Just added this: in a interview with OXM Matthew Nordhaus mentions the exports for LEGO and Green Day are playable in Blitz - OXMonline
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Just added this: in a interview with OXM Matthew Nordhaus mentions the exports for LEGO and Green Day are playable in Blitz - OXMonline
How many difficulty levels do you really need in a game where there are two notes to hit on each track? Like FujiSkunk said, slower songs are going to be the ones that are naturally easy to play and faster/more technical songs will be difficult.
Isn't that to be expected? I'd be worried if it was reduced to a sustain note or a slow series of repeating notes. This seems perfectly in line with how the gameplay and "Blitzification" algorithm is supposed to work.
Audiosurf has 3 difficulties.
No, no, you have varying patterns, not just flicking from one to the other as if every solo was a trill.
I'm not complaining that it's too hard; it's the other way around.
See, this could have been solved if they had added just one more button. It's not like it would have blown peoples' minds with its complexity. Come now.
Apparently they decided it would, and most likely they have some playtesting or other research to back that up. Do you think these games are created in a vacuum?
And like Blasteroids said, you're doing more than just focusing on one instrument track in this game.
I would have preferred something Kinect related but I hope this game does well. All five of the songs named so far are must-haves for me and are more exciting than the actual game.
The handheld games disprove all of that. They had four inputs; they worked fine. They had multiple tracks to go with this four-button layout; they worked fine. They didn't have power-ups or the greater emphasis on combos like this one looks to have, but it still had a hefty instrument shifting mechanic; this worked fine.
What happened? The controllers? They're better built for it than the DS Lite ever was.