#8563 posted by adib on 2015/10/06 16:05:41
Riddick EFBB was very close to what I planned for my game. Amran's topic about Ogier editor made me take another look at that game and consider modding it. But it does look abandoned, unfortunately. That's a shame.
#8564 posted by [Kona] on 2015/10/07 03:07:23
How many downloads do the most popular Q1 releases get these days? Does it get to over 100? I remember even 15 years ago it might have only been a few hundred, but if it was a really popular bigger release it could break into 1000-2000. Like a top episode/mod.
I must admit, I haven't even played quake myself in probably a year. Shit just builds up in my "to play" folder and I'll get through it all sometime. But triple A games are just getting too pretty. Speaking of which Darksiders II.....
#8565 posted by [Kona] on 2015/10/07 03:15:45
So I just got finished playing Darksiders II, which was a real slog in the end, it's too long. Enough with the puzzles, enough with every battle having 1 mini-boss, then another 2 mini-bosses, then a medium-boss... all with no checkpoints. Then you step into another room and oh it's time for the proper boss boss.
But the point I wanted to make is the game is pretty, and I found myself thinking many times that if Quake was remade as a late prev-gen game ie. 2012, this is probably what it would look like. It has the dark, hellish gothic land down pretty well, huge epic structures. Only the wizard and metal themes aren't so strong. But hell, gothic, medieval, it's pretty much Quake.
7/10
#8566 posted by JneeraZ on 2015/10/07 11:26:33
The Darksiders art style just ... I just love it to death. I can't stop taking screenshots long enough to actually just ENJOY playing it.
Koner
#8567 posted by negke on 2015/10/07 11:45:21
Mapjam6 was downloaded from Quaddicted around 160 times in August+September. However, this isn't a clear indicator, since the file linked to in the original release thread is hosted on Quaketastic and should have generated far more downloads in the same time span.
I'm sure Spirit can offer more insight and better examples.
#8568 posted by [Kona] on 2015/10/07 11:59:18
Did you play the sequel too Warren? That looked even better. Maybe the first half wasn't so Quakey in the forge, that was a bit fantasy islandy, but the later levels once shit got dark, like Samael's fortress, that was wicked.
#8569 posted by Spirit on 2015/10/07 12:52:40
~500 for good releases iirc.
#8570 posted by JneeraZ on 2015/10/07 13:02:48
Kona - I primarily played the second one, sorry. BUt it's all basically the same art style.
There's also the new game, Battle Chasers, that was Kickstarted that has a lot of the same team and art style going for it...
Hunter's Moon
#8571 posted by anon on 2015/10/08 21:13:21
Sublevel Zero
#8572 posted by primal on 2015/10/08 21:30:59
http://www.gog.com/game/sublevel_zero
http://store.steampowered.com/app/327880
Sublevel Zero is a a six-degrees-of-freedom shooter with roguelike elements. It is inspired by Descent in several ways.
Check out a gameplay stream with a dev guest from the GOG Twitch channel at http://twitch.tv/gogcom
(No direct VOD link yet, since the stream is going on at the time I post this.)
Sublevel Zero
already bought it. It's nice, very much like descent.
difficulty spikes pretty steep after the first level.
Sublevel Zero Stream Archived
#8574 posted by primal on 2015/10/09 08:12:52
http://www.twitch.tv/gogcom/v/19713407
It's about two hours of gameplay and chatting with the developer. That's kinda long, but you can just listen to the talk once you've seen how the game looks and plays like.
I linked this here for people who are interested in the indie game development aspect. I don't know if they're going to highlight the recording and keep it for later. If not, it'll be gone after a couple of weeks.
Well
#8575 posted by JPL on 2015/10/09 17:05:30
reminds me a lot of Descent 2 to be honest...
and looks interesting
The Best 2d Fighter You Will See
Hunter's Moon Is The True Quake 3
#8577 posted by anon on 2015/10/12 18:48:23
Vermintide On Sale ~1/3rd Off
#8578 posted by Zwiffle on 2015/10/12 18:52:18
Unsure if to get
Zwiff... it looks amazing. I'd say get it. It's gonna be a must buy for me.
Hunter's Moon.
#8580 posted by Shambler on 2015/10/12 23:41:12
Taking mediocre modding into whole new dimensions of MEH.
Vermintide.
#8581 posted by Shambler on 2015/10/12 23:43:26
Only says 10% off on my steam? I'll be on it for sure.
Darksiders
#8582 posted by nitin on 2015/10/13 07:13:46
I am also playing this (about 70% done I think). As Warren says above, love the art style. Game is also decent fun but gameplay itself is nothing that special.
So....
#8583 posted by Shambler on 2015/10/14 00:05:46
Just finished SOMA, 13 hours although I suspect most people will do it in less. It's a pretty captivating 13 hours though. Runs out of steam a bit at the end and the two main plotlines don't seem to relate much to each other (anyone whose played it care to elaborate on WAU vs ARK (with spoiler warnings)??) BUT aside from that it's really good throughout. Atmosphere, gfx and sound are top notch, it's very vibey especially underwater, and the story is fairly gripping.
SPOILERS
#8584 posted by ijed on 2015/10/14 01:05:01
From what I can gather the Wau was just another attempt at preserving humanity - a parallel project to the Ark. The undead scientist intended it to keep people alive, but the criteria for 'life' as seen by the Wau was stupidly open ended, resulting in the monsters you're escaping from the entire time plus all those gigery people/machine mashups on the bunks towards the end. That was what it did to healthy people to keep them alive without food, whilst the monsters were partially recovered people with only fragments of organic, or wholly machine parts to work with - or just scans it stole from the pilot seats / black boxes. Which is why the dead scientist ultimately wanted to destroy it. Although wanting to then kill you and then him getting mashed by that worm thing was hammy and pointless.
That's my interpretation anyway.
I enjoyed the story but found the gameplay very patchy. Lots of level design was really poorly done; far too many case of 'wait until monster looks over there'. There was pathing that id1 has better. Also lots of dead ends without any real point to them. The infamous sunken ship sequence for example - it's almost like it wasn't playtested. The monster would teleport around when it got stuck, often glitching you to death. The way forward in one bit was a ladder you could easily walk past to hit a series of dead ends. There was a dead end beyond the reactor area for no other reason than to confuse you. If someone posted that map layout here we'd consider it a beginner's effort.
BUT!
Despite all my gripes I'm glad I paid full price instead of waiting for the inevitable Halloween price drop. The story and ambiance are great and I want to see them continue making games. In terms of narrative in games they made most AAA titles look idiotic.
Argh
#8585 posted by ericw on 2015/10/14 02:10:23
I read the top user review on Steam, which seems to spoil major plot details in the second paragraph. Serves me right I guess, but argh...
So, don't read any steam user reviews of SOMA!
Haa
#8586 posted by ijed on 2015/10/14 04:09:38
I watched half of Daz's stream and then bought it - kicking myself the whole time for watching so much X(
Ijeeed.
#8587 posted by Shambler on 2015/10/14 13:15:21
<spoilers>
I got that much about the WAU, yeah. But...
Who was the dead scientist? Is he actually physically real?
Why did he in particular want the WAU dead?
Surely if the remains of humanity are getting ARKed into orbit, it's fair enough to leave Pathos II to the WAU?
Why does the choice of killing / not killing the WAU have no effect on the remainder of the game nor the ending? (This is one of my main criticisms with the ending, yes I did play it both ways and nothing changes).
Why does Simon not realise that there will be "two" of him once he transfers to the ARK? Why does Catherine not give him an option to suicide tied into the launch switch? (This is my other more minor gripe with the ending, it could have been given a bit more depth).
How is the guy in Delta who went crazy tied into the WAU and stuff?
</spoilers>
To me it felt like there were two concurrent plots going on: Simon waking up on Pathos II, discovering Catherine and what had happened to the global world, and trying to help with the ARK, AND then the story of what had happened to the base, the disaster that befell it in particular, and the mess the WAU had created. And those two plots didn't really conjoin meaningfully at the end as I expected...
Having said all that, the other 95% of the game I really enjoyed, I didn't have any problem with the sunken ship, I thought that bit was quite gripping (I like the escher-esque stairs) and actually had me shaking a bit as I finally escaped the WAU creature. I've seen people critising the slow and linear underwater sections, I thought they were a highlight of the game, beautiful and mesmerising.
It is fair to say it's not really a game and there's not really much gameplay. It is an interactive movie game that I usually decry, but that's usually because it's shallow generic toss like Call Of Wankfare 18. In this case as you say the narrative and themes piss all over most other games, to me it felt like a slow, dark sci-fi film with me being in control of the protagonist. I also thought the technical aspects of the game (graphics, sound, and physical design) worked pretty flawlessly to create the atmosphere. I often get slagged off for being a GFX whore with modern games, but this is a good example of why modern GFX can make a difference.
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