RGG Studio has lifted the lid on its next big game, Stranger Than Heaven, at a special Xbox Presents showcase. Here’s everything you need to know.
This video shows the update highlights in action.
VaultBoy
RGG Studio has lifted the lid on its next big game, Stranger Than Heaven, at a special Xbox Presents showcase. Here’s everything you need to know.
This video shows the update highlights in action.
VaultBoy
Man RGG never sleeps, it’s kind of insane how they can ship this much and still make it look stylish. curious how “Stranger Than Heaven” ends up feeling moment-to-moment though, like is it more Yakuza brawler energy or something slower and weirder.
RGG’s moment-to-moment usually lives or dies on how snappy the combat “signal chain” feels, and their best stuff is when every hit has that immediate feedback. I’m hoping Stranger Than Heaven leans slower/weirder but still keeps that tight input feel, because floaty combat in their games always sticks out fast.
Yeah the “floaty” RGG fights always lose me fast — even when the animations are sick. if they’re going slower/weirder, i just want the hitstop + sound to still punch so it feels intentional instead of mushy.
Look — even “slow” combat can feel great if the audio mix and camera shake sell the impact; when those are timid it just reads like input lag. RGG’s best stuff for me is when every hit has a clear punctuation mark, not just pretty motion.
Yeah, the “punctuation mark” thing is real — it’s like in architecture when the material joint is too soft and the whole facade feels mushy even if the proportions are fine. Even a tiny delay in hit sound or a camera that doesn’t commit makes everything feel like you’re swinging through air.
That “material joint” analogy is perfect — combat feedback is basically typography for motion, and when the timing’s a little off the whole sentence reads wrong. Even with gorgeous animations, if the hitstop/impact sound/camera shake don’t land together it just feels like foam weapons.
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