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Doom 2.5D
The original Doom used 2.5D, one of the first actual 2.5D games, but was considered 3D by their current technology, as it was a very very very early development of 3D. Personally i think doom, with its 2.5D aspect relates to my game, albeit a shooter game, it explores the boundaries with 2d and 3d
doom mostly used shading and scaling 2d objects in the background to make it "feel" 3d, it is mostly optical tricks to make things seem much further way than they actually are.
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Sonic x Shadow Generations
This game is a pretty new Sonic title which includes Shadow in the mix of the platformer style, Its entire theme is a side scrolling system whilst the environment and characters being all 3D, mimicking their original 2D style
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this could be relating to my project due to the aspects of having the character only be able to move on certain planes, like my game mechanic, I would believe that this is similar to my game, and would be a good reference point
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Fez
Fez is a indie based puzzle-platformer which uses a a really intriguing 2D style, there are 4 axis of 2D, which the player switches between to realign platforms to solve the puzzles,.
This could relate to my game with how you change planes, and are able to see the 2d sections, although, this is not the envisioned goal for my game, as my mechanic does not work this way.
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Perspective
Perspective is a game based on, Perspective. you are able to move your camera in a 3D space, but your character does not move in three dimensions, only two.
Perspective (Full Game) This game is not really part of my envisionment of my project, but it is a good example of utilizing the camera in games to make challenges for the player
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Neko Ghost, Jump!
Neko Ghost, Jump! is a early access game currently, But the games theme is a puzzle-platformer which you switch between 2D and 3D to solve these puzzles. This game is a good representation of my game, but mixed in with a puzzle element instead due to its 3d and 2d sections.
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Paper Mario
Paper Mario is a really cool game, as it is based on a drawing type of aesthetic, everything is to look like it is paper, which is technically 2D this is a RPG style game although, but with puzzles in the levels.
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This is a really good demonstration of actual plane switching, utilizing a paper like mechanic to "fold" into different planes, I would say that this matches my game, but I would not be able to replicate the complexity of this.
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Octopath Traveler Octopath Traveler has a retro style game, with a hd-2D style, that is a custom developed style that was named by the developer. this game is trying to make a photorealistic, but 2D game.
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This game isnt really related to my project, but there is relatedness towards my project, mostly towards a 3d environment, but 2d-like mechanics.
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Crash Bandicoot 4
Crash Bandicoot 4 is a platformer with a 2.5D element into it, the game uses a playstyle of 3D movement, but also a sort of spiraling mechanic whilst moving in the 3D space, which is considered 2.5D
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Crash Bandicoot 4 is a perfect example of my game, as it uses 2.5D, 3D and 2D alike, I would say my project would be similar to this, and if I were to work on my project more, a product like this would be close to my final goal.
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Superliminal
Superliminal is a platformer puzzle game in the first perspective, you have to solve puzzles by jumping on top of things to get to certain cues or buttons to solve the puzzle, this inherently is not a platformer per-se, but you use a platforming-like mechanic.
This is good representation of a different style of platforming, there is next to no relation to my game, but it is a good example of a 3D puzzle platformer
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Super mario odyssey
Super Mario Odyssey has a "throwback" part of their game, a 2D sector with Mario's original style, this is a good switch between two planes of existence, as 3D Mario transitions into their 2D versions.
This is a good example of switching planes.
This image shows the 2d part of super mario odyssey, as mario would enter the 3d pipe, and be constricted on this 2d plane. This was a very large inspiration for my game, due to its plane switching. In my project, I tried to implement this system but instead of entering something to switch planes, it automatically switches with a pre-set trigger that you are guaranteed to enter. Personally, I would have liked to implement a design like this, but due to time and skill constraints, I could not make a viable product with this feature implemented.
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Ratchet and Clank
This game is a cool mix between platformer, action, and third person shooter games. The game is definitely important to the gaming industry, as games like these are mostly newer ideas as more people would not think of a platformer that is a shooter game. Ratchet and Clank is a very good example of variety in the platformer industry
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Super Lucky's Tale
This is a game that is based off of 90's platformers, like Super Mario 64, but with a high res 3d twist! There is also a VR port for this game, being one of the first official VR platformers. This game is absolutely groundbreaking due to there being an absolute lack of platforming games on VR Alongside this, this game has more of a leaning theme towards Banjo-Kazzooie, as it has the same general goal, and gameplay. Personally, Super Lucky's Tale is a good representation of innovation within the platforming industry, as there arent VR platformers
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Game Research - Little Big Planet
Little Big Planet is a puzzle and platforming game, making a franchise out of it, this is a very popular PlayStation exclusive game, as it usually utilizes features on a PlayStation controller etc. This game also advocated for creativity, as they had a very large user created content side to it, which is really nice to see in a game.
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As a platformer its really diverse with is obstacles and interactables in each level. In the example video at 9:47 we can see the player using physics objects such as a seesaw, swing and blocks. Giving a lot of variety for platforming.
I think this really important for keeping the player engaged as well as giving me as the designer more to work with when creating levels.
In my project I would like to include these types of physics elements as UE has a decent physics system I could use. However this is not as important as getting my main 2d to 3d mechanic to work so this will be something to consider if I have time.
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Batman Arkham Blackgate
this is a 2.5D Batman game designed for handheld consoles. it had a side scroller vibe to it, but the assets moved in a 3D space
This Batman game was a entry to making better 2.5D games, making sure things were good and appealing to the audience
This image is an example of batman doing a move on the enemies, whilst there is a fixed camera perspective. The appeal of this game is that the game was a side scroller, but involves 3d aspects, such as moving around in a fixed frame, making it feel like 2d, but it is really 3d. This is not really a vision of my game, But there are some similarities towards utilizing the camera position to the players likening
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Celeste
Celeste is a 2d platformer game about forgiveness, and acceptance, the game is minimal in design, and was used to mimic the sport of "bouldering" This game is used to promote that self doubt is a thing, and the mountain embodies challenges in life This game relates to the "rage" aspect of my game, as levels can be challenging because you have to restart levels when you hit a enemy
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Hollow knight
Hollow Knight is a good platformer, but it cant be defined by one tag, as it has platforming, but the games focus is the story, not the platforming, this is solely 2d, relying on gothic elements to create their own unique type of game with platforming elements
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This game is a good reference point to 2D platforming, but also mixed with combat too. There may be some relatedness to my project, especially with the platforming side of things.
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Super mario
Side scroller Mario games have a 2D and 3D type of style to them, as the background does not have depth, but Mario, the environment, and the enemies do, this could be considered 2.5D
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This game could be considered fast paced , but you can play at your own speed and be fine. This would relate to my project due to its 3D worlds, but Levels are 2d
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