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How we made hit video game Prince of Persia

theguardian.com

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Re: How we made hit video game Prince of Persia

#111
post #60

Earlier quoted context omitted.

Yea, that is it. It is sad that people easily write off memory of nice things as "nostaliga"! Somethings really were nice.

This is like how people keep claiming Zelda Ocarina of Time is just nostalgia, but I first played it in like 2014 (after playing the others) and immediately considered it the best Zelda game.

Link's Awakening is the best Zelda game. Fight me!

Re: How we made hit video game Prince of Persia

#112
post #111

Earlier quoted context omitted.

This is like how people keep claiming Zelda Ocarina of Time is just nostalgia, but I first played it in like 2014 (after playing the others) and immediately considered it the best Zelda game.

Link's Awakening is the best Zelda game. Fight me!

Haven't played it, only original, Link to the Past, Ocarina, Majora, Windwaker, Skyward Groose, Breath

Re: How we made hit video game Prince of Persia

#113
post #42

Earlier quoted context omitted.

> - There is a satisfying parry mechanic. This is still rare to see in 2d platformers. You can see if Dead Cells's parrying mechanic works for you.

I've played a little bit of Dead Cell's but it hasn't stuck with me yet. I have to admit the game is a little overwhelming but maybe I need to stick with it a bit more. Part of PoP's charm is that the game is very simple, yet the parry mechanic has nuance - you can buffer parry/attack/parry/attack/... sequences and the timing is just a bit faster than normal enemies, meaning you can wear them out (these fights have a…

You can use the accessibility menu to make the parrying timing more forgiving for Dead Cells. See if that works for you?
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