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Fear Effect: Sedna |KS| Isometric, Real-time Tactical 'Revival', €100k goal

Lime

Member
Just tried the alpha that was sent out. The audiovisual presentation is decent considering the budget, but the combat is complete shit. Real-time action just doesn't work in an isometric game like this - it feels like a shooter version of a Diablo game.
 

cj_iwakura

Member
Update #27:

Hey everyone!

The last three months (!!!) have been busy here at Sushee. Here’s a sum up of what we’ve been up to since the prototype’s release.
Gameplay adjustments

Since you wrote such detailed comments and suggestions about the prototype, there was much to do to live up to your attempts as gamers, and as fans of the Fear Effect franchise.

Skills have been redefined so that they offer more strategic possibilities when we implement our most team-oriented feature: skill synergies.

Hana will now be able to fire bouncing bullets. Also, she will be equipped with heat detection mines, because traps can definitely be a lot of fun.
Rain will grab and stun enemies, leaving an electric damage over time. She’ll also create a hologram of herself to lure enemies and avoid being attacked until they realize their mistake (too late, obviously).
Deke keeps his flamethrower (this was too much fun to remove), but can also fire mini-rockets that will randomly hit enemies around him (he definitely doesn’t like subtle warfare).
Glas is an expert in military gear: he can now deploy a small machine gun turret that will explode when destroyed. He keeps his grenades. Grenades are always useful.
Axel will wield a small crossbow equipped with piercing bolts, damaging every enemy in a line. He will also throw a confusing powder in a cone in front of him, making opponents fight themselves for a short time.

All those skills will have at least one synergy with another character’s skill. For example, hitting an enemy afflicted with Deke’s flame damage with Hana’s bouncing bullet will spread the fire to all the enemies it hits. But we won’t tell them all, you’ll have to discover them. There’s nothing like practical experimentation!
Glas has a talent for finding the worst drinking spots in Denver.
Glas has a talent for finding the worst drinking spots in Denver.
Level design

We told you a lot about the combat system and our tactical take on Fear Effect, but very little about the stealth system and the puzzles. Stealth system will be very similar to what you might have seen in other games: when you’re stealthed, your whole party will follow you in the shadows as well. Every attack will kill instantly (except a few stronger enemies), and an alarm system will alert the guards if you’re detected. We are currently working on a level design that will allow you to play without being seen at all in certain areas.

But of course, if you prefer brute force...

Also, some levels will be designed as big puzzles. You will be given keys to change the configuration of the area (moving footbridges or crates, opening doors that will require others to close, etc), so making your way through the area will require a bit of thought. We are quite happy with the result so far, and we hope you’ll enjoy exploring those parts!
New environments

We took some time to focus on all the urban environments. This kind of environment offers a lot of visual possibilities, from luxury hallways to dusty rooftops, and we really enjoyed exploring aesthetic possibilities.
Paris' rooftops
Paris' rooftops




Paris - Chinese embassy - private showroom
Paris - Chinese embassy - private showroom

We’re also working on the capital of Greenland: Nuuk. We all have images of how a city like Paris could look like in a near future, for it has been depicted many times along with other big cities. But Nuuk is a challenge for us, as it is a very fast-evolving city. If you visit Nuuk today, you’ll see no skyscrapers, but we like to think that it could be among the most technologically advanced cities, in the future. The cyberpunk feeling we cherish so much won’t be lost at all once we get to Greenland!
And then?

Technically, the foundations are strong and we already started to test the combat in a few specific areas. It now requires some polishing, and clarity; we will start working on visual feedback and visual effects (electrocution, stun, explosions, flames, blizzard…).

Graphically, all the characters and enemies are ready to fight. There are still a few areas we need to work on to make sure we keep the Fear Effect touch. That means some landscapes and decors should look bloodier, weirder, darker.

Inspiration comes from all sorts of games and movies, but there is one particular area that hasn’t been that much depicted in pop culture: the spirit realm, its link to animism and shamanism, its true meaning for the Inuit people, its weird and ominous-yet-fascinating beauty. We can’t fail that part, for it is the heart of our story. And we’re eager to show you something we’re really proud of.
And this is how trouble starts.
And this is how trouble starts.
Let’s keep in touch!

We saw all your comments, both in the forum and on the KS page. Don’t worry, we are watching very closely every messages from our community, and your worries show that you’re expecting a lot from Fear Effect Sedna, it’s a source of motivation.

This past three month, we chose to focus on the big amount of work we had, considering that every single member of the Sushee team is 100% dedicated to game development. We’ll try to send more frequent updates, but, really, don’t worry, the game will be released, and we hope it will meet your expectations.

Don’t forget, for more frequent information and shorter updates on Fear Effect Sedna, you can follow us on our Twitter and Facebook feeds! We like to share little things; images, gifs, as well as fan arts from all over the world. And do our best to answer your questions as quickly as possible!

Best,

The Sushee team.

While I appreciate their transparency, I feel like this is a LONG way away.
 

jediyoshi

Member
Is the Nintendo Switch release a new announcement? Haven't seen it pop up in their marketing

aPXmIUA.png
 

Lime

Member
Just played the recently released demo on Steam. I have a couple of comments on it and basically it boils down to the game having a very decent to high quality visual presentation, especially given the low budget of it. The cinematics are especially of high quality from a purely visual standpoint. They also seem to keep the whole exquisite cinematic death scenes true to the series.

But the voice acting and the writing are both pretty bad and it seems like they're emphasizing the lesbian flirting much more this time around. (There's also a looping Chris Redfield x Pearce making out easter egg in the Paris cutscene for some reason)

And finally my biggest complaint is the gameplay where it simply does not work at all to have a real-time tactical shooter. It just doesn't work at all. Couple this dysfunctional game design with simplistic button-presses on random environments and a lack of info on puzzles and it's clear to me that the team (or at least the game designers) is fairly inexperienced when it comes to game development. I guess stealth sections are serviceable, but they're still not the best out there.

I really hope they change the combat and the item+puzzle mechanics, because the game will get slaughtered when it releases by critics and users.

So basically: nice, high-end visuals, impressive cinematics given the budget, eye-rolling writing, and most importantly a dysfunctional game design that will drag the whole game down once it releases. I think the team is doing some great things with the little they have, for what it's worth.
 

cj_iwakura

Member
The demo was a huge disappointment personally. Story is interesting, gameplay is a mess. I feel like this might be the first KS I get burned on.
 

Parsnip

Member
The demo was a huge disappointment personally. Story is interesting, gameplay is a mess. I feel like this might be the first KS I get burned on.
Only the first? I must have had real bad luck with mine in comparison.
I'm batting an even 50% on mine so far, out of 12 projects.
Though to be fair, only one of them has been a disappointing final release so far, but the problem is that 5 projects are just so delayed and seemingly mismanaged that I'm not convinced they will ever come out.
 

F0rneus

Tears in the rain
I wasn't aware of this until today, which is odd for a Fear Effect fan. But what all I've read...would rather not have known. Tactical game? Really? And a shitty one too?
 

cj_iwakura

Member
Only the first? I must have had real bad luck with mine in comparison.
I'm batting an even 50% on mine so far, out of 12 projects.
Though to be fair, only one of them has been a disappointing final release so far, but the problem is that 5 projects are just so delayed and seemingly mismanaged that I'm not convinced they will ever come out.
Shadowrun(both), Shadowgate, Bubblegum Crisis, and Amplitude. 4/5 isn't bad.
 

synce

Member
Gameplay was definitely bad in the demo but they're taking comments and suggestions at the Steam forums. Hopefully they fix some of the issues.
 

Lime

Member
Gameplay was definitely bad in the demo but they're taking comments and suggestions at the Steam forums. Hopefully they fix some of the issues.

What has their response been? Are they going to change the game design or...?
 

cj_iwakura

Member
What has their response been? Are they going to change the game design or...?

Check the steam boards. It sounds like PR BS. I don't think the game is going to change much.

It's clear their English isn't too hot either.

-Thank you for feedback,
-We're working on optimizing game mechanics we added since alpha version, thank you for feedback :)
-Thanks for letting us know about those glitches
-Thanks for feedback, we're working on improving the game :)
-Well in demo there are only tutorial-like maps, hopefully you will find the full release more engaging ;) Thank you for feedback.
-What I meant is that in demo you have early maps to test out mechanics and report bugs and issues :) Putting anything else there would spoil the story, wouldn't it? :) We'll see what can be done about the game pace and how to make it more engaging, thanks

etc.
 

kunonabi

Member
The gameplay and environments look as dull as I was expecting. I really don't feel bad about skipping it despite adoring the originals.
 

Lime

Member
Check the steam boards. It sounds like PR BS. I don't think the game is going to change much.

It's clear their English isn't too hot either.



etc.

Damn, that's sad to hear. Yeah, I don't think they'll change anything really.

The gameplay and environments look as dull as I was expecting. I really don't feel bad about skipping it despite adoring the originals.

The environments look fine, imo, but they are incredibly static and bland.

Whoever's in charge of the cutscenes and writing seems to be on point, but the gameplay... good god.

Yeah, I'm really impressed by what they managed to achieve with only 100k EUR in terms of their cutscenes. That's such a tiny budget for cutscenes, let alone an entire game.

Still, it was pretty weird seeing that looping homoerotic video in the Paris skyline in the cutscene. I don't mind it at all given the game's sexualization, but it's just inserted really badly with the real-life photo of Paris and the fact that it loops.
 

cj_iwakura

Member
New update:
It's been a while since our last update but there's been a lot of feedback since the demo was released and we've been listening. Thank you all for taking the time to play the demo and sharing your thoughts with us, it means a lot. We've been working hard on creating a game that our backers and fans want to play and so we have been making some changes, improvements and of course... ironing out those bugs you reported.

What we've been working on...

Gameplay adjustments
Improved AI of enemies and crew
Difficulty balancing
VFX details
New menu


CHANGE OF PACE

We've shifted the combat style to have more focus on the action than strategy. Overall, this makes it a really dynamic playing experience. Going from exciting gunfights, to tense stealth sequences, to solving complex puzzles. The AI of the enemies and your crew has improved. Now you are more responsible for your crew's actions, they are there as back-up, but it's up to you to lead them into the fight. Now you can move when taking cover so you can change your position while remaining safe from gunfire or unnoticed by patrolling guards. Another important thing that was mentioned a lot, and we agree with, is the balance of the difficulty. Ramping up the difficulty progressively takes a lot of testing and tweaking. So there are fewer enemies that are ”bullet sponges", or too powerful, which results in a challenging but enjoyable experience.




SMALL DETAILS. BIG IMPACT.

It's details like these that really make a difference when immersing a player in the environment and bringing it to life. For the combat we have added dynamic light from the weapons, visible bullet trails and improved camera shaking. There are now blood splatter effects on the floor and clouds of blood when people are shot. To add depth to your surroundings, new atmospheric effects such as fog, dust, rain and snow have been introduced to the varying locations.


THE BASICS

During the early stages of development, we knew we would need a new menu and now it's here. Looks good, more options and easy to navigate. It's not quite the final version but it's almost there as we're still adding some extra functionality.


TO DO...

There's a very long list, of small things, that is getting shorter every day. We're polishing, making adjustments and debugging. The voice acting is being recorded and the cut-scene animations are almost there. Soon we'll be able to start exporting to consoles also.
Backgrounds look nice at least:

http://i.imgur.com/j316kJ9.mp4


While I have a bad feeling this is going to turn out awful, it sounds like they're trying.
 
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