Neuromancer
Member
I thought there was supposed to be a PS4 demo but I didn't see one.
I need this game and they won't release it
Try Magicka. That'll give you a feel for the game.Excited for the game, but there are some design decisions that worry me.
a. Friendly fire sounds great in theory, but without options to blockade what looks like never ending swarms of bugs, this is a problem. Watched the IGN and GB quick looks, and party members don't seem to have the opportunity to create a reprieve situation. If you're going to have friendly fire and force people to communicate, make sure somebody has the ability to create temporary blockades so that people can plan and strategize and/or effectively corral the swarms. Frankly, any type of solid advanced support system whereby players are incentivized to help one another is great. Shields. Buffs. Whatever. Even a class system.
b. swarms of bugs popping up from EVERYWHERE = cruel just to be cruel design. This is silly.
c. The game doesn't need to use every button on the Vita, right? It's a twin stick shooter. Why add street fighter-style button commands to do simple stuff like call in support or bombs, when a simple select-wheel will do? Getting the vibe that the devs just want to make this difficult for the sake of being difficult so that it stands out.
d. When devs make games like this without tons of variation in enemy designs, AI attack patterns, or boss/sub boss encounters, it makes me wonder what they were looking at for inspiration. This game could really use that stuff.
Cautiously optimistic. Not much non-japanese stuff coming down the VITA pipeline, and this is the closest we'll get to a diablo style game. More excited about stuff like this, Galak-Z, and Binding of Issac than AAA releases for the console. Now port some PC gems, MMO's, or Western RPGs (Divinity? FTL? even Guild Wars?) and you have a VERY interesting little portable system.
Excited for the game, but there are some design decisions that worry me.
a. Friendly fire sounds great in theory, but without options to blockade what looks like never ending swarms of bugs, this is a problem. Watched the IGN and GB quick looks, and party members don't seem to have the opportunity to create a reprieve situation. If you're going to have friendly fire and force people to communicate, make sure somebody has the ability to create temporary blockades so that people can plan and strategize and/or effectively corral the swarms. Frankly, any type of solid advanced support system whereby players are incentivized to help one another is great. Shields. Buffs. Whatever. Even a class system.
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People are going to learn to stick together. You can't just run around everywhere, and the game sounds great because of that. There is no reason you shouldn't be moving as one unit. I am really excited for it, and friendly fire just adds to the mindfulness one has to play with.
I am under the impression there are opportunities for teammates to assist one another
Cross play across two generations of consoles and a handheld. That's as impressive as it gets.
a. Friendly fire sounds great in theory, but without options to blockade what looks like never ending swarms of bugs, this is a problem. Watched the IGN and GB quick looks, and party members don't seem to have the opportunity to create a reprieve situation. If you're going to have friendly fire and force people to communicate, make sure somebody has the ability to create temporary blockades so that people can plan and strategize and/or effectively corral the swarms. Frankly, any type of solid advanced support system whereby players are incentivized to help one another is great. Shields. Buffs. Whatever. Even a class system.
b. swarms of bugs popping up from EVERYWHERE = cruel just to be cruel design. This is silly.
c. The game doesn't need to use every button on the Vita, right? It's a twin stick shooter. Why add street fighter-style button commands to do simple stuff like call in support or bombs, when a simple select-wheel will do? Getting the vibe that the devs just want to make this difficult for the sake of being difficult so that it stands out.
d. When devs make games like this without tons of variation in enemy designs, AI attack patterns, or boss/sub boss encounters, it makes me wonder what they were looking at for inspiration. This game could really use that stuff.
I'm really excited for this release. Local co-op games make great drinking games.
Each player will be able to choose a weapon and stratagem before the mission. My assumption is that there will be weapons and stratagems that work better for crowd control - as well as weapons that are better at dealing massive damage and killing larger bugs. In the screens in the OP I saw a stratagem icon that looked like mines, as well as an icon that looked like a shield of some sort.
The devs are really adamant about building tension and creating a stressful environment. Having to remember and correctly input a sequence of buttons to call in a stratagem helps force that mood. The developers previous title, Magicka, was built around a very similar mechanic and was tremendously fun to play co-op - mostly because it was so unique, demanding, and tense.
Why do you think there won't be any enemy variation? I saw at least three different bug types in OP screens. I imagine there will be a variety of enemies types, requiring diverse loadouts and weapon choices among the team.
Going to wait for the reviews, but I'm definitely interested in this one.
I was mistaken, the demo is available on PS4.
I was mistaken, the demo is available on PS4.
While it is good for Arrowhead Game Studios that they found Sony to finance what looks like a great game, i found it strange that it look that they didn't make enough money with Magicka sales to continue on their own.
It is either that they have something else , their brand new ip after this one or that they already burned all the magicka money...
They don't own Magicka, Paradox do. Pieces Interactive develop all the Magicka stuff (DLC and Magicka 2) now.