Jamming in rando characters makes zero sense. Cap being playable does, he was actually in the comic for a minute, but the rest of that list does not. Morbius, Firestar, Blackcat.... any of them who were actually on the two teams makes sense. The other issue is slap-dash sprites ripped from other games that don't have a shared art direction and flimsy controls because it's an one-size fits all engine. Not interesting.
@Daggot To be honest their coverage of the situation isn't all that great. The basics is they own the international distribution rights for Super Dimension Fortress Macross Anime (and DYRL) outside of Japan and all merchandising rights that accompany it. They can't make new animation/film but they can makes games/toys/comic books. In theory if they wanted to work with HG, add an extra splash page to the intro and share profits they could technically release it in the US with HG's blessing but basically nobody wants to because HG are disreputable.
@Daniel36 There was a remake of the game with "3D" sprites on the 3DS with the added backgrounds. The backgrounds were low resolution due to it being recreated specifically for the tiny 3DS screen, plus they were designed around the foreground and background having separation due to the 3D. And on the 3DS it looked pretty good. Here, not so much.
Sounds like a pretty standard reason for a project to go under. They had no aim. It's okay, while the concept of it sounds very cool I really doubt it could have lived up to any of that potential. Those old consoles were so primitive anyway, it just would not have looked very good. If this developer still doesn't understand why the project was never finished I hope to God he isn't a lead on anything today.
Comments 5
Re: This 16-Bit Spider-Man Game For The SNES / Genesis Just Got A New Fan Reimagining For PC & Android
Jamming in rando characters makes zero sense. Cap being playable does, he was actually in the comic for a minute, but the rest of that list does not. Morbius, Firestar, Blackcat.... any of them who were actually on the two teams makes sense. The other issue is slap-dash sprites ripped from other games that don't have a shared art direction and flimsy controls because it's an one-size fits all engine. Not interesting.
Re: 'Super Spacefortress Macross' Arrives On Switch & PS4 This December
@Daggot To be honest their coverage of the situation isn't all that great. The basics is they own the international distribution rights for Super Dimension Fortress Macross Anime
(and DYRL) outside of Japan and all merchandising rights that accompany it. They can't make new animation/film but they can makes games/toys/comic books. In theory if they wanted to work with HG, add an extra splash page to the intro and share profits they could technically release it in the US with HG's blessing but basically nobody wants to because HG are disreputable.
Re: Kid Icarus's Unofficial SNES Port Is About To Get Even Better
@Daniel36 There was a remake of the game with "3D" sprites on the 3DS with the added backgrounds. The backgrounds were low resolution due to it being recreated specifically for the tiny 3DS screen, plus they were designed around the foreground and background having separation due to the 3D. And on the 3DS it looked pretty good. Here, not so much.
Re: Book Review: The Untold History of Japanese Game Developers: Volume 2
@kyuubikid213 Not a lot of sleep or pay, not much of a life. You're going to be searching for new jobs A LOT.
Re: Feature: The Short Life And Untimely Death Of Robotech: Crystal Dreams
Sounds like a pretty standard reason for a project to go under. They had no aim. It's okay, while the concept of it sounds very cool I really doubt it could have lived up to any of that potential. Those old consoles were so primitive anyway, it just would not have looked very good. If this developer still doesn't understand why the project was never finished I hope to God he isn't a lead on anything today.