the atomic double-bird while you feebly scratch away at the limitless lifebar of the end boss, crying listlessly into your keyboard all the while.
In short, it's worth a play if you have some sort of strange, sentimental attachment to Nitroblitz-dot-com. Otherwise? Give it a miss.
Nitty-Gritty Nitroblitz
The Good:
-Lightening-fast text speed. It's amazing how many otherwise good games are hampered by slow-scrolling dialog.
-Run option. Always welcome, and it moves at a pretty good clip, too.
-Dialog actually flows pretty well. It feels dynamic, and I can imagine the lines being spoken in actual conversation instead of being declaimed by Shakespearean actors. The back-and-forth bickering between party members is pretty good, if crude, and is probably the primary draw for the game.
-Music is pretty soothing.
-Consistent characterization. The characters may not change or grow very much, but they stick to their values and I feel like I'd have a good idea how they'd act in any given situation.
The Bad:
-Minor spelling and grammar mistakes abound.
-Characters all appear to be based off of real people, and thus there's a certain amount of in-joke-y-ness and self-insert-y-ness to the narrative.
-Game straddles that awkward line between obvious hyperbole and bias, where it's hard to tell just how much is parody and how much is writer-on-board.
-Mapping is very sparse and uninteresting.
-Combat starts as nothing more than an attack-mash-a-thon and takes a while to go anywhere from there.
-Pop culture references masquerading as puzzles. If you've never watched American b-movies, good luck.
-Primary villains are gimicky strawmen. Worse, they're uninteresting. Their purpose in any given scene is to stand there and have quips thrown at them by the heroes, and then get beaten on for a while.
-No real modifications to the database to make for different spells or attack options. Everything is straight vanilla.
-Crassness can be really hit-or-miss. If you chuckle over the idea of calling the save-and-heals room 'the Masturbation Station', this might be the game for you.
-Random corridor of fights that has no bearing on the plot (and if there's a reason for a chimera to be roaming around the nitroblitz hq, I think that would make for a more interesting plot than this game.) The fights in the corridor are not challenging at all, and seem to be meant as an intravenous drip of exp to get the player ready for the next section of the game. The corridor does serve as a setup for a pretty okay joke, but it could still be handled better via cutscene.
-Extremely frequent, grindy, annoying random battles appear out of nowhere midway through the game.
-Armor so strong it trivializes damage. Weapons so weak they're hardly worth buying. This is a one-two punch from the devs that turns combat into an even longer, more arduous enter-spamming ordeal than it would usually be.
The Unfortunate:
-Has a bit too much of a bone to pick with feminism. Parts of the game are trying to be parody, but it feels like there's a lot of seething anger underneath. To illustrate the point, the first batch of enemies you fight are all called "fem-c**t", and things go downhill from there.
-Difficulty consists of adding hp to enemies, and only of adding hp to enemies. Because your attack stats will not increase in any meaningful way, be prepared for boss battles that last over 25 minutes, and that you end up losing because you failed to pack enough weed and cocaine to keep yourself healed up with.
-Constantly spams advertising at you. You will see the phrase 'nitroblitz'--on average--at least once per area. At one point, out of exasperation, I broke down and visited their website to see what it was about. The first thing it did was to spam an ad at me. Touche, nitroblitz. Touche.
Bonus Content!
Nitroblitz: The Game: The Drinking Game!
-Drink every time someone says 'nitroblitz.'
-Drink every time someone talks about how cool of a company nitroblitz is.
-Drink every time a random battle lasts more than five minutes.
-When you get to a riddle door, drink until it becomes challenging.
-Drink when you realize that the beer items cure a status condition that no enemies can afflict you with.
-Drink every time you worry--just a little bit--about the people who made this game.
-Drink if you get sent to the ER for attempting this drinking game.
There is nothing particularly grabbing about Nitroblitz: the Game. In fact, in as far as a title can be called a big fat liar, Nitroblitz is. The name promises something fast-paced and high-octane. Instead, the game is a plodding grind, broken up only by advertising and misogyny.
I have played as far as I could realistically get into Nitroblitz-dot-com's magnum opus, and now I'm here to fill you in on the details of this game.
Plotwise, Nitroblitz is meant as a lighthearted bro-romp, where a couple of young, successful company executives team up to fight evil feminists in order to save their damsel in distress: a man called Andy Dick. What it actually comes across as, however, is a very long-winded "well, screw you, too" directed at someone who presumably must have criticized the vaunted nitroblitz-dot-com's staff at some point in their life. There is sometimes some cleverness to the dialog in Nitroblitz: The Game, but not nearly enough to redeem it.
Mechanics-wise, Nitroblitz is in even sorrier shape. The only bit of custom I could find was that most of its items had been renamed from things like 'healing potion' to 'primo weed.' Everything else in the game is bog standard, and badly implemented bog standard to boot. Equipment does very little to keep characters competitive against the enemies they face, and leveling up doesn't do a whole heck of a lot, either. Special attacks are costly, do very little, and take a long time to earn. Random battles begin appear out of nowhere in the latter half of the game, and not only take a long time to resolve, but happen extremely frequently.
The aesthetics in Nitroblitz are not a treat, either. Because only the pre-packaged assets that came with the maker are used for mapping, there are no random tone-clashes or overlap issues. In fact, the whole game is refreshingly bug-free. However, it's also visually uninteresting. Most maps are big, empty hallways with nothing much going on in them. Sometimes they might feature a sprite, or some symmetrically arranged furniture, but there's more bad than good--especially towards the beginning, where the game should be focused on hooking new players.
The only place where I can't find any fault with Nitroblitz is its soundtrack. True, it's all generic, but no part of it feels out of place. There are no poorly dubbed-in sound effects or garishly bad music samples. While it does nothing especially to help the game, the sound design for Nitroblitz doesn't do anything to make it worse, either. I'll take my miracles where I can get them.
Overall, the Nitroblitz experience is somewhat hard to describe, but if I had to settle on an analogy, it would be this:
Nitroblitz is a game that flips you off more and more the further and further you get in it until it's giving you the atomic double-bird while you feebly scratch away at the limitless lifebar of the end boss, crying listlessly into your keyboard all the while.
In short, it's worth a play if you have some sort of strange, sentimental attachment to Nitroblitz-dot-com. Otherwise? Give it a miss.
Nitty-Gritty Nitroblitz
The Good:
-Lightening-fast text speed. It's amazing how many otherwise good games are hampered by slow-scrolling dialog.
-Run option. Always welcome, and it moves at a pretty good clip, too.
-Dialog actually flows pretty well. It feels dynamic, and I can imagine the lines being spoken in actual conversation instead of being declaimed by Shakespearean actors. The back-and-forth bickering between party members is pretty good, if crude, and is probably the primary draw for the game.
-Music is pretty soothing.
-Consistent characterization. The characters may not change or grow very much, but they stick to their values and I feel like I'd have a good idea how they'd act in any given situation.
The Bad:
-Minor spelling and grammar mistakes abound.
-Characters all appear to be based off of real people, and thus there's a certain amount of in-joke-y-ness and self-insert-y-ness to the narrative.
-Game straddles that awkward line between obvious hyperbole and bias, where it's hard to tell just how much is parody and how much is writer-on-board.
-Mapping is very sparse and uninteresting.
-Combat starts as nothing more than an attack-mash-a-thon and takes a while to go anywhere from there.
-Pop culture references masquerading as puzzles. If you've never watched American b-movies, good luck.
-Primary villains are gimicky strawmen. Worse, they're uninteresting. Their purpose in any given scene is to stand there and have quips thrown at them by the heroes, and then get beaten on for a while.
-No real modifications to the database to make for different spells or attack options. Everything is straight vanilla.
-Crassness can be really hit-or-miss. If you chuckle over the idea of calling the save-and-heals room 'the Masturbation Station', this might be the game for you.
-Random corridor of fights that has no bearing on the plot (and if there's a reason for a chimera to be roaming around the nitroblitz hq, I think that would make for a more interesting plot than this game.) The fights in the corridor are not challenging at all, and seem to be meant as an intravenous drip of exp to get the player ready for the next section of the game. The corridor does serve as a setup for a pretty okay joke, but it could still be handled better via cutscene.
-Extremely frequent, grindy, annoying random battles appear out of nowhere midway through the game.
-Armor so strong it trivializes damage. Weapons so weak they're hardly worth buying. This is a one-two punch from the devs that turns combat into an even longer, more arduous enter-spamming ordeal than it would usually be.
The Unfortunate:
-Has a bit too much of a bone to pick with feminism. Parts of the game are trying to be parody, but it feels like there's a lot of seething anger underneath. To illustrate the point, the first batch of enemies you fight are all called "fem-c**t", and things go downhill from there.
-Difficulty consists of adding hp to enemies, and only of adding hp to enemies. Because your attack stats will not increase in any meaningful way, be prepared for boss battles that last over 25 minutes, and that you end up losing because you failed to pack enough weed and cocaine to keep yourself healed up with.
-Constantly spams advertising at you. You will see the phrase 'nitroblitz'--on average--at least once per area. At one point, out of exasperation, I broke down and visited their website to see what it was about. The first thing it did was to spam an ad at me. Touche, nitroblitz. Touche.
Bonus Content!
Nitroblitz: The Game: The Drinking Game!
-Drink every time someone says 'nitroblitz.'
-Drink every time someone talks about how cool of a company nitroblitz is.
-Drink every time a random battle lasts more than five minutes.
-When you get to a riddle door, drink until it becomes challenging.
-Drink when you realize that the beer items cure a status condition that no enemies can afflict you with.
-Drink every time you worry--just a little bit--about the people who made this game.
-Drink if you get sent to the ER for attempting this drinking game.

Posts 

Pages:
1
First off I have to say something about your whole thing about this being nothing more than an advertisement, nitroblitz.com is only mentioned a handful of times in the game, a CHARACTER named Nitroblitz is in the game, he is the protagonist, it's my brother's online alias, as mine is mmarage, also this game isn't supposed to be something super fast and octane, it's called Nitroblitz.COM the Game Episode 1, it's in the COMEDY section, not the action or adventure sections, also no character in the game ever said anything like 'Hey Nitroblitz.com is an awesome site, go check it out herp a derp!' Also the game took me like thirty minutes to beat, without even saving once in the game, just because you're conservative (Or one of the idiots that just spam attack til the baddie is defeated.) Doesn't mean that this game is really hard, all you have to do is just find the person's elemental weakness. (Which isn't that hard to find if you just use a few spells which takes pressing the down arrow and enter, wow it's so hard to do.) Also the beer item does cure a status affect, sometimes the boss that has the certain status effect doesn't use the attack.
There's a very, very good reason why this game is not noticed much. You should even be glad someone like kumada noticed your game. Goes to show you have a lot to do if you want more publicity to your game. And you should even be glad I'm telling you this. Or else I won't even bother.
I do hope you can accept some of the flaws with this game as mentioned in this review and improve on them, maybe in your next game if this is beyond fixing.
I do hope you can accept some of the flaws with this game as mentioned in this review and improve on them, maybe in your next game if this is beyond fixing.
So, mmarage. You beat your own game in thirty minutes! Better congratulate yourself, as that says absolutely nothing!
Let's be less factious for a moment and really look at the situation. I mean, you built the game, know all it's ins-and-outs, and all that. Meanwhile, kumada came into this game with little or no knowledge of anything, and is making observations based on his play experience. Anyway, the thought I want to relay here is: Don't you think there would be a discrepancy between developer knowledge and player knowledge?
Let's be less factious for a moment and really look at the situation. I mean, you built the game, know all it's ins-and-outs, and all that. Meanwhile, kumada came into this game with little or no knowledge of anything, and is making observations based on his play experience. Anyway, the thought I want to relay here is: Don't you think there would be a discrepancy between developer knowledge and player knowledge?
author=Marrend
So, mmarage. You beat your own game in thirty minutes! Better congratulate yourself, as that says absolutely nothing!
Let's be less factious for a moment and really look at the situation. I mean, you built the game, know all it's ins-and-outs, and all that. Meanwhile, kumada came into this game with little or no knowledge of anything, and is making observations based on his play experience. Anyway, the thought I want to relay here is: Don't you think there would be a discrepancy between developer knowledge and player knowledge?
Yes I realize that it would take maybe take a bit more time for the player, but it's not as hard as he's saying it is 'hopelessly cutting at the end boss's HP gauge and just hopelessly crying into your keyboard' is a bit much, using skills and magic make the battles MUCH faster, the only way that a random battle could last over five minutes is if you just keep spamming attack and nothing else, also there's a certain spell in the game that you can get if you have mmarage in your party and go explore a room that didn't seem to have any relevance earlier in the game if you went to that room and saw nothing of interest, it REALLY helps with the last two bosses before the final boss.
author=eplipswich
There's a very, very good reason why this game is not noticed much. You should even be glad someone like kumada noticed your game. Goes to show you have a lot to do if you want more publicity to your game. And you should even be glad I'm telling you this. Or else I won't even bother.
I do hope you can accept some of the flaws with this game as mentioned in this review and improve on them, maybe in your next game if this is beyond fixing.
I do accept some of the flaws and I really hope that the updated version of the game that I'm putting up gets rid of some of them, but some of the things that he put up in his review were a bit much, some of the things that he said were because he had misunderstood the title, and because he was just thinking that we were just having the whole game advertising everyone to go to the site, sure the game was made to drum up business at the site, but that's it, in the game however the site is only mentioned very few times in the beginning and any more mentioning of Nitroblitz was the protagonist, it was just annoying since I had explained this before in another one of his comments, and it's also true what I said about the characters, not once did anyone say go check out nitroblitz.com or it's a super cool site, so it just annoyed me and I wanted to at least point that out.
Hang on, guys. I did kinda tear into this one, so I do think I understand where mmarage is coming from. If someone wrote a review like this one for one of my games, I think it would put my back up a little, too.
That said, mmarage, I don't hate you or your game. I think there are a lot of things in it that aren't really my preference, or that could be polished a little more in later copies, and I do apologize for some of the facetiousness in my writing. I felt like a lot of the game's design decisions screwed me over hard while I was playing it, and that came out in my review, but I don't have anyone but myself to fault for playing it.
To clarify a couple of points:
-I never said that I thought the game was only about advertising, and it never did outright say "now go visit the website", but some of the first text the player sees is talking about what an awesome, undervalued company nitroblitz is, and it's played completely straight. More importantly, the game was made to drum up business for the site, and this really shone through. It didn't feel like you made a game for people to enjoy playing. It felt like you made a game to increase your site traffic. The difference is palpable. While it is possible to do a game intended to advertise a product in a way that's still fun to play (Cool Spot, Hotel 626,) you have to focus on the game first, and then the product placement after.
-I tried experimenting a little with elemental magic, but never found an appreciable difference between spells. If there was one spell that could hit the later bosses for 1,000 damage instead of a piddling 100, I must've missed it. This is partly my fault, but then nowhere in the game does it say anything about elemental resistances, so this is partly also your fault.
- "also there's a certain spell in the game that you can get if you have mmarage in your party and go explore a room that didn't seem to have any relevance earlier in the game if you went to that room and saw nothing of interest, it REALLY helps with the last two bosses before the final boss." This is your problem. There is no indication anywhere in the game (that I found, or that was overt enough to stand out from regular dialog) that the player should backtrack to find a hidden god-spell to beat on the end bosses with. If you're going to hide it like that, make it an optional extra, not a mandatory bit of end-game battle strategy. I hope you did a playtest of this game without using that spell, since that playtest would more likely reflect the average player's experience.
- "using skills and magic make the battles MUCH faster," I don't know if this is a your-mileage-may-vary kind of situation, but my average attacks did around 200 and my average skills did also around 200, and required navigating through an extra menu that was in a different place for every character, and required IP to use. Some skills were more useful, such as the one you get late game that lets you attack three times for about 200 damage each, or the one that reduces an enemy's defense very slightly and doesn't stack but doesn't give the player any indication that it doesn't stack, but my general consensus with skills was that they were marginally better than generic attacks.
As for spells, only one character had them. Without knowing that there were elemental vulnerabilities to consider, the ones I used were the multi-hits and the heal. The multi-hits did about 200 damage per, and the heal stopped being anything more than an oh-crap-I-ran-out-of-items button as soon as the second half of the game rolled around.
-Most importantly, I think you had a legitimately good thing going with your character dynamics. And if nitroblitz is basically a website that you and your brother and your friends put together, that's pretty cool. I can respect the amount of effort it takes to get a website (and a business, on top of that,) running. I think you could play up both these things, and that it would make your game (and characters, the the nitroblitz branding) more likeable. A lot of what put me off was that the company itself felt like a mary sue. Anyone who hated it was an obvious strawman, and anyone who liked it had the power of justice and the developers on their side. The game balance/game mechanics stuff was easier to address--and definitely still could do with some fixing--but I think making things a little bit less black and white could go a long way towards making the game more appealing.
That said, mmarage, I don't hate you or your game. I think there are a lot of things in it that aren't really my preference, or that could be polished a little more in later copies, and I do apologize for some of the facetiousness in my writing. I felt like a lot of the game's design decisions screwed me over hard while I was playing it, and that came out in my review, but I don't have anyone but myself to fault for playing it.
To clarify a couple of points:
-I never said that I thought the game was only about advertising, and it never did outright say "now go visit the website", but some of the first text the player sees is talking about what an awesome, undervalued company nitroblitz is, and it's played completely straight. More importantly, the game was made to drum up business for the site, and this really shone through. It didn't feel like you made a game for people to enjoy playing. It felt like you made a game to increase your site traffic. The difference is palpable. While it is possible to do a game intended to advertise a product in a way that's still fun to play (Cool Spot, Hotel 626,) you have to focus on the game first, and then the product placement after.
-I tried experimenting a little with elemental magic, but never found an appreciable difference between spells. If there was one spell that could hit the later bosses for 1,000 damage instead of a piddling 100, I must've missed it. This is partly my fault, but then nowhere in the game does it say anything about elemental resistances, so this is partly also your fault.
- "also there's a certain spell in the game that you can get if you have mmarage in your party and go explore a room that didn't seem to have any relevance earlier in the game if you went to that room and saw nothing of interest, it REALLY helps with the last two bosses before the final boss." This is your problem. There is no indication anywhere in the game (that I found, or that was overt enough to stand out from regular dialog) that the player should backtrack to find a hidden god-spell to beat on the end bosses with. If you're going to hide it like that, make it an optional extra, not a mandatory bit of end-game battle strategy. I hope you did a playtest of this game without using that spell, since that playtest would more likely reflect the average player's experience.
- "using skills and magic make the battles MUCH faster," I don't know if this is a your-mileage-may-vary kind of situation, but my average attacks did around 200 and my average skills did also around 200, and required navigating through an extra menu that was in a different place for every character, and required IP to use. Some skills were more useful, such as the one you get late game that lets you attack three times for about 200 damage each, or the one that reduces an enemy's defense very slightly and doesn't stack but doesn't give the player any indication that it doesn't stack, but my general consensus with skills was that they were marginally better than generic attacks.
As for spells, only one character had them. Without knowing that there were elemental vulnerabilities to consider, the ones I used were the multi-hits and the heal. The multi-hits did about 200 damage per, and the heal stopped being anything more than an oh-crap-I-ran-out-of-items button as soon as the second half of the game rolled around.
-Most importantly, I think you had a legitimately good thing going with your character dynamics. And if nitroblitz is basically a website that you and your brother and your friends put together, that's pretty cool. I can respect the amount of effort it takes to get a website (and a business, on top of that,) running. I think you could play up both these things, and that it would make your game (and characters, the the nitroblitz branding) more likeable. A lot of what put me off was that the company itself felt like a mary sue. Anyone who hated it was an obvious strawman, and anyone who liked it had the power of justice and the developers on their side. The game balance/game mechanics stuff was easier to address--and definitely still could do with some fixing--but I think making things a little bit less black and white could go a long way towards making the game more appealing.
author=Max McGee
Mother of God, Kumada, what prompted you to play this turd?
Mother of god, why does this idiot make a pointless post when he can just send a PM?
author=mmarageauthor=Max McGeeMother of god, why does this idiot make a pointless post when he can just send a PM?
Mother of God, Kumada, what prompted you to play this turd?
Mother of God, why does the OP make a retaliatory post when he can just send a PM?
All three of you, stop that.
I firmly believe that any game can become good. Not every game is going to be my cup of tea--obviously--and sometimes the road from "I finished my game" to "this is now a polished product" is a bumpy one, but I didn't anticipate Nitroblitz: The Game getting many reviews, so I decided to play it and write one.
Hopefully that answers your question without this thread blowing up again.
I firmly believe that any game can become good. Not every game is going to be my cup of tea--obviously--and sometimes the road from "I finished my game" to "this is now a polished product" is a bumpy one, but I didn't anticipate Nitroblitz: The Game getting many reviews, so I decided to play it and write one.
Hopefully that answers your question without this thread blowing up again.
Mother of God, Kumada, what prompted you to play this turd?
Shame on you Max. This is exactly the kind of reply you'd throw a tantrum about when Craze would make them about your game. Unbelievable.
Creation has a point. Let's not get into behavioral double standards here, and to the others: let's not be douchebags in our responses.
author=CreationMother of God, Kumada, what prompted you to play this turd?Shame on you Max. This is exactly the kind of reply you'd throw a tantrum about when Craze would make them about your game. Unbelievable.
lets keep in mind Craze has very few nice things to say to begin with, but still. Max, he has a point.
Hey guys,
I'm a bit late coming into this, but I am the owner of Nitroblitz dot com and I am the guy that hired MMARAGE to develop this game for my website. This game was designed to be a treat to our readers at Nitroblitz dot com and this was a fun side project for myself (I just wrote 90% of the script) and figured it would be a good promotional tool.
So if it feels like an advertising tool/banner that's because it sort of is (for our readers). It's based on our growing universe, but I have looked at the review and I appreciate brutal criticism... this was my first time writing for an RPG and when I wrote this one, I didn't take into account that people who don't know anything about Nitroblitz would be playing this game as well.
As far as the names are concerned, that wasn't designed to aggressively advertise, we all just decided to go with our screen names as opposed to our real names.
Once again thank you for your notes and I will make sure (that as the writer), I will create a much stronger plot for the next time and show some actual growth to the characters. The next game will actually be a "Serious Game" and not just a treat to our readers, but hopefully a treat to people who aren't in the Nitroblitz Universe.
I will also say this about MMARAGE, it was his first game and he completed what I wanted 1 1/2 months AHEAD of schedule. So that in itself makes me want to hire him for ALL future gaming endeavors.
I'm a bit late coming into this, but I am the owner of Nitroblitz dot com and I am the guy that hired MMARAGE to develop this game for my website. This game was designed to be a treat to our readers at Nitroblitz dot com and this was a fun side project for myself (I just wrote 90% of the script) and figured it would be a good promotional tool.
So if it feels like an advertising tool/banner that's because it sort of is (for our readers). It's based on our growing universe, but I have looked at the review and I appreciate brutal criticism... this was my first time writing for an RPG and when I wrote this one, I didn't take into account that people who don't know anything about Nitroblitz would be playing this game as well.
As far as the names are concerned, that wasn't designed to aggressively advertise, we all just decided to go with our screen names as opposed to our real names.
Once again thank you for your notes and I will make sure (that as the writer), I will create a much stronger plot for the next time and show some actual growth to the characters. The next game will actually be a "Serious Game" and not just a treat to our readers, but hopefully a treat to people who aren't in the Nitroblitz Universe.
I will also say this about MMARAGE, it was his first game and he completed what I wanted 1 1/2 months AHEAD of schedule. So that in itself makes me want to hire him for ALL future gaming endeavors.
I'm actually really looking forward to a serious game from you and mmarage. I think Episode 1 is shaky as a finished product, but as a test-run at game design, it's not all that bad. There's definitely potential.
Also, speaking writer-to-writer, if there's anything I've said in my critique that doesn't sit right with you, ignore it. You'll always know the point you're trying to make better than anyone else will, and they're wrong if they tell you differently.
Also, speaking writer-to-writer, if there's anything I've said in my critique that doesn't sit right with you, ignore it. You'll always know the point you're trying to make better than anyone else will, and they're wrong if they tell you differently.
Well Kumada, I didn't show character growth because I felt with our story and the fact that it takes place over a day it wouldn't really lead room for growth. But I appreciate your notes and I look forward to hearing what you think about our next endeavor. Also you and everyone on this board is always welcome at Nitroblitz.
It is still possible to have characters grow a little, even in just one day, and even in a comedy that relies on them playing certain roles to continue the story. An offhand example is Harold and Kumar Go to Whitecastle.
I agree with you in that I don't think Episode 1 needs its characters to grow at all. I do think it would add a little bit of extra depth to the game, but it's not something I would personally prioritize changing.
I agree with you in that I don't think Episode 1 needs its characters to grow at all. I do think it would add a little bit of extra depth to the game, but it's not something I would personally prioritize changing.
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