The controls are clunky and reminds me of the worst controlled adventure games of the 90s and the camera angles are at times really bad. A lot of the time they are working fine, but at times (for example playing Emma at the campfire) they make the sections infuriating and almost ...
After seeing more of his development from the end of the original games to the new installment I see new angles of his past so I’m definitely trying to push the sorrow and bitterness more, but also have a bit more fun with the sarcasm. I see he uses that as a deflection or even a...
Additionally, a fully rotating camera eliminates tricky viewing angles. The characters are smooth 3D models but rendered in the traditional style of 16-bit RPGs. Dialog boxes feature hand-drawn, anime depictions of the characters, with roughly a half-dozen different facial expressions. The game ...
(Volkenessenwas physics based as well), but never hinges or physics-based multi-body animation. One of the fun/interesting parts to do under pressure was the walk animation using torque and impulses : the leg pushes itself up, angles up, the body gets a magical shove and the legs ...
Additionally, a fully rotating camera eliminates tricky viewing angles. The characters are smooth 3D models but rendered in the traditional style of 16-bit RPGs. Dialog boxes feature hand-drawn, anime depictions of the characters, with roughly a half-dozen different facial expressions. The game ...
(Sometimes twisting things a bit with multiple camera angles.) And the ability to mix 2 powers to create a new one was great. Like most Kirby games, it's not a very challenging title, but alot of fun. And it has nice music for some levels. (Including a remix of the Butter building...
The Pebblet Turret and Pollen Turret have been converted to be a single Turret called "Acorn Turret" that can load different ammo types like a bow. When in the Turret, you can press 'R' or Right Bumper to swap ammo types on the fly. The new ammo types you can craft are: ...
var tObj:Object = control.getControl() // set cannon rotation by mouseY movements mCannon.rotationZ += (tObj.mouseDistY/10) // set cannon angles within boundaries if (mCannon.rotationZ >this.CANNON_ANGLE_MAX) { mCannon.rotationZ = this.CANNON_ANGLE_MAX } else if (mCannon.rotationZ ...
Wes Fenlon: Kind of wild that this many years after Automata, few games have done anything remotely as creative or ambitious with the way its multiple playthroughs hop between protagonists, show you the story from different angles, and build to a grander, wilder ending than you could imagine...
Recent research has shown that successful emotion regulation, long thought to be a strictly effortful and deliberative process, can occur without the necessity of conscious control[60–63]. In these studies, the goal to regulate emotions is primed outside of the participant's awareness through ...