Post by nocturnal YL on Jun 26, 2019 13:58:17 GMT -5
My understanding is that it's built on Unreal Engine 4 (from the Kicksarter backer comments page). I'm still keeping an eye on it, and I do tolerate the use of general game engines from small developers. Though I'm not sure if ex-Irem counts as small.
A little elaboration on what do I not like about game engines. There are two unrelated reasons, both admittedly irrational.
One, it shows that the game companies aren't interested in catering for individual platforms. It's rather hypocritical on my part, seeing how I myself am a fan of those author once, publish to many platforms. It's just weird to see major game companies using the same tools as small teams and hobbyists. It feels… unprofessional. (The line is blurry, I know; writing traditional C++/OpenGL games is also leeching off others' efforts just as an Unreal Engine game is being reliant on a publicly available third party library.)
As far as this point is concerned, I'm more against major developers using generic game engines, and I'm fine with individuals or small teams doing so.
Two, platform wars (in my mind, anyway).
I have a personal grudge against Unity because they made a show out of ending Flash Player support amid mass exodus by other companies. While I agree with what they say about Adobe opting to maintain ActionScript 3-based Flash Player and not making a new major iteration is a cop-out and that Unity Technologies is rightfully disappointed, the way they handled it made it seem like one platform holder sabotaging another.
Today, Flash Player is on its way out (with official support ending at the end of 2020) and Adobe Animate (the multi-web platform authoring tool previously known as Flash Professional) adding capabilities to export assets to Unity, my point doesn't really hold much water. It really is just me holding grudges on ancient history. (And really, overall speaking, modern Adobe themselves are rather spineless.)
Unreal Engine underwent a similar process, adding Flash Player 11 support and later removing it. I don't recall Epic Games making a fuss over it, but I didn't actively look for it, either. But it's not like they have their own independently installable runtime, so it felt more like moving from some third party platform to another.
Back to R-Type; I don't really have any particular attachment to it. To me, it's just another cool-looking game with a rich history that I heard of but didn't engage in. It's the kind of stuff that gets my initial interest, but there's no guarantee I'll buy a game based on just that alone.
Post by Nester the Lark on Jul 17, 2019 9:26:53 GMT -5
It's been announced that the music in Streets of Rage 4 is being composed by the original SoR composers, Yuzo Koshiro and Motohiro Kawashima. Plus Yoko Shimomura (Street Fighter II), Hideki Naganuma (Jet Set Radio) and Keiji Yamagishi (original NES Ninja Gaiden). That's a pretty impressive group of composers.
Post by Nester the Lark on Aug 7, 2019 9:47:09 GMT -5
DuckTales Remastered was one of the earliest games I got on Wii U. I think it was on sale for 50% off at the time.
I was a huge fan of the old TV show when I was young. My favorite part of DuckTales Remastered was getting hear most of the original voice cast reprise their roles again. It's all the more precious now that Alan Young, June Foray, and (just recently) Russi Taylor have all since passed away.
Couple of interesting things that stood out to me:
- WayForward pitched the game to Arc System Works. I thought maybe it was ASW that commissioned WayForward, but it turns out that Adam was introduced to the Super Famicom Kunio-Kun game in which Kunio and Riki's girlfriends were playable characters, and he wanted to make an entire game out of it.
- The assistant director is Bannon Rudis, who was the director of the crowdfunded, indie-developed (but officially licensed) River City Ransom: Underground. Apparently, he works at WayForward now.