Not sure I cared much when this game was announced in 2015. Playing Final Fantasy XV also didn't help restoring my faith into Square-Enix. To be honest I originally hadn't planned on playing this one at all. Well, until the news got out that it wasn't a remake after all. I mean at least no matter its quality it wouldn't invalidate the original Final Fantasy VII, and people would still have to play that so they could say they had played and witnessed the story of this classic of Playstation history.
So I got to play Final Fantasy VII Remake after all. I was curious about the new direction the story would go in, and how well they translated the original's atmosphere into a 3D world with HD visuals. Still cautious I went in with low expecations. And still found myself disappointed.
It may not be as flashy and cinematic as other Playstation era RPGs, but Breath of Fire III has a unique charm to it that I haven't found in any other game to date.
Now that my website is static again I needed to put together a new script for the hit counter. It seems the data related to the last time this site was delivered statically was not very important to me at some point, because otherwise I would still have it stored somewhere.
Wow all these years later and I found a legit use for Wii Sports :-)
It's now been more than 10 years after I played this for the first time when it just came out in europe and my opinion on Persona 3 has barely changed. The japanese school-life sim aspect was truely novel at the time, and it was only that novelty that allowed me to look past the game's glaring pacing issues. Ironically Atlus remedied these somewhat in the original release of Persona 4 a couple years later, only to backtrack and make them even worse in the most recent Persona 5. I honestly don't know what the developers at Atlus are thinking here.
quick and ugly demo but the point is my game engine can dynamically modify backgrounds to create nice vfx
You can tell this one came out only a year after its predecessor, as Breath of Fire II is very similar to the series originator from 1993. This game improves on the first one in many ways: Better visuals, better music, better story and writing. And yet it doesn't quite reach for the top of its genre. A horrid encounter rate unfortunately drags this one down to another exercise in patience.
After a rough start with teaching myself game programming I spent many hours of 2017 and 2018 working on a Tohou clone based on this tutorial. Eventually I made it to the point where I could almost call the program a game: you could move a sprite, shoot bullets, destroy enemies that shoot their own bullets and so on. But there was a problem: this was my first C program that incorporated more than a main function, so my general programming skills with the language were really shallow at the time. Naturally my codebase reflected that. Working with the code I had written felt far from pleasant, especially because I had locked myself in. Had I continued working on the game without rewriting the entire thing there would have been little room for me to try out new things and more advanced concepts. So I started over with the goal to write a more general engine that I could use as the basis for future projects as well. That was back in march. Setting up the basics (input handling, rendering, framerate control etc.) took me a while, but now I finally reached the point where I could write a new scene management system. Here's the main portion of my old
It's april 2019 and a Sega Saturn controller fresh from the manufacture line makes it onto the market. Not an april fools joke. Disregarding that I may be wasting my money on a subpar junk controller I actually preordered this one. Just in case it's good, making sure I don't miss out. Now having tested this piece of modern retro hardware for a good hour there's nothing in the way of the me giving this a seal of approval.