Magenta Horizon Inspirations

Games that helped me/inspired me to create the current form of MH

Devil May Cry
Devil May Cry
This game did miraculous work as a CAG with a simple weapon set and a simple style-meter structure. It's a good reference book when you are making a small but focused experience.
Unsouled
Unsouled
It’s more like, I got inspired by the dev himself more than his project. 5 years, alone, he made a short and unapologetically dense action game that have alienated a lot of players with its sheer amount of systems as a love letter to his favorite kinds of games… And that is really commendable. I got inspired by his attitude, and here I am, making my own game for 3 years.
Hollow Knight
Hollow Knight
Yeah it is kinda obvious. But you have to admit that as a platformer-based melee combat, HK grasped the fundamental better than any other similar games at that time. It’s a great wire frame to add more clay upon.
Nioh 2
Nioh 2
Very few games could grasp the feeling of conquering hundreds of different kind of demons coming at you. It’s inspirational how each yokai enemies have their own personalities and utilize that theme as their concept of movement. The über-maximalist mindset of that game is also something I need to learn more.
Doom Eternal
Doom Eternal
Doom Eternal taught me the simple flow of arena-platforming-next arena can be great if you make a good enemy composition for each arena. Master Levels showed how it can recontextualize the same level structure with the encounter designs alone, and it became a backbone idea for the Reaper Difficulty. Also, the cartoonish demon designs are note-worthy.
Ultrakill
Ultrakill
Weapon switch combo. Also, another inspirational developer.
Bloodborne
Bloodborne
Lovely creature designs. Also how the enemies act with their moveset was a good reference when I’m working with the animation. Did I tell you that Blücher was kinda influenced by Ludwig?
American McGee's Alice
American McGee's Alice
Grim dark surrealism, a tortured protagonist, and a story about treading the road to self-redemption.
Unruly Heroes
Unruly Heroes
Haven’t played this one, but this one made me decide to stick to Spine 2D as an animation tool. The trailer was amazing lol
A Hat in Time
A Hat in Time
Haven't played this one either, but I referenced their OST while composing.
Ninja Gaiden II
Ninja Gaiden II
Hahaha landing charge attack goes brrrrrrrrrrr..... I really wanted to replicate the relentlessness of its combat flow.
Sekiro: Shadows Die Twice
Sekiro: Shadows Die Twice
Pale angry ape, One main weapon + Several sub-weapon settings.
Salt and Sanctuary
Salt and Sanctuary
It is commendable how efficiently they constructed the levels and sprite animation while maintaining a 2-people team during the development.
The Lord of the Rings: The Two Towers
The Lord of the Rings: The Two Towers
Believe it or not, the final scoring system is kinda inspired by this game. (Where both kill numbers and combo meter are important in the calculation)
Alien Soldier
Alien Soldier
Haven’t finished yet, but the ammo management system was really interesting. I yoinked it and applied to my mana-management system.
Grim Fandango Remastered
Grim Fandango Remastered
How people will behave in a man-made-society in the afterlife? That aspect doesn’t have much narrative weight in MH’s story line, but when I had to explain that, I always referenced Grim Fandango.
Doom II
Doom II
Plenty of convoluted maze levels appear in Act 2, and Doom 2 was a good handbook for the ideas.
Dark Souls III
Dark Souls III
Highly likely that I referenced this game when I designed humanoid enemies. Also, “Aldrich but good” was a main idea for the boss in 4-2.
Armored Core VI: Fires of Rubicon
Armored Core VI: Fires of Rubicon
Lies of P
Lies of P

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