Oh, and - because this was a title on a limited budget - they have to do it with no dialogue and a fairly simple animation style. And yet they nail both the necessary facts of the story (colonies! star league! collapse! war!) but also the tone the rest of the game will take.
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They let the music do a lot of the work. Just really well done. Far better funded studios have done far less with far more. Oh also, the soundtrack for Battletech (2018) if you haven't sampled it, is just generally very good:https://youtu.be/zd3_GkZhd-c
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And before anyone asks me to write about Battletech on the blog, I can give you the entire post right now: Giant walking battlemechs would not be militarily practical, because cover and concealment are essential and they are very big. Still a fun setting.
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I have never understood how the Battletech universe narrative has not been turned into an Expanse-style TV series...
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I mean, there's always the animated series, but that's been retconned in-universe as a campy piece of propaganda.
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I used to let it play instead of skipping it after launching the game, which is some of the highest praise I can give a videogame intro.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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This style of visual storytelling is very similar to the one used in Homeworld: Deserts of Kharak. It reminds me a bit of how SupCom: FA did its timeline of recent events at the beginning of the campaign, but much more slick and visual.
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It's a similar art-style, but I think Deserts of Kharak makes much heavier use of dialogue, even in its opening. We aren't, for instance, shown the expansion of the desert; Rachel S'Jet tells us about it while we view the world from orbit.
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