David Jaffe has nothing to do and he's going crazy

The only thing I could probably think is legitimate is that the breakable areas need to be more clearly marked by default. Show like some glowing cracks on them and make them more visually distinct.

Everything in games has high detail now so you need to have stuff marked, because how it was prior was that interactive objects were more detailed than the background. It's why in many games they pick a color that stands out from the background and that signifies that the object can be interacted with.
I still think breakable objects in metroidvanias was done best by the Ori games, where it's not a breakable wall, it's actually just a wall that's not on the same layer of the scene as you. So instead of bombing and shooting random little corners you investigate the layering of the wall to see if it looks correct, also less tedious.
 
That's like mistaking a little girl for a grown woman


I mean have you seen Rich's chest?!
Speaking of little girl.
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Cuphead is a Run and Gun and not a metroidvania.

Entirely different design principles

Saying breakable walls need even more clues (let's not forget there are actually 2 different components like this for walls that don't have any clues btw) is the same energy as journos saying cup head needed more homing attacks.
 
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You know what's bad Game Design David? Making a whole multiplayer shooter stylized after the edgy artwork a bored teenager.


To quote the Angry Video Game Nerd, "WHAT WERE THEY THINKING?" No really this game just had awful visuals.
 
Saying breakable walls need even more clues (let's not forget there are actually 2 different components like this for walls that don't have any clues btw) is the same energy as journos saying cup head needed more homing attacks.
It doesn't nesscierily need it, but it's probably the only argument of his that has any merit because other games of the same genre made their breakable walls and stuff more visible than what's in Dread.
 
It doesn't nesscierily need it, but it's probably the only argument of his that has any merit because other games of the same genre made their breakable walls and stuff more visible than what's in Dread.

They literally have pink cracks that you shoot to reveal an explosive organic thing. And then for end game and hidden upgrades, they give you a damn ability that highlights the hidden areas...
 
They literally have pink cracks that you shoot to reveal an explosive organic thing. And then for end game and hidden upgrades, they give you a damn ability that highlights the hidden areas...
I know they give you an ability, but it's kind of redundant for a metroidvania since exploding walls is a core gameplay mechanic, so they should have just made them that visible from the start so you don't need an ability.

Like that's a legitimate over-engineered solution that could have been simplified.
 
Some days I wonder if David is just bitter they not only reinvented God of War and did it great, they reinvented Kratos into the polar opposite of edgy. I love that game.
 
Some days I wonder if David is just bitter they not only reinvented God of War and did it great, they reinvented Kratos into the polar opposite of edgy. I love that game.
That's what happens when you're the "hero" in a Greek tragedy. Everything that befalls you is your own doing. "I'm edgy and bitter and have nobody to blame but myself and I really want everything back that I took away from myself" is already as far from your typical modern-day edgelord as you can get. Kratos didn't hate the world for what it did to him. He hated himself for what he did to him. Big difference.
 
Some days I wonder if David is just bitter they not only reinvented God of War and did it great, they reinvented Kratos into the polar opposite of edgy. I love that game.

I'd bet he's more bitter because he didn't become the next Hideo Kojima.

These dipshits need to learn you gotta put the work in to get that kind of recognition in the industry. And by work I don't mean make a good game, I mean create an entire cult of personality around yourself.
 
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