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Ex BioShock devs announce FPS roguelite City Of Brass - Steam 2017, Consoles 2018

drotahorror

Member
The actual melee combat looks jank as hell. But I'm interested, I love a good game with roguelite elements (ie carry something over from death).
 
Huh, I thought this thread would be full of whining about the FPS label being applied toward something without shooting (not by the devs themselves, as far as I can see).
 

tuxfool

Banned
I see the argument a lot, but I'm not sure that's that's how it actually works, I think it's actually much easier design-wise to slap down one set of linear levels and call it a day.

Certainly that is possible. But given that a lot of these games with their procedural designs assemble an uninspired same set of boxes linked together by corridors, I'd prefer it if they did take the easy route. When the end result is so uninspiring, I'd consider giving them the benefit of the doubt that they're doing it to compensate for production realities, rather than lack of ability to execute.
 

Gator86

Member
Wow, thanks to the bump I saw "ex-bioshock devs announce" and got hype before I finished the rest and got deflated by this a second time. Woof.
 

Bizzquik

Member
Ex Bioshock Devs Announce....
"....an Arabian Nights-themed procedurally generated FPS....challenging you to see just how far you can get through its permadeath streets."

Those seem like two utterly incongruous statements.
* Bioshock = character-driven narrative in an immersive world space
* "procedurally generated" and "permadeath" sound like the antithesis of those things.

...Its like the devs went to work for Ken Levine, hated his attention to world-building and story-telling, but said "man, this mediocre, barely-passable combat is amazing."
 

ISee

Member
Somehow the framerate in the gameplay trailers looks like sub 30 fps. It's full of stutters. No idea why.
 
Does the "from the former such and such devs" blurb ever really mean anything tho. Games are made by gigantic teams,and if even half of that teams gone, means their next games not gonna be anything like their previous one. (Unless its a direct sequel and theyre trying to go for the same vibe)
 

Trident

Loaded With Aspartame
I seriously can't imagine how anyone saw that genie vendor animation and thought, "this looks finished."
 

Chao

Member
'Procedurally generated' always sounds like 'ranging from awful to no level design' in my head.

I like more old school shooters with keys, doors, and puzzles
 
Given it still has potentially a year or so of Early Access dev time to now spend---pretty sure all manner of improvements, additions, and outright polish are going to accrue well and true once folks start tearing into it.

High chance it takes the crown from Immortal Redneck and Ziggurat unless something else comes along meanwhile out of nowhere---or it winds up jousting mightily with MOTHERGUNSHIP if that winds up out in full at roughly the same time.
 

ViviOggi

Member
Played a little and while the core mechanics are well in place it's too early for me to jump in. What bothered me were the slow walking speed, the lack of item descriptions in the store and the placeholder AI. With 6-12 months of EA I can see this becoming quite nice though.
 

BHK3

Banned
Trailer said coming in Fall 2017, with how Jank and unfinished it looked I'm not surprised it's
jebait and it really meant Early Access. If their aiming for a simultaneous release with consoles this is almost a year away from full release.

Really disappointing it's procedurally generated, means nothing about the game will be memorable at all outside of it's aesthetic :( even it's Just-As-Jank-As-Dark-Messiah gameplay looks terrible.
 
I'm not feeling it.
Visually, it's not appealing. The combat, which is its main thing, looks clunky and they haven't shown a lot of variety on this front. It also has no story, so it's not like one can endure the subpar gameplay for a compelling narrative.
I'm not sure this is going to make as much money as they hope...
 
The combat looks like a clunky version of dark messiah. Which is by far the best melee combat (combined with incredible open combat world design) I've played in a game. So this could be interesting. Would prefere if it was a game with a story though.
 

Santar

Member
I'm actually quite enjoying this.
The combat is a bit slow but feels very good, don't go in expecting combos n such, it's more methodical. You need to time each strike well so you don't get interrupted by enemy attacks. Almost a bit souls like in that regard.
Every hit has a very good sense of impact, feels very satisfying to beat up the enemies.

It's also quite hard, you really need to take your time and read the environment and decide how to best tackle all the different enemies in order to make it trough alive, taking advantage of environmental traps and such to lessen the chance of getting hit by an enemy.

I never get the hate for randomly generated levels. Sure if it's crap it's crap, but if it's done well you get a game with basically infinite replay value like Enter he Gungeon, Spelunky and Binding of Isaac. It just needs to be done well.
 

derFeef

Member
RPS impressions:
https://www.rockpapershotgun.com/2017/09/18/city-of-brass-early-access-review/
When everything comes together, the game can feel sublime, and you can see the game it should be struggling to be by the end of its time in early access. The moments when you trick a sword-wielding enemy into swiping at another baddy that’s currently attacking you, giving him the kill and you the chance to push him into a pit, then charge off through a door to unleash more destruction. Those are fantastic. If Uppercut can figure out how to string that flow together, to deliver that seamlessly, this could be something.
 

Jombie

Member
IgMyx.gif
 
I'm enjoying it. There's an addictive loop in the mix. Combat 'feel' isn't there just yet - needs a little more heft - but against the clock, flying into courtyards and quickly assessing the environmental traps before working the enemies via said traps, projectiles and whip-stunning is really satisfying. Has that Halo-esque encounter vibe, whereby each mob encounter feels like a short puzzle of movement and positioning. Being able to maximise environmental damage via kiting feels good.

They do need to tone it down a bit, because I've had wandering gatekeepers trundle into traps and die, without aggro.

But yeah, it's good. It's going places, with any luck.
 

derFeef

Member
This will be good if they tweak it. I like it so far but I am having problems with the combat - I often "queue up" attacks with the whip and this is screwing me over - they should disable that.
 

Lijik

Member
Ex Bioshock Devs Announce....
"....an Arabian Nights-themed procedurally generated FPS....challenging you to see just how far you can get through its permadeath streets."

Those seem like two utterly incongruous statements.
* Bioshock = character-driven narrative in an immersive world space
* "procedurally generated" and "permadeath" sound like the antithesis of those things.

...Its like the devs went to work for Ken Levine, hated his attention to world-building and story-telling, but said "man, this mediocre, barely-passable combat is amazing."

artists arent beholden to have or create a singular interest, news at 11
 
The amount of hate this is getting because it has Bioshock in the headline is really silly.

Yeah. Crazy. Uppercut are just six devs who worked on Bioshock in the past. Great work, forum peanuts.

It's a diamond in the rough, for sure. Very lean concept. I dig it.
 

PaulloDEC

Member
I've played about an hour of this so far, and it's pretty sweet. I love the look of it, and the procedurally generated levels are actually fairly interesting from what I've played. It's exciting to scour the environments in search of treasure as the clock ticks down.

Pretty much all of my complaints are centred around the combat feel. I really want this to play as fluidly as something like Bulletstorm (with which it shares a few things), but right now it's all a little janky. Sword swings feel slow and clunky, the whip can be overly finicky to aim and the shove seems slightly too slow to be really effective. Some more features in basic combat would be nice too; the game is just begging for a heavy/charged slash.

Hopefully all of these core combat moves can be sped up, tightened and tuned before launch. I generally avoid the rogue-like/lite genre, but this could be a lot of fun.
 
Really like the visual style and ideas behind the basic gameplay here, but yeah...

procedurally generated, permadeath, roguelite/like =
tenor.gif
 

MadMod

Member
Looks a lil janky too me. Hopefully theyll improve the animations in the final release.

Nevermind, Fall Release 2017.
 
I've played about an hour of this so far, and it's pretty sweet. I love the look of it, and the procedurally generated levels are actually fairly interesting from what I've played. It's exciting to scour the environments in search of treasure as the clock ticks down.

Pretty much all of my complaints are centred around the combat feel. I really want this to play as fluidly as something like Bulletstorm (with which it shares a few things), but right now it's all a little janky. Sword swings feel slow and clunky, the whip can be overly finicky to aim and the shove seems slightly too slow to be really effective. Some more features in basic combat would be nice too; the game is just begging for a heavy/charged slash.

Hopefully all of these core combat moves can be sped up, tightened and tuned before launch. I generally avoid the rogue-like/lite genre, but this could be a lot of fun.

Yeah, a few extra elements wouldn't go astray. A slide would be nice, just to up the flow of combat. Double-edged sword, as you'd need to check you weren't skidding into a spike-trap after stun-tripping an enemy. I've actually found the mantling to be pretty damn responsive. Limbering around corners moated by traps and pits, with enemies on my tail...always seemed to find decent purchase to turn on a dime. Feels good.

Found some good fun with the whip of ignition and some club with supreme knock-back. Set them on fire, beat them over a trap, let the environment do its work.
 

derFeef

Member
The generated maps are really good imo. They dont give the feeling of procedural maps in my opinion. People should maybe get off their high horse and not lump together every game that has a certain feature.
 
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