Penny's Big Breakaway - New 3D platformer from the makers of Sonic Mania

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As for the art-style, I'm pretty sure that they're trying to ape the sort of things you'd see in a lot of old Sonic promotional art:
SONIC06.png SONIC14.png SONIC25.png SONIC65.png SONIC66.png SONIC67.png
 
As for the art-style, I'm pretty sure that they're trying to ape the sort of things you'd see in a lot of old Sonic promotional art:
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Could be, but Sonic being that bright blue lets him pop. Penny's color palette on the other hand is pretty muted which I think doesn't help. She'd benefit greatly from a bit more contrast. Though her design in general elicits a "meh" out of me. My interest in this game is purely on it's pedigree and that the gameplay looks good, if this was a game by unknown Dave I'd have 0 interest in it.

... or maybe you are talking about the new Sonic game? Well whatever, just wanted an excuse to harp a bit more on Penny's aesthetics. I have 0 faith on the new Sonic till I get word of mouth.
 
or maybe you are talking about the new Sonic game? Well whatever, just wanted an excuse to harp a bit more on Penny's aesthetics. I have 0 faith on the new Sonic till I get word of mouth.
Will try out Sonic Superstars because it looks like more Mania and that's a good thing.
 
Will try out Sonic Superstars because it looks like more Mania and that's a good thing.
This game was a total disaster. I'm actually glad it wasn't the Sonic Mania devs that wasted their time making this. They probably turned Sega down when they told them it was going to be an Epic Games exclusive with Denuvo included.
 
Sorry for the delay. Here is the gameplay reveal for Penny's Big Breakaway. Starts at 1:30 and it looks like they've fixed the look of the game by giving the graphics a bit more contrast.
 
I just want to kill penguins.
You can only stun them by pushing them away to prevent them from swarming you. Akin to Dead Rising's or Left 4 Dead's zombies that you can never exterminate completely. Their goal is to push the player forward by not allowing him to have safe areas within the map.
 
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Why penguins?

I think it looks pretty good, though I agree with others that the "single-color light pastel" aesthetic isn't the best. I feel like if you wanna do the mono-color look, you should go full cel-shaded like Killer7. A lot of indie games nowadays seem to just slap on colors instead of textures and call it a day.
The problem is that doing something like Killer7 requires an art director with actual skill to determine what models have what lighting, what polys have the gradient shader applied, etc. while artstyles like this game has are just a matter of "draw flat tone textures maybe with detail layers and let the lighting/bloom handle it".
 
while artstyles like this game has are just a matter of "draw flat tone textures maybe with detail layers and let the lighting/bloom handle it".
No, there is a coherent style. It's just not consistently applied probably due to engine or time limitations because this is built on the Mania team's new engine. The textures are definitely not flat. A lot of them have some gorgeous gradients that give them some fun colors.
The problem is that doing something like Killer7 requires an art director with actual skill to determine what models have what lighting, what polys have the gradient shader applied, etc.
The problem is inconsistency. I'm sure the artists tried their damnedest to make the game look like it does but they should've let the graphics cook in the oven a bit more.
 
The problem is that doing something like Killer7 requires an art director with actual skill to determine what models have what lighting, what polys have the gradient shader applied, etc. while artstyles like this game has are just a matter of "draw flat tone textures maybe with detail layers and let the lighting/bloom handle it".
That's not even a joke BTW. I was studying the first level of killer7 to try and pick up the "rules" of the style for shits and giggles and you'll quickly notice that it gets complicated with how parts of the geomety flip the gradient direction to keep everything readable and rooms have to picking their wall colours very carefully for readability.
 
That's not even a joke BTW. I was studying the first level of killer7 to try and pick up the "rules" of the style for shits and giggles and you'll quickly notice that it gets complicated with how parts of the geomety flip the gradient direction to keep everything readable and rooms have to picking their wall colours very carefully for readability.
Killer7 was a AAA game developed by one of Capcom's main studios and this is the debut release of an indie studio. Your comparison is not entirely accurate.
 
Bought it last night, played it a bit today. It's cute. Defenitely a straight forward platformer. The Yo-Yo mechanics is what the main focus of the game is. You basically control the thing to do different tricks and build-up your combo the longer you are in the air. You can even ride the Yo-Yo during a combo and then jump again and it'll count. You also collect hidden items and help people along the way, and at the end if you reach the score goal, you unlock stuff (Time Attack, gallery items, etc...). The Yo-Yo is a bit wonky at times, as you'll get atached to things you weren't aiming for and wind up going over the ledge, falling to your doom.

The story is that you've taken part of a talent show contest and your Yo-Yo, which is sentient, eats the kings clothes, so he sends his penguin soilders to track you down. You can't kill the penguins (unless you hit them near a ledge and then they fall to their doom), but if you have like 5 or 6 ontop of you, you've been "captured". This game doesn't have lives, more like a healthbar that counts as lives, which can easily be refilled with ice creame. The camera is always at a fixed position so you can't rotate it, it follows you and turns on its own.
 
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