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radintorov posted:I always assumed that the Terraformer was used more to keep the weather in check, rather than "just" pumping out oxygen and the like. Plants'd do that better, too. They'd keep all the sand out of the air like they do on Earth. And there wouldn't be one big centralized glowing weak spot for civilization as a whole. Why wouldn't they terraform Mars? The entire point of us looking at Mars is that it's planet New Mexico. Convert some of the air, stick some casinos up there, you'll never tell the difference. If you've been there for long enough to forget what coins are, you could have planted some crabgrass and gotten Earth2 by now. And then we could have had more non cave levels.
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# ? Jun 1, 2014 10:05 |
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# ? May 13, 2024 04:26 |
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Louispul5 posted:Plants'd do that better, too. They'd keep all the sand out of the air like they do on Earth. And there wouldn't be one big centralized glowing weak spot for civilization as a whole. Given the toxicity of perchlorate and it's overabundance on the surface of Mars, I reckon I'd rather live as a mole person in the tunnels beneath the sandstorms. If only to keep my thyroid from exploding.
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# ? Jun 1, 2014 15:45 |
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That was seriously badass. Why is everyone still talking about the Mars atmosphere after all the awesomeness that occurred in that video?!
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# ? Jun 1, 2014 22:17 |
Okay, so I just beat this. I'll have some very pointed questions regarding the plot when we get there. Like: is everyone on Mars retarded? edit: Oh, yeah, great job blasting bugs, stiff upper lip and all that. The lightning walker actually felt like the most boring vehicle section to me - still pretty good, mind you: vehicle sections in shooters are usually a letdown, but this game makes most of them feel awesome. anilEhilated fucked around with this message at 19:16 on Jun 2, 2014 |
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# ? Jun 2, 2014 19:14 |
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anilEhilated posted:Okay, so I just beat this. I'll have some very pointed questions regarding the plot when we get there. Like: is everyone on Mars retarded? They, uh, don't have much of a public school system on mars, for sure. The whole planet is basically earth's shortbus. We'll... see exactly how, uh, well... yeah, these people probably shouldn't be trusted with a planet. We'll get to why, though. The first walker segment is pretty easy, but I love that the first vehicle section is the first boss. Oh, and you fight the first boss again, as an amped up version of the first boss. And you get to blow the crap out of one of those awful diggers. All this in 6 minutes. ANYHOW Update 12: Hale's Minecart Showdown [video] This is the most warhammer thing to ever happen in this game, and hale is literally a cultist. Better escape in a super slow minecart. New things this update: Minecart: It has a good carrying capacity, but for some reason it's rated for loads higher than what you can actually fit in that tiny little hopper. If you use the minecart, you'll find yourself reloading all the time, and you'll be disappointed with the tiny ore yields from mining. Skip it and take the plasma cannon instead. Bonus: OC do not steal
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# ? Jun 3, 2014 01:53 |
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SAM really does have the silliest dialog.
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# ? Jun 3, 2014 05:41 |
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I want to revise my statement from an earlier video during the caverns about how the game looks kinda neat but overall forgettable. This looks fun as hell, honestly.
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# ? Jun 3, 2014 16:30 |
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A common problem with physics engines in games is that too often they feel a bit floaty. So the end of that boss fight felt a lot like just tossing giant Nerf balls at the glowing spider.
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# ? Jun 4, 2014 15:11 |
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Glazius posted:A common problem with physics engines in games is that too often they feel a bit floaty. What is a not-floaty physics engine then?
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# ? Jun 4, 2014 19:43 |
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Well, the Half-Life 2 gravity gun did a good job of making things feel like they had a high impact, though part of that may have been that you weren't seeing it happen from the third-person view.
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# ? Jun 6, 2014 00:56 |
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The percieved weight of objects in a physics engine has to do with how long it takes heavy objects to come to rest, how good the sound design is, and how well the sounds and particle effects react to colliding objects. Silent boulders that bounce around a lot look like styrofoam. The destruction in this game is excellent, but all the buildings act like they're made of stale bread, and there's not really a way around that. Red Faction Armageddon 13: Let's run away [video] Now that Hale is all defeated, let's run away from his minions for a bit while we come up with a plan to increase property values on the surface of mars. In this update, walkers can't take the stairs.
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# ? Jun 7, 2014 21:48 |
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Okay, there are like thousands of these guys living in a city on the surface: 1) how did everyone miss that they were there? 2) why do people keep going on about how uninhabitable the surface is? 3) when you have so many bad guys at your disposal to the point where there are more of you than there are good guys, why exactly are you hiding again? Also, running around in a stompy bot, blowing everything up will never not be cool.
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# ? Jun 8, 2014 16:29 |
See my earlier point about the IQ of the average Martian. It will get so much stupider.
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# ? Jun 8, 2014 17:08 |
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"Would you just... STOP detecting?!" Haha, great stuff. Kara's warnings were bizarrely inconsistent - there were times your shield got low and went completely and you started taking permanent damage, and she didn't say anything... and there were times when she was warning you about taking damage when you still have over half your shield left.
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# ? Jun 8, 2014 17:12 |
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I've been playing this game again courtesy of this LP, thank you very much. First time around I used the regular guns way too much and not enough of physics and hammer. I'm more fun this go round, but I forgot how they tuned down the physics/building engine from RFG. Buildings stand around like whatever the gently caress, so long as part of them is touching the ground. RFGs physics had a bit more actual gravity, so taking out the supports and load bearing walls was more integral to just smashing the building round and round. Don't get me wrong, smashing buildings is fun and silly as gently caress, but I do miss the somewhat heavily redundantly built buildings you found, because tearing them down was fun and felt a bit more like an accomplishment. It's a shame so much of the game was unpolished rear end, it was super fun when it all came together.
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# ? Jun 15, 2014 07:42 |
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Going to Mars may come sooner than we thought. http://www.extremetech.com/extreme/184640-spacex-says-it-will-put-humans-on-mars-by-2026-almost-10-years-ahead-of-nasa I just hope they'll construct their habitats out of something with more structural integrity than rice cakes. Or at least not send any big hammers along.
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# ? Jun 19, 2014 13:17 |
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I kind of laughed at the archivist -- "like a monk" -- being the one with access to the Ultor mainframe. Just seems wonderfully off-tech.
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# ? Jun 29, 2014 00:18 |
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Glazius posted:I kind of laughed at the archivist -- "like a monk" -- being the one with access to the Ultor mainframe. Just seems wonderfully off-tech. Who is even a monk in this crazy world So I recorded the next couple sessions ahead (more stuff with Your Evil Twin, it's pretty great, there's physics chat). I thought I had a buffer, but then, virus. My computer got trashed by some russian malware that nothing could get rid of, and I ended up having to format my system drive. I still have the video raws, commentary, and avisynth scripts, but I lost the edited commentary and videos, and it might be awhile before I have time to edit the audio again. Hopefully, I'll be able to resume next weekend. Thanks for your patience!
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# ? Jun 29, 2014 04:27 |
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Russians
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# ? Jun 29, 2014 08:26 |
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I apologize for forgetting about this thread. I got a chance to talk to my brother recently and I will post his commentary on various aspects of the game. "Well, there's the obvious big one, that the game originally didn't have aliens. It was pushed by corporate (now defunct THQ) based off of "market research" that aliens sell more games." "It runs off a modified Red Faction Guerilla engine, which was a pain since you're trying to make a linear game with the limitations of an open-world game." "Oh, I guess it might be interesting to note that given the time constraints, making another open-world game was just not possible." If you have questions, feel free to ask, though he can't guarantee he can answer all of them.
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# ? Jul 2, 2014 02:15 |
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They did a pretty good job on the aliens, if they were the result of some market research thing. That's pretty interesting Here are some questions that spring to mind right now:
I'll probably have more questions later, but thanks for your contribution to the thread! If he can't answer stuff for whatever reason, don't worry about it. Tell your brother that there is at least one unironic fan of this game out there. Well, mostly unironic. 90%.
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# ? Jul 2, 2014 06:35 |
Afinostux posted:Tell your brother that there is at least one unironic fan of this game out there. Well, mostly unironic. 90%. Two of them. Apart from the plot. Actually, *Who the gently caress is responsible for the plot and in particular the finale revealing that MASSIVE SPOILER THEY COULD HAVE FIXED THE loving TERRAFORMER ANYTIME THEY WANTED AND IT TAKES ABOUT TEN MINUTES?
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# ? Jul 2, 2014 09:20 |
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Three. I've played through the entire game+DLC twice, and I had a blast both times. It's not a masterpiece, but it's decently good fun if you ignore the plot holes.
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# ? Jul 2, 2014 09:52 |
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Four. I do have a special place in m heart for games that get hosed by developers like this.
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# ? Jul 2, 2014 18:22 |
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What happened to the versus multiplayer? With the limited amount of time there was to develop the game (and the loss of time due to adding aliens), a lot of things had to get cut. Sadly, versus multiplayer was one of them. The multiplayer team was also gutted to a fraction of RFG's size. How did the gimmick weapons get so much more powerful than the conventional guns, when the conventional guns are presented as the default? I can't say much for certain since I wasn't involved with that part of the game, but if I recall correctly, the gimmick guns came much later than the conventional weapons and thus had less time for balance. I think they were made to be more powerful for the "coolness" factor. Weapon balance was definitely a constant issue throughout development and one way to handle powerful weapons was to simply throw more enemies at the player. Why do the values of salvage pickups stay the same through the entire cavern section, then ramp up so abruptly in the surface segment? Wish I knew. That was brought up during development but I don't know what they had decided to do (or didn't). Was the magnet gun originally intended to be introduced where it was? Actually, how early did it get added? The Magnet gun was the first new weapon made for RFA. People loved it so much during pre-production that it was made to be one of the game's primary weapons. It's not a surprise really, I think it shows off the game's destruction engine well. I do wish they kept some of the magnet gun's early features, like being able to shoot multiple hooks to swarm a single anchor point. I heard a rumor that there were some plans to use the destruction technology in saints row 3. How much truth is there to that? No truth, sorry. I think the rumors came from a rumor that RFG ran off the same engine as Saint's Row 2 (not entirely true, it was heavily modified). Saint's Row 3 runs on a new engine and you can't just plop a feature of an engine into another engine. The destruction tech also uses up a lot of resources so it wouldn't be possible to run it on a densely populated world like SR3. There's a reason why the world of RFG was so sparse.
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# ? Jul 6, 2014 14:44 |
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I find it nuts that market research indicated that aliens sell more games, given that I've always heard people say that they preffered fighting human soldiers to monsters. And lots of people voiced that when the first announcements were made about RFA. That said... RFA's alien monsters are really good! It's true that just fighting human soldiers can get a bit repetitive, so the idea to insert aliens into the mix was a good idea. But fighting aliens gets repetitive too, and there is a general tendency for people to prefer fighting squads of smart human enemies to cannon fodder monsters that want to melee you. I think that RFA needed more of a 50/50 split between fighting aliens and humans, instead of the 80/20 split they went with. I'd like to add that there's absolutely nothing wrong with RFA's weapon balance. Rocket launchers, Plasma cannons and lightning guns SHOULD be vastly more powerful and awesome than conventional assault rifles and shotguns. Other games have ended up with with dumb situations where grenade launchers or disintegrating energy bolts do the same damge-per-second as basic assault rifles, for the sake of so-called balance. The only people that want such a thing are boring people that like to use boring realistic guns. And those boring people can go play some modern military shooter.
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# ? Jul 6, 2014 17:58 |
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# ? May 13, 2024 04:26 |
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I just think that had this game been more similar to what RFG did with the story and gameplay, it would have been fine. I mean they could have set it years later and just had a United Mars fighting against the Earth military, who have returned after their bad defeat in RFG, and are desperate to bring resources home to a dying Earth or whatever. You could have a system similar to RFG's where instead of retaking parts of the map, you have to defend different areas as the story goes on or something. Just anything better than putting a cool destruction engine in a tiny cavern.
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# ? Jul 11, 2014 04:04 |