![]() Welcome to Dev Game Club, where this week we continue our series on Capcom's MegaMan series, looking at the latter half of the game, exploring its difficulty and how it presents a final exam, among other topics. Links: What Capcom Didn't Tell You About Resident Evil 4 What Makes Celeste's Assist Mode Special Game Maker's Toolkit Video Game Accessibility Playlist Notes: Indeed, you can re-enter levels in MegaMan X Next time: Finish with the game Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: and Bach, Daft Punk, Gothic Chocobo, Infamous, Resident Evil, Pokemon, Mark Brown/Game Maker's Toolkit, Elden Ring, Kingdom Hearts, Tomb Raider, Destiny, Assassin's Creed, Marty O'Donnell, Kirk Hamilton, Aaron Evers, Mark Garcia. Games, people, and influences mentioned or discussed: SNES Classic, Celeste, Dark Souls, Nintendo Switch, Microsoft, PlayStation, Sega Genesis, God of War, Myst, Sam and Max Hit the Road, DOOM (1993), X-Wing, Link's Awakening, Day of the Tentacle, The 7th Guest, Bill Gates, Sinistar, Super Metroid, Mario (series), Castlevania (series), Halo, Keiji Inafune, Game Boy Advance, Pinocchio, Aisha Tyler, Isaac Asimov, Metal Gear (series), Terminator (series), The Matrix, Nintendo, Dead Cells, Hollow Knight, Peter, Marcel Proust, À la recherche du temps perdu, Ben "from Iowa" Zaugg, The Megas, The Immortals, J. Sections played: Three bosses Issues covered: the SNES Classic deal with using the reset, setting difficulty on the emulated game, sequels and console generations, "the new standard in entertainment," additional frames and transitional animation lending character in 16bit, depth of music and audio, designing new movement into the level design, iconic silhouettes and the expression of the concept art, heads and heroism, a different Megaman, Brett dives into the lore, hair as a poor robot lifestyle choice, distinct biomes, the ronin robot end of MegaMan 2 and its final battle, the earnestness of a SVP letter, leaning into robots, animal-named robots and Metal Gear, boss order, flying robots that destroy level bits, continuity of the series, cinematic introductions on the SNES, Tim is behind on the lore, being able to distinguish games at the time, modern indie equivalents, upgrading in the level, lack of payoff to gaining the ability/no training, discussing Proust, hearing the music a lot, an unresolved musical cue, another difficulty discussion, constraints and chiptunes, interesting orchestrations. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. We very briefly set it in its time, discuss the new feel that the SNES gets you, as well as other topics. ![]() ![]() Welcome to Dev Game Club, where this week we continue our series on Megaman games, turning to Megaman X.
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