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  3. PaulH

Posts by PaulH

  • Call of Duty: Infinite Warfare

    • PaulH
    • November 7, 2016 at 9:53 AM
    Quote from r1ar

    1 hour ago, r1ar said: [Blocked Image: http://img.playground.ru/images/1/5/AAKUAGtM-xk.jpg]

    Surely that's not real?

  • Nintendo Switch

    • PaulH
    • October 26, 2016 at 9:18 AM
    Quote from Seldoon182

    14 hours ago, Seldoon182 said: This look 0 to me. I'm too old for this shit.

    In the same boat. I might consider it further down the line but if i did get one it would just be for the fact that it's a Nintendo console and I've been waiting since the Gamecube to pick another one up, but they keep coming with all these gimmicks which don't interest me. I wouldn't ever see myself using the portability for it. I'd also hope they release a better controller though as the one that breaks apart looks too big and awkwardly shaped.

    To me, that trailer could easily be one of those satirical videos about video game addiction, I mean the guy can't even go out to a field to walk his dog without scratching his itch to play some more Skyrim. I guess this means I'm in the 'getting too old' camp as well :)

  • Hitman - World Of Assassination

    • PaulH
    • September 29, 2016 at 12:41 PM
    Quote from blackdog

    18 hours ago, blackdog said: Guess shortly after all chapters have been released? This is what I was aiming to get, since I don't have much time to play (maybe dumber move) but I think to understand that the full version will miss all the temporary 48h targets(?) :( this would be mildly annoying, as I think it would be quite easy to implement a timer system for the stand alone version.

    Well yes :) Was wondering more specifically if there is a date for all the chapters to be released. Seems there has been maybe 4 episodes so far? Maybe there'd be 10 in the full game normally (could be wrong on this) - so perhaps it's a way off still

  • Hitman - World Of Assassination

    • PaulH
    • September 28, 2016 at 1:44 PM

    Is there any date for the full release? Waiting patiently

  • Homefront: The Revolution

    • PaulH
    • September 10, 2016 at 6:47 AM

    I can't comment on specifics but I can say that as gamers ourselves we saw the issues throughout (narrative and otherwise), raised them many times and were unable to gain any traction on course correcting them. Just one part of this project being so difficult.

    I'm glad you're enjoying the level design though, it's the one thing the reviews agreed on that was actually pretty decent, which was kind of bittersweet for me and the other designers

  • Homefront: The Revolution

    • PaulH
    • September 9, 2016 at 11:11 AM

    Well I let this thread gather dust as the game release came and bought to light the fears we had throughout development that this might not be the game we all hoped it would be. There were many contributing factors to that that I won't go into, some of which were in the press, most of which weren't. The worst thing about the release was that it was let down by technical and performance issues that masked the fact that this really isn't the most terrible game in the world, people just couldn't play it properly.

    Anyway, months later a number of patches have been released, the most recent being patch 2.0 which has vastly improved those performance issues across the board. As a result the game is free on Steam this weekend (from tonight), in case anyone fancies giving it a go. I'm not expecting rave reviews, but it'd be nice for people to have a bash and form their own opinions rather than going by the metacritic. The recent batch of steam reviews are actually very positive which is great to see.

    As a studio we are looking to our next project, which I'm quite excited about. There's been some restructuring, a lot of talking and a lot of lessons learnt, and we are looking in good shape for the future as a relatively new studio. Working on something like Homefront and putting so much effort into it only to be hampered at every stage by planning, organisation and other development issues was incredibly frustrating, but if anything I've learnt an invaluable amount from the experience that I wouldn't have got if I had just worked on successful games throughout my career. The project was always too ambitious but I'm proud of the whole team for what we managed to achieve given that and everything that stood in our way on the path to release.

    So yeah, give it a go for free this weekend if you have some free time, you might even have a bit of fun. Maybe :)

  • Battlefield 1

    • PaulH
    • September 1, 2016 at 8:59 PM

    Got a game tonight but had to go through server browser (ps4) to do so, very impressed so far, graphically and audio-wise it's a big step up from battlefield 4, everything feels way more punchy and brutal. I love the little touches like running into doors and smashing through them as well. Only minor complaint I have is that the woman keeps calling the rush objectives apples and butter, that's going to get old really fast.

  • Battlefield 1

    • PaulH
    • September 1, 2016 at 12:35 PM

    Downloaded it last night but also couldn't connect to any servers, disappointing

  • Battlefield 1

    • PaulH
    • August 15, 2016 at 10:28 PM

    This and Deus Ex are easily my most anticipated of the year, looks great

  • Mapcore Job Census

    • PaulH
    • August 5, 2016 at 6:39 PM

    Can I be switched from Lead Cinematic to Lead Level Designer please, same studio :) Cheers

  • Dishonored II

    • PaulH
    • June 13, 2016 at 11:55 AM

    Music sounds like a bad Eurovision entry but yeah the game looks great, really enjoyed the first one

  • Battlefield 1

    • PaulH
    • June 13, 2016 at 11:32 AM
    Quote from Pampers

    13 hours ago, Pampers said: New trailer

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    This looks incredible, you guys sure know how to make a trailer, really looking forward to it

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • PaulH
    • June 9, 2016 at 10:14 AM

    I remember seeing that the Solus Project is bundled with the Ball on Steam for a little bit extra, not free but only about £3 more. Out of interest Hourences - how did The Ball do in terms of sales?

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • PaulH
    • June 8, 2016 at 3:33 PM

    Blackdog makes a good point about Epic - as far as I know you have been quite involved with them in the past, in terms of providing tutorials and such (not sure if you've ever worked with them directly?) - would they not be willing to help you promote the game? It certainly promotes their engine well due to the visual fidelity

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • PaulH
    • June 8, 2016 at 2:37 PM

    Is pretty interesting to read about your experiences. Did you guys consider the Kickstarter route? I know you said you hardly spent any money developing it and didn't pay yourselves but maybe it would have allowed you to? As well as building up sizable interest in the project should people have chosen to back it.

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • PaulH
    • June 8, 2016 at 1:09 PM

    Sounds crazy how much effort you guys put in and that you still have yet to make a dent. Is actually slightly off-putting as am working on my own little project in my own time. What does it take to get it noticed by sites like IGN and Eurogamer? Surely if they take notice your prospective audience will shoot up? Do you think you should have bought on a publisher to help out?

  • Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4

    • PaulH
    • June 8, 2016 at 9:04 AM

    Congrats, just to get to the end of a project like this is a great achievement. I hope the sales eventually reflect that effort, I'll be purchasing a copy!

  • Doom (4)

    • PaulH
    • May 17, 2016 at 7:28 PM

    Had a chance to play this some more after a break for uncharted, starting to get into it a bit more now after the underwhelming start, enjoyed exploring that foundry level in particular

  • Doom (4)

    • PaulH
    • May 12, 2016 at 3:49 PM

    It is, and I'll try that, but that's not my only issue with the game (plus you can turn off the effects but not the fact that the kills are possible afaik, maybe I'm wrong about that?) - I don't know, just hasn't grabbed me, I'll give it another chance in the next day or two

  • Doom (4)

    • PaulH
    • May 12, 2016 at 1:24 PM

    I played the first hour or so last night on PS4. I appreciate that they've tried to stick rigidly to the old school formula but FPS games have moved on since the original Doom and not everything that's been introduced has been a bad thing and needs to be discarded. It literally throws you into the action from the start (you get up off a table and pick up a pistol and start shooting) which means there's nothing in the way of storytelling to explain what's going on or who you are. I know this is Doom, and you don't necessarily need these things, but it means the level areas don't have any kind of buildup and they just feel like test arenas for the weaponry more than actual places. There's nothing pushing you through the levels story-wise apart from the bare desire just to kill everything, which can get a bit dull. The combat feels a little weak (this is just the first hour though) and boils down to repetitive quicktime events used to finish most of the enemies off. These were a mis-step I think, it takes away from the feeling of immersion to have to press a button to play some canned finishing move on the enemies, as it does with the chainsaw being entirely about quicktime events - I just want to shoot and explode things and run at them with my chainsaw, slicing them apart, not press a button to watch my guy do a scripted sequence on them every time. The quicktime actions themselves are super quick which I can understand the decision for but also quite jarring as a result, and not helped by the bad screen tearing on the PS4 version (I was playing pre-Day 1 patch though)

    I'll play some more over the weekend, maybe it gets a bit better once you start messing with weapon and suit upgrades. The video Dux posted looks pretty good in terms of utilizing the environment to your advantage and chaining the kills together, though that seems to be literally all the game is about (much like the original Doom, I know, I just feel I want a bit more from my games in 2016). Looks like the more powerful weaponry eliminates the need for a lot of those quicktime kills though, at least if you play like the guy in the video did.

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