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Because AWW is known for its minimal chromatic style, there isn't a lot of detail that can be put in. What really made me like this game were the effects Dan used, which were brief, flashing moments of brilliance. Enemies fading to mist, a powerful wave attack, or even the lines drawn with a simple sword combo all served as contrast to mostly plain backdrops. It pulls you in further into the action.
AWW is truly a unique game, and some of us still discuss the many questions we've had years ago about this compelling universe. However, these questions are for the older games. Rearmed and future entries in AWW have to provoke these same questions. Rearmed is a testament to how far you've come, Dan, but don't get carried away. There's a whole other audience out there you have to suck in, so just flashy artwork won't satisfy anybody. Focus on the basics again: character behavior, minimalism, beauty in the moment. Everything in your work, whether it be art, music, or gameplay, has to be intentional. Everything must have a meaning or an implication to a much larger world. MAKE BLACKMIST COME ALIVE. At this point, there is no room for THEBIGONE to disappoint.
From,
Your faithful blog follower/not so faithful Discord follower/critic from across the world/fan since childhood
I was first intrigued by a thumbnail on ArmorGames with a faceless character and some blue magic coming from his fingertips. Despite that being the second game, I clicked it instead of the first game right next to it.
Seeing the character on the cliff gazing made the world seem so huge yet him so important to it. Starting a new game, first a cut-scene, and then the music immediately putting me into action mode. The screen faded from black where I could control the character I just watched moments ago lose to another warrior. His appearance was distinguished; his movements likewise. His blows were quick and fierce, and his special attack, explosive.
The music faded with a long run to the first boss. Their conversation immediately established their past relationship, set the stage for the twist at the end (I'd ofc later find), and gave personality to both characters through their banter. Massive what seemed like volcanoes erupted across the arena as my character danced around them. The first fireball likely detonated in my face. Finally, on his knees, the boss arouses your curiosity, and in a moment his body then explodes into mist.
Dan, you know I feel Rearmed (and anything past Red Moon for that matter) has drifted away from some of the core aspects that made AwW hold special places in the memories of many. I've given you countless suggestions for years now that I'm glad you've considered. That said, I've tried to encapsulate everything I think "made" AwW in my first few paragraphs in relation to Rearmed, so here I'll do my best to summarize those two things specifically:
Two points.
Black & White Like you said yourself...
Characters vs Environment
You may remember, Dan, I've gone on crusades on certain issues: first detail, then combat, and most recently "Why Rearmed Failed". Consider this part II of that:
The minimalist world of AwW, because the lack of most other things, allowed the characters as the most prominent aspect to shape and mold how the players interpreted the world. Now in Rearmed, pretty graphics, which go out of their to actively distract the player from the centralization of the character(s), is Rearmed's selling point. The environment in Rearmed is a big problem, not because the original games didn't have nearly as much of it, but because the environment detail shines brighter than character personality, rather than that environment enhancing and complimenting the presentation of the characters.
So two questions:
To help answer question, I'll quote ibd above
For point two, the art & environment at minimal needs to be more subtle, but at best will make characters pop out from the environments surround them. Atm, the characters in Rearmed look just like a non-static part of the environment. Part of the reason why I was so intent on a silhouette mode was this reason.
In addition to subtly, there needs to be less in the foreground. Rearmed definitely occupies the most space in its levels of any game. This is an issue, as stated above, the more you have the environment define the world for the player, the less the character(s) will.
I think it's up to you Dan, to figure how to make more work in a minimalist world, but anything you add should enhance the minimalism and/or the character's prominence, not overshadow the minimalism or the character. One thing I'd recommend is using a different style for drawling static background and non-essential foreground elements. A way this could be accomplished quickly is blurring/blending colors of those elements.
In a nutshell, create a not so seemingly full world so the characters can fill it with their personalities and styles. Of course, there are point to be made about dialog and old look of and "hunchback" Vandheer and all the like, but you already have heard them extensively.
(Also, having a greater zoom on the main character is a short-cut way of making the world seem bigger (because the player sees less of it at once) while literally focusing more on the character.)
I've enumerated on this a lot, but I think it played a crucial part in AwW more epic to play. I'll just get into the examples:
So much care of the development of the games seemed to shine through everything about the characters, but now that time seems to have been put into making everything else shine and even brighter (ex. maps, modes, boosters & weapons, UI). Your problem is you have a large quantity of high quality stuff, but the most important things that defined AwW in the past go un-honed.
To end on something more positive, Rearmed is by far the most professional flash game I've ever had the pleasure of playing, and is the only AwW game I still play. 4/5 star game, but just so much potential for the series
(Also, blackmist is like the force. Don't midichlorian it.)
in my point of view, aww is always a great n 1 of the best flash seri game on browser. The first part I played was culmination n I thought how could a flash game be this good. Then I found n played the whole seri, it made me fun 4 a few weeks n left me a good memory about the game.
2 years back, when I searched 4 the seri again, I found aww:r, which made me very excited. The game imediately impress me with the simple 2D platform hack n slash style n and all the beautyful hand craft world, charecters, enemies, weapons, ... plus great sound track and unique combat system, but most of all, it very similar to the original flash game, only more beautyful. Seeing the game as the perfect remastered, I bought the game in the early access period n have a great time with each update Dan brought to me.
from the browser flash game aww has walked a long road to become a fully released steam game. It's now having pretty much of content but there's still something can be improved:
_the playing time is still short, I only need about 11 hours to complete 100% game.
_some achivement is too easy.
_the puzzel in game is some time too easy.
_too few ester egg.
_boss battel is not chalenging.
_enemy still can't show their true power as our lone worrior is in battle against an entire kingdom!
I know Dan work alone on this project for long ago n he has tried his best to bring the best gaming experience to every fan but the game is still need improvement. These are few suggestion from me n some of my friends:
_Dan should add more easter egg for the game,like hidden areas or hidden boss,he can find more in some famous game like GTA
_add some more anemy like rider, acher, flying enemy, ..., or maybe some traps.
_achivement should harder to complete 100% n there should be reward after completed a hard achivement like hidden character or unique weapons.
_the puzzel should be more chalanged, Dan can find more hard puzzel in game like Limbo or Inside.
_There can be more bosses like Vandheer's generals n boss should have more skill like sommon minion, or simply can not be hit for a short time, which make player have to dodge boss attack,...
_more fun in game like the troll scene of Vandheer vs Vandheer.
_each character should have the own ultimate skill => to make them more unique with others.
_multiple enddings would make the game has the replay value.( even troll endding would be worth to have).
that's all I see how Dan can improve the game, other player can have more ideas, but the decision still made by Dan. Dan has done an excellent good job in bringing back the old flash game and improve it, as long as Dan continue to support aww, I still be a fan of his art and his game.
hope that Daniel Sun n aww will have more success in the future
Each menu of these games was like a little piece of that world of blackmist and it made me feel connected to it, as if I'm inside even when not playing as one of the characters. From the planes with a few trees in the first game to Vandheers cliff and Lone Warrior running in the background of culmination.
Each of the games gave me another perspective on that world and another character with different status and purpose, [the divine crusader, the noble rouge, the fallen tyrant, the chosen child, the vengence-torn fighter], and made me even more consumed in the story. The range of characters and their different ideals and values is what I think made his games so colorful (pun intended).
Not only the lore was what got me so invested, but the gameplay as well. fighting has always exceeded expectations, utilizing mechanics like the eagle and power attacks, blocking and aerial strikes(with momentum). Fighting always had this sort of trans feeling to it, combos just felt so right and the flow was precise, I just couldn't stop striking my sword.
Armed with Wings has captured a big part of my imagination for a long time now, I've been casually sketching its characters for 9 years or so... if someone were to ask me what I don't like about the series, other than cross-game lore inconsistencies I would'nt have anything to say. It was my absolute honor and joy playing these games throughout the years, and I hope to continue and part-take in the progression of the series from now on. Can't wait for Red Moon:Once A Decade remake to come out (hopefully on 4/5/2019)!
thx for everything dan,
oz
but when i first played the first game, i honestly didn't like it, the lack of platforming (jumps and dodging) and the lack or variety of enemies felt to bland
and now when i look at Rearmed i realize that it's the same thing but refined,and the jumps aren't that big of a deal, but it's a small change that opened a lot of doors for the game to improve, the cutscenes and detail make the game feel more natural, yeah i know the characters' reactions, personality and meaning are strong on the originals, but Rearmed is the first game and AWW didn't have a lot of personality to begin with, so it's likely that in future installations we'll have that characterization too, it's unfair to judge the one game that all it did was refine and add on the original concept, and i really look forward to seeing what Sun studios makes of the other games
(sorry for my scrambled ideas)
I love it and i would reccomend it to everyone.