Even in spite of the game’s story mode (which is, as the ancient indie game laws mandate, actually about capitalism being bad) having a clear mission and adventure, SkateBIRD is completely content with letting you vibe your way through it. There’s also the decent possibility that other platforms just won’t see these same issues at all.Įither way, I do want to stress that these issues can be addressed, but in spite of them, I think SkateBIRD is a real chill time. I’ll leave it up to critics more versed in accessibility issues to determine whether what’s available meets as many needs as possible, but I was able to address a majority of the issues I had with SkateBIRD over the course of stopping and adjusting things as I went. Most AAA studios can’t seem to use a font size bigger than 5 pt, but SkateBIRD is over here dropping contextual reminder text options that blow up the text to something visible by someone without a home theatre. Frankly, it’s wild to see the level of adjustment provided to a console game here. However, to the credit of SkateBIRD’s shockingly small team, there are a plethora of settings tweaks and control modifications to mitigate and eliminate as many of these problems as possible. All of these frustrations then got compounded by random drops in performance that only a full restart of the software could solve-both in the Switch’s docked and handheld modes. Even when the camera would behave, that just opened the door for other strange behavior: my cool bird would clip right through ramps and walls, the process of gaining momentum would stall out, and some tricks completely stop registering during various objectives. By the time I reached the admittedly clever final “skatepark,” I would find myself remarking surprise when the camera wouldn’t get stuck in place mid-trick than the opposite, which is not a great feeling. Keeping in mind that I was working from a Nintendo Switch copy of the game, I found myself pretty frequently fighting everything around me. This is never fun to do, but since there’s a lot more to take from SkateBIRD, it’s best to rip off this bandage right away-playing this game is pretty rough. Unfortunately in practice, SkateBIRD plays more like Skate went on a drunken bender with Goat Simulator than it does Tony Hawk but with a real hawk. Naturally, this is all very cute and it’s very easy to fall in love with the concept. SkateBIRD, as the title implies, is very much a you-got-chocolate-in-my-peanut-butter premise. Thankfully over the past couple of years, there’s been an influx of games of both varieties with the natural culmination being SkateBIRD. Article taken from are two specific sub-genres in games that I particularly love: the “be an animal that doesn’t have to pay rent” and the “skateboarder” genre, because I cannot be either of these things. Otherwise, just skate around and enjoy sweet little birds doing tricks. There's a few birds scattered around which give you little quests to do too. There's even a button in the menu that gives you a new random bird with a different little outfit and it's a bit hilarious. Goal was to address prior feedback and see how folks felt about it now." and they also improved the balancing behaviour and lots of other little things.Ī very unique take on skateboarding of course, a little silly but adorable at the same time. It's the same map but they've given it all new skating physics, "We iterated on momentum, top speed, pushing behavior, and grind friction. What's different to the original demo? According to Fox, quite a lot behind the scenes. Funded on Kickstarter in July 2019 with thanks to 2,526 backers giving the team $67,220 it's not actually due to release until later in 2021, so this small slice gives a quick look at what to expect from it. SkateBIRD is a game that doesn't need much of an introduction. Megan Fox of Glass Bottom Games announced that SkateBIRD has a demo up again, to celebrate being included in the Tokyo Game Show 2020 and you can play until September 28.
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