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1075996 Posts in 44156 Topics- by 36123 Members - Latest Member: gas13

December 29, 2014, 11:41:43 PM
TIGSource ForumsPlayerGamesIntro Sequences & Attract Mode
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Author Topic: Intro Sequences & Attract Mode  (Read 2391 times)
JWK5
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« Reply #20 on: May 25, 2012, 04:27:59 PM »

...
I disagree, but I'll just leave it at that.



Anyways, you got to love the oldschool attract modes where it looked like the game was being played by someone severely inebriated.
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SirNiko
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« Reply #21 on: May 25, 2012, 04:58:40 PM »

I liked the intro to Wild Arms 3. It's a little music-video sort of introduction that reminded me of the opening sequence to a cartoon show, and it even changes as you progress through the game to show the new villains. Another time, just once, the music was replaced with an instrumental version of the tune. It was enchanting. I think I watched the whole thing every time I turned on the game because it was really that good.

http://www.youtube.com/watch?v=ezkMLIdE-Kg

The intro to Metal Saga was the same way, except the tune was the badass boss fight theme. It actually cuts to some gameplay footage in the middle, which is cleverly edited to look awesome instead of like the stuff JWK posted. It really got me pumped to play every time, and I would always watch it through.

http://www.youtube.com/watch?v=-_YKfW-vIC8

The Master of Magic intro is legendary in my household. "OLD MAN, YOU SEEK THE SPELL OF MASTERY" is an instant laugh-line.

http://www.youtube.com/watch?v=aMNk-YlpuBo

I hate intros like for FF8 or Metal Gear Solid. I want to get straight to the game and learn the story in an interactive way. I feel like some of those intros are just made and forgotten, because the devs assume you'll only watch it once so it doesn't have to be that great.
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C.A. Silbereisen
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« Reply #22 on: May 26, 2012, 12:21:15 AM »

idk if this counts as an "attract mode" but i liked the thing ocarina of time did when you stayed on the title screen for a while where it shows you a montage of tiny snippets of gameplay that doesn't make a whole lot of sense at first, and then, as you play the game you slowly discover what each snippet is. also i guess it was meant to show off the fast loading enabled by cartridge tech because it's rendered in-engine and isn't a "fmv."

im sure other games do that as well (maybe even other zelda games? idk) but oot's sequence is the most memorable for me.
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SundownKid
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« Reply #23 on: May 26, 2012, 02:14:51 AM »

If I was going to add an intro sequence, it would *not* be an attract mode - I wouldn't want to waste money from my small budget on something people would skip, unless it was quite simple. (And I'm not developing for the arcade)
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BlueSweatshirt
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« Reply #24 on: May 26, 2012, 02:22:57 AM »

Even though they're cool and have a significant function of getting you into the mood when you start a game, they're otherwise kind of frivolous and, by an indie's resources, not a very good investment of time, generally speaking.
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todd
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« Reply #25 on: May 26, 2012, 02:34:43 AM »

I didn't know those demo sequences had a name before this thread. I liked Animal Crossing's title screen/attract mode. Sometimes I'd watch it for a bit before getting into my file. http://youtu.be/qn6iiE3qEZ4
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moi
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« Reply #26 on: May 26, 2012, 07:01:22 AM »

I think everybody's talking about something different in this thread, but it's cool
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BlueSweatshirt
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« Reply #27 on: May 26, 2012, 07:07:27 AM »

Yeah possibly.
I was just speaking about intro sequences in general.
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« Reply #28 on: May 26, 2012, 07:24:15 AM »

Anyways, you got to love the oldschool attract modes where it looked like the game was being played by someone severely inebriated.
Without having done any research on this at all I'm going to say that most of those are probably because of inaccurate emulation.
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BlueSweatshirt
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« Reply #29 on: May 26, 2012, 07:35:05 AM »

It's OBVIOUSLY a psychological thing to make you feel better about your skill when you're playing and inevitably compare yourself to the skill level shown in the demo seq.
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baconman
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« Reply #30 on: May 26, 2012, 08:59:13 AM »

I could never play a session of Soul Blade without watching it's wonderful intro. You can also tell the video designer in it has an exceptional sense of rhythm and timing from it. A perfect example is the hawk's wings flapping with the "hoowwwwww faa-a-a-a-arrrrr" vocals, and how the drum solo bridge complements Taki's victory perfectly.

Shit moves me to tears, man!  Tears of Joy

EDIT: In fact, I recall SC1-3's movesets all being pretty distinctively rhythmic in nature, and I think 4 and beyond have spiraled downhill (in a big part) by abandoning that concept. It's been way more mishmashy since then.


SHOCK! KHAN (the music team) produced an awesome full 5-minute version of it, too! Shocked
« Last Edit: May 26, 2012, 09:36:45 AM by baconman » Logged
JWK5
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« Reply #31 on: May 26, 2012, 10:06:14 AM »

Anyways, you got to love the oldschool attract modes where it looked like the game was being played by someone severely inebriated.
Without having done any research on this at all I'm going to say that most of those are probably because of inaccurate emulation.
No, I actually remember many arcade games being like that. My friends and I used to joke about it.
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leonelc29
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« Reply #32 on: May 26, 2012, 10:14:50 AM »

how come people just miss Monster Hunter???

http://www.youtube.com/watch?v=VdehVemmMGM

The Witcher is pretty cool too, though i don't really get what happen and stuff before i play through half of the game.

http://www.youtube.com/watch?v=NZcsNE6wCHI

and i swear every Tales series has an opening with 2D animated MV. Tales of the Abyss' pretty cool too, but i think i like it because of the music.

http://www.youtube.com/watch?feature=player_detailpage&v=P6ZaVfvwbng#t=48s
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noah!
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« Reply #33 on: May 26, 2012, 05:58:42 PM »

I wanted to start an argument here about the importance of attract modes, but I realized that I really only wanted to use it to post GIFs of cool attract modes.

So I figured I'd just cut out the middleman and post the pics.





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moi
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« Reply #34 on: May 26, 2012, 07:42:15 PM »

by creating an attract mode (or equivalent) you're basically adding design to your game.
How can this be bad?
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Türbo Bröther
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« Reply #35 on: May 26, 2012, 07:48:01 PM »

You start running into problems when your attract sequence is cooler than your game but how can you top it when it's so awesome.



SHUT UP ALREADY... RUFF RUFF... dang
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Derek
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« Reply #36 on: May 27, 2012, 01:06:52 AM »

Dustforce had a pretty cool animated intro:

http://www.youtube.com/watch?v=ss4xmCbB-0Q

But yeah, more should have them!
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Taylor
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« Reply #37 on: May 27, 2012, 05:16:18 PM »

Anyways, you got to love the oldschool attract modes where it looked like the game was being played by someone severely inebriated.
Without having done any research on this at all I'm going to say that most of those are probably because of inaccurate emulation.
No, I actually remember many arcade games being like that. My friends and I used to joke about it.
Though some of these look glitchy as hell, I’ve certainly seen many arcade games where the player dies to obvious stuff in the gameplay preview. I always thought it was intentional to lull people into giving the machine a shot out of “well I wouldn’t lose to that” bravado. As if the game was being played really well it would intimidate.
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Superb Joe
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« Reply #38 on: May 28, 2012, 04:50:29 AM »


i'm fucking dying at this video hahahaha

anyway i'm posting here solely because i saw a picture from alpha 3, the best presented game in history
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JWK5
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« Reply #39 on: May 28, 2012, 12:35:41 PM »

And on that note...



Street Fighter Alpha 3



Vampire Savior 2



Killer Instinct 2



The Last Blade



Waku Waku 7



World Heroes 2



Ninja Masters


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