thank you for making this video! it sort of made me connect the dots on this game's place in game history/the context of its release. (for said context, i'd recommend reading glitchcat7's article on the history of kaizo mario, and then jeremy parish's videos on the tower of druaga and super mario bros. 2. i find it very interesitng!) it seems to me that this type of labyrinthine game design came about from people communally tearing apart games, and game designers designing games for said tearing apart. with this lens, i find these games much more interesting and easily appreciable than the standard 'what were these game designers thinking?!?!?!?!' lens that i'm sort of just now realizing i hadn't fully broken out of. sorry that this isn't very concise, i just wanted to share the thought i had
@goattrain2 жыл бұрын
CONGRATULATION - this is a heck of a game, thanks for showing it off!
@Mike142642 жыл бұрын
Good playthrough! I can give ya a hint about the keyword if ya want. While I don't particularly like the game, gameplay-wise at least, I love seeing more about it. I actually commented under your post about it, but it's long and tedious to read, so... yeah. It's funny how these games make me think just as much, or sometimes even more that other games that are more palatable. But to me, it's moreso the setting and locations than the gameplay, although it is interesting how they wanted it to be at least just as popular as Mario, which is a little saddening the more you think about it... As for the secrets, I think that, while telegraphing the secrets makes them process of finding them more smooth, it doesn't really make them, well, secret. And it also doesn't make them feel as natural. It's odd, that cryptic secrets and passages with no hints towards them feel more... natural with their placement. Kinda. Reminds me of the first Legend of Zelda. You were actually discovering secrets in the overworld, the dungeons... it kinda hits different, if that makes any sense. Still, I'll defend that a game that's hard to beat, that doesn't want to be beaten, doesn't need to play like a slippery piece of scrap that was bathed in oil and dropped in mud, that it can still play well. But that's getting into personal tastes, I think. People can find enjoyment out of many things, so what makes a game good is more subjective than what most people think.
@Taro4012ITG Жыл бұрын
wow she's gaming
@june_flower2 жыл бұрын
really interesting game and playthrough! thank u for making this ~
Пікірлер: 6
thank you for making this video! it sort of made me connect the dots on this game's place in game history/the context of its release. (for said context, i'd recommend reading glitchcat7's article on the history of kaizo mario, and then jeremy parish's videos on the tower of druaga and super mario bros. 2. i find it very interesitng!) it seems to me that this type of labyrinthine game design came about from people communally tearing apart games, and game designers designing games for said tearing apart. with this lens, i find these games much more interesting and easily appreciable than the standard 'what were these game designers thinking?!?!?!?!' lens that i'm sort of just now realizing i hadn't fully broken out of. sorry that this isn't very concise, i just wanted to share the thought i had
CONGRATULATION - this is a heck of a game, thanks for showing it off!
Good playthrough! I can give ya a hint about the keyword if ya want. While I don't particularly like the game, gameplay-wise at least, I love seeing more about it. I actually commented under your post about it, but it's long and tedious to read, so... yeah. It's funny how these games make me think just as much, or sometimes even more that other games that are more palatable. But to me, it's moreso the setting and locations than the gameplay, although it is interesting how they wanted it to be at least just as popular as Mario, which is a little saddening the more you think about it... As for the secrets, I think that, while telegraphing the secrets makes them process of finding them more smooth, it doesn't really make them, well, secret. And it also doesn't make them feel as natural. It's odd, that cryptic secrets and passages with no hints towards them feel more... natural with their placement. Kinda. Reminds me of the first Legend of Zelda. You were actually discovering secrets in the overworld, the dungeons... it kinda hits different, if that makes any sense. Still, I'll defend that a game that's hard to beat, that doesn't want to be beaten, doesn't need to play like a slippery piece of scrap that was bathed in oil and dropped in mud, that it can still play well. But that's getting into personal tastes, I think. People can find enjoyment out of many things, so what makes a game good is more subjective than what most people think.
wow she's gaming
really interesting game and playthrough! thank u for making this ~
wow scary game