You mean raugh, light?
Printable View
Regarding the whole Paprium (Hi)Story, I stand back and I still patiently waiting the release.
I think that all the work done so far by Luis, Groovemaster and Jredd, (and of course others talented people in the staff quoted on the Paprium.com too) inspiring me respect above all this mess.
As said before, Paprium would have been only a mere shadow of itself if Fonzie was alone doing it in a cave. The quality would have never been at a such level. Fonzie is a lucky guy... I don't believe there will be a Paprium 2 or sequel...
The worst thing that can ever happen is the game being canceled, it would be the greatest waste of a miraculous collaboration of several years. Beat'em up fans would lost a piece of their soul.
^ I think at this point, the former Watermelon staff could band together with a new programmer (Sik?) and create their own spiritual sequel to Paprium. At the rate that it's going, if they started next month, they'd probably still get it done and out of the door before Paprium.
It's almost comical that other kickstarter games have come and gone and lapped around Paprium with teams are are/were new at producing games on old consoles.
^Very good point.
All of this makes me appreciate how amazing it is that MD developers could develop a game in 3-6 months with fewer resources and know-how, low budgets, and small teams, and yet put out some of the most amazing games of the 16-bit era.
If you really want to replicate the 16-bit developing environment, start by setting a strict development period of 3 months!
Thanks. I'm genuinely happy that you got your refund.
It's definitely admirable. I personally (and I think a lot of folks here would agree) don't mind a slow-cooked game as long as the communication is handled well. I can see why "investors" are angry. They were literally told IN PRINT that they'd get some creative input and updates but kept in the dark. Now we have a pre-order system without any word on a concrete ship date. Not a crowdfunding campaign but a pre-order....as in product should be in its final stages and already have a release date.
On a positive note, I can't wait for Enrique Ruiz (eruiz00 on the SMS forums) to jump onto Genesis/Mega Drive development. The guy is a one man army at putting together great, technically impressive games together in ridiculously short development times. Both Astro Force and Silver Valley are excellent.
I'm working with the other old wm members to do a couple of basic games before we take on something bigger :) Dan (108stars), Luis, Zable, Groove303 and I hope to get Zebbe doing some work on balancing things :)
I'm trying to self fund the majority of the development and have commissioned Luis to do the cover art.
I know 108stars has something in mind for a bigger project and I'm keen to help him get it out the door once my two small projects are wrapped up.
Not only MD, but most of the stuff developed for consoles and arcades during the 80's and the 90's.
That is the reason why today I tend to have a more lenient - better yet, more flexible approach ( which doesn't mean being acritical ) to these old games, understanding that I shouldn't expect a virtually 'flawless' experience and that a good/great game it is so despite it's flaws and shortcomings.
"Hey, we need at least 6 months to develop this game, optimize it, make sure it's free of bugs..."
"You guys have 4 months. You can work during holidays, sleep at work and have your meals there as well. We'll provide a reasonable supply of instant noodles."
-Management.
"Well then, an 8mbit cartridge would be the ideal..."
"4mbit it is then."
-Management.
"Hey, how about using those new boards for our next project? We could do some wild stuff with it... "
"We still have a bunch of old boards with outdated technology that we need to get rid off."
-Management.
"How come we aren't being credited for this game? I know we were sub-contractors, but still..."
"lol"
- (_insert_SEGA_NINTENDO_TAITO_etc_) Management.
I somehow doubt it was made in just 2 weeks but yeah it was rushed.
The story is that Bonk was intended as a comic parodying PCE games in a magazine. The problem is that said magazine also used to make comics based on upcoming games and readers mistook it for a game announcement, so they had to rush out a game based on it.
i know we're low on WM apologists here, but: to what extent does anyone here legitimately believe there's a possibility that fonzie could not only deliver, but deliver so well that all this mess could be forgotten?
i mean: there's a number of games that got super delayed/otherwise controversial to a huge extent, but delivered enough to make any criticism a wiki footnote at best. i really don't know what kinda game could happen to warrant that at this point, relative to the market we're talking about here, anyway.
Yesterday I interviewed Lion.
Hoping to get Luis and Groovemaster soon.
Sadly, I can't seem to get in touch with the project N programmer. All I have is his skype. I don't know how else to contact him.
Here's the thing: Fonzie has outstanding skills in art and package. He works really hard to make any product look premium, complete and professional. You saw it on Pier Solar, all the color printed manuals, the flyers and posters, the book-like cardboard for the original release (which included even a magazine for posterity edition). You can count on a fantastic product release from the package perspective. All the materials that will be included, the quality, quantity, and the content will be excellent.
When it comes to the game itself, presentation will be great - graphics especially - and the music that GM303 made is outstanding. If it makes to the game on the same quality that it was sent to me, it will surely be a blast. Now, regarding the code, gameplay polish and flow, controlls, etc, then it's hard to tell. Fonzie's talent as a designer doesn't necessarily apply to his programming skills. He's above average, don't get me wrong. But his code is nowhere near clean, and it could lack efficiency in multiple aspects. And the game scripting itself is another mystery, how it will be put together. I did all the scripting work in Pier Solar, the dialog timings, cameras, characters movement, etc. But I've never seen anything made by fonzie that wasn't a demo for a functionality, so the polishing quality is uncertain.
The thing is, Fonzie knows, maybe 40% or even 50% of people who buy the game never play it. Those damn sealed blisters were a great idea for the premium feel of an original product, etc, but then a ton of people never open the thing so that it "doesn't lose its value". I'll confess that was the greatest disappointment I had after Pier Solar's release. Those who open, it's hard to know how many people will actually have the time to play the game, so many may just throw the cart in and play through a few levels, then call it quits. Paprium gameplay was planned to be non-linear, so it's impossible to play through the entire game in one sit... many people won't bother checking the entire game out.
With all of that said, he could consciously sacrifice the gameplay polishing on the basis that it will be mostly forgiven due to the excellent package and presentation. Of course this is all speculation, but it wouldn't surprise me if it comes to pass as described.