creator of the rando here :) loved this game to death and been a fan of your channel for a while so super honoured to get a mention at the end - kept rewinding in disbelief lol
Thank you for the randomizer. I usually run randos for various games, mostly zelda, and when I found out one was made for Pseudoregalia, I jumped at the chance to grab it.
@@superequinox4185 They're pretty baggy pants. But Pseudoregalia has you covered with the Sun Boots. Did someone say "thigh-highs"? Because Sybil knows you want thigh-highs
21:19 To add on to your point here: more than the character model, more than the readability of the animation, I think one of the big strengths _Pseudoregalia_ has in its corner is the responsiveness of the camera. _So_ many 3D platformers -- including like 95% of the Sonic franchise -- are hamstrung by cameras trying to be cinematic or getting caught on scenery or not being able to keep up with the characters on-screen. But even just looking at your footage here, it feels like the entire game and world were built _around_ keeping things tight and visible. As you said, it's good to see a game focussing on the essentials and absolutely nailing them. I hope we see more from this dev in future.
One thing they also did which is good is that while most 3D N64 games ran at 20fps Pseudoregalia goes at 60 fps. However they update her animation only every 3th frame. This kind of simulates N64 jankiness without actually being janky. Cause her position and the camera still go at 60fps so it doesn't impact your control at all. You can also see they use squash and stretch which is something the N64 could not do with 3D models. It's something that's hard even for modern hardware to do in 3D.
One thing that kinda is hit or miss is the character animation or rather how it updates. Many 3D games on N64 were 20 fps and so while the game runs at 60fps the character model is only updated ever third frame. It kinda feels like one of the FX games on SNES where you have the 60fps background and 20fps character models.
Considering the artist's other designs, they DEFINETLY knew what they were doing with Sybil, lmao. Which does make the pants being an 'accessibility option' even funnier. Speaking of other designs, the other prototypes they've made are also pretty worth playing, like yeah, they are very much unfinished but its really fun to see where some of the ideas and lines of thought that came to be in Pseudoregalia originated from. And hot dang they also prove how solid the dev's grip is on making fun platforming.
@@thecrtf4953 Rittzler, he's really good at making thicc characters, he legit makes sexually attractive characters, including the animations, while making the focus of the game just fun platforming, the character simply happens to be attractive and not desexualized unlike many games do nowadays, without making it the main selling point of the game, his art style is just good. He's also a very chill guy, he has a discord and an itch io. Actively talks with us and takes input for this game's development and the other projects he's working on.
@@zereimu His character design truly is stellar all around. And really the whole sexy/attractive aspect is always done in a really classy way, like not afraid to look the looks and walk the walk in the absolute slightest, but not being a forced 'the entire point is horny. please applaud' kind of thing.
@@Hatsworthful Facts! It's a very realistic way of approaching it too, which for a game about a goat bunny cat girl thing is interesting, because the game design declares the truth, that the healthy female form is sexually attractive and that's just how nature is, no need to desexualize because it does not warrant it because it's not "that" kind of a game, and no need to make an androgynous or macho female protagonist because this game is both fun and beautiful. You said it better than me though, it's a very classy approach, and very clean, absolutely needs to be applauded, literally some people buying the game twice just to support this dev. lol
I think I might have an idea as to why her being tall works with the platforming so much. It's all down to what she's using as a tool to get around. Since she's slender, it lets you get more easily into the idea of jabbing the tonfa sword into the ground like it's a vaulting pole - a great focus on vertical precision, while having long enough limbs to where you've got a easy mental gauge as to the length her wall kicks are going to be and for the momentum she gets from cartwheeling to feel 'natural', whirling her body around to carry that distance. Unintentional, but definitely a happy accident.
Her acrobatics translate to such a kinetic movement set, like seeing a spring uncoil and seeing the slightest change making immediately visible differences.
Lol. It was no accident. Everything about it was clearly carefully thought about. That's what happens when someone is focusing on that core thing and making it fun.
@@Cheezitnator As stated by the creator (and as a proxy, this video), the most thought they put into her character design was making her look good, they didn't think about how this reflected on the gameplay. I wasn't talking about the mechanics themselves, just how they coincidentally flowed well with the character's appearance.
For real, every time I've learned of a game from this channel and picked it up, I've NEVER regretted it even once. I discovered Hypnospace Outlaw here and was obsessed with it for almost a whole year.
Honestly, the real hook for me with this channel is how honestly into it Nitro can get, like, genuinely into it. Be it love, admiration, outright disdain (bootleg Lisa game kek) or just neutral contemplation of a game he's presenting, it's always Nitro right there, not something meant to catch a general public, just Nitro. And I love all of it, ever since I first saw him back in 2015.
I love platformers that give you so many moves to work with, it makes you feel like a badass using them all effectively to avoid hazards and take down enemies in style
The game is so good, you explained alot of the movement but missed one of the most important moves; slide jump in any direction, then immediately upon landing sideflip in the opposite direction, you do a mega jump! Its incredibly useful for sequence breaking its by far the most powerful move in the game.
You can also hit one of the shoulder buttons to toss the Dreambreaker up in the air. Seemingly useless considering it disarms you BUT if you use the sun greaves to kick it in the air you launch it at a nearby enemy and get a height boost too!
Bonus point, you can do that jump off a bunny hop too! Furthermore, I believe this is unintentional, but if you press back as you land, then forward, you can do the mega hop while keeping your forward momentum! Quite tough to pull off, but it feels satisfying as all hell to do! Love this game so much-
Well considering how much Hotel Dusk music he uses and how we haven't gotten a review of that game. I think we're safe... Why do I see a rocket crashing down outside?
As a game dev, James is absolutely right about the whole pencil/marble analogy. The thing about this game is that the main character is animated so beautifully and fluidly that you always know where she's going.
In defense of the term Metroidvania, I feel the term describes much more than just how the map is designed. It also describes how the power-ups and progression are going to work, the types of secrets you should look out for, and what challenges you'll probably face. No one's going to think games like Slay the Spire or Peglin play exactly like Rogue despite both of those being labeled as Rogue-likes, but they will know what the core premise of each is at a glace.
Yeah, I think he's just blaming the fact he didn't watch 10 seconds of a trailer for Hollow Knight to know it doesn't play like Metroid or Castlevania on the term.
@@itsaUSBline Also the fact that it really doesn't play like Mega-Man. There's bits of that but someone who likes Mega-Man but not heavy map exploration would despise Hollow Knight, because of how much exploration plays a role on that experience. I do think another term would be better for this sub-genre though; Search action is a term some use and I prefer it, as the dichotomy of action, traversal and exploration is very important, specifically in making sure they are constantly linked.
@@viewer6152 I feel like the grid structure point is more a product of most traditional rogue-likes also being dungeon crawlers. Rogue was a dungeon crawler, yes, but the concepts that makes a game a rogue-like are more in line with how Rogue differs from other dungeon crawlers.
Pseudoregalia got to a point where it affected my dreams too. I suddenly found myself surrounded and lost deep in monolithic structures drowned by a sorrow light. What an excellent game
@@waluigihentailover6926 Yeah. It brought me dreams of flow and movement and freedom. Like, that legit, not even a joke. It's the part of the game that struck the most for sure. That uhhh... that IS what you were talking about. Right?
Same thing happened to me but with B3313, it affected my dreams in ways I don’t really know how. I feel like a lot of 64 styled games have that effect, the dreamy style of them is the perfect brain food for dreams.
it's lovelly how the dev captured the animations of the mid 90's era, on that time 3D models had that kind of cut and low frame animations. I was never a fan of the washed textures of the N64 but here the dev nails it perfectly. I'm adding this to my collection
@@RadikAlice What do you mean you don't want an 40 hour open world with nothing but 4 copy-pasted side quests???? The company has to meet it's 300% growth quota somehow!
This may just be my favorite game to come out this year. And to emphasize how flexible Pseudoregalia's movememt is, I played through 90% of the game without the ground pound or wall run and didn't even realize I was sequence breaking for most of it. Meanwhile my friend finished the game without ever finding the wall kick! If you're good with the movement the world is your playground with or without fancy tools. Also: you actually missed an important option out of wall kick: attack. Attacking cancels the wall kick animation while maintaining momentum. You can use it to wall kick towards a ledge and grab it instead of bouncing off. It really opens the world up
I love it when it feels like an indie game caters to almost the exact things I wanted from similar games of its genre. Tight, fluid, and chainable/complex movement is something I value in video games such as Celeste. The surreal Yume Nikki vibes with the liminal spaces also do it for me. Good stuff.
Absurdly good movement is one major part of why I have thousands of hours into Warframe. It's nice to see appreciation of movement systems returning to the forefront of game reviews.
I got so excited seeing this!! One of my friends absolutely adores the art direction and insane movement in Pseudoregalia. Awesome to see you cover it and give it more attention!
I started to learn and practice the speedrun tech "slide ultrahop," not because I ever intended to speedrun the game, but because I had so much fun JUST practicing the movement. Pseudoregalia is the only game I've ever played that has managed to grip me like that, so I know it's something special! I only wish I could turn the individual abilities on and off so I can practice different techs with different ability combos. Slide ultrahop becomes almost impossible (for me) with the slide-jump ability, and it sucks I don't have the option to switch back. Also, glad to see another Underbelly appreciator
For real, anytime i got to some spot where i was "supposed" to get stuck until i unlock another move, I really sunk my teeth into the toolbox i had so far. Most of the time (probably everythime if you're better at it), you can make it somehow. Maaaybe there was one long-jump where you needed either the slide hop or wall run first, but someone probably sloved it with wall kicks :)
@@Rocknoob49 Yeah, on my first playthrough I managed to push through one of the platforming challenges without having the intended ability (wall run) for it. I was ecstatic when finally did find the wall run and realized I had accidentally done a sequence break.
Can’t believe is the first time I skipped the spoiler section but it goes to show how much you sold me on this game, even if I’m not the biggest fan of the artstyle
as someone who went into it semi-blind, the artstyle was one of the things that sold me lol if there are 1000 fans of this artstyle, i'm one of them if there are 100 fans of the this artstyle, i'm also one of them if there only a measly 10 fans of of that artstyle, I'll still be one of them if there are 0 fans of them... I'm dead
Almost 30 Nitrorad? I'm a child of '94, now I'm curious if you are too. I get a certain comfort out of your content, it brings me to a calm when I am normally bitter and quick to anger; you still have that unwavering optimism and charm I lost earlier on in life and it brings me a lot of comfort. It takes a strong man to keep a smile on their face through it all and I know from past content that it hasn't been all sunshine and rainbows for you. Thanks for always uploading. These genuinely improve my day.
I'm very glad that you have made a video about this game! The theme and aspects really gave me this feeling of nostalgia that I haven't had in a long while. What surprises me is the fact that the same guy who got me into the LISA series 4 years ago makes a video of my favorite platformer in a long time. Thank you!
I'mma say it here- If Celeste can get expansions being mostly 2D platforming, then Pseudoregalia also deserves expansions. I get it- completely different beast Making a whole new 3D area to jump around in; but a sort of Challenge mode or a Gauntlet in your fully kitted out Sybil would be a DREAM! I really hope the game either becomes open source for a modding community or the creator returns to make another project for Pseudoregalia.
One thing I did notice when you were talking about the character height is that especially in this case the longer legs can make for some unique features such as the wall kick, if you had a short stubby character that kind of wall kick just doesn't make as much sense but with a taller character you can get a wall kick like the one in this game.
I'd been holding my breath you might make this one, so glad you're covering it!! Pseudoregalia RULES. Slickest movement techs I've played around with in years
On par with unsighted fr fr (Unsighted is top-down 2D and focuses more in combat but they play surprisingly similar, Pseudo obviously has more movement options but Unsighted feels just as smooth once you get all your abilities)
Wow, reallly nice to see you genuinely happy about this, plus the video was great two, the visual aides good audio and game looks really good. I'll be sure to check it out when i can. Good Job loved the video and hope they can expand the gameplay somehow in the future!
Somewhat unrelated, but it's crazy that I've GROWN UP with this channel. I remember being 15 (5 years ago now)and finding out about Lisa. I fell in love with that game and I fell in love with this channel. It's honestly a memory I feel like I'll look back on fondly. I got shit to be nostalgic about when I get old, and honestly that's kinda cool to know
So glad you’re covering this game. It needs all the love and attention it can get- legitimately one of the best indies to drop this year! Six dollars for an amazing, short-and-sweet game, definitely pick it up if you haven’t already.
I'm SO glad you made a video on this, if there was one channel I wanted to cover this game, it was definitely you. You always upload quality and speak art of games that I enjoy or have come to enjoy because of your videos. I initially planned on making a video for Pseudoregalia too, but it was moreso focused on me learning to speedrun the game week one.
I absolutely loved your explanation of the movement and moveset, you genuinely do the best at capturing and explaining the things in movement that I love in games that I can never explain to my friends, and that I feel nobody else can explain as much as you.
Hearing James verbally dissect all the creative ways you can maximize a character's movement options in a platformer is the platformer equivalent to hearing a combat enthusiast go in depth about how many creative and optimal combos you can pull of in a Devil May Cry game or something, it's such a joy to listen to. I would also love to see this game come to consoles since I myself, am not a PC gamer. No real reasons beyond my own comfort level being predominantly oriented with consoles, and my lack of knowledge for using computers beyond basic internet access purposes. But yeah I would love to give this a go on Switch or something. Hell, my Switch is where I played other Indie greats like Bastion and Hyper Light Drifter. I'd love for Pseudoregalia to get a console release.
Given how little attention I've ever paid to the 3D platforming genre, I was very pleasantly surprised by this game. Cave Story was the last time I've played a game that simultaneously felt so simple in presentation, but was also clearly created with boatloads of passion. And there's definitely something about being able to *whack* a switch to make it work that you've summarized perfectly. Great review! (Also, I knew beyond a shadow of a doubt that you were Canadian the second you said, "...meter".)
Maybe the reason why Sybil is so easy to read is because she spends so many of her animations curled up, with her legs spread, and other poses that draws her into herself, which reduces the amount of space she takes up. For the same reason why characters like Mario and Dreamcast Sonic are so easy to control, she is too, just in a different way.
Thank you so much for recommending me this game. This is the first episode of yours I didn't finish and dipped out for the spoiler section. It was tough to not finish a NR video...but worth it for Psuedoregalia
Your point on activating switches and things with slashing in universe, Momodora is great for it, well 2 and 4 are, because the checkpoints in that game are activated by ringing the bell, sprinting through a room and saving without breaking flow is awesome.
Pseudoregalia is an excellent platformer but it's also the exact kind of Metroidvania that I wish was being made during that big souls-like BS boom. Not a punishing slog of back dashes and double jumps but a sandbox to collect and test powers before seeing how they fare against big boss. Granted PR only has 2 bosses but when the world is an obstacle course you hardly need many more. I spent a solid 5 hours to beat it, spent another 5 just enjoying the movement on and off and found in my travels like 3 traversable out of bounds areas that feel super rewarding to get around.
As someone who grew up skateboarding. I love these types of games because you get so much replayability just from getting the ability to move through the game in ways that makes you feel creative and satisfying. You find there's layers to this when it's done well. So overtime you find depth to the ways you can play. Skating has a very similar feeling. You can approach an obstacle in a bunch of different ways and half of the fun is figuring out how you want to approach certain obstacles. This is part of what style is in skating. It's not just how you look when you skate but the trick selection you have and how you use them on different obstacles. This game is awesome and I hope we see more like it. SlayersX, this game and corn kidz 64 are so refreshing!
I kind of wish he mentioned the first person view toggle. I'm sure the dev just wanted to implement it for the hell of it, but man it does feel like a setting that would have existed in one of those retro platformers.
I absolutely loved moving around in this game, but i got lost so bad that I legit couldnt progress. I have horrible issues remembering my way in any game and the similar looking boxy corridors in pseudoragalia made me literally wander all the way back to the starting room like half way through the game, thinking I was progressing through new areas. A map could be a huge help with this so I'm glad the dev is apparently working on it. Also - have you ever played Jak and Daxter? The first one? after that you should know that readability is totally fine with a tall character.
I had the same exact issue. The game has loads going for it, but the lack of any form of mapping really hinders it. I'll definitely give it another go if a map does get added.
@@NitroRadmake sure to try the PC port of Jak 1! It's exactly what it sounds like, same as the Mario 64 port from a few years back. Native 4K and 60+ fps, it's an absolute dream, and not hard to install.
The great thing about James' videos is there's a 50/50 chance he'll hit you with an underrated nostalgic classic or an absolute banger of an indie title. And when the latter pops up with such charm as this, I am NEVER disappointed.
Fun fact, the side flip is still a huuuuuuuge part of movement later on since you can sideflip out of the slide jump, letting you SKYROCKET upwards (it even has it's own sound queue and animation), but since it's from such a horizontal move to start, it makes figuring out where it's best to use absolutely addicting! Gosh I love this game, I really REALLY hope that people figure out how to make custom levels at some point
I don't remember when i last time saw someone who was talking about video game with this level of delight as Nitro Rad in this review. It was refreshing xD
With regards to character height, I personally think it's more about the camera and the little tricks to help you aim yourself. How zoomed out the camera is compared to Sybil, (despite her being pretty close to the front of the camera), should make you feel that she should take up more space, but that just isn't the case because the camera always makes sure you're seeing what's ahead. Plus, I think her actual position right in the bottom middle of the screen makes it pretty easy to tell where she's going to land, you just get the vibe where she's always supposed to be at all times since it's nearer to the bottom than it is the middle. And to finish that off, there's the classic jump shadow that stays right under the character to give you that last little bit of visual clarity to make sure you know where you're going. If what I'm saying does or doesn't make sense, let me know! I like thinking about why certain mechanics or systems work in games, so I'd like to understand as best as I can!
Every time I come back to watch one of your vids I genuinely don't get how you don't have at LEAST a million subscribers, you just feel like one of those top-dog main youtubers everyone should know
This game really does have the schmoovement. It was a blast to play and I wouldn't mind getting lost if I could just jump around without a care in the world. Also that last fight got some legit Nier Automata vibes going on. It's great. Hope we get some more updates soon
I never heard of this game until now, so I'm buying just from reading the description. NitroRAad is by far the best one when it comes to platformer suggestions.
There's a small indie game that has come out on steam recently called "Frogatto and Friends" it's pixel art with that adventure/platformer and Metroid/Mario2D vibes. It originally came out way back and was on the iPod Touch (when that was a thing), PC and Mac. Now finally complete and on steam after being on Greenlight for so long.
Im surprised you didnt mention the secret Technique the dev put in the game where you can do a super high-jump out of a slide (without slide jump unlocked) and that jump goes so far and so high that speedrunners clear the entire game with it in a few minutes And that technique is not a bug, its a developer-intended easter egg, like the Wall Jump in Super Metroid
That sounds kinda lame tbh. Intentionally putting in bugs that remove most of the game for speedrunning purposes kinda go against the whole thing imho.
@@RazAnime yeah, thats exactly what irks me. If its a bug... well, that just happens during game creation. But as it is put there on purpose its intentionally taking away from the experience.
@@autumnalgloom5360I would say that's an horrendous take except you're partially right, If you use this on your first playthrough as I currently am it makes everything so disorienting since i never know if I'm even supposed to be in certain places or not, it's a move that you should only use when you know what you're doing imo, still, it has made everything more fun, if a bit more tedious at times
@@autumnalgloom5360 Not really. It's something that gives you freedom over the map and figuring it out. It does not take away from the experience if you're in it for the platforming and the mental puzzle of the map. I don't believe you are even partly right. You're dead wrong.
I totally agree on the "mobility is king" sentiment! When I played A Hat In Time I realized I was doing the exact same input for EVERY SINGLE JUMP (doublejump into dash into dash-cancel triple-jump) and the only thing that changed was the timing, and once I came to the realization it just killed all the fun for me. (My favorite Hat In Time mod is the one that just straight-up gives you FLUDD from Sunshine, having all those extra mobility options made the game feel a lot more engaging again... kinda wish there'd been something similar in the base game)
Fun fact about the slide and those 180 high jump backflips. If you hold back and jump right as you hit the ground from the slide jump, you'll do this Ultra backflip LAUNCHING yourself into the air. Hard to get a hang of, but once you do, its the most broken tech in the game with the areas you can get to that your not supposed to get to.
My favorite memory of this game was being frustratingly challenged at a segment of Sansa's Keep. I was stuck there maybe for an hour, getting hit with challenge after challenge and feeling shocked how quickly the difficulty ramped up... Only to find the game was expecting me to have wall running for the last 2 zones. I beat that area without the wall run. And it felt so good to know that I did it without that tool.
Yes! THIS is what I love about platformers, the sheer amount of options the player is given for movement so that they can get around with in their own way, which is phenomenal! I also love how indie devs have been able to keep this genre fresh, and even take it in interesting new directions, both in gameplay and character designs, helps them stand out. Also, any game that features a retro, low poly aesthetic is just pure comfort for me.
I wish I new James in real life. Not only does he just seem like a standup guy that would be amazing to couch game with, but also just hearing the enthusiasm in how much he enjoys the things he does is so contagious. I haven't had that type of feeling since I was really young, like Elementary or Middle school young, where I would play old games for the first time with friends and we'd be experiencing these new things and techniques together and "Can you get up there" and actually doing it and literally giving hype shouts for the next several minutes. The tone in his voice when he described how cool the wall jumping was literally forced a smile on me that was more infectious than a yawn.
The movement is one reason I really love DK64 not only do you get almost as many options as Mario you get 5 different variants with their own wacky movesets. Even if it wasn't really utilized fully in the game itself.
If you liked the movement in this game, definitely check out some of the dev's other games. They have a prototype on their itch page for a game called blazing dynamo that'd probably be right up your ally.
I saw you post the thumbnail for this video on twitter before it dropped and after seeing its price on steam decided to play it before watching the video and I'm glad I did, definitely my favorite game of this year, I beat it in 1 sitting and could not put it down. Thanks for bringing this game to my attention.
Oh hey I was looking for some cool little indie to dive into and this looks right up my alley, already picked it up and will be giving it a shot sometime this week during my breaks. Awesome video as always man, I'm a huge fan of your writing and editing style and all the general content you cover!! Keep on making rad stuff!!!!
@@Gatorade69 yeah, but I don't currently have a reliable source of income. And since I'm in college, I can't really afford to spend money on all the games I'd want to have and play.
There are some songs that were written by PatatoTeto who uses a Korg M1 and a Korg Wavestation for the following songs: Their Subdued History, A Forgotten Fortress, Outside The Castle Walls, Pages of Solemnity, and Delirious Acting.
I had this game on my wishlist since it came out and I knew it was good but I didn't know it was this good. My god I need to play it now. Can't believe I was sabotaging myself like that.
This game is a treat to play, experiment in and explore, and with the amount of strong poses in her animation and her general design, Sybil is a treat to draw.
creator of the rando here :) loved this game to death and been a fan of your channel for a while so super honoured to get a mention at the end - kept rewinding in disbelief lol
Thank you for the randomizer. I usually run randos for various games, mostly zelda, and when I found out one was made for Pseudoregalia, I jumped at the chance to grab it.
A funny thing about Sybil's figure; in the Accessibility options, you can give her pants as an optional costume LMAO
tights/pants > bare legs imo
@@superequinox4185 They're pretty baggy pants. But Pseudoregalia has you covered with the Sun Boots. Did someone say "thigh-highs"? Because Sybil knows you want thigh-highs
@@TARINunit9 wide cuffed pants are better, especially in motion. See: Diane foxington
weird how they added an option to ruin the entire game, but hey its the consideration that counts, good on em for lookin out for the prunes
@@iamasnail8654listen, it's difficult to play a 3D movement hack n slash with one hand, ok? Some of us need that accessibility option lmao
21:19 To add on to your point here: more than the character model, more than the readability of the animation, I think one of the big strengths _Pseudoregalia_ has in its corner is the responsiveness of the camera. _So_ many 3D platformers -- including like 95% of the Sonic franchise -- are hamstrung by cameras trying to be cinematic or getting caught on scenery or not being able to keep up with the characters on-screen. But even just looking at your footage here, it feels like the entire game and world were built _around_ keeping things tight and visible.
As you said, it's good to see a game focussing on the essentials and absolutely nailing them. I hope we see more from this dev in future.
The first application of adaptive, ai-driven game design shouldn't be npcs- it should be a sentient camera
One thing they also did which is good is that while most 3D N64 games ran at 20fps Pseudoregalia goes at 60 fps. However they update her animation only every 3th frame. This kind of simulates N64 jankiness without actually being janky. Cause her position and the camera still go at 60fps so it doesn't impact your control at all.
You can also see they use squash and stretch which is something the N64 could not do with 3D models. It's something that's hard even for modern hardware to do in 3D.
One thing that kinda is hit or miss is the character animation or rather how it updates. Many 3D games on N64 were 20 fps and so while the game runs at 60fps the character model is only updated ever third frame.
It kinda feels like one of the FX games on SNES where you have the 60fps background and 20fps character models.
Considering the artist's other designs, they DEFINETLY knew what they were doing with Sybil, lmao. Which does make the pants being an 'accessibility option' even funnier.
Speaking of other designs, the other prototypes they've made are also pretty worth playing, like yeah, they are very much unfinished but its really fun to see where some of the ideas and lines of thought that came to be in Pseudoregalia originated from. And hot dang they also prove how solid the dev's grip is on making fun platforming.
Who's the artist?
@@thecrtf4953 Rittzler, he's really good at making thicc characters, he legit makes sexually attractive characters, including the animations, while making the focus of the game just fun platforming, the character simply happens to be attractive and not desexualized unlike many games do nowadays, without making it the main selling point of the game, his art style is just good. He's also a very chill guy, he has a discord and an itch io. Actively talks with us and takes input for this game's development and the other projects he's working on.
The ass and chest have more form definition than the face, they DID have their priorities straight.
@@zereimu His character design truly is stellar all around. And really the whole sexy/attractive aspect is always done in a really classy way, like not afraid to look the looks and walk the walk in the absolute slightest, but not being a forced 'the entire point is horny. please applaud' kind of thing.
@@Hatsworthful Facts! It's a very realistic way of approaching it too, which for a game about a goat bunny cat girl thing is interesting, because the game design declares the truth, that the healthy female form is sexually attractive and that's just how nature is, no need to desexualize because it does not warrant it because it's not "that" kind of a game, and no need to make an androgynous or macho female protagonist because this game is both fun and beautiful. You said it better than me though, it's a very classy approach, and very clean, absolutely needs to be applauded, literally some people buying the game twice just to support this dev. lol
I like that the "Platformer Moveset Flowchart" has become a regular thing in these videos.
You know it's a good moveset when James breaks down the kinetic nature of the gameplay in METICULOUS detail.
@@Saxdude26 And it's drawn with spiffy art
give it some more perfecting of the genre and kevin's gonna have to draw 30 poses for a game that somehow only uses one button
I think I might have an idea as to why her being tall works with the platforming so much. It's all down to what she's using as a tool to get around. Since she's slender, it lets you get more easily into the idea of jabbing the tonfa sword into the ground like it's a vaulting pole - a great focus on vertical precision, while having long enough limbs to where you've got a easy mental gauge as to the length her wall kicks are going to be and for the momentum she gets from cartwheeling to feel 'natural', whirling her body around to carry that distance. Unintentional, but definitely a happy accident.
Her acrobatics translate to such a kinetic movement set, like seeing a spring uncoil and seeing the slightest change making immediately visible differences.
Also having her feet be covered by a color that doesn't appear anywhere else on her helps some I think
@@royaloreo1275 I like how you hear the clip clopping of her hooves when you walk around.
Lol. It was no accident. Everything about it was clearly carefully thought about. That's what happens when someone is focusing on that core thing and making it fun.
@@Cheezitnator As stated by the creator (and as a proxy, this video), the most thought they put into her character design was making her look good, they didn't think about how this reflected on the gameplay. I wasn't talking about the mechanics themselves, just how they coincidentally flowed well with the character's appearance.
This channel is a gem. Alway getting a great indie game recommendation from every vid.
I don't think Nitro has played it yet but if you like this game and Sonic games then check out Spark the Electric Jester too
Already did. Loved it.🥰@@Zadamanim
For real, every time I've learned of a game from this channel and picked it up, I've NEVER regretted it even once. I discovered Hypnospace Outlaw here and was obsessed with it for almost a whole year.
@@dyrr836i love hypnospace outlaw its such a fun game
Honestly, the real hook for me with this channel is how honestly into it Nitro can get, like, genuinely into it. Be it love, admiration, outright disdain (bootleg Lisa game kek) or just neutral contemplation of a game he's presenting, it's always Nitro right there, not something meant to catch a general public, just Nitro. And I love all of it, ever since I first saw him back in 2015.
I love platformers that give you so many moves to work with, it makes you feel like a badass using them all effectively to avoid hazards and take down enemies in style
please never use that term again.
@@aweigh1010which one
You like the Mega Man X series? Feels like exactly what you described.
This is why The Messenger was my goty 2018, so satisfying to move around
@@dyrr836 Probably more Zero series imo, X is cool too but the subweapons in Zero make crazy combo videos
The game is so good, you explained alot of the movement but missed one of the most important moves; slide jump in any direction, then immediately upon landing sideflip in the opposite direction, you do a mega jump! Its incredibly useful for sequence breaking its by far the most powerful move in the game.
oh that sounds amazing
You can also hit one of the shoulder buttons to toss the Dreambreaker up in the air. Seemingly useless considering it disarms you BUT if you use the sun greaves to kick it in the air you launch it at a nearby enemy and get a height boost too!
@@Aleric765 shit got me giggling and kicking my feet fr i need this game
naaah thats crazy, i had no idea.@@Aleric765
Bonus point, you can do that jump off a bunny hop too! Furthermore, I believe this is unintentional, but if you press back as you land, then forward, you can do the mega hop while keeping your forward momentum! Quite tough to pull off, but it feels satisfying as all hell to do! Love this game so much-
I like how the character is tall too, simply because to hop around you need them legs
the pikmin music is taking over, we need to be prepared something is coming...
Breadbug
PIKMIN 5 IS COMING?????
Well considering how much Hotel Dusk music he uses and how we haven't gotten a review of that game. I think we're safe... Why do I see a rocket crashing down outside?
@@toxagen1144olimar returned with the milk finally
Kumbayah my lord, kumbayah.
As a game dev, James is absolutely right about the whole pencil/marble analogy. The thing about this game is that the main character is animated so beautifully and fluidly that you always know where she's going.
In defense of the term Metroidvania, I feel the term describes much more than just how the map is designed. It also describes how the power-ups and progression are going to work, the types of secrets you should look out for, and what challenges you'll probably face. No one's going to think games like Slay the Spire or Peglin play exactly like Rogue despite both of those being labeled as Rogue-likes, but they will know what the core premise of each is at a glace.
Yeah, I think he's just blaming the fact he didn't watch 10 seconds of a trailer for Hollow Knight to know it doesn't play like Metroid or Castlevania on the term.
@@itsaUSBline Also the fact that it really doesn't play like Mega-Man. There's bits of that but someone who likes Mega-Man but not heavy map exploration would despise Hollow Knight, because of how much exploration plays a role on that experience.
I do think another term would be better for this sub-genre though; Search action is a term some use and I prefer it, as the dichotomy of action, traversal and exploration is very important, specifically in making sure they are constantly linked.
@@viewer6152 I feel like the grid structure point is more a product of most traditional rogue-likes also being dungeon crawlers. Rogue was a dungeon crawler, yes, but the concepts that makes a game a rogue-like are more in line with how Rogue differs from other dungeon crawlers.
@@viewer6152 "Rouge-lite" is what you're looking for.
He is right tho all those are part of the map.
La sub genre and genre encompasses more than level and level progression designs.
Pseudoregalia got to a point where it affected my dreams too. I suddenly found myself surrounded and lost deep in monolithic structures drowned by a sorrow light. What an excellent game
That’s crazy. I had a different type of dream though..
@@waluigihentailover6926 Yeah. It brought me dreams of flow and movement and freedom. Like, that legit, not even a joke. It's the part of the game that struck the most for sure.
That uhhh... that IS what you were talking about. Right?
@@anthonybowman3423 Ehh. Close enough.
Same thing happened to me but with B3313, it affected my dreams in ways I don’t really know how. I feel like a lot of 64 styled games have that effect, the dreamy style of them is the perfect brain food for dreams.
This video has such a 2010's vibe I could 100% believe it was from 13 years ago.
And that's a compliment.
what.... what does this mean
@@NitroRadI think it means that your video format has the passion and vibe of the videos, like say AVGN or the like. That's what I got out of it.
it's lovelly how the dev captured the animations of the mid 90's era, on that time 3D models had that kind of cut and low frame animations. I was never a fan of the washed textures of the N64 but here the dev nails it perfectly.
I'm adding this to my collection
Cavern of Dreams did this art style so much justice, highly recommend if the 90s era n64 design is a plus
Honestly a game like this being short is a big appeal to me because I see that as a reason to replay it more frequently.
It's like food, if it feels less filling you're more likely to eat more
And God, are some games and genres just inhuman amounts of filler
@@RadikAlice What do you mean you don't want an 40 hour open world with nothing but 4 copy-pasted side quests???? The company has to meet it's 300% growth quota somehow!
@@dr.cheeze5382 Don't forget the mass layoffs after "record profits"!
This was a good laugh, thank you
This may just be my favorite game to come out this year. And to emphasize how flexible Pseudoregalia's movememt is, I played through 90% of the game without the ground pound or wall run and didn't even realize I was sequence breaking for most of it. Meanwhile my friend finished the game without ever finding the wall kick! If you're good with the movement the world is your playground with or without fancy tools.
Also: you actually missed an important option out of wall kick: attack. Attacking cancels the wall kick animation while maintaining momentum. You can use it to wall kick towards a ledge and grab it instead of bouncing off. It really opens the world up
I love it when it feels like an indie game caters to almost the exact things I wanted from similar games of its genre. Tight, fluid, and chainable/complex movement is something I value in video games such as Celeste. The surreal Yume Nikki vibes with the liminal spaces also do it for me. Good stuff.
I'm so glad this game is getting the recognition it deserves
real
We have the same pfp 💀💀💀💀
damn, it's so unique too @@CalebSmith-lr9is
@@CalebSmith-lr9is No you don't, liar!! you have different shades of purple!
Absurdly good movement is one major part of why I have thousands of hours into Warframe.
It's nice to see appreciation of movement systems returning to the forefront of game reviews.
I installed MineHop and Fastmove for Minecraft and it finally feels close to a good game (inventory still sucks)
I got so excited seeing this!! One of my friends absolutely adores the art direction and insane movement in Pseudoregalia. Awesome to see you cover it and give it more attention!
I started to learn and practice the speedrun tech "slide ultrahop," not because I ever intended to speedrun the game, but because I had so much fun JUST practicing the movement. Pseudoregalia is the only game I've ever played that has managed to grip me like that, so I know it's something special! I only wish I could turn the individual abilities on and off so I can practice different techs with different ability combos. Slide ultrahop becomes almost impossible (for me) with the slide-jump ability, and it sucks I don't have the option to switch back.
Also, glad to see another Underbelly appreciator
If you want a game which makes you want to learn the speedrun techniques just for the movement alone, might I suggest celeste
For real, anytime i got to some spot where i was "supposed" to get stuck until i unlock another move, I really sunk my teeth into the toolbox i had so far. Most of the time (probably everythime if you're better at it), you can make it somehow.
Maaaybe there was one long-jump where you needed either the slide hop or wall run first, but someone probably sloved it with wall kicks :)
@@Rocknoob49 Yeah, on my first playthrough I managed to push through one of the platforming challenges without having the intended ability (wall run) for it. I was ecstatic when finally did find the wall run and realized I had accidentally done a sequence break.
ahh so glad you made a video of this one! this game was a highlight of the year for me (and so many others)
Dude, your taste in platformers is impeccable. You're my favorite channel to watch.
Can’t believe is the first time I skipped the spoiler section but it goes to show how much you sold me on this game, even if I’m not the biggest fan of the artstyle
As someone who went into the game blind, the stuff he skipped over is really worth keeping the surprise on.
It's the second time for me.
as someone who went into it semi-blind, the artstyle was one of the things that sold me lol
if there are 1000 fans of this artstyle, i'm one of them
if there are 100 fans of the this artstyle, i'm also one of them
if there only a measly 10 fans of of that artstyle, I'll still be one of them
if there are 0 fans of them...
I'm dead
Almost 30 Nitrorad?
I'm a child of '94, now I'm curious if you are too.
I get a certain comfort out of your content, it brings me to a calm when I am normally bitter and quick to anger; you still have that unwavering optimism and charm I lost earlier on in life and it brings me a lot of comfort. It takes a strong man to keep a smile on their face through it all and I know from past content that it hasn't been all sunshine and rainbows for you.
Thanks for always uploading. These genuinely improve my day.
Just wanted to update my comment:
NITRORAD, WHEN YOU REVIEWING PIZZA TOWER AND BOMB RUSH CYBERFUNK.
I'm very glad that you have made a video about this game! The theme and aspects really gave me this feeling of nostalgia that I haven't had in a long while.
What surprises me is the fact that the same guy who got me into the LISA series 4 years ago makes a video of my favorite platformer in a long time. Thank you!
I'mma say it here-
If Celeste can get expansions being mostly 2D platforming, then Pseudoregalia also deserves expansions.
I get it- completely different beast Making a whole new 3D area to jump around in; but a sort of Challenge mode or a Gauntlet in your fully kitted out Sybil would be a DREAM!
I really hope the game either becomes open source for a modding community or the creator returns to make another project for Pseudoregalia.
One thing I did notice when you were talking about the character height is that especially in this case the longer legs can make for some unique features such as the wall kick, if you had a short stubby character that kind of wall kick just doesn't make as much sense but with a taller character you can get a wall kick like the one in this game.
So glad you're talking about this one! Definitely one of my favorite games this year
I'd been holding my breath you might make this one, so glad you're covering it!! Pseudoregalia RULES. Slickest movement techs I've played around with in years
BASED SPECTAKOO
On par with unsighted fr fr (Unsighted is top-down 2D and focuses more in combat but they play surprisingly similar, Pseudo obviously has more movement options but Unsighted feels just as smooth once you get all your abilities)
this game was a blast to play when it came out
thanks for sharing it with others, keep up the great content
Wow, reallly nice to see you genuinely happy about this, plus the video was great two, the visual aides good audio and game looks really good.
I'll be sure to check it out when i can.
Good Job loved the video and hope they can expand the gameplay somehow in the future!
As a Pseudoregalia fan, holy hell I did not expect this
I was hoping you'd cover this! A friend recommended Pseudoregalia to me and it was one of the funnest platformers I'd ever played
I bought this game on the day it came out on a whim while scrolling through the steam shop. What a banger this game is.
Somewhat unrelated, but it's crazy that I've GROWN UP with this channel. I remember being 15 (5 years ago now)and finding out about Lisa. I fell in love with that game and I fell in love with this channel. It's honestly a memory I feel like I'll look back on fondly. I got shit to be nostalgic about when I get old, and honestly that's kinda cool to know
I'VE BEEN WAITING FOR THIS VIDEO 🔥🔥
When I first played it I was HOOKED. So glad you decided to cover this game!!
I’m so happy you chose to review Pseudoregalia! I love this game so much-
So glad you’re covering this game. It needs all the love and attention it can get- legitimately one of the best indies to drop this year! Six dollars for an amazing, short-and-sweet game, definitely pick it up if you haven’t already.
I'm SO glad you made a video on this, if there was one channel I wanted to cover this game, it was definitely you. You always upload quality and speak art of games that I enjoy or have come to enjoy because of your videos. I initially planned on making a video for Pseudoregalia too, but it was moreso focused on me learning to speedrun the game week one.
Love how this game plays. Easily one of my favorite platformers this year. Thank you for making a video on this beautiful game.
I absolutely loved your explanation of the movement and moveset, you genuinely do the best at capturing and explaining the things in movement that I love in games that I can never explain to my friends, and that I feel nobody else can explain as much as you.
Hearing James verbally dissect all the creative ways you can maximize a character's movement options in a platformer is the platformer equivalent to hearing a combat enthusiast go in depth about how many creative and optimal combos you can pull of in a Devil May Cry game or something, it's such a joy to listen to. I would also love to see this game come to consoles since I myself, am not a PC gamer. No real reasons beyond my own comfort level being predominantly oriented with consoles, and my lack of knowledge for using computers beyond basic internet access purposes. But yeah I would love to give this a go on Switch or something. Hell, my Switch is where I played other Indie greats like Bastion and Hyper Light Drifter. I'd love for Pseudoregalia to get a console release.
Given how little attention I've ever paid to the 3D platforming genre, I was very pleasantly surprised by this game. Cave Story was the last time I've played a game that simultaneously felt so simple in presentation, but was also clearly created with boatloads of passion. And there's definitely something about being able to *whack* a switch to make it work that you've summarized perfectly. Great review!
(Also, I knew beyond a shadow of a doubt that you were Canadian the second you said, "...meter".)
Maybe the reason why Sybil is so easy to read is because she spends so many of her animations curled up, with her legs spread, and other poses that draws her into herself, which reduces the amount of space she takes up. For the same reason why characters like Mario and Dreamcast Sonic are so easy to control, she is too, just in a different way.
Tell me more about Sybils leg spread
@@Songbearerme too
Please explain more
The term you may look for that is actually the term for Metroidvania is "Search Action" game.
I love the way that you make videos, more people should make videos in the style that you do or similar. It's always refreshing
Thank you so much for recommending me this game. This is the first episode of yours I didn't finish and dipped out for the spoiler section. It was tough to not finish a NR video...but worth it for Psuedoregalia
Your point on activating switches and things with slashing in universe, Momodora is great for it, well 2 and 4 are, because the checkpoints in that game are activated by ringing the bell, sprinting through a room and saving without breaking flow is awesome.
I've been waiting for this video ever since I played Pseudoregalia myself... one of the most beautiful games I've played this year
Pseudoregalia is an excellent platformer but it's also the exact kind of Metroidvania that I wish was being made during that big souls-like BS boom. Not a punishing slog of back dashes and double jumps but a sandbox to collect and test powers before seeing how they fare against big boss. Granted PR only has 2 bosses but when the world is an obstacle course you hardly need many more.
I spent a solid 5 hours to beat it, spent another 5 just enjoying the movement on and off and found in my travels like 3 traversable out of bounds areas that feel super rewarding to get around.
As someone who grew up skateboarding. I love these types of games because you get so much replayability just from getting the ability to move through the game in ways that makes you feel creative and satisfying. You find there's layers to this when it's done well. So overtime you find depth to the ways you can play. Skating has a very similar feeling. You can approach an obstacle in a bunch of different ways and half of the fun is figuring out how you want to approach certain obstacles. This is part of what style is in skating. It's not just how you look when you skate but the trick selection you have and how you use them on different obstacles. This game is awesome and I hope we see more like it. SlayersX, this game and corn kidz 64 are so refreshing!
20:07 So, in other words; more than a handful of the players are playing this one-handed.
And the 7% of those that still play 2 handed
I kind of wish he mentioned the first person view toggle. I'm sure the dev just wanted to implement it for the hell of it, but man it does feel like a setting that would have existed in one of those retro platformers.
I absolutely loved moving around in this game, but i got lost so bad that I legit couldnt progress. I have horrible issues remembering my way in any game and the similar looking boxy corridors in pseudoragalia made me literally wander all the way back to the starting room like half way through the game, thinking I was progressing through new areas. A map could be a huge help with this so I'm glad the dev is apparently working on it.
Also - have you ever played Jak and Daxter? The first one? after that you should know that readability is totally fine with a tall character.
Believe it or not I've NEVER played a Jak game! Really need to sometime.....
I too enjoyed it and got lost as fuck. Haven't beaten it either because lost.
I had the same exact issue. The game has loads going for it, but the lack of any form of mapping really hinders it. I'll definitely give it another go if a map does get added.
@@NitroRadmake sure to try the PC port of Jak 1! It's exactly what it sounds like, same as the Mario 64 port from a few years back. Native 4K and 60+ fps, it's an absolute dream, and not hard to install.
@@NitroRad GAME TRILOGY VID?!
The great thing about James' videos is there's a 50/50 chance he'll hit you with an underrated nostalgic classic or an absolute banger of an indie title. And when the latter pops up with such charm as this, I am NEVER disappointed.
Fun fact, the side flip is still a huuuuuuuge part of movement later on since you can sideflip out of the slide jump, letting you SKYROCKET upwards (it even has it's own sound queue and animation), but since it's from such a horizontal move to start, it makes figuring out where it's best to use absolutely addicting!
Gosh I love this game, I really REALLY hope that people figure out how to make custom levels at some point
sound cue*
What a coincidence, I just played through this on stream last night. One of my favorite games of 2023!!!
I am very happy to see him make a video on this fantastic game!
been waiting for you to cover this absolute gem
Glad youre giving this game more attention
I don't remember when i last time saw someone who was talking about video game with this level of delight as Nitro Rad in this review. It was refreshing xD
With regards to character height, I personally think it's more about the camera and the little tricks to help you aim yourself. How zoomed out the camera is compared to Sybil, (despite her being pretty close to the front of the camera), should make you feel that she should take up more space, but that just isn't the case because the camera always makes sure you're seeing what's ahead. Plus, I think her actual position right in the bottom middle of the screen makes it pretty easy to tell where she's going to land, you just get the vibe where she's always supposed to be at all times since it's nearer to the bottom than it is the middle. And to finish that off, there's the classic jump shadow that stays right under the character to give you that last little bit of visual clarity to make sure you know where you're going. If what I'm saying does or doesn't make sense, let me know! I like thinking about why certain mechanics or systems work in games, so I'd like to understand as best as I can!
Every time I come back to watch one of your vids I genuinely don't get how you don't have at LEAST a million subscribers, you just feel like one of those top-dog main youtubers everyone should know
This game really does have the schmoovement. It was a blast to play and I wouldn't mind getting lost if I could just jump around without a care in the world.
Also that last fight got some legit Nier Automata vibes going on. It's great. Hope we get some more updates soon
Great video. This game looks cool and I wouldn’t have known about it otherwise if it wasn’t for this review.
I never heard of this game until now, so I'm buying just from reading the description. NitroRAad is by far the best one when it comes to platformer suggestions.
I feel like I've seen this before
(Edit) Wait, now I remember. Good artist, interesting fan art. Time to check it out, seems fun!
There's a small indie game that has come out on steam recently called "Frogatto and Friends" it's pixel art with that adventure/platformer and Metroid/Mario2D vibes. It originally came out way back and was on the iPod Touch (when that was a thing), PC and Mac. Now finally complete and on steam after being on Greenlight for so long.
Just beat this cause a friend got it for me as an early Christmas present. I love all the different movement upgrades you get throughout the game.
Im surprised you didnt mention the secret Technique the dev put in the game where you can do a super high-jump out of a slide (without slide jump unlocked) and that jump goes so far and so high that speedrunners clear the entire game with it in a few minutes
And that technique is not a bug, its a developer-intended easter egg, like the Wall Jump in Super Metroid
That sounds kinda lame tbh. Intentionally putting in bugs that remove most of the game for speedrunning purposes kinda go against the whole thing imho.
@@autumnalgloom5360 its not a bug, its a secret move; and its hard to execute fluently and to use correctly
@@RazAnime yeah, thats exactly what irks me. If its a bug... well, that just happens during game creation. But as it is put there on purpose its intentionally taking away from the experience.
@@autumnalgloom5360I would say that's an horrendous take except you're partially right, If you use this on your first playthrough as I currently am it makes everything so disorienting since i never know if I'm even supposed to be in certain places or not, it's a move that you should only use when you know what you're doing imo, still, it has made everything more fun, if a bit more tedious at times
@@autumnalgloom5360 Not really. It's something that gives you freedom over the map and figuring it out. It does not take away from the experience if you're in it for the platforming and the mental puzzle of the map. I don't believe you are even partly right. You're dead wrong.
thank you for reviewing this game! picked it up and couldn't be happier with it! I love it. best platformer =3
I totally agree on the "mobility is king" sentiment! When I played A Hat In Time I realized I was doing the exact same input for EVERY SINGLE JUMP (doublejump into dash into dash-cancel triple-jump) and the only thing that changed was the timing, and once I came to the realization it just killed all the fun for me.
(My favorite Hat In Time mod is the one that just straight-up gives you FLUDD from Sunshine, having all those extra mobility options made the game feel a lot more engaging again... kinda wish there'd been something similar in the base game)
Fun fact about the slide and those 180 high jump backflips.
If you hold back and jump right as you hit the ground from the slide jump, you'll do this Ultra backflip LAUNCHING yourself into the air.
Hard to get a hang of, but once you do, its the most broken tech in the game with the areas you can get to that your not supposed to get to.
I'm so happy to see Psuedoregalia getting more attention and love!
I'm so glad you're covering this fantastic gem of a game! More people need to play it!
I love these types of games! So many of my most enjoyable games i’ve played have come from your suggestions. Also, i’ll be 30 soon too dude!
My favorite memory of this game was being frustratingly challenged at a segment of Sansa's Keep. I was stuck there maybe for an hour, getting hit with challenge after challenge and feeling shocked how quickly the difficulty ramped up... Only to find the game was expecting me to have wall running for the last 2 zones. I beat that area without the wall run. And it felt so good to know that I did it without that tool.
I was so anticipating you covering this! I loved this game when I completed it earlier this year. Im glad you made this video!
Yes! THIS is what I love about platformers, the sheer amount of options the player is given for movement so that they can get around with in their own way, which is phenomenal!
I also love how indie devs have been able to keep this genre fresh, and even take it in interesting new directions, both in gameplay and character designs, helps them stand out.
Also, any game that features a retro, low poly aesthetic is just pure comfort for me.
"the biggest cake given to this game"
no, the biggest cake is sybil hindquarters
You know a game is good when James is THIS excited for the duration of the whole video
I wish I new James in real life. Not only does he just seem like a standup guy that would be amazing to couch game with, but also just hearing the enthusiasm in how much he enjoys the things he does is so contagious. I haven't had that type of feeling since I was really young, like Elementary or Middle school young, where I would play old games for the first time with friends and we'd be experiencing these new things and techniques together and "Can you get up there" and actually doing it and literally giving hype shouts for the next several minutes. The tone in his voice when he described how cool the wall jumping was literally forced a smile on me that was more infectious than a yawn.
The movement is one reason I really love DK64 not only do you get almost as many options as Mario you get 5 different variants with their own wacky movesets. Even if it wasn't really utilized fully in the game itself.
If you liked the movement in this game, definitely check out some of the dev's other games. They have a prototype on their itch page for a game called blazing dynamo that'd probably be right up your ally.
I saw you post the thumbnail for this video on twitter before it dropped and after seeing its price on steam decided to play it before watching the video and I'm glad I did, definitely my favorite game of this year, I beat it in 1 sitting and could not put it down. Thanks for bringing this game to my attention.
Wonderful vibes, wonderful game, wonderful soundtrack, wonderful night :D
i just beat the game and you mentioned things i didnt even know i could do, the game was so freeing i didnt even need to explore every single option
Nobody’s talking about the Tomb Raider influence.
Oh hey I was looking for some cool little indie to dive into and this looks right up my alley, already picked it up and will be giving it a shot sometime this week during my breaks.
Awesome video as always man, I'm a huge fan of your writing and editing style and all the general content you cover!! Keep on making rad stuff!!!!
I've had my sights set on this one for quite a while... once I'm comfortable with affording games, this is one I'm gonna give a whirl!
It's 5 dollars. Like 2 candy bars.
@@Gatorade69 yeah, but I don't currently have a reliable source of income. And since I'm in college, I can't really afford to spend money on all the games I'd want to have and play.
There are some songs that were written by PatatoTeto who uses a Korg M1 and a Korg Wavestation for the following songs: Their Subdued History, A Forgotten Fortress, Outside The Castle Walls, Pages of Solemnity, and Delirious Acting.
I had this game on my wishlist since it came out and I knew it was good but I didn't know it was this good. My god I need to play it now. Can't believe I was sabotaging myself like that.
Thank you for showing this game. That was really fun experience wich I didn't have long time from 3d platformer.
12:00 I can think of a bigger cake if it's Sybil we're talking about, ngl...
Thank you so much for introducing me to this game. In the short span I've played of it. It has quickly become one of my favorite platformers ever.
This game is a treat to play, experiment in and explore, and with the amount of strong poses in her animation and her general design, Sybil is a treat to draw.
I saw Ironpinapple talk about this game a while ago in his Soulslike video, happy to see it get covered by Nitro too!