Oh, mod support. That would be amazine....
We need a online petition, lol.
Oh, mod support. That would be amazine....
We need a online petition, lol.
people are still waiting for HL3? Valve is all about steam and dota2 now, get over it peeps.
What everyone in here said.
I'd love to see another DeusEx as well, but at this stage what I want is less sequels and more original IPs that are not restrained by guidelines.
Other than the ludicrous low fov, the game is really fucking good. First few hours are questionable, but damn, the game gets good.
Quote from ErraticAre you on PC? Haven't really gave it much thought on PS4, tho jesus the camera is close to this guy sometimes and the aiming zooms way passed the player model to almost a quasi-first person view. Wish it was pulled back just a bit.
I know... it's like, what the fuck were they thinking? lmao
I tried to force through it tho, and I'm glad I did. I'm 9 hours in, and fuck this game has a lot of creativity and originality being thrown at you at all times. It's not without it's issues but damn the game designers keep throwing awesome shit at you in every single level so far.
Oh and I got it for PS4 after hearing some people complaining about perf issues on PC, and my home PC is getting kinda dated now. You get used to the low FoV after a while, I know it's a "by design" decision, a really bad one, but whatever...
I'm playing Evil Within.
The FoV is so narrow, it's a fucking joke. It's like seeing the world through a toilet paper tube....
Other than that, fun game.
Quote from duxI made this to sum up my current experience.
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eheh, after a while i learnt that the lockers are pretty useless, they expose you cos you need to get up to hide and when exiting one you need to look around to make sure you're safe. Just crouch behind desks or boxes, and you're pretty much invisible. If the alien or an enemy gets close to you just move to the other side of the cover object.
Whatever you do, stay crouched. Getting up in this game, is asking to die. ![]()
Quote from PogoPJust goes to show that you should be super patient whilst working on games. Quite often, things will pull through in the last few months. And I think you need to take a step back and look at the game you're working on a little more objectively and view it as a final product rather than focusing on the little things. That's a hard thing to do when you're an environment artist and every little detail matters, but there you go. Lesson learned.
Yeap, first thing you learn when you ship a big title.
It's chaos till the last couple months when it all comes together.
I finished it this weekend, on Hard. It's been a long year, but i'd say with confidence it's my GOTY, hands down.
Seriously, congratulations to everyone at CA, for creating a complete and utter nerve-worker but damn good game. Looking back, I don't think a video game made me feel this scared and tense since the original AvP game, or maybe even Doom3.It takes balls the size of two Alien eggs to go ahead and make a game like this, to make something so against the mainstream where everyone seems to mimic CoD like action, they forget there's other kinds of experience one can create with a FPS game. CA knows it wouldn't please everyone with this game, they made what they thought it was the right thing to do, and I respect them so much for that. SPOILERS BELLOW
QuoteI'm not sure about that ending, though. I was hoping for something that tied Amanda's story off a bit better, and when the light shined across Amanda's helmet drifting through space, I felt it was a really cheap hook to make a sequel (or DLC) instead of a honest attempt at a decent closure to the story. That said, I was happy to see pretty much everyone died, and she was the only one that made it. The movies ending are dark, calm but satisfying, there's some false sense of closer and eerie, where's this game just ends in a climax. I know it's all about the journey, and those last two hours were AMAZING... but it did leave a bad taste in my mouth to end like this.
Mission 5 felt like where the game REALLY shines the best, options on paths to take, lots of places to hide, and the constant fear that the Alien might be just around the corner. I felt so terrified I had to constantly remind myself it was just a fucking video game and it's all good. I kept thinking, if this shit were real life, i don't think i'd leave that closet, ever. lol The level design really impressed me. It's the best use of backtracking i've ever seen in a video game, it didn't feel cheap to revisit certain areas, quite the contrary it made an otherwise quite linear game feel like a semi-open world game, it really helped the feeling that the Sevastopol is a gigantic station. I love how you revisit an area but this time around there's new enemies, new objectives and there's new doors and areas to unlock and go to since you constantly make your gadgets more powerful. (Ion torch, hacking tool, etc.) I was also extremely surprised how much this game reminded me of the original Bioshock vibe, you feel you're somewhat stuck in that "city", and it's very convincing.
I love the little mini games to unlock terminals with the system access tuner, love the gaminess of them, and how different they are. You feel like you're interacting with the station and you use Amanda's skills as an engineer to go around. The motion tracker and the system access tuner are such awesome gadgets, lovely pieces of chunky 70's tech. Seriously, this retro-sci fi style is so refreshing at this stage.
Something else that I loved was the Save System, so glad there's no auto-save checkpoints. It really makes the game even more scary, but there's enough save points throughout the levels to not make the game too frustrating if you die. And the randomness of the experience with the Alien makes replaying different areas very interesting, due to the really good and random AI. The only major negative points that I can think of, is the pacing of the game. Sometimes it drags a bit too much and some people might argue it overstays it's welcome.
QuoteFor instance, after you kill the Alien the game tries to make you believe the Alien is indeed dead, which of course it's extremly predictable and you spend a few hours just killing and stealthily avoiding Synthetics until shit starts getting real again. I know what they were trying to do, it's the calm after the storm, but it drags for way too long. On the other hand, i wish the Alien Hive level were a little bit longer
One last thing I want to talk about is the sound of this game! Holy shit is it good, all the way from the cracking radio sounds of the system access tuner to the awesome soundtrack that really adds to the game. Big props to the peeps that worked on the sound of this game, it made the experience 1000 times better. I could bla bla for hour about how much I loved this game. It's not for everybody, it's pretty much love it or hate and the game is all the better for it! TL;DR.Sevastopol is awesome, gameplay is awesome and even inovative, sound is amazing, drags a bit too much here and there. Overall, my GOTY this year.
Quote from duxI gave it another chance tonight and I can say now that I'm done, it was very very fun while it was lasted but the game has just turned on its head and become too frustrating. I really really want to like this game and finish it but it keeps slapping me down to the point where I don't want to play anymore
Shall watch the rest of it on the facetubes.
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The maker of ... Contra..
srsly dude? lol
Yeah, I guess that's why. My father, for one reason or another, never really had Star Wars on his VHS collection so I only watched it on my mid twenties for the first time.
Quote from FuryoHP, when the fuck have you ever seen me do that? Leave ze freeench alone
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With a baggete under his arm
I couldn't care less about the Star Wars franchise, I respect it's legacy but it never really spoke to me.
This looks good tho, can't wait to see the dozen mile lines this will create on premiere day.
Quote from duxSo when are you guys going to make AA work for Nvidia cards? The jaggies are more dangerous than the Alien for me right now
You mean there's no AA on Nvidia cards?
Cos I think the problem resides more in how the materials were made. I'm playing on PS4 but most materials in the game are extremely glossy, resulting on some really sharp material highlights and a crazy specular aliasing fest. Specially on geometry with really tight bevels. Don't think a stronger AA filter would fix that without blurring the image.
Quote from 3DnjWell, pointing at SAW, I don't understand how people can watch this and how it's praised and put in all movie theater...
But it's off topic.
You mean Saw? The movies?
They're extremely gory, sure. But in a really twisted way the dude who's setting up all the traps is trying to help some individuals that he classifies as "helpess unless they face a life threatening situation". it's cheesy as fuck but at least there's some kind of explanation or reasoning on why you're seeing all that gore on screen.