Yeah, there's just a bunch of very cool boss battles in this game. And it's the combination of some gorgeous pixel art (partly possible because of all the colours they can put in there on the bosses, backgrounds, characters and even item wheels, so you don't get any sense at all that the artists were limited by the colour palette and could just draw the art exactly as they envisioned it), the kickass special attacks that use all the colours, colour math, window/shape masks, etc, that really start to give the game that 32-bit vibe I'm talking about (and there's just loads of very impressive ones), and the music that rounds everything off (especially some of the more almost NiN industrial sounding tunes and effects in some of the battles).olddb wrote: ↑Wed Aug 10, 2022 2:18 pm how about this one?
https://www.youtube.com/watch?v=L5OSgU-N98U
When you consider it all as a whole, it's just very impressive, and even more so that it's just a 16-bit console doing this.
I wish some indie devs were creating new stuff up to this kind of quality for SNES in 2022. I mean, seriously, just imagine the kind of stuff we could be seeing on SNES in modern times if people actually bothered to push it to its true limits in terms of pure art, graphics, audio, and even controls (I mean, Christ, the system has a controller with a design that's versatile enough to actually allow proper move/turn-strafing plus simultaneous firing and sprinting at the same time in a Doom-style game, with a bunch of buttons still spare for other stuff like switching weapons, opening doors/activating switches, bringing up a map, and opening the Pause menu too!). . . .