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post some fucking video games this time

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platformer stuff Anonymous 09/17/2017 (Sun) 16:23:07 [Preview] No. 11210
Platformer is called a genre, but it's so inaccurate that it's essentially a style of presentation, like 2D. It's woefully useless at describing what kind of challenge you're in for because it includes any games that have a gravitational pull to a single direction. I'm always being sold a "platformer" that ends up being carried by some entirely different mechanic but it has an occasional, trivial hole to jump over every here and there. I haven't even played most Vanillaware games yet because they don't seem to fit my niche, but I hate that I have to rely on my hunch about these things so much since reviews don't even clearly mention what kind of details there is to a game. Usually they neglect to mention everything that isn't obvious from screenshots anyway, like when they go on and on about Super Meat Boy being hard as nails as you kinda expect but won't say what kind of physics premise it's using.

Medium gravity, strong jump force and slight slip platforms that stick on contact by the way is how I would describe it. Contrast that with There's No Time To Explain having strong gravity, weak jump force, but boost momentum buildup that results in a lot more physics-based platforming. Both have the thing that's best explained by not being fixed jumping arcs. You can move in air. It's better to assume so for every game and take Castlevania as a special case, but you have to know what to say is the main difference between Metroidvanias and Classicvanias.

And that's not even exactly what I mean by platforming, it's just the control half of it. Although I guess a good game actually includes all possible kinds of interesting challenge for a given set of controls, so you can just rule them as good or bad, but I'm not really satisfied with that conclusion.


Anonymous 09/18/2017 (Mon) 06:24:41 [Preview] No. 11211 del
I get what you're saying.
Platformer applies equally to Flashback and Blackthorne as it does to Doki Doki Panic, Ristar, Crash Bandicoot, Kid Chameleon, Super Mario Galaxy 2, and so on. Even the more specific terms like a metroid vania have become conflated and nebulous as time goes on. I've seen it applied to games like Cave Story and Iji, and while I feel you can see metroidvania inspiration and elements there in part, the totality of the experience is not a metroid vania as the entire game is not open-ended, Iji is strictly level based, while you can backtrack and do things in a fairly open-ended manner regarding your procedure through a level and how you allocate your numbers you can't backtrack around and through levels as you're upgraded nor is the opposite true as you are not able to sequence break and go to high areas without upgrades or opportunity to upgrade. Similarly while most of the world becomes open Cave Story near the end and you have to explore and backtrack in various ways to get the full ending various parts of the game is railroaded. While you could possibly get around some of this by glitching you're not going to be able to claim that as part of the intentional design of the game.
The 3d platformer is mostly dead save for Mario and a few kickstarter bull shit projects. Anton and Coolpecker is dead right? I liked Galaxy 2 a lot but the collectathon critique of 3d platformers is very true. It's almost pointless for the game to be in 3d unless you're just going around collecting stuff, why have the game be in 3d at all if that is not case because you'll just be rail roaded anyway. The green star stuff in Galaxy 2 was sort of egregious tedium because you're basically going off on a pixel hunt through levels you completed so you can unlock a scant handful more levels or level modifiers. I did it, and completed it, because, well fuck me I just love me some Mario but still the criticism stands.
Basically when it comes to platformers there might just not exist concise descriptive terms that do the games justice other than just describing them relative to other things that you have played or describing the things in detail. A lot of platformer gameplay for me was always just based on feeling, like do the physics jive and make sense in my head? Can I see a set of jumps and obstacles in short time and already figure out how I'm supposed to handle it? Is this why we don't call Ristar a grabby platformer or Bubsy a floaty bobcat simulator?
The pedantry of genre classification knows no bounds when it comes to vidya though to be completely honest. Like how adventure games to me mean something highly specific, like a King's Quest, Loom, with something like Myst being an outlier, and Alone in the Dark being a sort of fusion which led to things like Resident Evil. Adventure now a days is applied to stuff like Zelda or even an Uncharted.
Is Smash a fighter? Some people call it a platform fighter. Some guy on 8/v/ a while back said that the staunch stance of FGC people on Smash games not being a fighting game is because well, smash kiddies fuck up the serious business of FGC venues and tournaments with their unbridled autism, but I'm almost certain anime fighter fans probably showcase similar autistic traits out in public but there is enough over lap mechanically not to justify any noted discrepancy other than appending an anime prefix to their games.
And despite the long winded rant that this post is I prefer to avoid the RPG discussion as much as possible as well.


Anonymous 09/18/2017 (Mon) 14:49:14 [Preview] No. 11214 del
>>11211
3D marios do have deeper platforming mechanic, Sunshine not so much but overall they're themselves a step away from the spyros and banjokazooies that are a 3D variation of the pit-passing genre. Not necessarily better but the design philosophy is worlds different. Mario is more of a true successor to 2D platforming where you control the character as an object with a consistent variation of moves that 3D plane utilizes by increasing the moveset to backfilps and walljumps. "The arc" is expanded to all directions and complicated with presets, with an emphasis on upwards motion. Enemies build into the platforming.
The mainstream "3D platformer genre" as its most common focuses on a centered character and mechanics that I call "hugging the ground", not using air as your ally but gravity as your constant enemy, putting you in situations like "walking the sloping board all the way to the top without falling". There is no platforming option to clear it in two giant jumps as long as you land the first jump accurately on that board, and that's what in my opinion is wrong with the 3D platformer and what caused the death of it. Or stillbirth, rather. They just didn't even try.
They did do something that did lead somewhere, but it isn't what platforming used to be. The focus shifted on rethinking the platforms themselves and traverse on the 3D plane, often with use of spectacular power-ups and agains enemies that are to be dealt with using direct attack rather than jumping around them, which is something that was also well-explored in 2D as well but not always the meat of what justifies the term "platforming". Even Mario World did that with the grid fences, Gex did that, and Niche classics like Little Samson were very coveted for beng the few games focusing on it earnestly, so as a genre it has its roots. The problem is its not looking into itself and understanding of the wide appeal of platforming so it ends up mismarketing itself when calling that "platforming" doesn't resonate with the platformer lovers. That is the genre that truly needs a name so that it would stop stepping on the toes of traditional platforming, and people who want those games can expect to get what they want.


Anonymous 09/18/2017 (Mon) 15:07:17 [Preview] No. 11215 del
>>11211
>Like how adventure games to me mean something highly specific, like a King's Quest, Loom, with something like Myst being an outlier, and Alone in the Dark being a sort of fusion which led to things like Resident Evil. Adventure now a days is applied to stuff like Zelda or even an Uncharted.

That's a problem very similar to shooters, the issue is that Adventure is the correct name of that genre, since genres can be named any old thing and it doesn't really matter, it's more like a proper noun. The problem arises that adventure games are not actually characterized by the concept of adventure, that's just the appeal of them, and the name was not given on account of the characterizing feature. Now we have a problem because such a vague notion as adventure is better delivered by games that are in a different genre. But make no mistake, while calling them descriptively as adventure games is okay and only a problem because the genre fans dug that hole for themselves, starting to fix Ocarina of Time into the adventure game genre just because it has "adventure" in it is absolutely not correct. That just isn't how genres work, and it takes a moron to not notice since that's exactly how the adventure game genre already didn't work. Zelda isn't characterized by adventure either, it's just the appeal of it.


Anonymous 09/18/2017 (Mon) 15:18:00 [Preview] No. 11216 del
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Genre is the generic appropriation of an ouvre. Basically what a genre director does (it's a term from film theory) is to produce films that bear the handprint of the person whose own, unique vision would be called his ouvre. Genre just means instead of one director there's several, but the overall feeling of "yeah, this shit was definitely made by him, that certain person" has to remain. It's not something you should judge on the basis that only mimicing everybody else is just normal and how its supposed to be. You're supposed to judge it on the basis that with all the options of the blank canvas and the room to either fail or succeed creatively, the genre director manages to be indistinguishable from this or that master. If that's easy, that just means there are no real masters because nobody has been able to perfect ther craft for 10 years and create any gap from novices.


Anonymous 09/23/2017 (Sat) 20:43:33 [Preview] No. 11239 del
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I call 'em belt scroller up-and-downies, tbh fam.


Anonymous 09/24/2017 (Sun) 03:40:37 [Preview] No. 11240 del
New Umihara Kawase is in development for Switch. It's a puzzle platformer where you attempt to find a path you can traverse using impossible rope physics. The way it works is you launch a fishing line that has rubbery stretch physics, and pressing up or down changes the factor of stretch it has, launching you forwards that much sooner or later with appropriate force.

It's not for humans.

I recommend it.


Anonymous 09/24/2017 (Sun) 07:10:17 [Preview] No. 11241 del
>>11240
I started playing this one for the SNES not sure if it's the first one in the series or not. It's really something completely different I must say. I had no idea what I was getting into but once I started moving up the treadmill thing I hooked I was a bit amazed tbqh.
I love when a platformer does something just a bit different and makes an entire new type of game. Like VVVVVV with the gravity flipping instead of jumping turned traversing upside down :^)


Anonymous 09/25/2017 (Mon) 09:19:51 [Preview] No. 11244 del
Platformers still with one-hit-kill are almost like their own genre. It's certainly something people usually mention very early on when they're describing what kind of gameplay you are to expect. Super Mario Bros. might have been a forerunner in yet another way by introducing the power mushroom mechanic that kept the general idea that you're really not supposed to be hit even once, but drastically lowering the skill cap for that kind of gameplay without going into the territory of Mega Man and health conservation. It's funny that the same franchise now is the butt of the joke that you can never have too many pointless 1-ups.


Anonymous 09/27/2017 (Wed) 07:57:55 [Preview] No. 11245 del
>>11244
Remember custard's revenge? VR is coming and Porn will improve platformers again. Just wait for it.


Anonymous 10/05/2017 (Thu) 03:06:20 [Preview] No. 11270 del
>>11240
1:03
When you lose your momentum after swinging you should fall down and hang like a stone at the end of a rope. Just like if you push a kid on a swing, eventually they lose momentum and just hang there. I don't like this "jiggle around until you're swinging really fast again.

If they want to make it real and challenging, the kid should be forced to just let go when he runs out of momentum, and fall into the water/die.



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