Dark sequel in Dante's Inferno style... O.o Apparently, first game's hell for the poor innocently murdered Tut was not enough for the developers. *My inner Oddworld fan began to stir greedily*
@sentrystormreaver8 күн бұрын
one of the most underrated games of all time, i wish they would return with this style but it will probably be a 2D game like the original
@docheckfire397919 күн бұрын
Great video as always! I love how you always pick cool stuff off the beaten path. I would still like to play this one day, but it gives the vibes of a game that on the surface just watching footage it seems ok but it's when you play it you realize it's bad lol.
@BioPhoenixReviews19 күн бұрын
from what i played of this game i actually thought it was decent and not as bad as what others said. its not amazing obviously but its interesting to see how they turn a classic game into a 3D beat'em up hack and slash and its much better then a few others iv played glad they went with the 3rd person style since a first person game like this would have been weird since its all about transforming into new creatures and you would not be able to see what you turned into lol
@freeckycakeOG19 күн бұрын
Oh, I only suggested the first person mode for the Garuda and Merman segments. It was easy to miss shots in those forms. Maybe they could have made those to control differently or something else. I still think this game needed a lock-on system. Fun fact, the E3 2004 footage had a much better gameplay. Maybe this game was downgraded/rushed to meet the release date, but we'll never know what really happened....
@WiiUnabuddy20 күн бұрын
I've watched the movie before, but thank you for the nightmare fuel at 03:12
@100Servings20 күн бұрын
Looking at the footage, I definitely think going with the modern day setting was a bad idea. I think it was an engine issue, but the world looks awful. Some programming engines just aren't made for a specific location. The best example is Ken Silverman's Build Engine, that was used to make Blood, Shadow Warrior, and Duke Nukem. The Build Engine renders real world settings extremely well, like buildings, interiors, and vehicles. It doesn't do natural settings well at all. To be fair, however, setting it in ancient Greece would have made it get compared to God Of War, which wouldn't have gone well either. It also wasn't a big success for Rygar. I would imagine the music isn't great either. Nu-metal was big at the time. That stuff ages like milk. This was an interesting video. Going to China always has a mixed result. Former DOOM creator American McGee has been living there and developing games for years, but the results are incredibly inconsistent. I've been to bith Hong Kong and mainland China and wouldn't recommend either one. Keep up the good work, FC! Any chance of an end of year wrap up? What you played, what you're looking forward to? I'm looking forward to Mechanicus 2 in a major way.
@freeckycakeOG20 күн бұрын
Fun fact I didn't include is that the game was originally developed by SEGA WOW. The issue I came across is "what happened to them?" In the E3 preview of 2003 and 2004 you can see SEGA WOW below, but once the game was finished, their name was removed.... For the love of me, I couldn't find anything on what happened. Honestly, they should have given this to the makers of Shinobi, Sega Overworks. It would have rocked! I agree about China. I feel it's the same about India. The quality flickers from one to another. Reminds me of Ken Levine's The Lost. The Indian studio that picked it up changed nothing from the seemingly axed build. They just tweaked some tiny stuff, and released it. And you can see how the graphics are outdated for an 2008 game... After Kill.Switch documentary, I'll do a video presentation of who I'm and of course, what I played/finished this year. Spoiler alert: it's too much! I know it's too late for an introduction, but I kinda started seeing a lot thinking I'm Portugese or Chinese haha. Expect to see that one in early January! Oh, one of the games I'm looking forward to is Little Nightmares 3. Here's hoping it's great like the other two.
@100Servings20 күн бұрын
@@freeckycakeOGYour channel used to say you were in Morocco, and I assumed you were a native French speaker. Now it says United States. I live in the US, but I travelled the world in the Navy before I settled down in Texas.
@freeckycakeOG20 күн бұрын
Busted! (T_T) Yes, I'm from Morocco. Born in Morocco :p. I think there's no need to hide where I live. But yeah, I'm 26 at the moment. Being gaming since the age of 7 (I was a noob back then, haha) Then, I think I started the obscure gaming research when I was 12 (?). Sadly, all the games advertised here weren't my thing: GTA, Fifa, Uncharted, Assassin's Creed. But I think the game that caused a major pivot for me was Watch Dogs. It was EVERYWHERE here, including Assassin's Creed Unity. Oh, and GTA V too. I tried them and I felt betrayed. It changed my view on everything. Heck, even anime! Edit: Since you've followed this channel since its inception. I think you deserve to know my real name. It's Yassine.
@100Servings20 күн бұрын
@freeckycakeOG Ah. Well I'm 45 and my first game system was an Intellivision my dad brought home in 1981. My parents were gamers and got me into it as well. As for who I am and what I look like, I have videos on my channel. I just haven't made any in a long time.
@freeckycakeOG20 күн бұрын
@@100ServingsNever saw an intellivision or an Atari in my whole life. That stuff was obscure here. Now that I think about it, PlayStation was the real deal here. There were plenty of bootlegs of consoles like the turbografix, Genesis, SNES...etc but rarely will you see the real thing.... You look great, my friend! Now I wonder if I will ever buy a camera to show my face 😅 Maybe one day.
@IllusiveMoose0322 күн бұрын
Perfect music selection for this video. Sphinx has an amazing soundtrack.
@IllusiveMoose0322 күн бұрын
Thank you for checking out my Sphinx fanmade trailer that I posted on my channel!
@freeckycakeOG22 күн бұрын
@illusiveMoose03 thank you for the kind words! You've made a fantastic trailer. I think THQ Nordic should use that one if they ever port Sphinx to PS4/PS5/Xbox Series X. If THQ Nordic contacted Swyter because of his Sphinx mods for the Dolphin Emulator, anything is possible. I'm glad you liked the video. It's the least I can do for a franchise I grew up with since 2007!
@IllusiveMoose0322 күн бұрын
This is a wonderful documentary. Great clips used and I like how much detail you went into the background and development. If only Sphinx had become the proper franchise that was originally planned.
@manlikekgabz22 күн бұрын
Man, this game holds a special place in my heart. It was one of my childhood games back in the day. I've beaten it 5 times (Feb 2020, Nov 2020, Dec 2020, Feb 2022, Mar 2023, Feb 2024). I did a playthrough of it on my channel (not to self-promote) and it's probably my favourite and most successful playthrough I've ever done. I'd really like to see this franchise revived one day, especially at a time when there's a push for more native American representation in media. Also, the scene where the Wendigo attacks the village scared the shit out of me as a kid 😂
@freeckycakeOG22 күн бұрын
I have never came across someone who finished this game more than two times. Today was the day! If you ask me, I doubt Brave will ever return. As I said in the video, it needs a community advocating for its return. A subreddit dedicated to Brave will help. People talking about it on Twitter will also help. These actions help big time! I asked both Robbie Graham and Pete Shea if Brave will ever return and they said probably no. SouthPeak Games still owns the IP, but the problem lies with Disney themselves. If they catch someone using the same name as their Pixar-made Brave, it may end up in lawsuits. Knowing Disney, they may do it. Maybe a spiritual successor could happen if the game catches the mainstream eye.
@lostmediamines25 күн бұрын
This is the video I found you in.
@GoldenGateNum928 күн бұрын
👌When this came out Gamesmaster mag gave this 35%, they also rated Harry Potter 75% next page 🤭 bloody eeeadiats, I stopped listening to fools like that long ago and now have a very healthy game collection 🎮🕹♥️ P.S. Shadow Of Rome 2005 ( Capcom ) is also criminally underated.
@freeckycakeOG27 күн бұрын
KZbin for some reason deleted my comment.... You've done the right choice. I remember listening to reviewers praising games like Assassin's Creed, GTA V, and Watch Dogs only to be disappointed in the end. Ever since that day, I just took the traditional way.
@MamaLuvDuvАй бұрын
Fantastic video! It's really good to finally have a video going over the history of this game. Though there are a few things incorrect here though I'll only go over one as Swyter and yourself have already corrected the others. At the end of the video you say "With THQ Nordic now under the umbrella of the embrace group". I'd like to correct that, Embracer Group and THQ Nordic have always been parented to each other. Embracer Group used to be known as THQ Nordic AB (as opposed to THQ Nordic GmbH) however in 2019 they decided to rebrand (for the second time since the Nordic -> THQ Nordic rebrand) to Embracer Group to stop any confusion between the two. So it's less a "now under the umbrella" and more "With THQ Nordic under the umbrella".
@freeckycakeOGАй бұрын
Hello, MamaLuvDuv, I'm glad you liked the video. The Sphinx community have done a great job uncovering info on Sphinx 2! Ouch, I had no idea about the Embracer situation, as I didn't look too deeply into it. I just assumed that since they own a lot of THQ IPs, it was the case. My apologies for missing that part!
@Ragucci25Ай бұрын
I really would like an Xbox and PS port with achievements! Thanks for making this. It's one of my favorite games.
@freeckycakeOGАй бұрын
I'm glad you enjoyed it! I would also love to see an Xbox and PS ports too in the future!
@EhurtAfyАй бұрын
Never played this yet I remember seeing for it a LONG time ago lol. Nice research and presentation 👍
@freeckycakeOGАй бұрын
I'm glad you liked it, @EhurtAfy I remember seeing this game first in a German TV channel that I now can't recall its name. I think I was 6-7y old back then. Years after that, and I started seeing posters of it in my country. Platformers were very obscure here, so nobody bothered with the majority of them. As soon as I saw it advertised, I saved some money and bought it. Those were the days...
@IllusiveMoose0322 күн бұрын
I love how you can discover older games through youtube. Ive found myself playing games I saw a while ago because a youtube video inspired me to.
@dr_uboАй бұрын
I received this game when I bought my Gamecube and honestly I was not interested in the game at first, but I ended up liking it a ton. The guy at the store said I would like it if I liked "Zelda games" so oh well, no pressure there buddy. Game deserved to be as recognized as Juju and the other THQ-tier franchises tbh. It would've done better had it had a portable version (GBA). I swear.
@freeckycakeOGАй бұрын
That store owner is a badass. I had a store owner once suggesting many hidden gems to me like Legend of Kay, Kya: Dark Lineage and Okami!
@SwyterАй бұрын
Good job making some of these things more widely known, I'd definitely post this in the Sphinx Discord and Steam Discussions. The only inaccuracy is that Eight Pixels Square (now part of Miniclip) was essentially the regrouped Eurocom V2 team refocused into phone games (deemed more profitable) and working in the same place *after* the original company went under. So, from what I gather, the timeline is something like: (Nov 2003) Sphinx releases -> (2004) Java version releases -> (???) They try to make at least an Xbox 360 version years later, and who knows what else -> (Dec 2012) Eurocom and THQ go kaput after the global crisis hits them and projects are harder to come by -> Eight Pixels Square replaces it, same Eurocom owners -> (???) they work on a secret Mummy infinite runner prototype (with some of the original artists) that apparently goes nowhere -> (Dec 2016) the company was sold to Outplay Entertainment -> THQ Nordic buys the rights from them. Hope that helps. :)
@freeckycakeOGАй бұрын
I'm glad you liked the video Swyter! and thank you for the clarification! by the way, that interview was a blast ;)
@100ServingsАй бұрын
It never ceases to amaze me that so many people put in so much effort to ultimately disappoint everyone involved. This really begs the question: what is the secret to making a game into a successful franchise? How did Mario and Sonic succeed where everyone else failed? I guess if there was an answer to that, we'd have a lot more successful franchises.
@freeckycakeOGАй бұрын
Sonic and Mario were pretty new, and had the opportunity to succeed.I believe they also established a community that watched them as they grew. When they succeeded, they established a bar nobody can really surpass. This game was sadly heavily compared to Legend of Zelda and it gets compared to Loz today. Reminds me of an old article I made praised this game and some bunch called this a LOZ rip-off :/ It also didn't help that platformers died back then. A lot of them were destroyed as soon as Call of Duty and GTA 3 released :/ And around this time they didn't really feel like platformers anymore. They had all these different genres mixed in together that made them unique, but that didn't save them in the end. It's a shame that most of the platformers I covered so far will never return. (Unless if they downgrade these to AA)
@100ServingsАй бұрын
@freeckycakeOG At least Legend Of Kay got modern rereleases. I picked up the Switch version for my kids after your video. I just think the development costs of the modern systems is too much to justify making platformers, and they're difficult to play with mouse and keyboard on PC.
@freeckycakeOGАй бұрын
@@100Servings And platformers are risky for publishers. It was a miracle Croc returned, but it's still not guarantee more sequels will be made. The older a game goes on hiatus, the harder it is for developers to make a sequel. I mean, sure Psychonauts 2 got a sequel, but who funded them? People via Kickstarter. Microsoft didn't do anything. It just goes to show that nobody is risking it with these type of games..... I hope the kids are enjoying Legend of Kay!
@VanoftheDownAngel18 сағат бұрын
Well, I would say the game is quite boring: too much running and dialogues (which are uninteresting because there is no plot as such), too few battles and too low difficulty in all. Uncomfortable and slow sword fights. Very often it is completely unclear where to go next and what to do. Also what is extremely important at least for me in any game, is the plot, and here's non. What exist here is not even in sketch state. The only intrigue and moment that evokes emotions is a question why Tut was killed and whether he will get his body back or not. More than sure that all these shortcomings were the reason of unpopularity. Plus, of course, not enough advertising, apparently - for example, I have never heard of this game before this month, although I was a big fan of the genre and PS2. However, I see huge gameplay, story and visual potential in this game that was simply not executed correctly.
@VanoftheDownAngel16 сағат бұрын
Literally increasing the difficulty, better made fights (I'm honestly very much surprised how they managed to make bad fights using Zelda formula), more varied Mummy puzzles and a full-fledged story would have elevated this game to such a high top, that only a few can reach it. Especially now if they'll make a sequel, because nowdays you won't find truely good new 3D platformers anywhere in any form (there are a couple of not bad, but I didn't like them for a number of reasons).
@freeckycakeOGАй бұрын
Some things to address from the video: 1. Sphinx went through four names in development: Sphinx Sphinx and the Shadow of Set Sphinx and the Misfortunate Mummy and finally Sphinx and the Cursed Mummy The reason why I didn't mention it is because I couldn't find a clear logo of it. There's a print ad of that one though. 2. THQ went bankrupt in December 2012, and ceased all operations in January. The February mention is my mistake. (I don't know where did it came from, haha) 3. An Xbox 360 port was in the works after the Java release, but it sadly didn't go anywhere. Krow made a list of beta changes/prototype builds of Sphinx. You can give it a watch. I shared it in the description. That's all I guess. Thanks.
@freeckycakeOGАй бұрын
Evan Hanley uncovered many cut content and changes that didn't make it into the video. Give it a watch if interested! kzbin.info/aero/PLLRkqQjo9BqP5BqRWHgJ0bJ5jk06oPkqV
@ThousandairesClubАй бұрын
*Road 96 had the least boring level design I've seen in a looonnngggg time 👌 each segment of the story was randomly auto selected and it always kept you guessing* 🌈
@freeckycakeOGАй бұрын
I'll have to try that one!
@kabeltelevizioАй бұрын
That is not level design though... That's just game design.
@ScottRogersMightyBedbugАй бұрын
Nice video! We had fun making the game! Long live Maximo!
@freeckycakeOGАй бұрын
Thank you for the kind words, Mr Rogers! You are absolutely right. Everyone at Capcom Digital Studios made a masterpiece!
@stormthesourceАй бұрын
1:10 made me chuckle lol
@PS1212Ай бұрын
Im gonna go ahead & assume that after so long & after taking off my own rose tinted glasses on this game, it wont be remastered officially. However, Activision now being owned by Xbox, maybe making a new one gets tried out.
@freeckycakeOGАй бұрын
I would love to be as optimistic as you, but I'm keeping my hopes low. Still, it would be nice to see what Activision would do if they ever made another 3D Pitfall. I'd love to see a Crash Bandicoot cameo in there too. Because....why not?
@matiasjauhojarvi9551Ай бұрын
I agree with you that open world often makes restriction on you so it really isn't so open. If i remember correctly then Pokemon Violet was pretty open. You could fight any gym you want but the only restriction was that some gym where more meant for later game because of higher levels.
@MelvinshermenАй бұрын
And also but seriously when Alice in palaces get made. Can we get a epsidoe when stickler return. That would be great. Maybe he is head of CIA that would kinda intersting.
@MelvinshermenАй бұрын
And do monster Madness Battle for Suburbia
@ArksideGamesАй бұрын
CAN'T AGREE MORE
@mondodimotoriАй бұрын
>Boring game desing >Puts Control, one of the most original designed game in recent history, under "bad" in the thumbnail and calls it "shallow" in the description. You know what's actually boring and shallow? Small channels putting out controversial content about "mhu modern games bad" hoping to get boosted by the algorithm via grifters arguments. You succeded, but at what cost?
@freeckycakeOGАй бұрын
I didn't like Control, and I felt its design was boring. There's a difference between the word "boring" and "'bad". Please, learn English. I see you edited your comment. First and foremost, you have to look at yourself real hard in the mirror if opinions trigger you this much. I didn't do it for algorithm, and I didn't expect the video to blow up either. My opinions are mine, and I've always not been into modern games. Ever since I played Watch Dogs, I changed my view about modern games and the unnecessary hype that comes with them. Games like Control are not as original as you think. Psi abilities were already a thing in Psi-Ops: The Mindgate Conspiracy and Second Sight. Some of the elements in Control were already in Quantum Break. Where's the originality? It was a fun a TPS with a great art direction, and a somewhat intriguing story, but I wasn't a fan of the level-design. I will do more of these ideas in the near future. I hope you don't lose it like you did today.
@ezpzjayzaarАй бұрын
I absolutely love how you put Shadow Hearts Twilight Street (Town of Twilight) music in the background ♥♥♥
@freeckycakeOGАй бұрын
Of course, it's one of my favourite games!
@D.IronsWorldАй бұрын
Good luck with games analysis in the future. Pro tip when you read your scripts try to relax and be natural, your voice will be less tense, and lots of loud reading will help with articulation. The best YTubers have own distinct voice and this is kinda secret to good videos in general, other half is just good script and topics. The worst is, everyone have to learn this, and listening to own voice is cringe to many ppl. You did fine job but I see a long road ahead of you, just keep growing and work on your craft. Wish you very best.
@freeckycakeOGАй бұрын
Thank you for the words of encouragement!. I'll keep all this in mind!
@MrChallengersifyАй бұрын
Imo the best open world game is RDR2, the rest are fine, but it feels like companies are either too lazy or too scared to make a good linear game
@mauriciopartnoy2789Ай бұрын
I believe the bane of open world games is that they often serve as hubs filled with generic content to connect zones of a game. There is less design density in the open parts so the experience as a whole becomes diluted.
@DoublepulseАй бұрын
My favorite type of level design is when you have a good over world that has levels and things you have to unlock or get enough experience to traverse that location. Metroidvanias also do this well. You want a sense that you can progress something, and having sections locked off or provide a limited experience in is what made the old GTA games, 3d Platformers, side scrollers so fun. I even think about the classic Legend of Zelda where each dungeon requires an item that specifically works with the dungeon. In a way, those games are open world or open environment, but it's more in flow with the story.
@freeckycakeOGАй бұрын
I think the closest game to emulate some of the Legend of Zelda formula and still provide a great level design, in my opinion, was Darksiders. You also needed to acquire several items to progress, and if you needed to visit previously locked ideas, these items helped. It's a shame that Darksiders 3 was not as memorable as the first two....
@KaZlosАй бұрын
Massive open worlds focus on the size of the traversable areas instead of their mechanics and gameplay patterns which lead to a ludonarrative disonance, the universe becomes a broken illusion because it was crafted to be looked at, not played in. The reason games like Shadow of Colossus, Outward or Gothic 1 make open world work well is because they have been designed to interact with the world. The player is not led by hand from point on a map to another. The unimpeded exploration that leads to meaningful gameplay is what makes the open worlds interesting
@freeckycakeOGАй бұрын
I like how although the world in The Shadow of the Colossus seems empty, it's full of symbolism. Fumito Ueda has a knack for making empty worlds feel rich.
@AdamAguiar10Ай бұрын
While I agree with another commenter that there are plenty of modern games with great level design, I think this video does point out a trend that is real. I think to find creative level/game design today, you have to look for smaller publishers or indie games. In the past, video games were such a small market that ALL games were like this, and they had to be creative to get people’s attention (or at least most of them did). In the past decade, however, video game markets have become so large that the most popular games are all following very similar formulas, because they are market tested. Small publishers have to be creative to get people’s attention, and that was the position almost all publishers were in during previous generations. I also definitely do think it’s true that technical restrictions actually breed creativity. Not just in video games, but in everything. That’s probably also one of the reasons this trend exists.
@freeckycakeOGАй бұрын
Couldn't say it any better.
@BioPhoenixReviewsАй бұрын
lol at 1:08 one weird thing i like about older game levels is whenever there is an area where you can see a new location but you cant access it. it always makes you wonder what the rest of it looks like. a good example of this is in banjo kazooi, the area with the ice key that you cant access right away. you can always see it but you cant do anything about it yet so it makes you really curious to go there. and then you have a game like my good old favourite deception where every time you see the outside of the castle. it makes you wish you could walk around out there to see more of what the world is like but you cant and yes it may be limited but these curiosity are kinda cool to me.
@freeckycakeOGАй бұрын
Yes! The sense of curiosity! That is what I tried to convey. Not everything has to be explorable and open-world. Since you mentioned Deception, there was this mod I saw long ago for Haunting Ground where you could turn to camera to over the shoulder. And when you look at the outside, it's very spooky and dark. Makes you wonder if Fiona even survived after she left the castle....
@BioPhoenixReviewsАй бұрын
@@freeckycakeOG that sounds like an interesting mod for Haunting Ground. would be fun to replay it that way
@brickproduction1815Ай бұрын
Love your videos
@freeckycakeOGАй бұрын
Hey thanks for the words of encouragement. Trying to always get better.
@kabeltelevizioАй бұрын
This wasn't very well structured. I feel like the video was all over the place, and didn't really substantiate your points. You were mostly talking about game design not really level design and you didn't really do enough comparing to establish a trend. This video wasn't about modern level design, it was more about linear vs open world design. For every good older game you mentioned, one could name equally many good linear modern games and we usually only remember the good games from the past, there were just as many really bad levels. Also games are about their target audience so you kinda have to look at games with that lens. The comparisons you did have didn't make much sense, and felt like you were just using nostalgia and didn't really highlight specifically why those levels were better, than an open world environment. You showed the old God of War games, so why not compare to the new God of War games. There are multiple GDC talks with level designers who worked on these, that could be a good starting point. Not sure what's the point of comparing AC with Dishonored, those are very different games, with different goals and different types of players. Why not analyze a GTAV mission design and how it utilizes its open world, or a Far Cry open world or how Elden Ring uses its environments. This felt too shallow right now and it feels like you didn't really prove your point.
@freeckycakeOGАй бұрын
Criticism noted! There's always a next time Edit: some of the games I mentioned here are some I fairly played recently. So I didn't speak entirely from nostalgia. I still believe the AC vs Dishonored criticism is valid. Both are about stealth. One is open world game that promises a vast enivronment, which inherently should feature multiple choices to tackle your executions but it doesn't. You're disillusioned to believe you have choices, when you don't. Dishonored, while not open world, is better. The world is smaller but feels bigger than Assassin's Creed. Both audience for these two are "stealth fans." So it's fair to compare them. I think you didn't watch the part where I said that not every PS2-era game was a masterpiece, and that not every modern game is bad. But like I said above, there's always a next time to do better. Thanks.
@kabeltelevizioАй бұрын
@@freeckycakeOG AC and Dishonored are very different games, just because because both have stealth. Alien Isolation and MGSV also have stealth. All very different games with very different target audience. Systemic sim in general are a very niche genre, with very few players compared to AC. Most players are looking for a more casual experience, something the AC games are much better at providing. I don't know why you think open worlds should inherently feature more gameplay opportunities. An open world is just a connecting zone. AC games don't need supernatural abilities or the same kind of systemic sim approach, because that's not what the target audience is looking for. They want a storybased, fluid experience, with not much trials and error. More spectacle than depth. That's why these games are not comparable in any way. Since you didn't even touch on this, I think good level design is like a good visual effect, it's best when you don't even notice it. When a player instantly knows his options and how to navigate the gameplay challenge. Both Dishonored and AC games are fairly good at this, it would have been cool, if you would have explored this in your video, by analyzing actual missions and how many ways they let the player tackle a challenge. With all that being said, I like Dishonored more than AC for gameplay, but RPG fans will like AC more than Dishonored. Also, if you reply, don't edit the comment, because I won't see that.
@freeckycakeOGАй бұрын
@@kabeltelevizio Comparing Alien Isolation to MGSV to me doesn't feel right. Hmmm. You have to put into consideration the themes too. Dishonored and AC both feature an Assassin. Both rely on stealth and chaos. You have a choice to either go rampant or pacifist. A better comparison to Alien Isolation to me would be comparing it to maybe..... System Shock (?). That one also has stealth elements, and like Alien Isolation, going rogue in that game is not the best approach. I still think open worlds should offer many opportunities for you to tackle your objective. Why is the world is so big if it won't be used to its full potential? Assassin's Creed or Watch Dogs could benefit from better level design. They could add as many things for you to assassinate your targets. Take for example Thief: Deadly Shadows. You have these semi-open environments that frankly aren't that impressive, but as soon as you can get inside places, you have rooms to tackle your targets. How I wished Assassin's Creed or Watch Dogs had this type of gameplay instead of giving you the illusion of freedom, the illusion that you're playing an open world game. When in reality, it's an illusion. I agree Assassin's Creed doesn't need supernatural abilities, but come on, give me something that makes feel like an assassin. Don't make every environment so shallow, linear, and oversimplified while giving me the freedom "I can do anything I want." Isn't this how Ubisoft marketed Star Wars Outlaws? Yet look at the game. Very bare bones. "Both Dishonored and AC games are fairly good at this, it would have been cool, if you would have explored this in your video, by analyzing actual missions and how many ways they let the player tackle a challenge." That's a very good idea. I may just do that next. I promise it won't suck this time XD Thank you for taking the time to comment. I'm fairly new to analysis and all this. Hopefully next time it will be better.
@kabeltelevizioАй бұрын
@@freeckycakeOG "Comparing Alien Isolation to MGSV to me doesn't feel right." I was highlighting that comparing those two is just as nonsensical as comparing Dishonored and AC. The theme is irrelevant for the most part, the aesthetics of a game do not necessarily correlate with the gameplay challenge what matters is what kind of gameplay the players are looking for. The target audience is very different for these games. AC players do not want the kind of gameplay you think they want. They don't want the kind of freedom Dishonored provides, because they enjoy the RPG and story elements of the AC game more than the different approaches of the Dishonored series. I am not even sure anything past Origins is still that stealth heavy, they are more combat oriented, no? So, I don't think your analysis of AC games is accurate, because these games don't even want the same thing. But even pre-Origins, AC would just give you a target and a location and you could approach it in many ways. Through a garden, though windows, through the roof. It wasn't as sophisticated as a systemic sim, but it's level design was very good at providing that experience. Again, it is for a more casual audience, for hardcore stealth people there is things like MGSV.
@xrichie7924Ай бұрын
What great constructive criticism. This is exactly how I was feeling about the video!
@WiiUnabuddyАй бұрын
What you described witb Assassin's Creed was exactly how i was feeling with GTA V while doing the mission. It has such an amazing huge world but, during the missions, the put you on such a tigh leash that they make npc's cars go faster during mission so it's impossible for you to reach them until the game wants you to. Instead of letting us be creative and complete an objective in a dozen different ways, they just take away your choice. I felt the same thing with Red Dead Redemption 2's campaign, but then i think it's more about "quest design" or whatever
@freeckycakeOGАй бұрын
That's a very good observation. Open world games promise you vast world to roam through, but they're inherently flawed. And let's face it, we won't even explore half of these worlds. They're too big and every corner looks the same. Plus, the illusion of choice in these games is baffling. I remember getting Watch Dogs during its 2014 launch and being excited to delve into this "new next-gen" game that promised you endless possibilities. All with the power of a phone. What I ended up with was disappointing... Suffice it to say, I didn't bother with the other instalments...
@100ServingsАй бұрын
You're being silly. Your analysis skills are top-notch. You simply describe what your eyes and ears witness and the feelings it gives you. There's not a whole lot more to it than that. I've actually been thinking a lot about this exact subject as of late. I remember seeing a map of a Wolfenstein 3D level compared to a modern Call Of Duty level. The Wolfenstein map is huge, has hidden doors and passageways, and sometimes even secrets within the secrets. The Call Of Duty level is effectively just a hallway, carrying the player from story beat to story beat. One allows exploration and discovery, while the other carries the player to plot points. Surprisingly, both have a valid point. This brings me to what I've been pondering: one of my favorite games of all time, PREY (2017). It's ironic you bring up Dishonored, since PREY was made by the same studio (the late Arkane Studios), and was HEAVILY inspired by Looking Glass Studios' games. It's so blatant that the 3D screen technology the characters in the game use is actually called "Looking Glass". Besides just a massive environment, there's so much verticality and alternative paths. It's not enough to get through an area; you also need to go behind the walls, under the floors, and inside the ceilings. There's really nothing else like it anymore. So why did it sell so poorly and is completely forgotten? They made a few massive mistakes. First of all, they chose to name it after another game that it had nothing to do with: Prey (2006). Second, they really didn't communicate that the game was a love letter to games like System Shock and Thief. Worst of all, it is a game without flaws. Let me explain what that means: The combat is tight and responsive with incredible depth, the story is complex, the enemies are a constant threat, the puzzles are almost impossible at times. The voice acting is phenomenal, being carried by the remarkable performance of Benedict Wong. With nothing to complain about, there's also nothing that critics could cling to. You can only say "it's good" in so many ways. To paraphrase a line from Ben "Yahtzee" Croshaw, pure water freezes poorly because there's no impurities for ice crystals to form around. If you're looking for a game that redefines level design, this is it. It also runs great on older PCs, so there's no excuse not to play it! This was a great video. Your editing is really good. I picked up on the MegaMan X: Comman Mission music in there! Keep up the good work!!!
@freeckycakeOGАй бұрын
I'm glad you liked the video, @1000Servings! It's interesting that you mentioned Wolfenstein 3D because I remember playing Wolfenstein: Old Blood and feeling like it still had that bit of the originals' spirit in the game. New Order was alright, but The New Colossus was straight up linear, and to me, felt rushed. I'm not shy to say this but, Wolfenstein (2009) is still my favourite in the franchise. I wished they made a sequel to that... The whole concept of superpowers and fighting sci-fi inspired Nazis was great. Of course, while we're on the subject of level design, I think Return to Castle Wolfenstein also had a great level design (?). My memory is foggy, but I remember collecting all the secret items from that game years ago. There was a LOT! I played Prey (2017) and I haven't finished it yet. And yes, I agree with what you said. May I also add that I feel like it wasn't marketed well? I only knew about it when I finished the original Prey (2006) just a few years ago and being like "Is this the sequel?" And this led me to a rabbit hole. You know, the cancelled Prey 2 and all that. I completely agree with what you said about the design. You know, the game had a sense of dread that's been missing from games lately. Actual dread. You're busy crafting some items and bam! a chair turns into another thing and it scares the hell out of you. Ammo was a scarcity even on the easiest difficulty, and each encounter was a real challenge! I'm definitely going to return to the game very soon! I showed the game "Control" on the thumbnail but I didn't talk about it. I wanted to say that while the game had a fantastic shooting mechanics, good visuals and great storytelling, I felt the level design was repetitive. To me, it didn't feel like a metroidvania at all. I knew where I had to go, and each new level didn't really impress me.... It isn't as bad as Alan Wake: American's Nightmare per say, but still, for a game that gets touted "Underrated" in several forums, I wasn't impressed. Heh, you caught the MMX OST, Nice! I'm almost on my way to finish it! Good game!
@100ServingsАй бұрын
@freeckycakeOG Prey 2 was such a loss. I don't know how much you know about the story, but the twist would have melted everyone's brain with how crazy it was. Unfortunately, it will never be.
@Mal_Freeman04513 күн бұрын
Prey is magnificent. While it certainly takes inspiration from Thief and System Shock, the game it most resembles in terms of player freedom through immersive interaction is actually Deus Ex. Thief and System Shock don't offer that much player freedom in compariso. Thief naturally restricts the player within the role of a thief, while System Shock never had much environmental interaction in terms of picking up objects and so on. Prey follows Deus Ex's philosophy while drawing inspiration from Thief's stealth and System Shock's aesthetic.
@freeckycakeOGАй бұрын
There was a lot I wanted to say in this video, but I didn't. Mostly because I'm still not good at analysis and all this sort of videos. Will do better next time, hopefully.
@MelvinshermenАй бұрын
Here some request dead head fred and Pirates: The Legend of Black Kat
@freeckycakeOGАй бұрын
Hey, Melvin. I appreciate the enthusiasm! Many obscure games are being worked on! Dead Head Fred is in the cards along with other obscure platformers! One of the guys who worked on Dead to Rights was involved with that one as well. Once a Dead to Rights video is made, I'll ask him again about the game!
@MelvinshermenАй бұрын
Yes is Jake Thomas or he use to be Lizzie McGuire brother or stickles from Cory in the House. Yes is same Guy look it up.