Interferon
Member
Quality of music pretty much decides if i watch the whole credits or not. As Dennis pointed out, Faunts M4 was great in Mass Effect, as was Smashing Pumpkins 1979 in GT5 long credits.
Hey, at least they give everyone their due though, instead of leaving people out.
I love games that gives you hidden shit if you watch the entire credits. Because I usually do that, and more people should![]()
Quality of music pretty much decides if i watch the whole credits or not.
So did Spec Ops.RE6 lets you skip the credits and still watch the epilogue. This was nice.
GUYS what if...
No, what if...
What if the credits... were a level itself? An additional level, integrate them within the game?
Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.
</molydeux>
Chrono Trigger already did this and it was actually pretty cool.GUYS what if...
No, what if...
What if the credits... were a level itself? An additional level, integrate them within the game?
Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.
</molydeux>
Assassin's Creed Revelations' ending credits was loooong too.
Chrono Trigger already did this and it was actually pretty cool.
GUYS what if...
No, what if...
What if the credits... were a level itself? An additional level, integrate them within the game?
Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.
</molydeux>
This is how you do ending credits.Whoa.
I just realized I haven't played that game enough.
Well there's no avatars of the staff to mess around with, but the end credits for NSMBWii has a little coin competition. You get coins by destroying the blocks that scroll up the screen, which happen to have names and titles on them. Some blocks only have 1 coin, others can be hit multiple times for multiple coins, and it is randomly determined each time (I think).GUYS what if...
No, what if...
What if the credits... were a level itself? An additional level, integrate them within the game?
Make the player interact directly with a projection of the game staff, talking to them in-game, making the whole experience memorable and visceral.
</molydeux>
That would be almost as annoying as showing the developers of everyone who worked on the environment / gameplay feature that was going on at that time every time anything happened. Floating text by that rock over there for the QA tester who was able to finally replicate that crashbug... most navelgazing game of all time.They should split the credits so that they show at regular intervals throughout the whole game, and then subvert everything and show "Special Thanks To" right before the big twist in the middle of the game.
That would be almost as annoying as showing the developers of everyone who worked on the environment / gameplay feature that was going on at that time every time anything happened. Floating text by that rock over there for the QA tester who was able to finally replicate that crashbug... most navelgazing game of all time.
Only Ubisoft game I've seen the credits of this gen was Rayman Origins and they were terrible. Shit went on forever, although it was said that the game was done with a small team. They probably even credit the goddamn janitors. Then they repeat them after the secret world...
How much is actually team though? A lot of the time you see a team of 12 programmers, but then the credits go on to include every damn single VP Marketing or whatever from each region the game was published.
Chrono Trigger already did this and it was actually pretty cool.