Description: Retro City Rampage DX is a Action-Adventure video game published by D3Publisher released on July 19, 2016 for the PSP. Long time no see a new game for the PSP outside of Japan but here it is, and it’s a very good game for a change! Retro City Rampage DX PlayStation®4 (2016) Cover Variant. PSP® Display Set Digital Copies. Numbered /3000. Retro City Rampage DX Arcade Block Edition PC + MAC + LINUX + MS-DOS 'Super' Box. Disc. Retro City Rampage 486 MS-DOS Retail 3.5' Floppy Disk Box Set Numbered /1000.
. Summary: Rampage The Open-World!
Run Missions, Steal Cars, Evade The Law Rampage the open-world, steal cars and run missions - all while jumping on civilians for coins and outrunning the law with power-ups!This send-up to '80s and '90s video games and pop-culture includes both a full Story Rampage The Open-World! Run Missions, Steal Cars, Evade The Law Rampage the open-world, steal cars and run missions - all while jumping on civilians for coins and outrunning the law with power-ups! This send-up to '80s and '90s video games and pop-culture includes both a full Story Mode of open-world adventure as well as an Arcade Mode for quick pick-up-and-play action. If that's not enough, it also packs an interactive city full of shops, minigames, customizations, collectibles, special guest stars, and more. FEATURES -Huge Open-World to Explore -Over 60 Story Missions -Over 40 Arcade Challenges -Over 25 Weapons & Power-Ups -Over 50 Vehicles to Steal & Equip -Over 200 Character Customizations -Includes Prototype Version, 'ROM City Rampage' Includes Guest Star Minigames: -Virtual Meat Boy -BIT.TRIP: Retro City -Epic Meal Time Includes Free-Roaming Mode. Play as Meat Boy, CommanderVideo, Steve from Minecraft and more!
Originally posted by:Look at GTA 3, Vice City, and San Andreas' multiplayer mods and tell me this is a dumb idea. You compare this to Gta mods?
Ok then go try to make a multiplayer mod in this game and then come and tell me what you just said.do you even know how mods work? I think you're missing the point. I don't want to make a multiplayer mod. I'm just saying, if multiplayer could successfully become popular on a (formerly) singleplayer only game from which this game takes inspiration from, then I don't see why it is a bad idea for this game.
Originally posted by:well then you should learn how game making works.for an exampleif they would want to make a multiplayer in this game or any singleplayer game for that matterthey cant just click ( Multiplayer = yes ) and be done.nothey have to Delete this game and make an entire new game with multiplayer. Trade nations cheats. Lol, no they don't.
Don't try and tutor me on making games, I'm very terrible at it but I've done it before. But adding in a multiplayer component is in no way an impossible thing to do. Not saying it'll happen, but it's not impossible. Now I'm just going to unsubscribe from this discussion because I'm done. Originally posted by:well then you should learn how game making works.for an exampleif they would want to make a multiplayer in this game or any singleplayer game for that matterthey cant just click ( Multiplayer = yes ) and be done.nothey have to Delete this game and make an entire new game with multiplayer. Lol, no they don't.
Kholat is a game developed by independent studio IMGN.PRO, inspired by true events known as the 'Dyatlov Pass Incident'. We follow the path of a group of Russian students, that went for an expedition in the northern Ural Mountains. The team does not reach its goal, the entire crew dies in mysterious circumstances. Narrated by one of the most popular British actors, Sean Bean and powered by Unreal Engine 4, Kholat is an exploration adventure game with elements of horror, inspired by a true event known as the Dyatlov Pass incident – a mysterious death of nine Russian hikers, which led to countless, unconfirmed hypotheses. “KHOLAT is a standout game in a genre that often fails to deliver.” 9/10 – Game Style “Kholat is a well-crafted game that sends an experience. Kholat is an indie survival horror video game developed by Polish developers IMGN.PRO, in which the player controls a protagonist who is tracing the steps of a group of nine Russian college students who went missing in February 1959 on Kholat Syakhl. Kholat. A most terrifying journey of your life set in the beautiful winter scenery of Ural Mountains. Uncover horrific mystery behind the Dyatlov Pass Incident. Narrated by famous Sean Bean.
Don't try and tutor me on making games, I'm very terrible at it but I've done it before. But adding in a multiplayer component is in no way an impossible thing to do. Not saying it'll happen, but it's not impossible. Now I'm just going to unsubscribe from this discussion because I'm done. Because you know you are dead wrong unlike you i majored in this ♥♥♥♥ and i know it, go ahead ask anyone you have to do a full ♥♥♥♥ing remaketoo bad you noobs think that HEY LETS JUST PUT MULTIPLAYER?
YEAAH THAT'D BE GREAT! Jeesus christ the stupidity burns. Developer here to pipe in: Yes, adding multiplayer is not IMPOSSIBLE. But no, adding multiplayer would not be quick or simple.
I'm just one person. It would take 9-12 months between tech/engine work, server work, gameplay code, mission design, mission implementation/tuning/iteration, UI/lobby, testing, localization, certification on each platform x each region, updated game rating certificates and costs for that for each region (ESRB, PEGI, USK, etc.), followed by post launch support. This is indeed as much work as a smaller scale new game.Many people think multiplayer will make every game better like a magic button. Multiplayer is possible for just about anything, but that doesn't mean it'll be great without a lot of work. Look at how poor multiplayer was on GTA: Liberty City Stories on PSP. Look at how many people tried GTA IV's multiplayer then quit never to play it again, going back to COD or Halo. Active users are a big thing.
Unless your game has a critical mass of active users playing online, the work is pretty much worthless.On top of that, I'm still physically recovering from chronic pain aggravated from years of computer work, which I pushed through and let get worse to finish RCR in the first place. I'm now going to physio 3x a week, spending an hour a day on exercises and stretching to recover, and doing other treatments. I'm in no position to dive into such a massive commitment. On top of that, I personally am more interested in crafting highly polished single player experiences than I am of creating yet another multiplayer co-op/deathmatch/capture-the-flag experience.Making games is FAR MORE WORK than most people realize. Even if you've dabbled with some hobby development. Even if you've worked at a game studio. There are a lot of little things which add up which no one thinks about.
Programming tasks that another person at the studio handles. Production tasks. Business development.
Unless you've done every single thing to release a game from start to finish, you will underestimate the work to be done. As someone who's been developing games for over 16 years, even after working in the industry on everything from small to AAA games, when I started my own company there was a ton that I underestimated.
I thought the game would take me 1/4 of the time that it did - I ended up having to spend an entire man year of work on all of the combined non-development tasks, from business and paperwork to production, marketing and PR. For those more interested in what I'm talking about, watch this lecture.