What are some god-tier tracks in Vidya ?

What are some god-tier tracks in Vidya ?
youtu.be/IyefImlieh0
>Sequel neverever

Other urls found in this thread:

youtube.com/watch?v=W5WMfi06hA0
youtube.com/watch?v=x7ok5AV7ZrM
youtube.com/watch?v=UYHXUylYJy8
youtube.com/watch?v=pfhWKFS3fH8&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=216
youtube.com/watch?v=QPJUQg_U5HY&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=170
youtube.com/watch?v=Kz9yQ-qzWiM
youtube.com/watch?v=8R8ZBtHFK5Q&t=48s
youtube.com/watch?v=nzMkZChFynk
youtube.com/watch?v=W1OJegC6pWo&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=127
youtube.com/watch?v=RjpJKbLTL2U&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=113
youtube.com/watch?v=W__p0gCBSZI&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=109
youtube.com/watch?v=zacUcCCOoRw&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=110
youtube.com/watch?v=oRCyJJkB6aE&index=92&list=FLuGGVZQ5WU-nrwFWLKpAMfw
youtube.com/watch?v=drIWW4hXV34&index=85&list=FLuGGVZQ5WU-nrwFWLKpAMfw
youtube.com/watch?v=TVbEj_fpPdY&index=71&list=FLuGGVZQ5WU-nrwFWLKpAMfw
youtube.com/watch?v=volI6Q40TQQ
youtube.com/watch?v=xr54gJZk_nM
youtube.com/watch?v=nBQ4NLQKKQk
youtube.com/watch?v=MzsOxkM4-Yw
youtube.com/watch?v=qH4XH-AEYzo
youtube.com/watch?v=bxHgrQSaXkg
destructoid.com/the-story-of-metal-arms-glitch-in-the-system-200391.phtml
youtube.com/watch?v=UlCArsA_yMY
youtu.be/Orw0aXZc-vQ
youtu.be/BD2qjK5uOg0
twitter.com/SFWRedditVideos

>Ratchet and Clank style robots never ever
What the fuck it was so comfy.

Never have I wanted backwards compatibility so badly

Blame Blizzard snatching them up and assigning them to a ded project.

>running over my little brother and his friend with the tank on the city map
>turning on the bots and having them cause some chaos in a deathmatch
>messing around co-oping it up with bro against the living bots

THIS GAME WAS A FUCKING 10/10

THE ENDING IMPLIED A SEQUEL WAS TO BE MADE

WHERE IS IT SIERRA
WHERE IS IT MONOLITH

>fully functional player-controllable General Corrosive (giant robot) on the final unlockable multiplayer level
They didn't have to go that far, but they did.

why was tethering these guys so fun

Because they let you fly around shooting and divebombing shit. Titans are also fun to tether if you can get one.

>tether a Mil
>its spine gets broken, and can only shoot impotently upwards
These guys were fucking geniuses making so many interwoven mechanics.

It's digital on xbox 360 if that helps

The Ripper gun was so goddamn fun to use. Shooting the titans arms and having them flail around or crippling one of their legs. Fuck I miss this game.

Rivet gun master race reporting in

>Spend the time in the junkyard terrified of these things
>free a couple from suspended cages
>they're actually grateful and follow you around, attacking only your enemies

Best gun in the game IMO is the fully upgraded rocket launcher.

Fully upgraded anything makes a world of difference. Even the SPEW becomes lethal as fuck.

True. I'm also partial to the Lv3 Scatter Blaster, but it runs second to the launcher because of how fast it chews through ammo and how rare ammo for it is in the first place.

The way they put themselves back together is too creepy

In this thread are the only anons on Sup Forums with taste

I miss the sense of mystery when entering Mill City for the very first time and the areas with the zombots. Space levels were also stupid fun

Its dead. Buried by Activision.

Sorry for the shitty quality, was trying to set up the emulator at the time.

We need more Metal Arms Webms

...

youtube.com/watch?v=W5WMfi06hA0

It's honestly amazing how many mechanics MA fucking nailed. The tether stuff goes without saying but the way upgrading worked was also really satisfying. Finding the shop robots felt rewarding and every time you upgraded something it felt so damn good. Contrast it with a comparable system in a modern game like Bioshock Infinite and it's in a different league.

MA is from a time that might never exist again. It was a B game, same as things like Beyond Good and Evil. Games with enough of a budget to look good but low enough to open the team up to interesting ideas. I wish so badly we had that tier of development again. Something between indie and AAA trash.

user stop. I didn't want to feel like this.

My biggest issue with the shops was that you never really earned enough washers to actually go on a decent shopping spree.

It hurts

Buck Bumble: youtube.com/watch?v=x7ok5AV7ZrM

Alternate: youtube.com/watch?v=UYHXUylYJy8

youtube.com/watch?v=pfhWKFS3fH8&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=216

soulcaliber 2, damn this is good

youtube.com/watch?v=QPJUQg_U5HY&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=170

>Something between indie and AAA trash.
Most god tier games reside in that small space, my soul weeps.

Ys 8's A-Z youtube.com/watch?v=Kz9yQ-qzWiM

youtube.com/watch?v=8R8ZBtHFK5Q&t=48s

this track is fuking amazing, i love xenoblade chronicles so much

youtube.com/watch?v=nzMkZChFynk

I would call A Hat in Time a "B" game. They still exist but are more rare and get a lot less press as they are lost in the sea of AAA marketing and terrible indies, or they just get auto-categorized as being among the indies because they're self-published.

GET BACK TO WORK, MINER SCUM
youtube.com/watch?v=W1OJegC6pWo&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=127

youtube.com/watch?v=RjpJKbLTL2U&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=113

Gunlord

youtube.com/watch?v=W__p0gCBSZI&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=109

youtube.com/watch?v=zacUcCCOoRw&list=FLuGGVZQ5WU-nrwFWLKpAMfw&index=110

this SHIT GAME had a really good trailer music
youtube.com/watch?v=oRCyJJkB6aE&index=92&list=FLuGGVZQ5WU-nrwFWLKpAMfw

youtube.com/watch?v=drIWW4hXV34&index=85&list=FLuGGVZQ5WU-nrwFWLKpAMfw
go ahead call me a faggot

Watching this really takes me back. Thanks user.

youtube.com/watch?v=TVbEj_fpPdY&index=71&list=FLuGGVZQ5WU-nrwFWLKpAMfw

just found out about this obscure game, fucking awesome music

youtube.com/watch?v=volI6Q40TQQ

youtube.com/watch?v=xr54gJZk_nM

youtube.com/watch?v=nBQ4NLQKKQk

youtube.com/watch?v=MzsOxkM4-Yw

Yes, the whole thing
youtube.com/watch?v=qH4XH-AEYzo

youtube.com/watch?v=bxHgrQSaXkg

>"paper or plastic"

I don't understand why so many game trailers use female covers of songs
Hipster fagboy

>"I'm shady and he's mister pockets don't ask"

Yeah true. Stuff like Divinity Sin falls in there too I'd say, and that was one of my fav games of 2017.

Hope you know this then.

With this thread plus it's clearly the night for patrician taste on Sup Forums.

Their anime slash attack was sick as fuck.

tragic story behind the game
destructoid.com/the-story-of-metal-arms-glitch-in-the-system-200391.phtml

(Boba Fett versus Planet Robot)

>Metal Arms was devised by Swingin' Ape Studios, a company that formed in 2000 under the leadership of Scott Goffman, Mike Starich and Steve Ranck. While doing contract work for other developers, Swingin' Ape was working on its own game, a title that was never be finished but eventually went on to inspire the concept of Metal Arms.

>"The game put the player in control of a Boba Fett-like intergalactic bounty hunter where each level took place on a different planet," explained Ranck. "One of the planets was called Iron Star and was occupied by a variety of sentient and deadly robots. It was by far our favorite planet in the game. When our contracting job unexpectedly ended, we decided to put our full efforts into the bounty hunter game.

>"But within a few weeks, another intergalactic bounty hunter game was announced and we decided it would be difficult finding a publisher interested in funding our game."

(A Glitch In Time)

>With no income and only a few months of survival cash in the bank, the founders met with the team to discuss the grim possibility that after less than a year, Swingin' Ape might be out of business shortly.

>"With just a few weeks until 2001 E3, we worked hard on developing a concept movie that demonstrated the look and feel of the game," recalled Ranck.

>"When E3 arrived, Scott, Mike, and I were equipped with a laptop with the movie, a stack of colorful presentations, and a fairly polished pitch. For two days, we literally ran from meeting to meeting and pitched Metal Arms to over 15 publishers.

>Some were interested and at least appeared to be enthusiastic. Others yawned through the presentation and glanced at their watches. Nice. When we returned from E3, we really didn't feel any closer. Everything was still up in the air, and Swingin' Ape was almost out of time."

>At the very last minute, however, the studio got a call from Mike Ryder, then-president of Sierra. While no commitments were made, Ryder was shown the full concept for Metal Arms and expressed a hopeful amount of enthusiasm. Nothing was set in stone, but Sierra was now Swingin' Ape's best chance at succcess.

(Seducing Sierra)

>The seven-person studio set itself the daunting task of creating a fully playable demo level within six weeks, armed only with an unfinished proprietary engine and limited design ideas. Amazingly -- and thanks to the sacrifice of all free time and sleep -- Swingin' Ape built its demo. In Ranck's own words, the end result was, "Fun. Very fun."

>Sierra loved the demo, and Ryder was personally championing the game. Yet despite the excitement, the project was never officially greenlit and the studio was still facing closure. As luck would have it, Ranck was able to license out the technology used in the creation of Metal Arms' demo, which allowed Swingin' Ape to survive just long enough to sign a contract with Sierra in December 2001. Against all probability, Metal Arms was now officially a game, and development could begin.

>"Developing Metal Arms was incredibly fun, though the game itself wasn't. Not in the beginning. The demo was just that -- a slice of fun that demonstrated the game.

>Once we had the core foundation done, we were then able to focus on the game's physics & destruction system, arguably the key component to the gratifying gameplay feel. Once the destruction system was complete, the fun level skyrocketed, and Metal Arms began to feel like a game. We were definitely hopeful for its chances of success."

>Sierra was compliant and development was going smoothly, but an ominous figure loomed over the horizon, threatening to strike Metal Arms down with an unjust fury. That shadowy malevolence was Vivendi, Sierra's parent company. Unlike Sierra, Vivendi had no clue what was so appealing about Metal Arms. It could not understand why the publisher had greenlit the project, and as such, often pretended the game didn't exist and would regularly omit it from project reviews.

>"Then, the week before 2003 E3, Vivendi held their pre-E3 press event, where they showed off their games lineup to the press," revealed Ranck. "At the end of the event, the members of the press were invited to fill out a card where they ranked the games Vivendi showed to them.

>"Metal Arms ranked #1, which caught Vivendi off-guard. To be honest, it caught all of us off-guard. Unfortunately, Vivendi had disappointingly dedicated only a single kiosk of their massive E3 booth to Metal Arms, which is a good indicator of how they considered the game, but after the press event, they scrambled to find more space and ultimately got the game on a 2nd kiosk as well as into Microsoft's Xbox booth. The E3 press on the game was strong, and it won several awards."

(Life's a Glitch, and then you die)

>From then on, Vivendi bucked its ideas up and decided to lend some marketing weight to the game. A TV spot was aired and web banners were published on top-ranking sites. However, Ranck believes it was a case of too little, too late. Vivendi's marketing only came just prior to release, and most sales were generated through pure word of mouth -- at least as far as Swingin' Ape's anecdotal knowledge is concerned.

youtube.com/watch?v=UlCArsA_yMY
Advance 3 has some of the best music in the series.

>The gaming press was generally supportive of the title, although Ranck noticed several reviews from authors that "clearly have played only the first level or two, and yet feel they've played enough to form an opinion of the game and then publish a score."

>Armed with press coverage and late-but-welcome publisher backing, Swingin' Ape had high hopes for Metal Arms' retail performance. Due to grassroots hype and critical acclaim, Vivendi was confident enough to commission a sequel, which the studio began to work on. Three months after development began, though, the game was axed. Things had not gone according to plan.

>"It was cancelled because despite Metal Arms' success in the press, it wasn't selling well. In general, the people who played Metal Arms really liked the game. But there just weren't enough people who were aware that the game existed."

>Just like that, Metal Arms: Glitch in the System was done. The game eventually made its way to Xbox Live as an Xbox Classic, but Ranck has no idea how well it performed. He's not even entirely sure where the IP currently rests, although www.metalarms.com now redirects to Activision's site, which would make sense, since Activision swallowed Vivendi in 2007. That Metal Arms would eventually drown in Activision's sea of lost souls, however, is through no lack of Ranck's attempts to rescue it.

>"I did try to acquire the IP but Vivendi wouldn't part with it," confessed Ranck. "Metal Arms was originally written as a trilogy which is why the game's story has a few unanswered questions. I'll take this opportunity to, for the first time ever, share some with your readers. I suppose you could consider this a SPOILER ALERT in a way, but since MA2 seems highly unlikely, maybe it's a risk worth taking for some."

Follow the link if you want to read the plot spoilers. Last post coming up.

>That is where Metal Arms 2 would have taken us, but alas, it was not to be. Perhaps one day, Activision will remember that it's sitting on a critically acclaimed property that could have been a surprise hit if only it had been supported, and will greenlight another Metal Arms. Given Activision's tendency to not do such things, perhaps that's an incredible level of wishful thinking.

>There are those of us that do remember Metal Arms, however, and are glad we got to play at least one game in what was a promising, original, heartfelt series. Metal Arms: Glitch in the System is available on Xbox Live Classics, and you can find the PlayStation 2, Xbox or GameCube versions for peanuts.

>Should you ever feel the need to play a violent, funny, brutally tough shooter, don't forget Metal Arms. That's the very least it deserves.

What did we learn from all this? Mainly stuff we already knew.
>Your game simply won't sell if it doesn't have exposure. Bad games can outsell good games with enough advertising.
>Game review critics generally don't know what they're talking about.
>Hopefully one day Actiblizz will bring back a good "series" with a lot of love poured into it.

youtu.be/Orw0aXZc-vQ

good trak

youtu.be/BD2qjK5uOg0

Only failing is being too short.