ddickinson: Now now, Crow. They are poor indie developers with limited resources (they just have the entire internet with piles of free or cheap resources, unlike developers of old who had to use books to look up code). You can't expect them to actually know how to code or have original ideas. :-)
That reminds me of when I was tearing Planet Stronghold apart.
My first thought was, "It's a small group, maybe they didn't have a lot of resources."
My second thought was, "They want twenty dollars for their product, and it's bad. Really bad. Should they get a pass? Hell no, they shouldn't. As soon as you charge money, it's open season to attack every fault, flaw, failure and fuck-up."
8-bit Nintendo developers had next to jack shit for resources. Some people made garbage always remembered for just how bad it is. Others made titles that are still loved 30 years later.
Some people just like to deal in excuses for their mediocrity and lack of vision.
moonshineshadow: *exhausted hugs and waves*
Well still no news about the languages for Day of the Tentacle. Guess I'll just re-install my version and go on a nostalgics trip instead
-nice big milkshake waves back- ;)
Tried to find more info on that when I saw you mention it, but nothing concrete showed up.
The GOG stream for the game will be on in about an hour. I'll try asking Tim Schafer then, see if I can get some kind of response.
ddickinson: I don't think that many are even remembered 5 months after release, let alone 5 years.
No, they probably won't.
Something that comes to mind as enduring - Hotline Miami 1. That will be remembered based on its combination of visuals, sound, gameplay, story. They put everything together well.
And even they went on to fuck up afterwards.