Lack of jump button? On the contrary. EVERY button is the jump button.Character models disappearing from the environment the closer you get to them was so jarring on top of the lack of a jump button. This game is in shambles.
I'm buying this game. Not since Duke Nukem Forever have I been this morbidly curious about a train wreck.
Not quite. If you're wearing a power up suit that doesn't allow you to jump, none of the buttons will allow you to jump.Lack of jump button? On the contrary. EVERY button is the jump button.
I'm buying this game. Not since Duke Nukem Forever have I been this morbidly curious about a train wreck.
As long as you're not wearing a non-jumping costume.Lack of jump button? On the contrary. EVERY button is the jump button.
Not quite. If you're wearing a power up suit that doesn't allow you to jump, none of the buttons will allow you to jump.
I stand partially corrected.
Not to mention, it's usually a lottery here in Europe if they'll come translated to other languages other than English. Heck, they even refused to translate Kingdom Hearts 3D back in the day. Thankfully when they do the translations are top notch.Agreed, its frustrating at this point.
For SE, if you are not FF/KH, you may have:
Undestock of retail copies
Small promotion/ads
A fraction of bugdet
I can see a similar scenario happening with NEO TWEWY, mark my words.
Did I get that right?HOLY CRAP THAT DOLPHIN ONE. I need to think of how to incorporate that into my OT lmao
HOLY CRAP THAT DOLPHIN ONE. I need to think of how to incorporate that into my OT lmao
This sold me more on the game than the Demo did. Just noticed the seaweed are actually hands, Jesus fuck.
That's because it was based on a pretty good CG TV show.In a way this situation reminds of Sonic Boom. That game also had great cutscene animation and character designs despite being placed in an undercooked game.
What's utterly bizarre is your post.The lamenting of BD2 having no CGI cutscenes in this thread is bizarre. Team Asano clearly has the budget for whatever he wants in his games, and what he wanted was hand-drawn environments and in-engine cutscenes. If that game had more money, it probably would have been spent on QA and optimization, since it does have some technical hiccups.
Then again, Team Asano games have good project management. Balan clearly does not lol.
I really need some context for the dolphin thing. She was best friends with a dolphin until it suddenly tried to kill her? Now it haunts her in her hospital bed?
Nothing beats the boy's intro where he's break dancing and then randomly gets depressed and walks awayMaybe it was just playing and was overly rough and accidentally knocked her out and she goes into Balan Wonderworld dreaming while drowning and the final cutscene is the dolphin saving her?
That's my best guess.
That's actually realistic thoughNothing beats the boy's intro where he's break dancing and then randomly gets depressed and walks away
I was never interested in the game (not even played the demo), but I have to say that some of these short CGI cutscene stories are actually very wholesome, touching and sad.
Agreed and I think the CG openings are actually pretty good, the game itself just doesn't seem fun to play and I hate certain design choices (the dancing animals, the nausea inducing moving levels, the lack of a jump button in certain costumes, the combat, whatever the Tim's are supposed to do, the character designs... etc)Yeah it's a shame how the game is considering the core idea of a very weird, Japanese take on Psychonauts where you enter these peoples' inner worlds to solve their issues is potentially neat.
I hate every design choice tbh
Did it actually share writers and character designers? I always thought they did the show based on the game's idea for the characters/setting.