Quantcast

Page 2 of 2 FirstFirst 12
Results 16 to 23 of 23

Thread: BlockOut

  1. #16
    Blast processor Melf's Avatar
    Join Date
    Jun 2005
    Location
    Cabo Rojo, PR
    Posts
    9,598
    Rep Power
    138

    Default

    Quote Originally Posted by chrisbid View Post
    this is what i do not like about a ten point grading scale for game reivews

    blockout is a bad game, i think pretty much everyone agrees

    but is it really 2 out of 10 bad?

    name a game that gets a score of 2 and a game that gets a score of 3 then explain the difference and prove that every rating is treated the same.

    there is far too much nuance, both games simply suck

    id give blockout a 2 out of 5, below average but not among the worst games ever made
    What's the difference between a 3 and a 4?

    The review manifest explains each score, and while I'd prefer a five-point scale, I'm not about to redo 568 review scores.

  2. #17
    Benjamin's Avatar
    Join Date
    Jun 2006
    Location
    New Orleans, LA
    Age
    43
    Posts
    1,594
    Rep Power
    34

    Default

    Quote Originally Posted by Melf View Post
    Read our full review and do yourself a favor, stick with Tetris.
    Just noticed this. Despite all the bashing, I don't see these same people forking over $10,000 for some Sega 16-bit Tetris just the same.

    Hey, Castle Crashers! Lemme know if you need help with the multi-player achievement.

  3. #18
    Road Rasher
    Join Date
    Feb 2007
    Posts
    373
    Rep Power
    15

    Default

    f22 interceptor had this same problems, EA could not do polygon games correctly, it is not a bad game per se because of the awesome soundtrack but it is still a dissapoitnment and a confusing game to play 4 out of 10 for me

  4. #19
    Sonic Hacker Sports Talker Anthall's Avatar
    Join Date
    Dec 2008
    Location
    United Kingdom
    Age
    29
    Posts
    35
    Rep Power
    0

    Default

    This game is really slow and sluggish, and the gameplay is not much better.

    I'd perfer the normal Sega Genesis Tetris game anyday.

  5. #20
    Japanese Sonic CD FTW!!! Master of Shinobi Ecco's Avatar
    Join Date
    Apr 2009
    Location
    USA
    Posts
    2,401
    Rep Power
    39

    Default

    I thought this game was ok.

    *shrugs*

    I guess you have to keep in mind that the 3D perspective would have been amazing in 1991. And there's a lot of novelty value, with the game trying something unusual.

  6. #21
    Raging in the Streets Sik's Avatar
    Join Date
    Jan 2011
    Posts
    4,144
    Rep Power
    73

    Default

    Since the thread was brought up: this game needs badly to be hacked to support the 6 button controller (・・ ) Have X/Y/Z rotate the other way, and Mode button to drop pieces - then Start can be freed up to pause (being unable to pause is a severe annoyance, especially if you aren't on an emulator).

    The framerate is not so great, but honestly most of the problems come from the game's concept itself. 3D tetris is just too hard, humans simply aren't that good at full blown 3D. Though I recall the last time I played it (a couple of years ago) I was doing better than usual... I wonder how I'd fare now.

  7. #22
    Japanese Sonic CD FTW!!! Master of Shinobi Ecco's Avatar
    Join Date
    Apr 2009
    Location
    USA
    Posts
    2,401
    Rep Power
    39

    Default

    ^I got the impression that the "framerate" was just a choppy animation, and not really framerate -- I could be wrong but that was my impression.

    Actually the whole game seems like we're just going through different drawings, and it doesn't seem like there's anything 3D at all. Which I think is a cool approach.

    Do other people get the same kind of impression?

  8. #23
    Raging in the Streets Sik's Avatar
    Join Date
    Jan 2011
    Posts
    4,144
    Rep Power
    73

    Default

    Nah, it's 3D, the falling piece is a wireframe rendered in real time which is why it's annoyingly sluggish. The board is also real 3D (at least the placed pieces), although only rendered when a new piece is placed, and you can't even see the sides until they're high enough so they may look like 2D squares at first.

    I suppose one could try to make the wireframe out of line-shaped sprites to gain some speed (should be much easier on the CPU), but it's probably not trivial to do. Better to attempt on homebrew instead.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •