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Old 13 September 2013, 13:34   #332
Mrs Beanbag
Glastonbridge Software
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Join Date: Jan 2012
Location: Edinburgh/Scotland
Posts: 2,202
I think even the good Amiga games have a sort of "competent amateur" look and feel to them. Even if they play quite well, there's often something lacking in the presentation. One of the things is the lack of a coherent world. They designed a game, but they didn't design a universe. Zool starts off on a giant cake, and there's no explanation why. It's like a committee got round a table and brainstormed "themes for platform game levels". They didn't start with an overarching concept of what it was about or where it was set. They just made a platform game.

In fact look it up on Wikipedia, the entire plot section reads:

Quote:
Zool is a gremlin "Ninja of the Nth Dimension" who is forced to land on Earth. In order to gain ninja ranking he has to pass six lands.
That's it. The whole plot is basically "there are six different levels".

I think this kind of lack of vision was endemic on the Amiga games scene.
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