Posts Tagged overhead
Oftentimes when a videogame has a skewed, overhead point of view, we call it isometric. That’s rarely the accurate term, though, and it’s not just pointless semantics.
Projection basically means taking a three dimensional object and displaying it on a 2D plane (i.e., a screen). There are various ways of accomplishing this, and each technique has a deep impact on a game’s look and mechanics. The advent of 3D games and free-floating cameras somewhat lessened this role, but being aware of the pros and cons of each projection type is still applicable to both 2D and 3D titles.
So what exactly are these projection types? Well, let’s take a look:
Although I haven’t written much about fighting games, I’m a big fan of the genre. In fact, I’ve spent more time playing Street Fighter II (Special Championship Edition, to be exact) than any other video game. And, at least back in the day, I was pretty damn good at it.
The only “tournament” I ever entered was a small event at a local Blockbuster celebrating SFII coming to the Genesis. I won, and it only made me more obsessed about the game.
When HD Remix came out, I was a bit rusty and I had to put up with the Xbox 360′s horrible d-pad, but I quickly got the “Playing To Win” achievement for winning 100 ranked matches. My experience with the online competition was a bit surprising, though, as, generally speaking, it wasn’t that good. I’m not claiming to be the greatest SSFIIT: HD Remix player either — in all my matches, there were a couple of people I played that were genuinely better than me — but overall it was a little easier getting that achievement than I expected.
So, in the spirit of good competition, here are a couple of tips for the intermediate players out there: