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SPELUNKY FUCKING 2 HOLY SHIT YES
#1
HOLY SHIT THE FIRST GAMEPLAY TRAILER FOR SPELUNKY 2 HIT

THATS IT. EVERYONE GO HOME. THIS IS AS GOOD AS ITS GONNA GET NOW. FORUM CANT TOP THIS. WE DONE HERE


just watch it CHRIST:




What we can take from this:
  • There are fucking mounts. Thats right, MOUNTS. YOU CAN RIDE A TURKEY, A DOG, A DINOSAUR?
  • This game is set on some sort of planet? Olmec home planet????
  • ghosts can freeze shop keepers?
  • The bow is back from the orginal version. and you can use it on the terrain
  • LAVA AND WATER FLOWS BOY. WE GOT PHYSICS NOW.
  • The way it introduces the characters its almost implying they have their own abilities. Just looks like items already in the game though to me
  • ONLINE COOP HOLY SHIT-A-BRICK
  • LEVELS HAVE MULTIPLE 'LAYERS' YOU CAN TRAVEL BETWEEN
  • I SAW 2 GHOSTS. TWO. GHOSTS.
  • A GUN THAT FIRES CATS
  • RANDOM GEN LEVELS

READ SOME MORE CUNTS:

Derek Yu Wrote:PlayStation.Blog: So, first things first: What is Spelunky 2?
Derek Yu: Spelunky 2 is the sequel to the roguelike platformer Spelunky and takes place after the events of the original game. Since Spelunky 1 was released a lot of great roguelike-inspired games have come out and pushed the genre in cool new directions, but I think Spelunky is still very unique in terms of the freedom it offers the player and the way different elements interact, where one event can trigger a cascade of consequences that have to be dealt with. That’s something we’ve been building on – not just adding lots of new things (which we’re doing!), but also making the world feel even more interconnected. And that includes storytelling (both developer-created and player-created) as well as game mechanics.
PSB: I understand this game is very, very different from Spelunky 1 – why? What guided that decision? Why not be safe and just do another like he already did?
“The big question on my mind was ‘What makes Spelunky, Spelunky?'”
DY: At its core, Spelunky 2 is not too different, actually. My opinion about sequels is that they are extensions of the previous games, so I want fans of Spelunky 1 to jump in and feel like they’re playing a continuation, both storywise and mechanically. The big question on my mind was “What makes Spelunky, Spelunky?” I wanted to figure out what those ideas were and take them to their limit without anything getting in their way. Sometimes that means adding, sometimes that means remixing – it can also mean subverting expectations created by the original game.
[Image: 29395162307_cfd8ed728e_b.jpg]
[Image: 29395162767_fb4afb242a_z.jpg][Image: 42523148150_e82a3bb697_z.jpg]
PSB: What will Spelunky fans “get” about the game right away? What’s similar? What’s different?
DY: I think they’ll immediately get into the flow of playing the game. Which is great, because with Spelunky 1 we had a hard time explaining that to people. Now that they get it, we can spend more time making the experience deeper and richer. There are a lot of differences that, when added up, really make the game feel different. For example, each level will have a second layer that you can go back and forth between. Sometimes the entrance is right there and sometimes it’s a hidden shortcut. Even though the gameplay is still 2D platforming, this adds a feeling of a third dimension to the exploration.
“Each level will have a second layer that you can go back and forth between.”
We’ve also added liquid physics that are really fun to play with – combined with the destructible terrain you get things like dynamic water or lavafalls that you have to deal with on each run. The world breathes more. And then there’s all the expected new areas, items, monsters, and traps. It really is a lot.
I’m still very much thinking about new players, though. But my philosophy has always been to attract new players by making the world more interesting and inviting instead of focusing on tutorials and things like that. Spelunky is still Spelunky and it will be very challenging – my hope is that new players will want to persevere because we made the effort worth it. Spelunky 2 will have very strong themes of family and friendship and I want new players to feel cared for even as we put tough obstacles in their way.
[Image: 29395162397_30bb7909aa_b.jpg]
PSB: Are the levels randomized? That’s super hard to do; what was the approach?
DY: The approach is the same as with Spelunky 1 where we generate a “safe” path to the exit using room templates. However, with new features like the second layer we’re finding lots of surprising new ways we can make random level design even more interesting. As I said before, it feels like there’s a new dimension to it. And BlitWorks is doing the programming on Spelunky 2 and has built tools for creating and testing levels that we didn’t have the resources to build the first time around. It’s been a lot of fun going back “into the lab” with our previous experience and a lot of new technology.
“The goal is not extending the game’s length but making the stories that emerge even more rich and personal.”
PSB: How is the flow/pace? How does that change when moving to this new gameplay style?
DY: To me it feels more fast-paced but also more expansive. I imagine that runs may take a little bit longer beginning to end, but the main goal is not extending the game’s length but making the stories that emerge even more rich and personal.
PSB: Is it safe to assume there will be lots of secrets?
DY: Oh, of course!

Source: https://blog.us.playstation.com/2018/08/...interview/


Thoughts? Taco GET THE FUCK IN HERE
Liams Wrote:make a car out of scrap metal from genie lamps
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#2
I'm going to die in so many new ways!
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#3
Yeah it looks like it's going to be crazy fun, and quite a lot harder? All those spikes, the idol traps seem snappier, the mounts are going to ride me into lava so many times.

Derek Yu though can suck my own arsehole though. Did you read his interview? He definitely has a cellar of his own farts in a jar. It's like what the BFG had going on except Derek eats the snozzcumbers just to make that gas all the more potent.
Fart Curator Yu Wrote:The goal is not extending the game’s length but making the stories that emerge even more rich and personal.

I think they’ll immediately get into the flow of playing the game. Which is great, because with Spelunky 1 we had a hard time explaining that to people. Now that they get it, we can spend more time making the experience deeper and richer.

He's such a tosser
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#4
Yeah I don't get what he was on about there. He's all 'continuing the story'. What story? It's literally gameplay and a setting that makes up Spelunky. No one is invested in a story.

I don't get what he means about struggling to explain the 'flow of the game' to people. All that sentence says to me is, people who have played the first loads like ourselves will be able to jump in comfortably and it feel familiar. The 'experience deeper and richer' can just be better gameplay and more shit going on, which is what it looks like.

(30-08-2018, 10:25 AM)crispier taco Wrote: All those spikes, the idol traps seem snappier
Yeah I noticed that. Seems to be ultra quick for what that showed. And the hidden ground spike traps are just gonna be a bad day for everyone.
Liams Wrote:make a car out of scrap metal from genie lamps
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#5
one was bad enough
[Image: Nsi2Ruz.png]
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#6
(30-08-2018, 11:26 AM)Jargonion Wrote: one was bad enough

Technically this will be the third one.
Liams Wrote:make a car out of scrap metal from genie lamps
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#7
one was bad enough
[Image: Nsi2Ruz.png]
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#8
(30-08-2018, 04:57 PM)Jargonion Wrote: one was bad enough

Don't be a h8tr sk8tr
Liams Wrote:make a car out of scrap metal from genie lamps
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