Review: SkyTime (PlayStation 4 & Switch) – Defunct Games
December 23, 2018 1 min read
Defunct Games reviews SkyTime by Sometimes You, available November 5 on PlayStation 4 and Switch. While the idea of racing high above the city certainly …
… I wouldn't mind seeing developers go back to focusing on the single player or campaign parts of games. Not everyone likes multiplayer.
Also uh, I just played it, and I think the level you were stuck on? Pretty sure they forgot to actually program an exit.
I really don't like how RPG and stealth game elements are weaseled their way into most new games.
Is there an ending cutscene or anything?
Metroid Prime (and its sequels) is still the best at first-person platforming in my opinion. Retro Studios really nailed the camera angle(s) to make jumping from one spot to another pretty intuitive. It's the slight downward camera shift when you jump as Samus that makes all the difference in the world.
My biggest pet peeve is…bad A.I./ poorly programmed AI. It's like the elephant in the room that nobody wants to address. The worst examples of this can see you from 500 miles away, have 100% accuracy, never adjust their behavior, and don't have any tactics. Another thing that annoys me is when they give ALL the enemies in the game the same behavior & tactics, but just make the harder ones able to take more damage and move super fast, lol. Ghost Recon wildlands does this (and aren't the only ones). At least the super fast movement of the Unidad cracks me up with how cartoony it looks. 😀
I'll admit, I am puzzled as to how you even find some of the games you review. But that's what I like about this channel.
Unskippable cutscenes/tutorials make me want to burn kittens and drown puppies (and game developers).
That does look frustrating. Jumping Flash did platforming great because Robbit would look down when you jumped high instead of this parkour view they started using in games like this.
Pet peeves?
Don't like it when games that want you to focus on something yank your camera toward it, messing up your orientation. Especially if it's an action or horror game.
Context sensitive events mapped to a button that's pretty important. Like maybe an attack button mapped to the button you need to walk up to interact with items. So if you're in a skirmish and there's enemies attacking and you happen to be near an item you interact with it instead of taking out the enemy.
Why do video game cars feel like they hydroplane on air? Let them skid or tip over or flip, no more of that weird floating sideways thing.
In game physics too many things bounce. Like way too many. Have it fall and go clunk or splat.
Wowzers, I got confused in these levels just watching you at some points. When you look around at 2:14 to knock out that turret and the explosion particle fx blinds your screen, I was like "where were you going?" The samey looking assets really do suck for a game like this. At the very least, buildings should have different colors to provide SOME kind of landmarking. Or heck, the old racing game standby of just having "Arrow billboards" plastered throughout. Also find it weird that, for a guy who has a super-science stopwatch, there is no "Rewind function" to undo near-misses and rewind time when you fall off of things due to stupid physics (like in 3:08). And the non-inverted controls? Total dealbreaker, right there. Thanks for reviewing this so we all know to avoid it.
QOTD: My biggest pet peeve in games is probably the fact that some games still don't know what radial menus are and force you to cycle through options. I mean, shit, Turok 2 invented that to fix weapon selection issues back in what? 1997? '98? It's still a terrific solution, works brilliantly when someone does it now like DOOM 2016, yet it's somehow not standardized!? If Halo knew that was a thing, maybe it wouldn't have made that dumb 2-weapon limit and we would've avoided an entire generation of FPS copycats also enforcing that dumb 2-weapon limit. But it's not just shooters – I remember loathing the combat in Ni No Kuni (the first one) after a short while because it wanted to you to run through all these options and cycle through things in real time while a battle was going on – it's awful. I got as far as I did by exploiting the fact that character switching froze time so I could actually take a second to see what was going on and get a read on everyone's health or mana or whatever. Japan in particular just doesn't seem to know there's something you can do besides cycling through options in games, and it's awful every time I see that 😛
… I wouldn't mind seeing developers go back to focusing on the single player or campaign parts of games. Not everyone likes multiplayer.
Also uh, I just played it, and I think the level you were stuck on? Pretty sure they forgot to actually program an exit.
I really don't like how RPG and stealth game elements are weaseled their way into most new games.
Is there an ending cutscene or anything?
Metroid Prime (and its sequels) is still the best at first-person platforming in my opinion. Retro Studios really nailed the camera angle(s) to make jumping from one spot to another pretty intuitive. It's the slight downward camera shift when you jump as Samus that makes all the difference in the world.
My biggest pet peeve is…bad A.I./ poorly programmed AI. It's like the elephant in the room that nobody wants to address. The worst examples of this can see you from 500 miles away, have 100% accuracy, never adjust their behavior, and don't have any tactics.
Another thing that annoys me is when they give ALL the enemies in the game the same behavior & tactics, but just make the harder ones able to take more damage and move super fast, lol. Ghost Recon wildlands does this (and aren't the only ones). At least the super fast movement of the Unidad cracks me up with how cartoony it looks. 😀
I'll admit, I am puzzled as to how you even find some of the games you review. But that's what I like about this channel.
Unskippable cutscenes/tutorials make me want to burn kittens and drown puppies (and game developers).
That does look frustrating. Jumping Flash did platforming great because Robbit would look down when you jumped high instead of this parkour view they started using in games like this.
Pet peeves?
Don't like it when games that want you to focus on something yank your camera toward it, messing up your orientation. Especially if it's an action or horror game.
Context sensitive events mapped to a button that's pretty important. Like maybe an attack button mapped to the button you need to walk up to interact with items. So if you're in a skirmish and there's enemies attacking and you happen to be near an item you interact with it instead of taking out the enemy.
Why do video game cars feel like they hydroplane on air? Let them skid or tip over or flip, no more of that weird floating sideways thing.
In game physics too many things bounce. Like way too many. Have it fall and go clunk or splat.
Wowzers, I got confused in these levels just watching you at some points. When you look around at 2:14 to knock out that turret and the explosion particle fx blinds your screen, I was like "where were you going?" The samey looking assets really do suck for a game like this. At the very least, buildings should have different colors to provide SOME kind of landmarking. Or heck, the old racing game standby of just having "Arrow billboards" plastered throughout. Also find it weird that, for a guy who has a super-science stopwatch, there is no "Rewind function" to undo near-misses and rewind time when you fall off of things due to stupid physics (like in 3:08). And the non-inverted controls? Total dealbreaker, right there. Thanks for reviewing this so we all know to avoid it.
QOTD: My biggest pet peeve in games is probably the fact that some games still don't know what radial menus are and force you to cycle through options. I mean, shit, Turok 2 invented that to fix weapon selection issues back in what? 1997? '98? It's still a terrific solution, works brilliantly when someone does it now like DOOM 2016, yet it's somehow not standardized!? If Halo knew that was a thing, maybe it wouldn't have made that dumb 2-weapon limit and we would've avoided an entire generation of FPS copycats also enforcing that dumb 2-weapon limit. But it's not just shooters – I remember loathing the combat in Ni No Kuni (the first one) after a short while because it wanted to you to run through all these options and cycle through things in real time while a battle was going on – it's awful. I got as far as I did by exploiting the fact that character switching froze time so I could actually take a second to see what was going on and get a read on everyone's health or mana or whatever. Japan in particular just doesn't seem to know there's something you can do besides cycling through options in games, and it's awful every time I see that 😛