![]() Now I'm not saying it was definitely on a ship. Those kind of contrastings styles make a world feel intriguing and alive, and I believe it was Brad Bird (director of the Incredibles) that I heard say just the right mix of things making it hard to tell the year really helps to make fiction timeless. ![]() Cowboy Bebop pretty much mixed this same cocktail to stellar results. Some times those mix matches of style are beautiful. Definitely pulls from 20's jazz culture and noir. But you have the classy bartender making drinks in a white tux, and a mysterious dame playing away on a swanky piano. It feels really 70's/80's with those things. Within the Stray Sheep the arcade machine, the neon lighting the place, the local traffic moving in and out, Johnny chain smoking indoors, the cute waitress in her work uniform gossiping. Other than the nightmares you spend the game in the Stray Sheep. Really the game doesn't entirely seem to be in the present either. They had a certain aesthetic, a certain feel they wanted to create. ![]() The other reason that the game never really shows evidence that would lead you to believe they are way more advanced than we presently are is stylization. It would lose absolutely all of that impact if they had implied the date in game by showing nonexistent tech. A ten year old plot twist excited them this morning. There is another commenter just above who said they had beat the game with every ending for the girls, but had never got the ending you see Vincent at the space port. They wanted people to go "Holy shit! No fucking way!" The run to internet forums to talk about it, and I think they done it right. The first is that the true freedom ending was meant to be a sudden fun shocker to the player's who got that ending when the game first came out. ![]() The game was nominated for several awards, and exceeded Atlus' sales expectations by having sold over one million copies worldwide by 2017.There are two reasons you don't see them using super advanced technology in game. Reception was generally positive, with critics praising its mature subject matter and gameplay, despite some criticism directed towards its difficulty. The team aimed to expand upon the original, bringing back the original cast while adding a new love interest named Rin, short for Qatherine. Full Body was developed by Studio Zero, a then-newly formed division within Atlus led by Hashino. The English localization was handled by Atlus USA. The game began production near the end of Persona 4 's development in 2008, with the aim being to create something for a more adult audience. The game's ending is affected by choices made by Vincent over the course of the story.Ĭatherine was developed by the same studio behind the Persona series, including producer and director Katsura Hashino, character designer Shigenori Soejima, and music composer Shoji Meguro. The gameplay is divided between the daytime, where Vincent interacts with the characters in a social simulation, and his dreams where he must navigate three-dimensional towers through combined platforming and puzzle-solving. The story follows Vincent Brooks, a man who is beset by supernatural nightmares while torn between his feelings for his longtime girlfriend Katherine and the similarly named beauty Catherine.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |