"Brawl takes no skill." Neither does this flash.
The only thing really distinctive about this is the opening animation. It was relatively fluent in comparison to the rest of it, and was moderately humorous. But what really sticks out is how many freaking times I thought about that part because this flash should never have been made.
Fanboys, please locate the "useless/abusive" review button, and get some common sense.
The artwork was horrendous. Not only were the characters skewed and awkward, there was virtually no detail beyond the minimalistic drawings. Want an example? Pit from the opening scene was horrendous. Ike (from that amazingly unfunny scene "fight for my friends)... his freaking neck is on his arm.
The animation was equally bad. Constant motion tweens for arm movements, repeated movie clips, and choppy movements... This is absolute nonsense. Toad's dance? I love the effort you put into it man! His arms are being automatically rotated! You didn't even bother to animate Charizard talking for the first few seconds.
Even your main objective - Making people laugh with Brawl-related jokes - failed miserably. I could do without a thousand explicit sex references and "witty observations" like "Landmaster Final Smashes", Ice Climbers sexism theories or a third "Big Gay Dance". It's wonderful how original and hilarious your jokes are. Ha ha. "Big gay thunder". "Big gay fire". Ha ha. So funny. Hey, at least you appealed to the idiotic, illiterate fan base that likes these annoying references and sex jokes. Maybe that explains the 3.7.
There is a good quality in this flash, and that's the voice acting, which was near flawless...Some of the parts weren't absolute crap when it came to animation and artwork.
What needs improving?
1) Get some original jokes. References to your own flash, explicit sex puns and random references that you somehow thought were going to be funny... Disgusting. I haven't laughed even once during the duration of the movie.
2) Get some better animators and artists. Some bits of this is fluent, but the other stuff is just terrible slideshow crap with maybe a few motion-tweened arms. I don't know, maybe you could get some of the people you're collaborating with to actually be patient and DETAIL some of the art. Even choppy Frame-By-Frame is better than tweening.
Yeah, this was definitely not a sequel that was necessary in any way. The first one was at least moderately well animated. This thing was not good in any way. What we have here is a complete mess. It's just a typical, sloppy video game parody with no distinctive traits other than voice acting that I would be embarrassed to be seen watching.
I can't tell who animated what, but it's definitely clear that if you're going to do another collab, you've got to kick some unfunny and untalented idiots out. Also, original ideas never hurt. Make something at least mildly interesting, not this garbage parody.
Minimal. lazy animation, but pretty good voices.
Personally, as a fan of the DS, I never really found the DSi to be worth my time.
But putting that aside... I'll start with the animation.
There's nothing really noteworthy in this category. In fact, the only real movement in here was of the mouth and maybe the occasional arm movement or blinking of the eyes. On top of that, the movements were choppier than desired. I'll give you points for the rotation of the opening character, but it was kind of rough nonetheless.
Artwork wasn't phenomenal, either. There was merely a white background, and a person standing (or sitting with a table for extra scenery... whoo). Though the characters look ok, I felt that a ton more detailing and shading would make the flash much more attractive; the current artwork is far too basic.
So we move on to the humor. While I found it moderately funny, it never really pulled more than a chuckle from me.
Now, there was an area where you excelled, and that was your choice in voice actor. Beautifully acted parts brimming with personality and high audio quality made the humorous "invisible parts" much more effective.
The music was also not bad. Calm ambient music; an excellent piece to accompany the flash. The climatic, louder part that started at the "Henry" scene kind of threw it off, though.
There are many ways you can improve this:
1) Animate the "invisible parts". The opening one that involved the violent PSP fan killing was appropriate, but once you used it for the other two parts, the flash felt really, really lazy. In fact, those parts take up a bit less then half the flash itself.
2) Put a bit more dedication in detailing. Some of the shading work is a bit rough and shoddy, the drawings of the people were a bit too basic to be a standalone object to watch. and the plain white background is uninteresting. Maybe put them in a room of some sort. Is the discussion taking place at a public area? Inside of their home? Add a bit more dedication to the flash's appearance!
3) The people are so... dead. Make body movements to accompany the emotions they express as they're bombarded with the oppressive narrator (ie, arm movement, eye movement, shrugging of shoulders). When the narrator at the beginning says "F*** you" at the beginning, the guy just stands there. Don't we normally react with a bit of anger or frustration, instead of just standing there with the same exact facial expression?
This flash really could have gone somewhere. If you had animated some of the invisible parts, the flash could have been more exciting and fun to watch. Take a bit of time to polish things up, and your flash will be more fun to watch.
Thanks for your review. Your critiques are noted, and hopefully I can win you over with my next submission. =)
A special colorful style, great animation.
This was certainly a worthwhile video to watch. Heck no, that's an understatement. This is one of the best music videos I have seen in a long time. Even better is that you formed one around a Newgrounds Audio Portal song.
First off, the detailing of the artwork is incredible. Small details, like the detailing of the roller coaster car, the computer hard drive, the detailing of the clouds and the very accurately shaded roller coaster in the room add a very significant impact to the overall presentation. Your work with eccentric facial expressions (a particular aspect of this would be the parent bursting in) are excellently incorporated; you seem to have a unique style that I find incredible. Another particular detail that was really incredible was the climactic acceleration of the roller coaster nearing the end. Not only was the animation accurate, but the sparks flying and the gradual addition of red really gave the ending a dramatic feeling.
Even better is the fact that good artwork didn't hinder your frame by frame animation. Though a bit basic, scenes like the junkie bouncing up and down in the cart, or flying shrapnel from a roller coaster crash were all smoothly animated. The first-person view of the coast ride was very realistic; It felt like I was actually there. I also noticed the subtle changes in the gradient background that fit the middle part where the car goes off the track and bounces... An excellent usage of color.
Undeniably, this flash also possesses quite a few humorous aspects. For instance, the kid was sleeping in the coaster, as well as taking a shower and brushing his teeth and... going to the bathroom made me laugh a bit. Another example would be the sudden change from a very ornery parent's frown to an absolutely goofy, happy pulled quite a few laughs out of me.
The music was also an incredible song. It was light-hearted, and the percussive feel of the piano in the background greatly enhanced the video. On top of that, the voice that was singing was gentle and beautiful. Though the words were fast, there were absolutely no noticeable slip-ups and every word came out crystal clear. I could even say it had a sort of magical feel to it. :D
I have absolutely no complaints about the video at all. I do have a minor suggestion, maybe more of a dancing motion with the junkie waving his hands in the air in the first "see I like to ride the coaster" part would have been better, but meh, it's perfect either way.
Overall, this music video is amongst the best on newgrounds, boasting well detailed and animated scenes that suit the music video without ever being dull. The great animation combined with the beautiful music captures an innocent child's obsession with roller coaster rides perfectly.
Excellent Newgrounds-related game but not perfect.
I have to say that quite honestly, I've wasted far too much time playing this game. And why wouldn't I? It's exactly what any Newgrounder wants: a violent brawl through well known users equipped with not only Newgrounds icons, but interesting weapons spawned by their talents/position.
First aspect of the game I'd like to cover is the gameplay. There are virtually no visible bugs that hindered gameplay; everything ran smoothly when I was playing. The fights were pretty basic. Using a basic melee combo or a bomb or two, annihilate the oncoming waves, then the boss of the group. The minigames were also a pleasant way to gain bonuses outside of just fighting. The unlockable characters were also fun to find as well, though I could only unlock two of them. It was also a good thing that you incorporated humor into the game over scene newspapers (Wadolf shuts down portal to sell flashlights instead...? Lol.), because it made the impact of losing the game a tad less frustrating.
Next, the music choices were quite superb. They were a bit different from the typical fighting music, but they fit the Newgrounds vibe just as well as the Endless Handbag Loop. One particular choice of music that was really well picked was -The show- which fit the bouncy upbeat minigames extremely well.
The Portal was well portrayed in this game. I liked how you've covered all types of users, from the infamous, spamming Kitty Krew, to the notorious forum moderators, equipped with the formidable level icon weapons (as well as special abilities that portrayed the user's abilities awesomely). Still, I think that you could have incorporated the audio artists or BBS regulars, but that's just me.
The graphics were well made and animated. The fluent attack animation blended well with excellent battle coding, and the interfaces were attractive without being overly decorative (still keeping that good 'ol Newgrounds style). The character design and blood effects were a tad basic in my opinion, but it didn't really hinder the flash all that much.
Also, congratulations on implementing the first flash game medals. That really increased the enjoyment of gameplay for me. (Any masochists out there get all of them...?)
At the risk of being tormented by angry fans of the flash, I have to say that this flash isn't quite perfect. Several things can be improved with the flash...
1) The gameplay would be much more enjoyable if more complex. I felt that the addition of more complex combos, rather than the one we keep using over and over again in this game would keep the game much more interesting. The special attack we have is really uninteresting, just a mere bomb. Perhaps the controlled characters could have different special attacks (and different amount of damage dealt, if I'm not mistaken) to make better use of the special stat.
2) The game is incredibly difficult and also takes a while to complete. A checkpoint at the middle of the game, or a save function would be fun. Also, it would be good to lighten the difficulty for April and Dan with a tad bit more HP. While Tom can take a beating, April gets wiped out after finishing off the programmers to the point where not even her demonic speed can save her.
3) The second minigame always gives the same result. If it was changed up every time you played, it would be more interesting. Then again, it also prevents the game from being way too hard.
4) This just may be my rusty gaming skills, but Wadolf's laser is an absolute annoyance when trying to attack him from the edge. I've gotten trapped before, tried to escape, then got shot again immediately after the first blast. If you could increase the time between shots, that would be good, but like I said, it may just very well be my frustration at completing the game.
5) Audio Artists (seriously, these guys get no attention at all) and BBS regulars could be added for more fun opponents.
Overall, this is a great Newgrounds game (the first with medals) that any Newgrounds user will enjoy. The only setback is a bit of repetitive gameplay and frustrating difficulty.
Functional, but vapid gamplay and poor graphics
Let me start with the beginning.
The main menu is decent. The buttons you made look not too bad; however, this could really do with some sprucing up. Add your character's picture to it, "building" the so-called enhancements to the town! Anything is possible. The main menu is the opening impression you give others when you play the games and it should make people feel interested!
As for the story line, it was... disappointing. What motive would the mayor want to do this? Is the town in shambles? Are the workers displeased with their environment? Add some backbone to it. A voice acted cutscene would probably work better here.
As for the actual gameplay, I found it excessively boring. All you really are doing is getting money by playing three games, improving building skill so that you can use the shop more effectively.
I commend you for a functional game, there seems to be no immediate glitches in the three money-earning games. However, they're really boring as well.
1st game - Dodging these... angry squares. A background would be nice... as well as an explanation. How does dodging squares yield money? Why are they attacking you? Maybe add a variety of enemies, or add more detail to them. Perhaps even a weapon to fend off some of them temporarily for surviving 25 seconds? The possibilities are endless.
2nd game - It's a working game, but that's about it. The character moves really slowly unless you hold down the arrow key for about two seconds. A consistent move rate would help here. On top of that, he flies right off the side, which gets irritating.
3rd game - Something rather atypical here. Instead of catching the guy with the platform, we move HIM to the platform. It was interesting. Again, I must stress that a constant move speed is necessary here, just like in the second game.
I might want to include that it would be better to make a building called "Arcade" and placing instructions on a clickable button rather than reading them in the game itself. Adding a level of complexity to the games here would be better.
As for fido, I can't even tell what you're doing here. You click somewhere to get him to move to a yellow ball, which yields cash. Again, it makes absolutely no sense. I assumed that the red thing was dog food, and I went after it, so I went after it, and I got negative points, which confused me. I thought of the points as how well I took care of the dog, not how much money I got from my interactions with him.
I liked buying the accessories, but it was ridiculous. I wasted my money on three of them, but only one of them (the last one I bought) was worn on my character. Even worse is that the other two couldn't be accessed anymore.
Lastly, the drag and drop thing is kind of nice. I liked how you coded it so that the game recognized that you were busy dragging things, so you don't accidentally go of playing a game after you crossed the game room. Not bad.
Here are some major things to improve:
1. Graphics. This is a big one. Every drawn object in this game is either hideously inaccurate, or well, overly basic. For the grass in the main menu, add some flair and detailing. Make the sidewalks rough, textured and unique. Add some detail to the buildings. (The Paint-Inside tool is really handy here, use it!) It will make the experience much more inviting.
2. The gameplay is overly ambiguous. Clarify things like all interactions with the dog and what the controls are. (when I started, I tried to move the guy with the arrow keys... nothing)
3. Make the game more exciting. For example, Fido gets sick. Make a vet's office. Then when he gets better, buy dog food for him. Simulate health and happiness levels for him. The game right now is overly simple.
4. Some things just don't make sense. As a mayor, you aren't the one building things. You oversee the carpenters and designers making it. Mayors should be working with investments and propaganda, not field work.
Overall, this game is not well designed and quite boring. With some major polishing, you could have a pretty good game.
This is what an rpg SHOULD be.
Mardek RPG: Chapter 2 was definitely a great game to play (heck, you provided me a full weekend of entertainment). Quite honestly, this game is near flawless.
The graphics were incredible. I loved the blending of drawn characters in the speech boxes and sprite characters on the field. That was an interesting merge. Even more impressive is HOW WELL everything was drawn. I was particularly impressed by the random monsters. Such incredible detailing, and such variety! Some tiles seemed to be a bit repetitive, like the grass tiles, which were all identical, and a bit of inconsistencies with that would have been interesting, (rocks, flowers, mounds of dirt), but this is just a minor problem that didn't detract from gameplay.
Even more impressive is how you took the professionally drawn characters and animated them very fluently. The attack animations in this game are some of the smoothest I've ever seen in Flash RPGs.
The story was absolutely thrilling. There were no boring aspects of the plot, and the dialogue between the characters is, without a doubt, full of personality and thought. What really stands out in the story is Emela's inner battle when it comes to killing Steele. That was really a wonderfully written part of the plot.
The game isn't overly linear adventure-wise. You provided some type of "Trilobite Cave" if I recall. That was a nice touch, as it gave your viewers more to chew on while we eagerly wait for Chapter 3.
Now, the one thing that most RPGs don't have, and that you've perfected is... the HUMOR. Everything I interacted with had something really funny to say. Unlike the generic drab that a NPC or sign would spew, you had them say things that were satirical of the RPG genre, mocking of the plot predictability, as well as some pretty funny jokes. Even Emela's explanation of her past was humorous. In fact, I recall spending nearly half the play time just walking around and talking to random NPCs to read what they had to say. From Aalia's IM chat style of talking, to the bandit who's "actually four bandits", I haven't laughed this hard in a long time.
Now, the thing that annoys me the most about RPGs is the generic bosses that are merely powerful, but nothing more. Your game has a grand compilation of many interesting bosses. One that really stands out would be Zombified Locksmith. The battle, though frustrating, was definitely an interesting brawl due to his unique ability to destroy me using status problems. Another interesting fight was Moric, the necromancer. Though his "second form" (don't want to spoil it) was rather predictable, it was an interesting fight. (Though easy, lucky I still had a phoenix down)
The music was well composed, and I was impressed how, you alone, could not only program a game, but do the music as well! Incredible! One of my favorite compositions was the battle with the Bandit Chief, Muriance. Definitely a great fast piece with a suitable background to accompany the melody.
There is only one thing I can find wrong with the game:
There should definitely be more variety in attacks. Throughout the whole game, the most I could ever get for each of my party members was Heal and Remove Taint for Mardek, Lightning Bolt and Earth Explosion for Emela, Barrier Break and Power attack for Deugan, and Smite Evil and Dispel Undead for Vehrn. Not to mention, one of those attacks were provided for each of them when I first got them. A bit more variety would have been really nice. I especially wanted to see Rohoph's more advanced techniques, being one the powerful Healer that he is. Every time I leveled up, I looked to see if I learned any new techniques, and sadly, no, the moves are based off of the items equipped.
Overall, this was one of the most epic flash RPGs that I have ever seen on the Internet. Though in need of a few more battle techniques, the gameplay was nice, the music was well composed, and the humor and plot kept me entertained. With the dramatic ending which I will not reveal, I am eagerly anticipating the next installment of Mardek RPG. Well done.
Thank you muchly for a lengthy and appreciative review!
There are going to be eight chapters, which is why the characters get so few skills in chapter 2; if I let them get a lot of them so early on, there'd be nothing left for later chapters... or I'd end up adding loads of skills which are essentially all the same.
Chapter 3 has far more variety in everything though! And I'm hopefully going to be finished with that in a month or two, so yay.
Drum beats are a bit heavy in the beginning, but the melody is interesting, and almost hypnotic. Didn't know you could pull something this amazing.
Thanks for doing this, man.
Thank you, this was my first audio submission though and it wasn't perfect.
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