Replaced. Sad Cat Studios’ dystopian platformer, has had its release pushed back to April so its developers can make some “final tweaks”.
Replaced. Sad Cat Studios’ dystopian platformer, has had its release pushed back to April so its developers can make some “final tweaks”.
It’s a very tricky thing, I’m sure thousands of people will cry foul about it, but I do think “low framerate” has a good place in design, mainly around cinematic moments where the loss of clarity triggers an intentional panic. Ex: PTSD-riddled hero is in shock from a sudden violent event, and has a panic attack blurring their vision.
One thing that comes to mind is the reveal of Ganon (final form) in Ocarina of Time. The game kind of overloaded the N64 with all those active effects, which worked really well especially with the lightning silhouetting the beast.
Another scenario is some scenes in Final Fantasy 7. In 3D, all tweened animations are naturally smooth. I can’t quite tell what triggers it, but a few hard-hitting character scenes somehow bring that animation framerate down to emphasize certain actions (one specific example is Barret, in the town below the gold saucer, raising his gun to shoot his teammates - but actually hitting an ambusher behind them).