Anyone play this SOUL as a kid

anyone play this SOUL as a kid

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showtime

based

fetish game

This and Superstar Saga were great. I could replay them any time. Partners in Time was just ok. Haven't tried the remakes, did they remove the soul?
This game came out when I was 20 years old

hehe, vore

yes

>yes
Gay.
Did the soundtrack at least get an upgrade or was that de-SOULed as well?

PERSONALLY, I prefer the original ost, but the new one is ok

the sprites are souless as fuck tho

>he didn't play the best version

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The real monkey's paw here is how bad most Bowser porn is. It's virtually never on-model, and that seemingly gets worse every year. He's now so commonly depicted as a bara human in lazy Bowser cosplay that he's regularly drawn with a full fucking beard by unrelated artists. I almost miss when the only inaccuracy was that he'd be drawn with a fleshy human cock and balls jutting impudently out of the crotch he bares in every single appearance that predates Odyssey.

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Not really. IMHO the BIS remake is a net positive over the original, and that’s coming from someone that is obsessed with BIS.

I actually liked Partners in Time more than Bowser's Inside Story. Never understood why people rag on PiT so much?

I never got the appeal of Superstar Saga. I just couldn't get into it back in the day, and it doesn't really jive with me now. Perhaps it's because it's Bowser's worst showing by far; he's exclusively an inept comic relief character who suffers constant humiliation, forgets who he is, and never gets any dignity back once his memory is restored. Every other game with a comedic take on him always balances it with cool moments. It's also really weird to me that they chose an original villain for the game, but then she hijacks Bowser's body, castle, underlings, and even Koopalings (for the first time in ages) a third of the way through the story, and might as well just be Bowser at that point (say he gets his memory back early and stomps Cackletta out of the picture before taking over).

On the other hand, I love BIS so much that I bought Dream Team afterwards, which I regret. It isn't even the constant tutorials that bother me, the game just actively puts me off. The dream theming is incredibly overwrought and charmless despite how heavy-handed it is (I could just be getting sick of the formula where an entire game is deeply rooted in a singular concept and never lets you forget it), and the BIS NPCs returning for no apparent reason reeks of "Remember how good the last game was?" bargaining. Why are Broque Monsieur and Broggy with Mario and company? They never met. They were Bowser's allies, not Mario's, not Peach's.

As someone who was obsessed with B-movie aliens and kidnapping Santa Claus when PiT released, the game is severely damaged by how convoluted controlling four playable characters simultaneously gets the more moves you learn, and the North American release giving bosses so much HP that Princess Shroob took around 4 hours to beat, and the Elder Princess Shroob fight ran for so long that I just gave up and turned the game off.

Agree on the soundtrack. The SSS sprites have aged so poorly that I don't think I can agree there.

What should Bowser's penis look like? Would the cartoon King Koopa's look any different? This is purposeful research I've reached a dead end on.

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the superstar saga remake was bad, the inside story remake however i liked a lot, it even added a boss theme for dark star
youtube.com/watch?v=8qQ2EPAO8io

I find hilarious how this is the best selling Mario RPG game while its remake is the worst selling Mario game in general ever.

I'm not going to use buzzwords but the remake's art is significantly less appealing than the original's. The remake flat-out didn't need to exist. The sales speak for themselves.

Both sides are stupid exaggerations in most cases besides a few handful of bad western porn artists.
People are going to project their tastes onto any character they draw, even if it's not for porn, and if you're seeing a majority of the art you're looking at do this, literally just blacklist the tags for the artist with tastes you don't like and move on.

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god i wish bowser would make a story inside me

youtube.com/watch?v=EJJpgIXWOs8&t=9s
The final boss was the most kino moment in the entire fucking Mario franchise.

Yeah, yeah. It still sucks that there's so little quality. "I want the character to look like the character" shouldn't be a fringe option.
kek
I'm also annoyed there's virtually no porn taking advantage of the Inside Story setup, where you find his cock tucked away in his slit from the inside and have to stimulate it until it slides out erect and fucks away an obstacle you need removed from the overworld to progress.

>It still sucks that there's so little quality. "I want the character to look like the character" shouldn't be a fringe option.
Frankly, there are plenty of options, you're just shit at looking. I know twitter sucks ass and all but even beyond that there's sites like e621, pixiv, and FA that let you blacklist artists from searches fairly easily.

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>Tfw this, rampage, war of the monsters, and katamari damacy stuck me with a particular interest. Permanently.

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reminder that if they made new games instead of remakes we'd have mario and luigi + wario and waluigi partners in crime and Peach's inside story instead of just two remakes.......

R.I.P Alpha dream

Fuck yeah this was my favorite game as a kid. Still up there in terms of nostalgia. Still trying to beat bowser in the challenge mode

They butchered the remake. The cartoony style of the original was replaced by the shitty blurry artstyle that the games adopted, from Dream Team and onwards.
Also can’t believe they ruined the tracks as well, the boss and final boss themes sound so tinny, like if you’re playing the original muffled behind a recording. The new Dark Star theme isn’t worth it.

what’s the bonus content in the remake about? The bowser jr story or whatever

It was good, but Superstar Saga is still the best. SS just has that perfect level of wackiness that completely fits the Mario world that has never really been emulated since.

Yes, it sucks

>gimmicky mini-games
>have to blow into the mic during the stupid giant battles
>platforming parts where you're actually inside Bowser are boring and go on for too long

It was all downhill after Superstar Saga

The remake was so stupid. BiS was still playable on the 3DS, and the graphics aren't really noticeably different. The fact they chose THAT one as their saving race was the dumbest decision they could've made.

You suck. My balls, that is.

Vore chads (like me) had a field day, endo enjoyers (like me) even moreso. And the funny part is that I got this game while I was in a heavily religious foster family when I played it. Take my sfw videogame record book, but give me the okay on this? lol, jehova's witnesses made me more of a freak than I already was.

>play DT first
>Yea Forums insists it's a shitty game inferior to BIS in every way
>all the crappy shit from DT like console gimmick shit during fights, slow giant battles, collecting 10 puzzle pieces to get ONE attack, etc. were introduced in BIS
>can't even fast forward through all the mandatory story minigames and tutorials

AD was in financial trouble before DT came out. The reason they chose BIS to remake was because they could reuse assets. PIT would require a bunch of new sprites and even 3D models. And they still went and made new sprites for the remake, fucking AD.

2D sprites are outdated and a failure of modern game design

I'm playing SSS right now, how do I get past the Big Koopa blocking the bridge? I assume it has something to do with filling Mario with water, but idk how to get him over to the Koopa once I do that without spilling the water.

No the real problem is that basically fucking nobody has adopted vector based 2D which solves literally all the issues we currently have with 2D assets.

the fuck is that

Modern game design is a failure.

They should've made a sequel to BiS if they were going to make something nearly identical.
Nice bait

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Vector graphics.
Instead of creating a sheet of raster sprites (Space consuming, have to animate by hand and overcompensate) You define art as two dimensional shape and can dynamically apply fills, linework etc, this takes up WAY less space since now you're not dealing with entire static assets but instead shapes that can be rigged and animated, and it means you can do WAY fucking more with what you draw instead of having to make a shittilion different minute variations for each type of thing you want to do, and because the shapes are defined as points rather than a flat raster of graphics, the thing that has ALWAYS plagued raster 2d SCALING is no longer an issue.

user, Vector graphics only work for an incredibly specific sort of artstyle. Good luck doing anything more than 2-tone shading and having it not look like total AIDS, for example. Several game companies actually HAVE adopted Vector graphics, too— a notable example being Taito's Groove Coaster. The issue with 2D graphics has never been about scalability because frankly only fucking retards care about being able to see pixels. The issue is about how you need specialized animators able to draw each frame unless you want to do shit-tier puppet animation for everything.

>as a kid
user you gotta be 18+ to be here

kids who played BIS when they were 11 are in their 20s now

>The issue is about how you need specialized animators able to draw each frame unless you want to do shit-tier puppet animation for everything.
>Good luck doing anything more than 2-tone shading
>Just don't use anything having to do with the benefits to using vector assets also vector animation is intrinsically bad
user, just because you literally don't understand how to use vector assets doesn't mean they're intrinsically bad.

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Nigger I'm literally a fucking artist. Give me one example of a game that could practically use vector graphics for anything other than the HUD without running into the pitfalls I listed. There are benefits to the format (again, like I mentioned, HUD is one of the few things where infinite scalability is actually practical and nice to have) but the implication of making an entire fucking RPG with the spriting quality of something like any of the M&L games is an abject fucking nightmare.

what do you guys think about the combat system? turn based with dodging and timed hits? I always liked it but would you change anything?

>user explain to me how a rubberhose slapstick inspired game would benefit from making the characters out of deformable 2D meshes
You're an artist and you lack this kind of imagination? Is your only experience with vector art shapefarts?
Did, you miss like, the ENTIRETY of flash?

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You're suggesting they use an animation style similar to flash tweening puppet bullshit, user, which sounds like fucking garbage. It doesn't look good when modern TV shows try and use it to recreate "rubberhose" animation and it sure as fuck wouldn't look good here. Yes, it could be done, but it would look like cheap newgrounds flash shit. That would be such an unbelievable aesthetic downgrade from DT, hell, even from the original BIS that it's not even fucking funny.
Like, you're posting a reaction image from Deltarune, a game which explicitly has multiple incredibly skilled artists working on it and more or less only resorts to that sort of animation when it's for the sake of a joke.
Are you fucking daft?

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>You posted a sprite that means vector art bad
Oh sorry, I didn't realize I was talking to an insane person.

Good job completely deflecting from everything I said you braindead fucking retard. I never said "vector art bad", I said "vector art is a fucking terrible idea for this application". I love the use of art in early SEGA Puyo because it has a very distinct, thick-lined look that would translate fucking fantastically into a vector-based system. I like the use of vector art for the HUD portraits in the upcoming game "Kings of Hell" because it works there. I think Paper Mario could concievably use vector art if they really wanted for most of its character graphics, though it'd likely be wildly impractical compared to the far lighter-weight flat meshes with texturing they use now. Suggesting that Mario and Luigi should use vector art is a retarded idea and you're a retard for suggesting it, as well as implying that Vector art is directly superior in any inherent way to Raster-based graphics.

One of my top 5 favorite games of all time

>as well as implying that Vector art is directly superior in any inherent way to Raster-based graphics.
That statement is only true if you pretend Vector art is immediately bad and can only be used to do basic shapes, full color/gradient fills, and tweens which hasn't been the case for YEARS. I honestly don't know what your problem is, considering the VERY, FUCKING, START of this chain started with not the REPLACEMENT of raster graphics wholesale but the adoption of Vector ones, which have barely permeated the creative process in asset development for 2D titles in usage in effects, which again, falls back on incredibly basic vector primitives with single colors and maybe gradients.

>That statement is only true if you pretend Vector art is immediately bad and can only be used to do basic shapes, full color/gradient fills, and tweens which hasn't been the case for YEARS.
user, just fucking stop. You want to know what any decent artist will use vector functions in a program for? Linework, Logo design, and similar sub-cases. Yes, you CAN use vector-based programs for things such as painting— you're a fucking retard if you do. It's a terrible, abysmal method of painting that makes any half-decent program slow to a crawl. Even if you managed to optimize that shit out, your end result for any graphics in your game would be a 2D flat mesh full of dogshit arbitrary points that wastes the hell out of onscreen geometry for INCREDIBLY LITTLE PRACTICAL BENEFIT compared to just using a standard, raster-based 2D engine or (if you're in a 3D engine) just using a fucking plane with a transparent texture. If this shit were so simple, so easy, so perfect as you seem to want to think it is, literally EVERY dev who makes a 2D game would have adapted it already. The simple fact is that they're not because it fucking sucks cock to try and do. People are going to stick to using vector graphics in-production for making easily adjustable lineart before converting to a proper raster format.

So you admit vectors have usage then.

Only real issue with the game is how the overworld is just all this empty, generic wilderness between the two kingdoms. The only location with any character or even relevance to the game's bodily health theme is the beach littered with teeth. Nothing else even feels like a Mario setting.

Yes? Again, I never once said they didn't you fucking mongoloid, I said that the usage in-game in the context of a game like M&L is a fucking terrible idea. Vector graphics being used for lineart/logo design during production (NOT IN THE GAME ITSELF) is an incredibly common practice and never did I once try to imply otherwise.

>You can use vector art
>BUT ONLY FOR LOGOS IF IT'S ANYWHERE ELSE IT'S INSTANTLY BAD
lol ok "artist".

Did you read a single thing I typed or did your eyes just glaze over when you couldn't find a cock to suck?

I did, but your position is "My workflow doesn't use personally use vectors for animation, therefore they're bad except for logos, which I use them for" and dismissing them entirely rather than recognizing them as separate aesthetic disciplines.

>My workflow doesn't use personally use vectors for animation, therefore they're bad except for logos, which I use them for
Literally not what I said. I said that using them in the game itself is fucking retarded on a technical level. I also said that using vector-based 2D animation in M&L would be a severe stylistic downgrade compared to what's come before it. Again, do you know how to fucking read?

You need a different move which you don't get until later in the game

>I said that using them in the game itself is fucking retarded on a technical level.
Which is a statement entirely derived from your personal experience and usage of vector assets rather than actual properties of vectors.

>Which is a statement entirely derived from your personal experience and usage of vector assets rather than actual properties of vectors.
Explain to me right now what the benefits would be. No, really. Tell me what the benefits of having a metric fucking shitload of arbitrary points for every 2D asset would be in a fixed-camera, 2D RPG on a system which only runs at a fixed resolution. Tell me right now how that provides any benefit to anyone over raster-based graphics.

Dream Team is my favourite. It's actually kind of hard at times also. Looks amazing in 3D, probably one of the best-looking 3DS games.