Robot day 2010 is saved!
I don't think I can conjure up words to describe how mind-blowingly awesome that was, so I'm just going to analysis mode...
The way how scale was communicated was done very well. In a movie like this it could be hard to make the audience perceive huge characters in a scale you intended to:
You used close-ups of the characters, as if to show that the robots are so large they couldn't fit into one frame. Another method used was in the long distance shots the characters were lit against the sun, making it seem like the robots could blot out the sun if you were looking at them.
I don't think the movie required sound effects because you used visual methods to convey sound. The way how the feeling of impact was delivered was so visceral that I could easily imagine what it sounded like
However, the story could have been explained better. I had to watch it twice and to read the author's comments to fully understand. Leave the author's comments for something else than the story. Second, if this is a music video, the music could have been more varied and reflected the events a little better.
Little flaws don't count for much when I can say that this is probably one of the best flash movies I have ever seen. No joke.
It's interesting how you managed to inject obnoxious voice acting and torturously annoying characters into a movie that had NO REASON to have obnoxious voice acting and torturously annoying characters. You could have made the movie have little to no voice acting and it would have been awesome. Less is more.
Even the good animation and graphics are used to make the characters even more annoying than they should be. It looks like something that was made with a lot of time and effort, and in that sense it looks good. Especially near the beginning before the fish is introduced and the whole thing degrades into utter absurdity.
Humor movies with similar style hits Newgrounds at least once every week. Is it really necessary to copy the whole egoraptor-style obnoxious voice acting, random jokes and "witty" faces and reactions? I suppose here on the internet people have lower standards and will laugh at almost anything that presents itself as humor.
This review was previously deleted, so I decided to repost it to make it less harsh and with a more appropriate score. Few have dared to critisize this movie, among the many other movies on Newgrounds that are similar to this. There are people out there who do not identify with a style of humor like this, so I think this is something that needed to be said.
I read the review guidelines, and this review doesn't break any of them. Consider that before flagging.
Cut the shaky cam just a little bit!
After this made front page, I watched Pokemon: Fated Battle, and then this episode. Both were pretty spectacular. Lots of intense action, with a great interpretation of what Pokemon battles are like. I used to be a pokemon fan back when I was a kid, and I still do have a soft spot for Pokemon. :)
I appreciate the fact that people have different animating and directing styles. However, almost all of the shots were shaky close-ups, which seem to be the only two effects that you used. The fact that the same effects are used over and over kinda detracts from the dramatic moments the movie might have.
How about using some steadycam shots, some slowmotion and some shots taken from afar? Using different techniques will help put weight on the truly dramatic moments of the battle.
HAHA! I beat you!
Despite the simplicity of the game's gameplay and presentation, it wasn't repetitive. Expertly done level design made each level unique, despite the fact that only a few tiles were used to create the simple graphical style.
The controls and hit-detection were spot-on, something mandatory for a game like this. Everytime I died, I didn't hate the game for being unfair. I merely laughed at the challenge...
"You jumped 320 times ...only to die miserably 31 times ...and fell of the cliff 49"
It sure was a challenge, but your game didn't beat me. I beat the game. HA! :)
One thing I didn't like was how you had to jump to the top of the screen in some parts. That was something a little unfair, because there wasn't even an arrow at the top to show where my character was.
Thanks!! Man, you made me blush :3
I didn't think of that moving arrow on the top pointing to leafboy's position, as obvious as such idea may sound, damn! and many people complained about that issue.
And I'm glad I achieved my goal of making feel the player that everytime leafboy dies, it was his/her fault and not mine (or lag's fault, but I cannot help that!). In other words, what you need to finish this game is not good luck.
Again, thanks for this review! but I think 9 is way too much for such a 6 levels game made in... 5 days? yet more to come from leafboy, soon... :)
I dunno about this.
It seems like it lacks a crucial feature: Most of the time playing this game is spent unchecking the squares around the 8-diamonds, only to uncover more 8-diamonds. The game even states that you can safely uncheck all squares around the 8's without a fear of losing a life.
If I uncover the 8-diamonds all the time, why couldn't the game check the squares around it for me? Checking those damn squares becomes nothing but a chore, and the game loses its appeal.
But it was a fun game for a while. Make a new version with prettier diamonds, some nice backgrounds while you play, a more comprehensive interactive tutorial and the feature I mentioned added in.
Man, I haven't written a Newgrounds review in a long time, but this is something I feel like I have to comment on. A tribute game to Shadow of the Colossus is possibly the best concept for a flash game imaginable. The theme suits a sidescrolling platformer perfectly.
The story was presented well, first putting you play through a level to get the player's interest, and then showing the player the first cinematic. The way the sense of scale was portrayed was very impressive. First showing your character in detail, jumping on large platforms, unable to decipher what the creature really is. Then zooming out, showing the entirety of the massive monster and understanding that the platforms make the monster's bodyparts.
But seriously? Couldn't you really have used more imagination on the levels? I was expecting the monsters to move around, causing parts of the level to turn upside down, for example. I was expecting the monsters to try to squash the player with their huge limbs, rather than just making him walk past spike traps.
We are flash developers, individual people with limited time and effort to make interesting game experiences. Since we don't have big teams of experts to polish every area of a game, the level of imagination is what makes us stand out from major game releases out there.
Use that imagination for good. For making gaming just a little better.
Thanks for making this excellent song. It had just the kind of mood I was looking for, and the finish mached perfectly with the ending of my movie. It's melancholic, yet it leaves the listener with a happy, relieved and satisfied feeling. Thanks!
For my first published flash movie, Paranormal Creatures, I needed a scary, eerie main theme that would set up the right atmosphere. Although this song might be just a demo, it was exactly the kind of thing I was looking for.
Thanks a lot, man! I think it suits my movie perfectly.
I owe you one :)
Many thanks for making this excellent music! It couldn't have been a better fit for my first published movie, Paranormal Creatures. It really had the feeling or urgency I needed to depict the attack of a monster. I can't believe how this song is so under-rated.
By the way, sorry if I didn't give you a heads-up, but I was too busy making the movie to tell you early.
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