Re: Hard Corps: Uprising
I think I read they put there a penalty for milking too much?
This is where my percentages come in. If he indeed places far less emphasis on aesthetics than you, then even if he ends up ranking its aesthetics lower than those of its predecessors this won't make that big of a difference on his final verdict.
Maybe. But I prefer to think that, in the long run, Josh will realize that the game's just not as memorable as most of its predecessors even if it's only due to a meager graphic work (I'd hardly believe this could even touch the polish of Super Contra or Spirits' mechanics either, but unlike Josh, I prefer that style to the one of Metal Slug, so). Anyway, the differentiation between the emphasis one places on aesthetics or mechanics is pretty chimeric and it should vary depending on the game. Most people tend to identify the joy they get from 'scene development' aspects with something related to mechanics. And that's my ultimate goal there -- explaining that aesthetics is indeed much more important for most than what they think or say they are (another different thing is that their taste and sensibilities are evolved enough), hence I could appear as much more hung up on aesthetics than on mechanics. But, while some of my reviews [ > > ] definitely fit themselves into that 70% - 30% formula (and it also explains my eventual interest in old Japanese RPGs), that's not my general understanding of gaming at all, and some other reviews [ > > > > ] would even confirm the opposite (30% for aesthetics - 70% for mechanics, if you will). And you know my thoughts on Chohmakaimura.
<Edit: I've just seen you mentioned the 'depending on the game' thing on your forum. So yeah.>
You call "an astonishing amount of special moves and possibilities" a novelty?
Not exactly, but for a Contra game and the way they seem to be implemented, I guess I'd do.
I think they did a good job making the 3D backgrounds simulate 2D anime-style backgrounds.
What in the world does "2D anime-style backgrounds" mean?