Lately i’ve been jotting down thoughts and observations while playing random games for fun. A few friends expressed interest in reading my notes, so i’m posting them here in case anyone else cares. Who knows, maybe some fun conversations will come out of it. Today i’ll be delving into DmC: Devil May Cry, developed by Ninja Theory.
Disclaimer #1: This is not a review of the game. These scattered notes are just my personal impressions as a player. Please don’t take them too seriously.
Disclaimer #2: I’m not trying to say i could do better by any means. If i point out a flaw, it’s usually because i think it’s interesting; not to criticize anyone involved. There are countless reasons why a feature might be imperfect, buggy, or incomplete. Game development is a chaotic human endeavor, and it’s very rarely easy to figure out why something went wrong. Anyway it’s a safe bet that the dev team thought of most ideas or solutions i might suggest, but they couldn’t be implemented due to some unfortunate constraint.
• Combat feels crisp, responsive, and satisfying.
○ The Demon Pull and Angel Lift mechanics are awesome. Controls can be hard to remember at first; but if you make a commitment to the game, it’s an incredibly fun and versatile system.
• Level design is often spectacular and exhilarating, especially during dynamic environment transformations. The church exit and car chase were both amazing experiences.
○ Those must have been an interesting challenge for the environment art team. I can’t think of anything quite like it in prior games.
Someone tricked me into downloading The Simpsons: Tapped Out a few weeks ago, and i’ve been playing fairly regularly since. Here are a few strategies i’ve picked up along the way.
1) Don’t buy any more Land Expansions than you need. Pretty much the only way to handicap yourself in TSTO is buying too much land too soon. Priorize investing in buildings that earn income, and use land efficiently. The quicker you generate money, the easier it’ll be to expand in the future. (Plus it’s more fun to rearrange items when you have lots of choices and enough disposable money to spend on decorations.)
2) By the time you reach level 25, you’ll notice that you’re always a little behind on money whenever the main quest line requires a new building. One way to get ahead of the curve is collecting premium decorations that provide money and XP bonuses. Your best bet? Buy a large quantity of Mystery Boxes, until your bonus total reaches 30-50%.
In fact, i recommend spending your first 100 donuts on Mystery Boxes immediately as you earn them. You’ll unlock three premium characters, two unique items, and begin stockpiling premium decorations – namely Channel 6 News Vans and Itchy & Scratchy Billboards. Otherwise by the time you reach level 30, you’ll barely have enough donuts to buy one full-price character. Barney alone costs 250 donuts, so you can’t afford him until long after level 59. Is that worth holding off? I don’t think so. Donuts are generally more valuable than money, but money never stops being useful either.
If you were at Evo2k15 or watching the live stream at home, you may have seen the premiere of a trailer featuring giant robots beating each other up. Guess what? I helped make that!
Rising Thunder is a new PC fighting game developed by Radiant Entertainment in Northern California. It’s entirely free to play, built from the ground up for online competition with GGPO3 netcode. We’re a small (but dedicated!) team of FGC and game industry veterans – led by Tom and Tony Cannon, founders of the Evolution Championship Series.
Of course it’s still early in development and we have a lot of work to do, but our Technical Alpha opened today. Sign up now for a sneak peak at what we’ve built so far! The first wave of players are already queuing up for matches and experiencing the game firsthand. We’ll be activating more accounts daily as we monitor server load.
I’ve played a steady role in producing combo videos for major FGC events almost every year since Evolution 2004. It’s been an awesome experience overall – with plenty of hard work, sleepless nights, close calls, and moments of genuine happiness along the way.
I’ll always be grateful for the opportunity to collaborate with so many talented combo makers on just about every video concept i could’ve imagined – but i think i’m done. After ten years, this seems like a good time to step away. I might still release short combovids on my own; but without the crazy stressful deadlines and sleep-deprived, near-death experiences of driving to Las Vegas at the last minute with 6-18 months of work on a USB drive in my pocket!
On a slightly gloomy note, i should probably mention that our last five collaborative combo videos have an average of barely 20,000 views (a huge drop from 140k in previousyears).
I know better than to judge the success of a project based solely on view count. Plus i never monetize any of my videos, so views have no financial impact on my life whatsoever (and i still think trying to make money from playing video games is fool’s gold). And yet, it’s difficult to ignore the sense that people don’t seem to care as much about these combovids anymore.
The third entry in the style exhibition combo video series features numerous veterans, many new faces, and several new fighting games! A total of nineteen combo makers collaborated on this extraordinary video – growing it into ten full minutes of creative and original combos, with a central emphasis on stylish gameplay.