In the case of Fallout, Tim Cain has said that they (briefly) considered polygonal 3D for Fallout, but that they could not get the performance they wanted from the target hardware, so they went with 2D sprites. Dragon's Lair is essentially the same, properly timed input keeps the composite movie playing mistakes result in death animations. The flight path is unchanging except for death animations. Its gameplay is very close to Missile Command literally just moving the target reticule to aim, and occasionally using the joystick to indicate a singular choice of motion when called for. Both of these games are entirely 2D cobra command is a rail-shooter in the strictest sense.
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