Little King's Story - Animal Hunter klip
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renegade of funk
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...is a thing of quiet, measured beauty in its presentation as well as in its gameplay. Not the most challenging or the most outlandishly imaginative title out there, it still manages to be one of the most precious games on WiiWare through a virtue of being friendly, smart and very well controlled.
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renegade of funk
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01./00. [WII] Wii Sports Resort (Nintendo) - 360,000 / NEW
02./01. [NDS] Tomodachi Collection (Friend Collection) (Nintendo) - 72,000 / 174,000 (-29%)
03./00. [PS3] Atelier Rorona: Alchemist of Arland (Gust) - 43,000 / NEW
04./00. [PSP] Ken to Mahou to Gakuen Mono. 2 (Sword & Magic & School 2) (Acquire) - 39,000 / NEW
05./00. [PS3] BlazBlue (Arc System Works) - 34,000 / NEW
06./00. [360] BlazBlue (Arc System Works) - 25,000 / NEW
07./03. [NDS] Kingdom Hearts: 358/2 Days (Square Enix) - 22,000 / 479,000 (-19%)
08./00. [PS3] Agarest Senki Zero (Compile Heart) - 15,000 / NEW
09./05. [PSP] Monster Hunter Portable 2 G (BEST) (Capcom) - 13,000 / 762,000 (-6%)
10./04. [NDS] Sloane and MacHale's Mysterious Story (Level 5) - 13,000 / 156,000 (-16%)
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renegade of funk
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Where did you get the inspiration for the art style from? [from Bigburito]
From Stephane Bachelet, Artistic Director
quote:
Our look is what we think of as a “game look” – it looks like a game. We’re not trying to make a movie game, or a simulation, or anything like that. We want every piece of what we give the player to be focused on having fun fighting with a sword and a gun. Of course, the limited resources on the Wii were a factor for us, but our main focus was finding a look that fit our game feel and setting, that really excites us (and then, hopefully, our players).
Additionally, we wanted our look to give our designers the best tools to make the game really fun – and for melee combat that means strong feedback, big effects... we didn’t want the look and the gameplay to fight with each other. We wanted a look that made the game design better, and a design that made the look better.
We think we’ve found what we were looking for with what we’re currently calling a “graphic novel” approach. Our references are very diverse (Frank Miller, Bill Sienkiewicz for Elektra Assassin, Akira, Gunm...). We’ve pulled out some of the details from the world, but left it a grungy, dirty place: a look with strong contrasts but with a good dose of reality underneath. We don’t want to over-spend on details that don’t make the game better, but we still want the world to seem real.
It’s a difficult balance to strike, and we will no doubt be working on it until the day we ship, but we’re pretty excited about it.
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renegade of funk
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