are you kidding me? ALL of the incarnations are a perfect fit for Mike Z. We'll make it happen, don't you worry. The game will get funded and then we can send extra cash over the course of the next year to pay for the studio time needed for Mike to say all the lines.
will you also do it if I translate it into German?
wow that is awfully troublesome to read to be honest
Tbh I'm not awfully good at it =/
Could hiring you as a PR guy for L0 be a stretch goal? You're really doing work, man! Assuming you are a man of course.Kitty... sigh... your first sentence of your review doesn't make any sense... "It's just a prototype, but it's more than than." the first sentence shouldn't contradict itself.
Everything else is fine however.
A better example would be: "Despite this game only being a prototype it provides a surprising amount of creative gameplay designs that yields the desire for multiple playthroughs."
yes i is dude. idk. look i would have to ask Mike really really really fucking nicely and hope that the stars are aligned. For right I'll just do work in the background and leave it up to the guys at Lab Zero headquarters. (yeah i know it's an office but headquarters sounds cooler.)
I wanted it to do that cause it doesn't feel like a Prototype =p It's a Prototype but feels like a game. Ja know?
i knew what you were trying to go for. It's just that part of my brain just went red alert "Guh! No Poor English! Must. Fix. Now~!"
I think it's pretty clear what you intend by the notation you used. I don't know russian to compare what I think about the transcript to the correct thing but I like the way you did it.
I think it more has something to do with a prototype being what developers give publishers or investors to have a taste of what the game could be, and most consumers not having publisher or investor experience. The only Prototype game I'd heard of before Indivisible was a complete title with a sequel; I have played plenty of demos, though, so a low-level consumer like me would think of the Indiv Prototype as a demo.
Not only dual techs. Any difference at all in what party members can do makes optimized teams much more useful than some team combinations. And that's good for the game. What is the point of team building if every single team will be the same?
I've had similar thoughts, and it's probably true that some people get thrown off by this. However, I don't think it would have helped much if the prototype had been left in a rougher state either. Most of the people that have trouble understanding the concept of a prototype would have still had issues anyway, and simply shifted their criticisms elsewhere. "I can't back something that looks this unfinished." "I can't see these graphics looking as good as Skullgirls." "Why didn't they add more content?" "These are some lazy devs." etc.
i don't want them all to be the same of course,i want different characters and teams to shine more in different circumstances. having some combinations being optimal in all occasions would be bad.Not only dual techs. Any difference at all in what party members can do makes optimized teams much more useful than some team combinations. And that's good for the game. What is the point of team building if every single team will be the same?
What you should be worried about is having some team that's inviable. And that's almost certainly not happening.
Oh, @Idiyanale is here!View attachment 12423
I spy a lurker
There's also this problem that prototype is actually DEMONSTRATING you things. Although it demonstrates proof of concept while demo should demonstrate complete game in its polished state.
well, yeah. It's not as big of a problem as it would be for a multiplayer game. I won't be surprised if there will be one particular easy mode team that would be able to roflstomp an entire game. Hardcore players will avoid it anyways to have some challenge while less skillful players could use it to not get stuck and move story forward.
This "I'm going to make a team with only my favorites, not consider anything else and just expect it to be good" mentality is not that good to have. I very much understand what it is like to want to play with your favorites, but I think it's much more preferable to make a team with one or two favorites and choose another character that complements said favorites' playstyle than just tack in three random people with no synergy and have your favorites look like crap because they don't have the support they need to shine.
I honestly disagree with that.
I actually thought about that, and i'm not worried, i was just showing my view in general.
I don't think you got my point and it's probably my fault for not making it clear enough.I honestly disagree with that.
I believe that a team based single player game, should give the player the freedom to do as good with a combination of his preference. I'm not against some combinations based on sinergy or anything like that, but making it so much better that isn't worth playing with what you want is not cool.
If i want Ajna, Thorani, Phoebe and Zhara, i'll not be satisfied with Ajna, Thorani, Phoebe and Dhar.
Muro gets it.
I strongly disagree. Picking your favorites and making them work and excel at it is the best thing ever, as opposed to picking what is generally considered "good and viable".
but I thought this was Indivisible...
Did you read the rest of the post? I said that I think it's preferable to build around fewer favorites and make them the star of the show. Rather than a character that's just there.
[emphasis mine]
it wasn't Lab Zero's responsibility to make skullgirl's balanced between picking 1,2 or 3 fighters in a battle. they could leave for people bent on soloing a character to try making it work against 3x their numbers. but because they made it it's equally fun for everyone.
I was actually making a joke about the fact the campaign ending on December 5th ^_^''