Not exact matches
Unlike the first - person METROID PRIME series, this game was presented from a third - person
perspective, frequently shown from an
isometric side -
on view.
Developed by Bits of Magic Released 1990 Also For Amiga, FM Towns, Genesis, PC - 98 Genre Action, Strategy
Perspective 3rd - Person
Perspective,
Isometric, Top - Down Theme Historical Battle (specific / exact), Real - Time Description Starting as a young Roman legionnaire in 275BC, your job is to conquer the known world through force or diplomacy, fighting
on land and sea.
It was a 180 degree change for me from my previous work
on the Final Fantasy games, plus you had the new
isometric perspective and the hardware challenges... it was like starting over from zero, as a developer.
You take control of a single character with a globular health bar and a few special abilities
on cooldown timers before facing off against hordes of foes from an
isometric perspective.
There was a thread
on it
on the TIGSource forums about the same time as I was playing around with 3d tile based builder game from an
isometric perspective.
A quirky visual style and top - down
isometric perspective work well
on mobile too.
It would go
on to later influence many other shooter games, the game's unlimited ammo allowing for a satisfying break - neck pace, and its
isometric perspective facilitating an appeasing field of view that would later form a primer for the 3D games to come.
Destined for the Texas Contemporary Art Fair, the hypnotic painting executed in his color rich,
isometric perspective (or «fake»
perspective, as Matthew originally self - ascribed), producing that uniquely flat, two dimensional aesthetic of a three - dimensional environment, will be
on display at the Eli Ridgway booth (formerly Baer Ridgway, with co-owner Kent Baer -LSB-...]
Richard Heller Gallery, hosting a solo show for the artist in 2015, once commented
on the artist's «intensely detailed scenarios in colored pencil
on paper and sculpture» as «taking inspiration from the infinite possibilities of science fiction, the storytelling of Henry Darger, the
isometric perspective and narrative geography of Nintendo and Chinese scroll paintings, the eroticism of Japanese pillow books and the limitless transformations of graffiti.»