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).
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.
Super depressing. Love Bioshock but there's no quicker way to torpedo my interest than adding rogue____ to it.
as a fan of bioshock I'm completely into this.
Eh after rewatching some Dark Messiah footage I'm really not seeing it, for all its greatness that game was always clunky as fuck as well. I think this game has potential to be quite fun, but not to sell well if this entire thread is anything to go byOnly it looks way worse than Dark Messiah combat wise.
Who doesn't mateFuck I really want a new Dark messiah.
So has anyone played this yet?
I seriously can't imagine how anyone saw that genie vendor animation and thought, "this looks finished."
wtf is roguelite?
Oversaturation.
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 thats 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.
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."
Super depressing. Love Bioshock but there's no quicker way to torpedo my interest than adding rogue____ to it.
The amount of hate this is getting because it has Bioshock in the headline is really silly.
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.