![]() ![]() For an idea of what to expect, you can watch this teaser video below. Platforms and release dates for each of the games will vary. There's also one more game that is being kept under wraps until the presentation itself. The whole thing can be viewed directly on Twitch or you can watch the stream helpfully embedded above.Īmong the games set to be featured are Carrion, Cloudpunk, Chicory, She Dreams Elsewhere, Heavenly Bodies, Komako, Rainy Season, Disc Room, Skatebird, Paper Beast, and Sludge Life. The Direct is expected to last roughly one hour. The Day of the Devs: GDC Edition Direct will be hosted by Double Fine's Tim Schafer and Greg Rice and will air on March 18 at 4PM PT/7PM ET. Watch the Day of the Devs: GDC Edition Direct livestream here They're normally located on the Moscone Center floor, but this year, they're going to bring this year's games directly to you at home. That includes the people behind Day of the Devs hosting a special GDC Edition Direct livestream presentation.ĭay of the Devs is the annual showcase of indie games hosted by Double Fine and iam8bit. However, the crew at GDC is doing its best to carry on via digital means. However, due to the ongoing COVID-19 outbreak, this is not meant to be. However, with its increasingly frustrating physics, repetitive challenges and bland graphics, it’s ultimately a poor copy of other better skateboarding games.This would normally be the time of the year where the Game Developers Conference takes place in San Francisco, CA. It is super fun to create a bird (I’m not calling it a birb anymore) and the level design is definitely fresh. The music is also a pretty fun touch a mix of chilled jazzy vibes as well as some ska, often overlaid with soundbites of old nature shows celebrating different birds. There are five levels to choose from in total too, so this definitely manages to keep the variety up. It is one of the clear positives of SkateBIRD in fact, especially for someone familiar with old tech decks and the chance to relive those imaginary skateparks. It’s things like this which are appreciated. You are smol (let’s get in the spirit of things) and find yourself grinding pencils and keyboards, riding up soiled pizza boxes and folded up “Thrusher” magazines as quarter pipes. There are some good things though, and the level designs are pretty fun. In fact, some of the challenges forced me to genuinely rage quit, take a little breather and come back with a clear head not because they are particularly hard, but that the terrible control system and off kilter physics make some of them so difficult to actually pull off. It made me remember how many insanely creative and fun challenges there have been in other skating games I’d played before. ![]() This is however both a blessing and a curse. It is definitely able to inject some great feelings of nostalgia, reminding me how many hours I’ve sunk into those iconic skateboarding games. The missions themselves are reminiscent of early Tony Hawk games collect a certain number of items, find this/that, hit combos, do tricks and the like. Obviously that makes the whole speed/finesse aspect of the game even more annoying. This became increasingly tiresome and I avidly went out of my way to try and never come to a complete standstill. This means it throws you off your placement where you are on the map, immediately needing to reverse itself to continue going forwards. ![]() ![]() When you bring yourself to a standstill, by holding down on the left thumb stick, the camera jolts 180 degrees. The camera is also insanely jerky and the odd angles it delivers can be incredibly frustrating. Everything from then on feels the same in SkateBIRD. This minimal array of tricks gets old pretty fast and within 30 minutes I felt like all the variety had been seen. You can perform a small variety of flip tricks such as kickflips and impossibles, you can grind, stall and also grab your board, but because you don’t have arms you grab it with your beak, sadly limiting the amount of grabs at your disposal. I found I was having to reset again and again as I wildly flapped my tiny wings, not able to get over a ramp or not able to reach an area as my board kept getting stuck on the terrain, for reasons beyond me. Things can be adjusted slightly in the menu system, but I don’t understand why the game should even have this setting just slow the damn bird down. If you have a mission where some kind of finesse is involved, I wish you good luck. You see, in SkateBIRD you can’t seem to move slowly, instead left to blast full kilt in any direction. This makes navigating each area, frankly, beyond frustrating. You’re a lot lighter for one, but you also don’t push off the floor with your foot and you slightly glide/float. Playing as a bird/birb is different to that of a human. No matter how long I played as a birb, I still found it difficult to understand the physics of SkateBIRD. ![]()
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