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/vr/ - Retro Games

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>> No.7923440 [View]
File: 2.87 MB, 2480x3116, 1436589666709.jpg [View same] [iqdb] [saucenao] [google]
7923440

>>7921282
The US Megaman cover is a complete turd, the European one is how it was fucking done. Is it different from the aesthetic of the game and what the developers were going for? Fuck yes it is, it's westernized, but in a very good way, because it still depicts the characters very recognizably, and the art itself is very high quality.

There were lots of good painters available in the US, they could have settled for even just a decent one, but instead Capcom goes fuck it and just takes a hurried shitscribble. Luckily, the game is actually really good, so even if the cover art is a turd it got by on word of mouth.

>> No.6289163 [View]
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6289163

>> No.6281161 [View]
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6281161

We got the kickass movie-poster looking cover in Europe.

>> No.5756707 [View]
File: 2.87 MB, 2480x3116, 1436589666709.jpg [View same] [iqdb] [saucenao] [google]
5756707

Things I think older games often do better:
>challenge; games weren't afraid of being tough, they didn't hold back
>soundtracks; not a lot of games have memorable ones these days, meanwhile even a lot of mediocre games in 80s and 90s could have some pretty good tunes
>covers; a lot of games these days have very samey and boring cover art, look at pic related, the European cover for Megaman, it looks like an old kickass movie poster, it was even painted on canvas, few games today feature a cover as exciting and good looking as this
>explosions; they were often an expanding fireball (or multiple ones) that looked kickass, a lot of modern games either do them with mostly smoke (which is more realistic, but who gives a fuck if it's not ARMA), or they do them with particle effects and it just looks really weak
>level design; I could write an essay on this topic, but using a few FPS as examples I'll just say Duke Nukem 3D was a good example of non-linear level-design, and Half-Life was a good example of linear level design, while Shadow Warrior 2 is an example of VERY bad non-linear level design, and Call Of Duty : Black Ops is an example of bad linear-level design

>> No.4741113 [View]
File: 2.68 MB, 2480x3116, mega man 1 pal box.jpg [View same] [iqdb] [saucenao] [google]
4741113

>>4738671
The European covers got it right

>> No.3332727 [View]
File: 2.87 MB, 2480x3116, FC_MegaMan_1.jpg [View same] [iqdb] [saucenao] [google]
3332727

>>3332721
A venerable classic. I always love how intense Wily looks in these things.

>> No.2579658 [View]
File: 2.87 MB, 2480x3116, 1438152134332.jpg [View same] [iqdb] [saucenao] [google]
2579658

commence dumpan

>> No.2530393 [View]
File: 2.68 MB, 2480x3116, MegaManPALArt.jpg [View same] [iqdb] [saucenao] [google]
2530393

>>2526431
>>2528715
Y'all niggaz missin' out on the PAL box art

>> No.2443034 [View]
File: 2.68 MB, 2480x3116, mega man 1 pal box.jpg [View same] [iqdb] [saucenao] [google]
2443034

I like European Mega Man art.

>> No.2292224 [View]
File: 2.68 MB, 2480x3116, mega man 1 pal box.jpg [View same] [iqdb] [saucenao] [google]
2292224

Mega Man games. Are they supposed to give me a real challenge? I might die a couple of times, but nothing major. And MM2 is piss easy on Hard. Why even have the "Normal" difficulty?

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