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Hercules from Gods
Part 18/24 of my Amiga tribute project >3
OK, I might be late with my project pics, but yeah, I'm constantly working on 'em. So without further ado, here's Gods.
Hoo boy, where do I begin with this one... ever played a game so epic in every way you went speechless trying to describe even one of it's many assets? <:3
And I am not kidding, starting with it's breathtaking graphics and animation, coupled with tons of splendid gameplay filled with treasure hunting and monster killing. That, and the weapon system rocked ^^ imagine that you get daggers, swords, axes, and all sorts of other shit... and you do not swing 'em around, you THROW 'em, and not just one or two at a time (I'm loong at you Ghosts 'N' Goblins), as you keep collecting powerups, you start throwing bigger & bigger waves of weapons to dispatch anything that might cross your path, now that's what I call badass >D
Although Gods might seem a "jump and run" platformer, in this game while precise and timed jumping are required to progress, planning each move carefully yields better results health-wise than attempting to speedrun a level, and there are some puzzles (often involving levers and objects) which require the player to go back and forth in the level, since there's only a four space inventory where objects required to get bonuses (such as keys) or to complete a level can be carried.
Also, the enemy AI was praised - it would adapt not only to the player position, but also to his skill. Some rooms contain inaccessible items - smaller "thieves" show up from a passage in the wall, try to grab the item and bring it back to another point in the room or disappear with it. The player is able to obtain the item if they shoot the thief at the correct time. Bonuses are awarded for reaching certain parts of the level under a certain limit of time or number of lives, bringing an object to a room or simply by playing poorly, where the game helps the player.
There are of course, multiple console ports, most notably for the Sega Genesis and SNES, hell, there was even a PC port, and to much surprise, these ports were actually good ones (they even had background music which the original lacked), so I highly recommend that you try 'em out ^^
Other parts of the project - Shadow Of The Beast, Shadow Fighter, Zool, The Chaos Engine, Superfrog, Skeleton Krew, The Speris Legacy, Flashback, Agony, Brutal: Paws of Fury, Fightin' Spirit, Ruff 'N' Tumble, SwitchBlade, Lionheart, The Lost Vikings, Brian The Lion, Wolfchild, Gods, Entity, Franko: The Crazy Revenge, Hired Guns, Turrican, The Killing Game Show, Yo! Joe!
Hercules (c) Bitmap Brothers
Part 18/24 of my Amiga tribute project >3
OK, I might be late with my project pics, but yeah, I'm constantly working on 'em. So without further ado, here's Gods.
Hoo boy, where do I begin with this one... ever played a game so epic in every way you went speechless trying to describe even one of it's many assets? <:3
And I am not kidding, starting with it's breathtaking graphics and animation, coupled with tons of splendid gameplay filled with treasure hunting and monster killing. That, and the weapon system rocked ^^ imagine that you get daggers, swords, axes, and all sorts of other shit... and you do not swing 'em around, you THROW 'em, and not just one or two at a time (I'm loong at you Ghosts 'N' Goblins), as you keep collecting powerups, you start throwing bigger & bigger waves of weapons to dispatch anything that might cross your path, now that's what I call badass >D
Although Gods might seem a "jump and run" platformer, in this game while precise and timed jumping are required to progress, planning each move carefully yields better results health-wise than attempting to speedrun a level, and there are some puzzles (often involving levers and objects) which require the player to go back and forth in the level, since there's only a four space inventory where objects required to get bonuses (such as keys) or to complete a level can be carried.
Also, the enemy AI was praised - it would adapt not only to the player position, but also to his skill. Some rooms contain inaccessible items - smaller "thieves" show up from a passage in the wall, try to grab the item and bring it back to another point in the room or disappear with it. The player is able to obtain the item if they shoot the thief at the correct time. Bonuses are awarded for reaching certain parts of the level under a certain limit of time or number of lives, bringing an object to a room or simply by playing poorly, where the game helps the player.
There are of course, multiple console ports, most notably for the Sega Genesis and SNES, hell, there was even a PC port, and to much surprise, these ports were actually good ones (they even had background music which the original lacked), so I highly recommend that you try 'em out ^^
Other parts of the project - Shadow Of The Beast, Shadow Fighter, Zool, The Chaos Engine, Superfrog, Skeleton Krew, The Speris Legacy, Flashback, Agony, Brutal: Paws of Fury, Fightin' Spirit, Ruff 'N' Tumble, SwitchBlade, Lionheart, The Lost Vikings, Brian The Lion, Wolfchild, Gods, Entity, Franko: The Crazy Revenge, Hired Guns, Turrican, The Killing Game Show, Yo! Joe!
Hercules (c) Bitmap Brothers
Image size
1661x2485px 468.9 KB
© 2014 - 2024 LukeTheRipper
Comments35
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"Into, the wonderful" this picture certainly is! Amiga GODS was pure classic. I only ever managed to clock it once out of all the times I played it as the last boss (the giant skull thing) was hard as hell! I love your style m8, such awesome works, poses and ideas.