Joutuupa ehkä ostamaan 360:n tän pelin takia. Julkasupäivästä ei oo vielä varmaa infoa. Hintaa pelille tulee 400 MS pistettä, eli about 5 euroa. Ei voi mitään.
"Horse Smegma"
:excellent:
GR++:n ja muiden Yak klassikkojen tyylisesti, hyvien/huonojen suoritusten jälkeen ilmaantuvat motivaatiotermit on enemmän kuin hallussa , pick your choice:
char *phrases[]=
{
"OTTER SPUNK",
"BULL BUGGERER",
"PONY PERVERT",
"ANTELOPE ABUSER",
"RAM MASTURBATOR",
"FLUFF FUCKER",
"WILDEBEEST FIDDLER",
"DIRTY GIRAFFE TOUCHER",
"DONKEY MINGE",
"BULL POPULATION PASTE",
"GOAT SEX WEE",
"HORSE SMEGMA",
"MARE SLIME",
"COW LOVEJUICE",
"CUNT, CUNT, CUNT!",
"ALANC5'S KNOB",
"SNEEZE FETISHIST",
"OKAPI KNOB LICKER",
"PLUSHFUCKER",
"SMEGMA SANDWICH MAKER",
"STINKY HOOF SNIFFER",
"VICAR VIOLATOR",
"SWEATY BULL NUT LICKER",
"MARE MINGE MUNCHER",
"FUCKFACE",
"CUNTFACE",
"FILTHY KNOB JOCKEY",
"FUCKING FUCKER",
"PISSNOSE",
"FLAPSLICKER",
"VINDALOO ARSE",
"STINKY CAMEL VULVA",
"FUCK!",
"CUNT!",
"PISS!",
"GASH!",
"SMEG!",
"SHIT!",
"COCK!",
"SPUNK!",
"JIZZ!",
"WANK!",
"TOSS!",
"KNOB!",
"POLICEMAN'S HELMET!",
"BELL END!",
"PISS SLIT!",
"JAPSEYE!",
"COCKING WANK",
"FUCKING FUCKFACE",
"RANCID JIZZ",
"PISSFUCKER",
"FUCKBEANS",
"SHEEPS CUNTS",
"KNOBCHEESE",
"CAKE FARTER",
"GASH!",
"FUCKING GINGER MINGE",
"PISS FACE",
"TITNIPPLES",
"SWEATY NADGERS",
"BETTY SWOLLOCKS",
"SPUNKING COCK",
"GNU GROPER",
};
:king:
The thing is that elements of the game (including on some levels the "filling" of the surfaces) are all hooked up to lightsynth trigger events and so things are only truly "clear" when everything is moving. Motion and dynamics define the surface you see. Seeing it frozen in time gives an incomplete impression because the definition of the surface is smeared out over time, so to speak.
Of course there need to be enough hard reference points that one can see in order to see clearly how to play and where the threats are, and these also appear dynamically according to the situation (note the dots and lines delimiting the lane ends; these appear when there is something in that lane which needs dealing with). The thing is to balance basically out-and-out lightsynth effects with reliable, necessary cues to allow coherent gameplay. We want yummy visual overload *but* we still want to be able to play coherently throughout, and this is the major challenge in designing this game.
The result when it works well is that lovely "oh-my-GOD-the-Universe-is-exploding" feeling coupled with the feeling that one is in control and, indeed, kicking serious bad guy booty, whilst being suspended in a world of light. Which is a set of feelings I like .
Ja loppuun viel kuva äijän omalta kämpältä:
:cool:
http://www.llamasoft.co.uk/