Then cut it together.Īlthough certainly not playable in its current state, I’d pay for a spiritual successor to Trigger if done to what is seen in the above trailer. I essentially built a mini game in a game engine, then programmed it to behave in a way that would be pleasing to film. Enjoy.Īnderson states he created a small game inside a game engine to make everything look so good:
I make game sequel mockups for fun, and after planning to do this for years, I finally convinced myself to bring this to life. It is not endorsed, licensed or under development. What you’re about to see does not exsist. Resembling an updated Chrono Trigger artstyle, the game would would be a joy to play even in this day and age. Today Simon Anderson, the creator of indie platformer Owlboy, released a mockup trailer for Chrono Break that honestly looks amazing. A while back Square Enix registered a ‘Chrono Break’ trademark which was assumed by many to be the next entry in the series, unfortunately nothing about that project came to fruition. My only demand it's a better development of the events inside the storyline of the game, that's all.A sequel to the Chrono Trigger and Chrono Cross games has been requested by fans for years. That said, I really want a sequel (preferably, a direct one) of the game because I loved the characters.
But the feeling I had when I finished the game was that Owlboy could have been "more" in the end. I know that some of the content in the game was removed and maybe part of this was related to the overall plot of the game. Also, there are so many aspects in the game (plot/lore -wise) that don't have a better presentation and end up being just nuances in the overall storyline, even though they are important aspects for the fortification of the universe of the game. But the way the plot develops in some moments of the game is really weird, or maybe I should say abruptly. Certainly, the graphics with sprites (probably one of the most lengthy/hardest aspects to work), the construction of the characters (even the majority of NPCs), the level design and game mechanics are really good overall. I like this game a lot, but I have sort of the same feeling about the whole experience. But I think it deserves more credit than saying it doesn't reflect 9 years of work. I'm indifferent to whether it gets a sequel or not. And those are 10 hours of interesting gameplay built on fundamentally satisfying controls and an endearing, engaging, emotional story (yeah, let's not forget about how long it takes to write a quality story, let alone one with as much of an emphasis on mystery and lore as this one). I'd put it at about 10 hours if you're not a completionist. They discount the value of a short, focused, highly-polished, creative game. You're not alone a lot of gamers today seem to expect long, expansive, Metal Gear Solid V-length experiences. If your issue is length, then you're spoiled. And working all of this in with 9 years worth of life shit. And doing this by scouring literally every pixel of the game. Not to mention the pain of making not just a platformer, but one where the player can freely move in all directions, and finding all the bugs, all the exploitable glitches, and fixing all those inevitable kinks in the programming.
#Owlboy sequel plus#
Plus all the character sprites, and all their animations. So you didn't look at the game at all? This kind of detailed pixel art, especially coming from a small indie team, isn't quick or easy to make.
"I don't see 9 years worth of content in this game"