EVILEAGLES'S PROFILE

Game Designer at Fine Monkeys, LLC. Likes all things pixel art.
Shippu la Senpu
An arcade shmup fan adaptation of the anime show Kill la Kill by Studio Trigger.

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Alexels

BOY DOES IT SMELL LIKE ANCIENT HISTORY IN HERE

As you may have realized, I took some time (approximately 2 years LOL) off pixel art and gamedev in general (as in not actively involved in any game projects, or any communities at all). So there's not that much to say. I don't regret taking the time off at all, since I've learned a whole bunch of new things and dare I say new perspectives. But nonetheless, I'm glad to say now I'm slowly getting back to my grooves.

Not much new to show since my last post in this thread, but here are a few amongst the VERY FEW things I've made in the past 2 years or so.





Also, I'm opening commission on Fiverr. So if you're interested in my art and would like me to draw something, feel free to hit me up!
https://www.fiverr.com/alexchristin/draw-you-a-pixel-icon-of-whatever-you-fancy

[RM2K] Helen's Mysterious Castle

I'm just gonna bump this thread to say that this game is CRAZY GOOD in its design and every RPG designer should give it a shot to learn what a compact, elegant, well-rounded system looks like.

What do you like or dislike about RM Horror games?

Yes the real horror lies within the situation in which you have to sit through such a bad game.

What do you like or dislike about RM Horror games?

author=Sooz
Honestly, this is weird coming off of your paragraph about atmosphere; I felt that Outlast's horror was not "danger danger!" but the exploration of man's inhumanity to man. (Also a does of fear of the Other, which I'm less keen on.) The chase segments are somewhat clunky, to be sure, but the real horror in my eyes is the entire setting, and I felt Outlast delivered that quite well.

I said make sure death does not come cheap, which is to preserve the intensity of what's usually supposed to be the worst outcome, not make sure death never happens.

Outlast "delivered it quite well" until you realized the worst thing that could happen is you lose 5 minutes of progress and in return you gain the knowledge of what exactly is going to happen behind that door.

What do you like or dislike about RM Horror games?

author=Archeia_Nessiah
The closest RM game that I experienced this was Sayako

Reading this depressed me a little. I've tried so goddamn hard to revive this project so many times and failed, for many reasons, personal ones and not. Maybe this is a self-fulfilling prophecy, but to some extent I do feel like it's a cursed project. Perhaps it's about time I gave it another shot ...

My take on this topic is, horror games in general are kinda heading down the rabbit hole of "why reinvent anything when we can stick to the tradition that has worked for years"—which at best will only scratch an itch and give you a nostalgia trip, instead of the experience you once had playing horror games for the first time. This plagues JRPGs too and it's worrying.

There are certain other spaces you can explore with the horror genre, and none of them has anything to do with the intention to SCARE people. If you've ever read Edgar Allan Poe's short stories, you know that they're never called horror stories or whatever. They're just stories. Edgar's stories. And yet there's a persistent creepy feeling engulfing the atmosphere. It comes from Edgar completely abandoning the intention of giving people the heebee-jeebees, and just getting on with creating a thing that is as disturbing as his mind can come up with. It comes from the reader's understanding that Edgar does not intend to scare them, and it's just that his head is simply twisted.

Translating this to video games, one thing you can try is to set out to make a horror game without ANY jumpscares at all. With that limitation, you can find certain nuances in some other unexplored spaces. And you'll be surprised by human's ability to form patterns amongst chaos.

Another thing to remember is that once the player has seen the worst that could happen in a horror game, eventually they'll get used to it and it'll lose its effects. This is the reason why a lot of horror games like Outlast and the newest Resident Evil do not work, especially for people bad at video games. Because they keep dying and death gets old. Fast. So make sure that death does not come cheap, or that people never find out that it is so.

Also, the new Resident Evil is GROTESQUE. Not horror.

A new game in the classic Ys series

Ys games prior to Ys Seven are pretty short yes. If you know exactly what you're doing, you can beat each of them within 10 hours. Although a big part of it for me is replaying on higher difficulties and those can take a while with grinding and retrying boss fights.

Ys Seven upwards though, can take at least 30 hours even on your first playthrough. Couldn't ask for more than 30 hours of satisfactory combats that has been refined throughout so many years by Falcom.

X-COM

Any of you play any X-COM games before? And of course I don't just mean the Firaxis 2012 reboot, but also UFO Defense, Terror From the Deep, Apocalypse, and even Xenonauts. X-COM is the utmost agony when the last soldier - the last ray of hope - misses a 95% shot, and gets the entire squad killed (the professional term is squadwipe). It is also the satisfying feelings of pride and joy when you've overcome what seemed to be the hardest setback and come out victorious.

NewBlack introduced Xenonauts and X-COM as a genre back in July 2014, and I've been madly in love with it since then. Still playing either XCOM2012 or Xenonauts until this day, and not sure when I'm gonna graduate.

What Videogames Are You Playing Right Now?

author=Dudesoft
Now MGSV. I have played some more of it. The gameplay is my biggest gripe. It feels more like Call of Duty 3D-Person than MG. However, I am enjoying it. The open world experience is very different.
Gripes thus far: lack of story. Credits before and after ever damn mission. Lackluster base aspect, which feels like Portable Ops, without the ability to have three operatives in the field. Maybe that will change. Maybe not. Either way, I am unmoved thus far.
Frankly, it's feeling more like Call of Duty meets Assassin's Creed.
The collectibility crap is real annoying. Hate stuff like that. It's pretty much why I quit these new games. So much running around grabbing herbs. It's not gameplay! It's a chore!

It is an incomplete game, as openly admitted by KONAMI itself when they released the unfinished cutscenes in Chapter 3. Even I was surprised that MGSV came out when it did, since I was sure Hideo Kojima had some really big plans with it. Personally I think it's the best MG game thus far. It's just about what I think stealth means.

Also, you don't really have to go out of your way to pick up herbs. They're just there if you have time to waste. If not, it's best to just leave the herb-picking to your staff.

How is there not an E3 topic yet? Welp here you go.

Why is nobody mentioning XCOM2

Alexels

Something I did for the Pixel Dailies challenge on Twitter. For those who don't know the reference, this is a mock screenshot of an Alien Analysis screen if I were remaking X-Com. This was done in a pseudo- X-Com Terror from the Deep style.