Cài đặt Steam
đăng nhập
|
ngôn ngữ
简体中文 (Hán giản thể)
繁體中文 (Hán phồn thể)
日本語 (Nhật)
한국어 (Hàn Quốc)
ไทย (Thái)
Български (Bungari)
Čeština (CH Séc)
Dansk (Đan Mạch)
Deutsch (Đức)
English (Anh)
Español - España (Tây Ban Nha - TBN)
Español - Latinoamérica (Tây Ban Nha cho Mỹ Latin)
Ελληνικά (Hy Lạp)
Français (Pháp)
Italiano (Ý)
Bahasa Indonesia (tiếng Indonesia)
Magyar (Hungary)
Nederlands (Hà Lan)
Norsk (Na Uy)
Polski (Ba Lan)
Português (Tiếng Bồ Đào Nha - BĐN)
Português - Brasil (Bồ Đào Nha - Brazil)
Română (Rumani)
Русский (Nga)
Suomi (Phần Lan)
Svenska (Thụy Điển)
Türkçe (Thổ Nhĩ Kỳ)
Українська (Ukraine)
Báo cáo lỗi dịch thuật
Unfortunately, I too see the value of 4:3 for balance. It looks like I've missed it.
Vertical bars belong -exclusively- on Bullet Hells like Ikaruga. That's the only justifiable place where I can forsee them being reasonable. Here they had no place and I am firmly glad they're gone. Now I can actually review the game and do a write up on it without putting the phrase in "The game is essentially being forced into an idiotic ratio because the devs couldn't be bothered to make allowances for the PC market and went chasing that sweet sweet iOS cheddar."
Well, if your aim was to come off as an insufferable fraud, let me be the first to congratulate you on a job well done.
I see. Thanks for the warning.
Remember, if you have to resort to personal insults, take a look at the profile.
Easy, let's look at some competing examples in the same space -
Enter the Gungeon, arguably the most popular one at this point - 16:9, no problem with this resolution and the threats from the sides do not feel any less than from the verticals.
Cryptark - Same deal, 16:9, again, handles vertical and horizontal without suffering any form of threat reduction in the 2D space.
Teleglitch - If anything the fact it's on a widescreen means moving up and down the screen is MORE OF A HAZARD than from left or right.
The choice here to go 4:3 was strictly due to iOS, nothing more, nothing less.
Uh huh.