You can also check out Mr. Bree+ in motion with the gameplay trailer below:




  • BladedFalcon - May 17, 2013 3:49 p.m.

    Reminds me a lot of super meatboy, which is a good thing. Though I kinda have a problem with the screen being zoomed out that much always, though I suppose in a fast paced platformed like this, that's a necessity.
  • GR_LucasSullivan - May 17, 2013 6:56 p.m.

    Yeah, it looks a bit odd in screenshots, but when played in fullscreen it's totally fine :D
  • BladedFalcon - May 17, 2013 7:37 p.m.

    Ahhh, good to know! Also, I take it that it won't be intensive on any PC, right? I don't have anything close resembling a gaming machine, but so far I haven't had trouble playing games like To The Moon and such.
  • Rub3z - May 18, 2013 10:59 a.m.

    Lol, now you have me thinking of just what the hell a 2D platforming game could have to do with DirectX11, 16x anti-aliasing and dynamic lighting... Like, would it even be possible to devise a game that takes place in two dimensions that would take a high-end graphics card and a minimum of 3GB RAM to run? I'm wondering... what on earth would such a game look like? My guess is... extremely and nonsensically elaborate.
  • BladedFalcon - May 18, 2013 1:51 p.m.

    Well actually.. I'd imagine that 2D games such as the BlazBlue games and the Upcoming Dragon's Crown would be probably fairly demanding. Perhaps not pushing the limits of high end computers, but almost certain that say, my laptop wouldn't be able to run those XD
  • Rub3z - May 18, 2013 2:37 p.m.

    I never thought of those. I'm reminded of how the original, old-school Sonic games released on the Genesis were so hardcore, so fast that they literally pushed the boundaries of the little system... when you were able to get Sonic up to extreme speeds, the game would slow and stutter and struggle to keep up with rendering in the new environments and screens that the little hedgehog would scream past. In fact, this problem with rendering environments at extreme speed panning across two dimensions kind of plays into why they haven't made any good 2D Sonic games since then... except now it's not a matter of lacking the hardware to make such a feat possible inasmuch as it is a matter of budget constraints. It costs a certain amount of money, more so than it did back then, to design and create and implement a screen or environment that will be used in the game. But in a 2D Sonic game, there's a good chance that screen is going to flash right by in a fraction of a second. Suddenly, you need another environment for Sonic to run through... and then another, and another and another and another... to complete a running section that may only take a player mere seconds to go through. Those screens add up to the point that it's not financially or pragmatically reasonable to expect to make a game that's anywhere near the length that your modern gamer would expect. Essentially, it would take about as much budget to make a game that ends up being many times shorter than the same budget could make a standard 2D platforming/adventure game that could last a player for hours... because Sonic runs through the damn thing so fast. This is why Sonic Unleashed was padded out in length with those horrid Werehog sections. The solution to all this would probably be to go back to basics and make a 2D sprite-based Sonic... which, I think, is what all the fans would want. There's not really a technical need to render him in 3D and have him move in only two dimensions. I mean, just look at what this approach did for Rayman. That'd be awesome.
  • BladedFalcon - May 18, 2013 6:17 p.m.

    Yeah... But then again, you're asking Sega to use common sense, and not half ass things... That's like asking Activision to create original properties and not run franchises into the ground...

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