Post #1 · Posted at 2017-05-16 02:55:49am 7.3 years ago
OrangeRight | |
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Last updated: 2017-05-16 02:58am
Link to Kickstarter
Masaya Matsuura (Parappa the Rapper, Vib Ribbon) and Keiichi Yano (Gitaroo Man, Osu! Tatakae! Ouendan!) are Creative Director and Producer, respectively.
Masaya Matsuura (Parappa the Rapper, Vib Ribbon) and Keiichi Yano (Gitaroo Man, Osu! Tatakae! Ouendan!) are Creative Director and Producer, respectively.
Post #2 · Posted at 2017-05-16 03:11:04am 7.3 years ago
DJ Tomoe | |
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I'm really surprised they want to do an Xbox One version first than a Switch one. We're so accustomed to never getting games like these it's actually a bit shocking.
Post #3 · Posted at 2017-05-16 03:17:39am 7.3 years ago
Sigrev2 | |
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If Mighty No. 9 and Yooka-Laylee taught me anything, it's to not get hype for any Kickstarter project regardless of who is behind it.
Unfortunately I think I'm gonna pass on this one, as much as I enjoy Matsuura's output.
Unfortunately I think I'm gonna pass on this one, as much as I enjoy Matsuura's output.
Post #4 · Posted at 2017-05-16 03:27:22am 7.3 years ago
GadgetJax | |
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No offense, but even though the game DOES look pretty cool, the price point they're pushing is disgusting. $1M for a game with just six stages? $5M for a Switch port? Who thought up these numbers?
Post #5 · Posted at 2017-05-16 04:44:50am 7.3 years ago
rapidemboar | |
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Something's jacking up that budget, I'm guessing? It is simple enough of a rhythm game, though- I don't know what they can mess up design-wise except for timing changes. Eh, I'll either forget about it or back it enough to reserve a copy.
Post #6 · Posted at 2017-05-16 04:23:21pm 7.3 years ago
AxelWasHere | |
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"No." |
https://www.kickstarter.com/projects/460689844/project-rap-rabbit-working-title/faqs
Take a look at the FAQ they talk about that there.
Take a look at the FAQ they talk about that there.
Post #7 · Posted at 2017-05-16 04:50:52pm 7.3 years ago
Pandemonium X | |
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6 stages for $40? No thanks. The sad thing is thanks to Yooka-Laylee and Mighty No. 9. There's now the stigma that all kickstarter games are bad and that people won't pitch in money just for that alone. I honestly don't see this game making it's goal.
Post #8 · Posted at 2017-05-16 04:58:41pm 7.3 years ago
Quickman | |
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Not enough game for the asking price. Nostalgia sells, sure, but come on.
Post #9 · Posted at 2017-05-16 05:34:38pm 7.3 years ago
DJ Tomoe | |
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Quote: Pandemonium X
I honestly don't see this game making it's goal.
I think it will, but at the last days of the kickstarter, because the progress bar is moving very slowly.Post #10 · Posted at 2017-05-16 05:47:09pm 7.3 years ago
Sigrev2 | |
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I think this is gonna make its goal. The nostalgia bait is too strong and people will lap it up like there's no tomorrow. That's the thing with these Kickstarter projects: you can peddle whatever shit you want as long as it taps into that aging gamer market. You could make the argument that the Amplitude project barely made its goal and it did the exact same thing, and to that I say that the original Amplitude only appealed to a small, niche market, and also didn't sell well overall.
And like what everyone else said before me, the asking price for such a small game is inexcusable. They better be giving us Kanye West features and blowjobs for that kind of money.
And like what everyone else said before me, the asking price for such a small game is inexcusable. They better be giving us Kanye West features and blowjobs for that kind of money.
Post #11 · Posted at 2017-05-16 05:57:36pm 7.3 years ago
xXMokou98Xx | |
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"meme school" |
The FAQ explanation for why they need so much money is a lot of words never getting to the point.
Where is the funding going? Show me percentages, where does each portion of the funding go to?
Where is the funding going? Show me percentages, where does each portion of the funding go to?
Post #12 · Posted at 2017-05-16 06:53:06pm 7.3 years ago
https://www.kickstarter.com/projects/460689844/project-rap-rabbit-working-title/posts/1886521
It seems that at least the overpricing of the stretch goals might be changed. But from what I've seen on the FAQ, the explanation for that is pretty flimsy.
So, I took a look at the FAQ. It seems to me that they want to keep things a surprise, but what exactly are we shooting for with such a high budget? Are we going to have AAA quality graphics and a fully-orchestrated soundtrack or something? A single indie developer could probably do the whole thing with the same mechanics for ⅓ the cost. From the sound of it, they're aiming a bit high for this game.
A thought occurred- Since gameplay is based around making different responses, will your rival respond differently to different responses? Would there be huge visual novel-style branching paths for each level? Would they change the soundtrack? Would they be different for the other difficulty levels? That might help give the game some replay value. And then they'd have more of an explanation to where that money is going...
Also, I think part of the stigma for bad Kickstarter games comes from how they showcase the concept artwork. Remember Epic Mickey and Sonic Boom? They grew hype from their concept artwork, and look what happened to them. (There's likely more reasons, of course, but this could be part of the problem)
(Update: Digital copy is about 40$, that's probably about what a game this size should cost, either that or 35$. Also, what's this about soundtrack and remix CDs? Okay, I want to hear that soundtrack, and if it's good, I might consider actually throwing money at it. I think that'd be about the make-or-break point for a rhythm game.)
It seems that at least the overpricing of the stretch goals might be changed. But from what I've seen on the FAQ, the explanation for that is pretty flimsy.
So, I took a look at the FAQ. It seems to me that they want to keep things a surprise, but what exactly are we shooting for with such a high budget? Are we going to have AAA quality graphics and a fully-orchestrated soundtrack or something? A single indie developer could probably do the whole thing with the same mechanics for ⅓ the cost. From the sound of it, they're aiming a bit high for this game.
A thought occurred- Since gameplay is based around making different responses, will your rival respond differently to different responses? Would there be huge visual novel-style branching paths for each level? Would they change the soundtrack? Would they be different for the other difficulty levels? That might help give the game some replay value. And then they'd have more of an explanation to where that money is going...
Also, I think part of the stigma for bad Kickstarter games comes from how they showcase the concept artwork. Remember Epic Mickey and Sonic Boom? They grew hype from their concept artwork, and look what happened to them. (There's likely more reasons, of course, but this could be part of the problem)
(Update: Digital copy is about 40$, that's probably about what a game this size should cost, either that or 35$. Also, what's this about soundtrack and remix CDs? Okay, I want to hear that soundtrack, and if it's good, I might consider actually throwing money at it. I think that'd be about the make-or-break point for a rhythm game.)
Post #13 · Posted at 2017-05-16 07:12:53pm 7.3 years ago
Pandemonium X | |
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Quote: xXMokou98Xx
The FAQ explanation for why they need so much money is a lot of words never getting to the point.
Where is the funding going? Show me percentages, where does each portion of the funding go to?
This. You can only pull the curtain so many times before people start to wise up.Where is the funding going? Show me percentages, where does each portion of the funding go to?
Post #14 · Posted at 2017-05-16 07:16:32pm 7.3 years ago
Sigrev2 | |
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Quote: rapidemboar
So, I took a look at the FAQ. It seems to me that they want to keep things a surprise
asking for a million dollars, wanna keep what they're actually spending that money on a "surprise"Post #16 · Posted at 2017-05-16 07:51:51pm 7.3 years ago
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Post #17 · Posted at 2017-05-16 09:00:33pm 7.3 years ago
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Quote: AnonyWolf
Quote: rapidemboar
So, I took a look at the FAQ. It seems to me that they want to keep things a surprise
asking for a million dollars, wanna keep what they're actually spending that money on a "surprise"*red flag*
but but but why do you need actual answers?
YOU JUST GOTTA BELIEVE
Okay in all seriousness though I wouldn't touch this with a 10-foot poll. Fortunately Parappa and Gitaroo Man have no nostalgic value to me whatsoever.
Post #18 · Posted at 2017-05-16 10:00:49pm 7.3 years ago
AxelWasHere | |
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"No." |
This is a funny image board.
Post #19 · Posted at 2017-05-17 12:24:40am 7.3 years ago
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I agree with gameoson, I have an unpopular opinion with both of those games. I don't care much for musical story styled games. Those games have no replay value IMO.
Post #20 · Posted at 2017-05-17 04:59:12am 7.3 years ago
You don't really play Gitaroo Man for the story once you've played through story mode, you just replay for the sweet jams and to beat the songs on master mode while your controller and fingers explode from too many inputs.