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Member
(01-23-2013, 04:14 PM)
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#201
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Member
(01-23-2013, 04:20 PM)
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#202
Anyway, looking forward to seeing some GAF impressions later tonight! |
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Banned
(01-23-2013, 04:27 PM)
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#204
There's methods of creating games where you don't have to introduce severe penalties to players by implementing a shoddy checkpoint system and still maintaining the difficulty aspect. |
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(01-23-2013, 04:55 PM)
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#213
How odd, I got sent a Steam key. Not that I mind, provided my GOG key shows up tomorrow.
Then again, there is a strong cause for kickstarters maybe getting a GOG and a steam key if they're interested. Which would be quite amazing customer service, really. Currently the popular interpretation of Update #27 in the comments section of #28 on kickstarter is that we get both. However, cautious pessimist that I am, I have decided to wait for a "blue" post on that matter. Not like steam lets you download the game right now, anyway. Edit: Popular opinion was right. You get a bonus GOG key if you so desire and may use both the steam key and the gog key for yourself. Awesome.
Last edited by CTLance; 01-24-2013 at 07:36 PM.
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Member
(01-23-2013, 05:12 PM)
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#217
This is why you always wait for a steam sale. It's cheaper, it downloads right away, and hopefully most of its problems have been patched.
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Member
(01-23-2013, 05:25 PM)
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#221
Ok wtf... Why is the normal price on Steam 14€ and the normal price on GMG 19€ which means that despite both having a ~20% discount I paid more on GMG than it is on Steam atm, and why didn't Steam show the price before it was out at least?!
Edit: it's cheaper than the first non-limited kickstarter tier that gave pledgers the game... So much for early adopter benefits.
Last edited by Alextended; 01-23-2013 at 05:33 PM.
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Banned
(01-23-2013, 05:31 PM)
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#222
Yeah, downloading now. Should have it in a few minutes.
It does annoy me that the price wasn't listed on steam beforehand. I don't know if this is Valve or the dev that should be blamed here, but the release was handled really poorly on steam. |
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Member
(01-23-2013, 05:49 PM)
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#225
Downloading now, it's nice how much they highlight Junji's designs i'm a big fan of his work on Appleseed. |
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Member
(01-23-2013, 06:41 PM)
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#233
Dude who said it exceeds BSG on any level (presumably presentation) was on crack.
So far all the designs are borderline passable (I don't have the transformer ship yet). Just metal chunks. The third person camera rolling feels weird too, but it's fine in first person (but as said there's no cockpit graphics yet). Is it me or is there no radar? Also, when I hold RB to "lock missiles" as it said it just fires them in rapid succession. So far it seems very run of the mill but anyway, two missions in only.
Last edited by Alextended; 01-23-2013 at 06:49 PM.
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Banned
(01-23-2013, 06:42 PM)
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#234
If you go into this expecting ZOE you're going to be sorely disappointed. In mech mode you're basically stationary and can only dash left or right.
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Member
(01-23-2013, 06:43 PM)
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#235
Verified, reinstalled, reverified, hard installed DX11 from it's folders and it still crashes on startup; the binary doesn't even bother to actually launch and it's already over.
Guess I'll wait for a patch or something. The dev doesn't even have forums for the game or anything... edit: nevermind, the game hates D3DOverrider or RadeonPro or a combination of them
Last edited by Sober; 01-23-2013 at 08:50 PM.
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Member
(01-23-2013, 07:31 PM)
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#238
i think it controls really well with the 360 pad if you use both sticks at once, it feels pretty good.
you must have accidentally the rockets, press dpad left to switch your weapons. |
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Member
(01-23-2013, 07:55 PM)
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#239
Yeah, I figured that out. On to mission 3. I'm not seeing anything special about this still. One might as well go back to Freespace 2 and run through some custom missions or mods for their fix. I also can't find any strafing controls with the 360 controller defaults, so it all feels like arcade air dogfights, especially since you can't kill thrusters or reverse or disable inertia. Ship trails and other glows are distracting and it's also got a version of the FPS screen marmalade when getting hit. Anyway, yeah, I'm not impressed if that wasn't obvious yet. Here are some screenshots I took, maxed settings as far as I could tell. But you can see the ship designs I mentioned. Am I crazy or is there nothing special about them? Did the famous dude only design the mech?
Quote:
Last edited by Alextended; 01-23-2013 at 08:10 PM.
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Banned
(01-23-2013, 08:03 PM)
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#240
Live stream going up here for anyone interested in watching/commenting.
I'll probably play for at least an hour or two. Currently on the 2nd mission, and the 3rd I believe is where the strike suit is unlocked. Also, the story so far completely reminds me of Gundam. We just need someone named Char or Amuro and we're all set.
If they had gone for more visual flare I think the reception would've been better, though I realize they want to focus more on the sim side than the arcade side. |
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Member
(01-23-2013, 08:07 PM)
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#241
It's definitely not at all a sim on any level, unless the gameplay changes completely when using a joystick instead of the 360 pad I'm using... And you can have amazing shit that look functional, like BSG, or (according to them) their mech.
Last edited by Alextended; 01-23-2013 at 08:09 PM.
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Member
(01-23-2013, 08:17 PM)
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#242
So far at mission 7 and I am having a blast. The controls feel awesome and the Strike Suit is a welcome addition. Changing in and out of it has become part of the strategy in order to perform quicker turns towards enemies before going back into flight mode. My fingers are working as fast as they can on my 360 controller during some of the more hectic missions. Its a bit of a slow start really though, it takes until the 3rd mission for the game to really kick in and hold what it promises once you unlock the Strike Suit.
A small tip to ante up the first time of the Strike Suit, maybe should have done just a small cutscene the first time it transforms by the player, to show off the kind of cool hardware they just got. Right now its a bit anti climactic with the player just going for it, no big deal or anything about the fact that the players ship transforms. Actually, depending on how you use the controlls, you can dash in 8 directions. Hold the Y button (or whatever the Strike Suit lock-on button is) and you can dash either up, down, left or right, if you dont hold it you dash forward, backward, left or right. Axis of movement changes depending on if you have locked on a enemy or not. If you are locked you will "orbit" around the enemies and if not locked you move on a 2D plane relative to the camera.
Last edited by Keasar; 01-23-2013 at 08:29 PM.
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Member
(01-23-2013, 08:34 PM)
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#243
My impressions up to mission 3.
Graphics are janky. The actual polygon models of the ships are pretty poor, dreamcast-ish... no detail in the cockpits etc. And performance is pretty poor. Flying close to a one of the bigger ships/smoke would cause my framerate to hitch. Flying physics is straight out of Battlestar Galactica the TV Series. Why does your ship automatically slow down in space after boosting? Makes no sense... oh yeah Wing Commander homage... but this is the 90s anymore, I expected better, faster and more realistic space combat now. And that's the biggest problem of the game for me is that there is little sense of speed. The static backgrounds make you feel like you are suspended in a sky box. Sky box is nice though, a little low res on the first level and pretty good on the second. Problem is the second level features a planet exploding, but it's all static, no animation, a great frozen painting... back to the feeling of being trapped in the middle of a skybox. Switch to hardcore mode and you might as well be playing Child of Eden. I respect the effort the devs put into this, ain't easy! But I think this could be so much better. Music's great though, gives you that BSG feels. Maybe it gets much better when I get the Strike Suit.
Last edited by memecomplex; 01-23-2013 at 08:39 PM.
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Member
(01-23-2013, 08:42 PM)
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#245
The more common this perspective becomes among gamers, the worse off video games are. We are already too far down this road. The primary interactivity of the game is usually what we refer to as it's 'gameplay' which is repeated until the player completes the game. Games then require some repetition of interaction (which defines the game, or 'gameplay') and penalties that cause interruption from cleanly progressing forward in the game ('time down the toilet') to motivate and/or challenge the player. Without those motivations/challenges, it's not a game. Is the time well spent the time that we are progressing through the game uninterrupted, or is it the time we are motivated and/or challenged in order to learn and increase our skill at the game? |
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Member
(01-23-2013, 08:43 PM)
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#246
As far as I know it's fixed. Would be cool with the Oculus Rift though. Hope the cockpit's ready by the time the dev Rift kits roll out.
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Member
(01-23-2013, 08:53 PM)
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#248
I might give the controls a tweak, feels awkward with both sticks to me, even though I'm super used to third person shooters. edit: yeah controls are super weird, just checked. No yaw controls on kb/m (mouselook I guess?) and yaw/pitch/roll always have to be on a stick.
Last edited by Sober; 01-23-2013 at 09:02 PM.
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Banned
(01-23-2013, 09:16 PM)
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#250
Finished mission two. Feels like crap with a controller (I hate flying with controllers in general so this isn't a negative towards the game), so went back to the mouse/keyboard which is much more accurate/fluid.
The performance could be better, but that's also been mentioned by others. Definitely in need of optimization. As I mentioned before, the ships aren't anything to look at. Compared to the amazing backgrounds, everything else looks bland. Combat is pretty fun, though, even without the strike suit. I usually don't play these kinds of games, and I didn't play the old school space shooters since I was a kid when they came out (and I was much more interested in Donkey Kong at the time). I like how dog fights actually feel like dog fights and you have to bob and weave as you try to track down your targets. My only complaint is that when I try to use the .75 mm guns I have a really hard time seeing the cross hair to line up the shot because it blends in with the background. Having the ability to change your crosshair or change the color of your crosshair would be fantastic. It would also be great if there was a graphic option to run the game in full screen windowed mode, as I've come to much prefer that option to just full screen or windowed (regular windowed sucks 100% of the time in any game). Now, my major complaint is that mission objectives are really hard to locate. Everything has red arrows, and even if I spam F half the time I have no idea where I'm supposed to go since things tend to blend in with everything else. There's so much red in the UI that I find it difficult to differentiate one thing from another. This could really be cleaned up a bit, and it would be nice if mission objectives (especially if it's a ship all the way in the back of the map) had a clearer indicator of where they were in relation to your ship. Because of this, I ended up failing mission 2 4 times while I tried to blow up torpedos, blow up ships, blow up turrets while blowing up torpedos, then blow up a ship which was still shooting torpedos, which I also needed to shoot. That aspect was not fun and it could really use some more polish. This is my first impression of the game - I still have to play more, but it definitely feels like an indie game so far. Everything it needs is in place, but like most indie games, lacks the fine tuning and polish needed to really be a great experience. Summary: Beautiful backgrounds and fitting music accompany fun combat scenarios, but some poor UI and gameplay elements detract from the experience and make the game frustrating at times. The ship art is nothing out of the ordinary, and leaves much to be desired. |