• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Psi-Ops poster by Capcom artist

Bebpo

Banned
psiops02.jpg


Since you know, they're releasing the game in Japan.
 
that's the old snk artist.
Psi ops' gameplay is awesome, I swear if the game had some good (japanese?) art direction it would be regarded as a masterpiece.
 
Will it still have head-bamfing?

I suppose if Capcom have gotten away with Mark of Kri, GTA and God Of War in Japan it'll still have head-bamfing.
 
man of wisdom said:
that's the old snk artist.
Psi ops' gameplay is awesome, I swear if the game had some good (japanese?) art direction it would be regarded as a masterpiece.

This man is the wisest man on the forum. Methinks he should be tagged as such.

P.S. Psi Ops is fucking awesome.
 
boutrosinit said:
This man is the wisest man on the forum. Methinks he should be tagged as such.

P.S. Psi Ops is fucking awesome.

Oh, thanks:)

Psi Ops proves just how much graphics, style and art direction can influence ppl's opinion of games, which is funny when everyone claims "it's gameplay that matters".
Psi Ops is a sad proof of how much it really...heh, doesn't.

Give this game a good character design, a better art direction a decent story told though nice cutscenes and voilĂ , game of the generation served
 
Haha, that's pretty fuckin' awesome--they made Edgar and Nick look a little too white, but other than that it's perfect.
 
The artist is Shinkiro, who also did a nice little Spiderman cover once.

Too lazy to really shove it on another source... but here it is.

spiderman.jpg
 
everyone keeps claiming that psiops' "gameplay" is farging amazing.
what am i missing?
there seems to be a bunch of "fun things" you can do and "emergent" interactions you can perform, but as for GAMEPLAY...i just am not finding it in there.

oh well, guess that's just me and my desire for solid mechanics, clear risk/reward systems, and challenging cause/effect relationships. maybe i just need to embrace the new gta sandbox style of interactive toy design? nah, funk that. i like games.
 
CosMind said:
everyone keeps claiming that psiops' "gameplay" is farging amazing.
what am i missing?
there seems to be a bunch of "fun things" you can do and "emergent" interactions you can perform, but as for GAMEPLAY...i just am not finding it in there.

oh well, guess that's just me and my desire for solid mechanics, clear risk/reward systems, and challenging cause/effect relationships. maybe i just need to embrace the new gta sandbox style of interactive toy design? nah, funk that. i like games.

Yeah, I found the game to have some neat ideas, but I wouldn't put it among the best of the best, by any stretch.

Not only that, but the insane game-stopping bugs that I kept coming across are what really killed the experience for me. It's the only game I've ever actually traded in.
 
I've never really liked that artist. His stuff is always so damn stiff. Though, the guy who did the illustrations for Samurai Shodown is a favorite of mine.
 
CosMind said:
oh well, guess that's just me and my desire for solid mechanics, clear risk/reward systems, and challenging cause/effect relationships.

there's some very *creative* cause/effect relationships in Psi ops; the most rewarding reward-system ever to me.
Like deciding to stack crates onto each other, putting an enemy on top of them setting the bottom crate on fire and see how the fire propagates and eventually burns said enemy :)
But really, the possibilities you're given to solve situations in thousands different way is what makes it special.
Thinking of creative ways to kill all enemies in a room, be it the easiest way or the most complicated chain reaction based on the game's awesome physics implementation, triggering it and see that it works just like you had imagined is the biggest reward a videogame can give me.
But that's just me maybe, i've always been a bitch for games which allow you to be 'creative'.
 
CosMind said:
everyone keeps claiming that psiops' "gameplay" is farging amazing.
what am i missing?
there seems to be a bunch of "fun things" you can do and "emergent" interactions you can perform, but as for GAMEPLAY...i just am not finding it in there.

oh well, guess that's just me and my desire for solid mechanics, clear risk/reward systems, and challenging cause/effect relationships. maybe i just need to embrace the new gta sandbox style of interactive toy design? nah, funk that. i like games.

The whole point of Psi-Ops was that it was not only a great action game with some epic scenes, but it allowed and encouraged that you break the game to beat it.
 
Top Bottom