volantedesign
Volante
volantedesign

When you have as many tattoos as I assume this person does, based on the other ones visible in the shot, your new tattoos often become snapshots of a moment in time that was impactful to you. Like a time capsule.

Just what the game needed, floatier driving physics.

So, does this mean they’ll also remake Dirge of Cerberus?

:chefkiss: Let’s make it, get noticed by Sega and then get hired to finish it, like they did with Sonic Mania.

You have described my dream sonic game. I don’t know if you’ve played Grip, but the physics and track design in that game are perfect for what you are describing, although most reaching games are circuit based tracks and a Sonic track should be point to point.

Or at the very least, make “yes” the default option.

And Jennika, that would be really awesome. She’s been in the comics for 2 years now, and it would be super cool to see her added to other media.

I remember back in GTA3 when you would randomly take a point of damage while running, and I always thought of it as stubbing my toe. Later on of course R* games have you just randomly completely ragdoll, and that was harder to justify in my head. There’s a middle ground somewhere, I’m sure.

I agree! Even aside from being a great looking style, it is extremely easy to read what is going on, while still being capable of conveying complex, realistically proportioned environments and characters.

I feel like there are a ton of “this would be perfect on Switch” games that haven’t been released on Switch due to multiplatform releases being an added hurdle for indie devs.

Both of those are terribly clunky and get in their own way more often than not, especially Black Knight. I’m talking about actually developing it as a racing game, with arcade racer physics as opposed to having Sonic snap to weird invisible tracks where turns more or less happen automatically. There is something

Now playing

Counter argument: What if they leaned into the linear branching paths design for 3D Sonic games and removed almost all of the platforming elements, instead modeling it after a racing game? The biggest downfall to 3D Sonic games imo is that they keep trying to keep platforming as a focus, so it is either clunky and

I imagine he sees the damage dealt increase and thinks that is stacking damage, and not just adding the damage you just did to the damage you have done in the last 5 seconds.

However, there are multiple buffs that increase attack power after successive attacks. It just doesn’t sound like that is what he is going for

Right there with you. I’m not ready to say the graphics ruined the experience, since I played through the game and enjoyed most of it thoroughly (something I can’t say for my experience with Sword). But still, what if it also performed well and looked good?

I did that 2 or 3 times and on the last one got bleed when it’s health was pretty low, killing it earlier than i expected and I didn’t get to the grace in time. I was pissed.

There was some speculation that the animation change actually affects the length of time the stagger animation runs on enemies, which could be enough to minimize the ability to stun-lock with Rivers of Blood. But I haven’t seen any concrete confirmation of that yet since it’s still only been a few hours since the

There is actually a huge bug quest, but that’s not the one that got fixed here.

Rivers of blood is unchanged, but the Bleed effect is nerfed, so...

As I was reading the beginning of this comment I was like ‘what if you could break ships down for specific components’ and then I finished reading your comment. I am right there with you.

When was the last time you tried the early game portion? The Expeditions update and the timed events that came from that update are actually fast track paths to get to the later game stuff. Even if you just start a new game, the early part is now much more guided so you can follow the path and get to the good stuff