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tehsnakerer
tehsnakerer

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Colosseum Afterthoughts Question Thread

For those who aren't on the discord or prefer to ask in this format. This should hopefully make it easier to track down questions.

I usually begin working on the Afterthought video on the 15th of the month following the upload. Please send questions before then.

Comments

Big fan of the video! I don't think you've made one that's had this ratio of story to mechanics before. Few questions. As a fellow fan of 3d brawlers (sorry for using a genre label) I have to say I didn't realize how well we were eating in the PS2/OG Xbox era. If you had a dream brawler game, would you want it in a modern day setting like how you prefer your RPGs, or would you want it with a more historical setting? If you could convert any game you've previously played for playing into a brawler which would you pick and why is it YIIK? Lastly how do you feel about 2d brawlers? There's been a Renaissance recently on those with Scott Pilgrim, River City Girls, Streets of Rage 4. Do you think it'll be much longer before we see a similar niche Renaissance for the 3d brawler? Hopefully you've played Jade Empire. That seems so far up your alley with the multiple weapons, styles, and jank, with an incredible story to boot. Even as Peak Bioware's black sheep I assume it's too mainstream for the usual playing episode. Of course there's also The Warriors which I'd argue is my favorite, with it's atmosphere being unmatched (something Rockstar has always excelled at)

Jack Moon

With how you mention that the unconventional controls are very uncomfortable to new players, accurately thrusting them into the role of the woefully inexperienced player character, and how this might immediately turn away new players, I was wondering what you thought of the success stories of 'difficult' games in the mainstream, and how they present their apparent difficulty to the player (i.e. how tutorialised the game is). I was also wondering what you thought of the distinction between complezity of systems, and complexity of the actions the player has to perform to succeed, and whether these two could draw in different kinds of players and achieve varying levels of success in the mainstream (would Colosseum have been more successful with deeper character building and simpler controls? More nuanced crowd interactions during combat with less demanding reflex requirements for actually defeating foes? Or perhaps removing the gods' blessings and making it more of a beat-em-up with tailored challenges...)

hyp(no)sin()

1. About your take on "genre-boxing" and the rougher, more experimental games fading out and the scene generally getting smoothed out with time. Are there other games you see in the same situation that you would like to join that discussion? Doesn't have to be from the same era or greater genre. 2. Colosseum looks like it would be a good multiplayer game. What do you think?

Cane Aubright

1. seeing as this is the 2nd time you've mentioned him in a video can we get a more lengthy explanation/regaling of the story of Crixus both in and out of character-wise and how that campaign ended up going overall 2. seeing as you set yourself up for it with the joke what are your opinions on Halo and Halo 1 particularly and have you ever genuinely considered doing one of your style of videos on something as big and mainstream as Halo (I'm aware you've done videos on watchdogs but I would kind of argue that those games are effectively 'B-tier' AAA games if that makes sense) 3. with how you praised this game as throwing you into the deep end and expecting you to learn on the fly even with a bit of tutorializing what is your ideal/preferred type of tutorials in games (e.g one that's contextualized as in-universe training, something that effectively is a normal job for the character just with prompts for you, a big textwall in a separate menu you can choose to read or not, Omochao, etc.) 4. what are your favorite weapon type/unique fighting styles to play or see represented in games?

cmastashizzlerizzle

I don't mean for this to sound like a rude question: Since your Playing videos are often conveying an abridged experience of playing a game with analysis, why did you record footage at such a high resolution the game wasn't designed for? Wouldn't it be more accurate to display the game at its intended resolution so people can get the right idea of what it is normally like?

Doki


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