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Haven’t played Amid Evil but people were giving a lot of poo poo to Prodeus’ art yet I can’t tell wtf is going on in Amid Evil. I guess it’s because all the footage I’ve seen is in Evil mode where everything is faster but stylistically it reminds me of original Serious Sam where everything is super shiny except it’s lit like an EDM club.
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# ? Feb 7, 2020 03:32 |
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# ? Jun 7, 2024 16:42 |
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I didnt like Amid Evil in the EA but liked it more when they made changes to the enemies so they didnt just run at you. I restarted it on hard eventually and never actually went back to finish the game when they added the final two episodes. Having unique enemies for each episode is a neat idea but the roster always ended up feeling slim, like you just fought the same dudes with the same weapons the same way every time.
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# ? Feb 7, 2020 03:48 |
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Overbite posted:I didnt like Amid Evil in the EA but liked it more when they made changes to the enemies so they didnt just run at you. I restarted it on hard eventually and never actually went back to finish the game when they added the final two episodes. Broad but shallow enemy pool yeah. I would recommend playing the last two episodes, 6 is pretty widely considered to be the best and they both have pretty decent enemy sets compared to some of the others.
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# ? Feb 7, 2020 04:12 |
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Each episode was only three levels tho, so the small rosters per never had time to wear out their welcome.
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# ? Feb 7, 2020 04:15 |
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i definitely kind of enjoyed dusk's roster a bit more overall, which probably isn't fair since the entire game has a chance to let them shine while also still having episode-specific ones that are brought back way later on and interspersed throughout for some extra fun. it also helps that each dusk episode is longer. amid evil's approach isn't bad, but in a way it meant the devs had to fill certain 'roles' in each episode which kind of shaped how the episode-specific enemies were designed for better or worse.
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# ? Feb 7, 2020 04:17 |
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Mordja posted:Each episode was only three levels tho, so the small rosters per never had time to wear out their welcome. The snakes definitely wear out their welcome one level in
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# ? Feb 7, 2020 04:17 |
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dusk's roster rules, except for the mouth guys
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# ? Feb 7, 2020 04:23 |
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Karasu Tengu posted:My problem with Amid Evil's art and style is that it's very noisy and grainy in gameplay and I have a lot of trouble telling enemy apart from background from projectile and it leads to a lot of eyestrain and unfun deaths. Activating AA helps with the noise/graininess.
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# ? Feb 7, 2020 08:19 |
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Mordja posted:Each episode was only three levels tho, so the small rosters per never had time to wear out their welcome. Yes and no. It's true that with only 3 levels, in theory you shouldn't wear out their welcome. But the overall design decision of having several small rosters, instead of one big roster of enemies definitively wasn't a good choise. Part of the boring parts would be less boring if they could make more interesting encounters with a bigger 'palette' of enemies. Some of the levels (ep 3 and 4) were a slog because they use simple enemies that weren't that fun to fight against. edit: oh other people also exposed the same reasoning, nice to see I'm not alone.
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# ? Feb 7, 2020 09:29 |
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Johnny Joestar posted:i definitely kind of enjoyed dusk's roster a bit more overall, which probably isn't fair since the entire game has a chance to let them shine while also still having episode-specific ones that are brought back way later on and interspersed throughout for some extra fun. it also helps that each dusk episode is longer. amid evil's approach isn't bad, but in a way it meant the devs had to fill certain 'roles' in each episode which kind of shaped how the episode-specific enemies were designed for better or worse. dusk's enemies are just sort of the doom roster with some episode specific variations but it works great because the doom roster is great
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# ? Feb 7, 2020 13:43 |
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Some dude's making a MW-like in Darkplaces. https://battlemetalgame.itch.io/battlemetal https://www.youtube.com/watch?v=4UdvSF_4Mvk
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# ? Feb 7, 2020 15:22 |
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holy poo poo, that's loving raaaaaaaaaaaaaaaaaaaaad!
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# ? Feb 7, 2020 16:50 |
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Gave Wrath another shot. Apparently it got a patch, looks like mid-December? The fang gun feels much punchier- they seem to have halved the magazine size and doubled the damage? Something like that. It loving shreds. I also noticed that, I think this is a patch change but it might be something I just didn’t noticed the first time round, there’s now a fucktonne of range on the shotgun alt-fire- it’s almost a rocket launcher in terms of effectiveness. Means there’s finally a good option for dealing with those frog bastards. High skill ceiling on it too, because there’s such a long wind up on it and it ricochets. There are a bunch of other changes to enemy behaviour and damage and the game feels harder? It might be that I’m out of practice but I died a bunch and used the tethers a lot where before I was permanently maxed out on the things. A lot of “yoooou loving bastards ” deaths on behalf of the shotgun guys, which I feel like is what you should expect from shotgun guys. There’s also now a fourth, higher difficulty, but I didn’t check it out. I still think the game needs better hit confirm/feedback- shooting the frogs in particular can feel like pissing into a black hole because of their low pain chance and high health pools. It seems like the game’s heading in a good direction though. Oh, I also did the levels in reverse order to how I did them first time, to check out how the dynamic difficulty thing works. Answer: it works. Swamp had a nice gentle ramp up while the catacombs has a hilariously bullshit opening if you do it second. Still didn’t like the swamp much- I think there’s a big problem with the broken ground and the way that fucks with your momentum in the Quake engine.
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# ? Feb 9, 2020 00:45 |
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https://www.twitch.tv/dragonflyos A number greater than 4 mappers speedmapping an entire megawad you can shape with your donations in 24 hours right now. Live on the twitch stream of that guy you might know from Eviternity. Currently at 26 complete maps. DisDisDis fucked around with this message at 02:12 on Feb 9, 2020 |
# ? Feb 9, 2020 02:09 |
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I won a few bucks the other day and decided to try out Maximum Action. It's still rough as hell but it absolutely is scratching an Action Quake 2/ Action HL itch I didn't realize I had. Pretty enjoyable.
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# ? Feb 9, 2020 03:50 |
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Are there any good Quake 2 single player campaign mods like Arcane Dimensions? And are there any good ones for Quake 1 that aren’t Arcane Dimensions or that one episode from Machine Games?
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# ? Feb 9, 2020 04:06 |
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https://www.dsogaming.com/news/the-system-shock-3-team-is-no-longer-working-on-the-project-according-to-former-developer/
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# ? Feb 9, 2020 04:24 |
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There's a frankly ridiculous amount of excellent single player content for Quake. A few campaign-ish picks (sorry for not providing links): Contract Revoked Rubicon 2 Quoth (2) Honey Copper Quake is a mod that makes some general improvements to a bunch of things, but also comes with a new and pretty good episode. I haven't played Quake 1.5, but some people love it. Most of the Map Jams are structured like mini campaigns — they usually have a theme and a central hub. Really can't go wrong with the Jams. Download the Quake Injector and go wild. anatomi fucked around with this message at 04:43 on Feb 9, 2020 |
# ? Feb 9, 2020 04:30 |
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KOGAHAZAN!! posted:I also noticed that, I think this is a patch change but it might be something I just didn’t noticed the first time round, there’s now a fucktonne of range on the shotgun alt-fire- it’s almost a rocket launcher in terms of effectiveness. Means there’s finally a good option for dealing with those frog bastards. High skill ceiling on it too, because there’s such a long wind up on it and it ricochets.
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# ? Feb 9, 2020 07:00 |
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anatomi posted:There's a frankly ridiculous amount of excellent single player content for Quake. This is correct and good. An earlier post of mine is also relevant. And there's the recent release Realm of the Lost too.
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# ? Feb 9, 2020 07:29 |
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I wish the Amid Evil RTX patch would come out faster.
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# ? Feb 9, 2020 08:17 |
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Is there a good Quake launcher similar to ZDL for Doom please?
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# ? Feb 9, 2020 09:33 |
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Convex posted:Is there a good Quake launcher similar to ZDL for Doom please?
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# ? Feb 9, 2020 09:37 |
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Convex posted:Is there a good Quake launcher similar to ZDL for Doom please? I don't know what ZDL is, but the Injector will give you a list of pretty much every single map ever made, keep track of the ones you've installed and automatically ensure you have all required dependencies.
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# ? Feb 9, 2020 09:44 |
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Thanks! I'll give the injector a try
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# ? Feb 9, 2020 09:55 |
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Simple Quake Launcher 2 is the other thing to mention. Unlike Quake Injector it won't download and install stuff for you, but sometimes you don't need/want that. (However yeah in that case I usually just end up loadng the mod through the "game" console command.)
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# ? Feb 9, 2020 16:07 |
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chaosapiant posted:Huh, I thought that was intentional game design because they're made of energy and Shodan was loving with them or something. It seems appropriate in-universe. It does, but if you pay attention you'll notice that non-forcebridge room-over-room areas (like the cloverleaf on deck 7, or the catwalks also on deck 7, or the footbridges in the groves) are fucky in exactly the same way -- the model physics are optimized for things like "player runs into a crate/enemy/chair" or "player goes skull golfing" and while they work for "player walks on top of object" they don't feel great. Too bouncy. Al Cu Ad Solte posted:https://www.dsogaming.com/news/the-system-shock-3-team-is-no-longer-working-on-the-project-according-to-former-developer/ I mean, I figured this was coming at some point after how Underworld Ascendant went down -- yeah, different team, but the same company and the same pool of resources. But oof.
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# ? Feb 9, 2020 16:17 |
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ToxicFrog posted:I mean, I figured this was coming at some point after how Underworld Ascendant went down -- yeah, different team, but the same company and the same pool of resources. But oof. I truly cannot even begin to fathom what they were thinking with Underworld Ascendant. What level of cocaine fueled astral projection you gotta be on to think that was gonna not only go over well with fans of the series, but be any kind of a hit. And since when was Starbreeze a publisher? They haven't made a good game since....Chronicles of Riddick in 2004....
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# ? Feb 9, 2020 17:59 |
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Mordja posted:Yeah, they went back and completely changed its secondary. Cool. It's almost too good, honestly.
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# ? Feb 9, 2020 17:59 |
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Al Cu Ad Solte posted:I truly cannot even begin to fathom what they were thinking with Underworld Ascendant. What level of cocaine fueled astral projection you gotta be on to think that was gonna not only go over well with fans of the series, but be any kind of a hit. You best not be forgetting The Darkness.
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# ? Feb 9, 2020 18:12 |
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quakespasm has a mod menu in-game that lets you change mods on the fly, its awesome.
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# ? Feb 9, 2020 18:59 |
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al-azad posted:You best not be forgetting The Darkness. OH gently caress you're right. The Darkness is straight fire. Couldn't stand the sequel though, but I don't think that was made by them.
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# ? Feb 9, 2020 19:11 |
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al-azad posted:You best not be forgetting The Darkness. A number of the Starbreeze folks responsible for Riddick and Darkness left to form MachineGames and make the new Wolf series
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# ? Feb 9, 2020 19:14 |
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Doom: but on the Amiga: but back on the PC update: Still a some logic missing, but we now have something approaching an actual working game. Worried about :files:? Grab the freely released Gloom3 / Ultimate Gloom . Or Zombie Massacre, except I can't actually get that ISO to work in anything, so get it from this CD instead. Or why not try some of the mods, helpfully collated here by the world's biggest Gloom fan in .. Japan? Wait, did anyone have an Amiga in Japan? Oh, and Gloom 3 does not have any movement animation frames, that's not a bug. That was a fun bug hunt until I read a contemporary review mentioning it. https://github.com/Swizpig/ZGloom Two Owls fucked around with this message at 20:06 on Feb 9, 2020 |
# ? Feb 9, 2020 20:04 |
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Al Cu Ad Solte posted:And since when was Starbreeze a publisher? They haven't made a good game since....Chronicles of Riddick in 2004.... Starbreeze became a lot of things. I don't remember the exact order of events, but I think it was basically Payday 2 made so much money that Overkill turned around and bought Starbreeze outright. The dude at the top is apparently a walking disaster but thinks he's hot poo poo, so promptly signed deals with everyone and everything and then ran it all into the ground. Just as a good example, Starbreeze bought up and then started pushing their own bespoke VR headset....for seemingly no reason beyond "VR's hot right now".
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# ? Feb 9, 2020 20:29 |
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Two Owls posted:Or why not try some of the mods, helpfully collated here by the world's biggest Gloom fan in .. Japan? Wait, did anyone have an Amiga in Japan? Apparently it was some sort of underground cult hit because, even though it wasn't directly marketed in Japan, it was still back then one of the best computers to do animations with. https://www.chrismcovell.com/secret/OTH_1986Q1.html https://amitopia.com/interview-shinji-amiga-in-japan/
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# ? Feb 9, 2020 20:33 |
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Looks like Starbreeze internally developed Brothers so they have an above average track record but got EA'd by terrible management which is the death knell of every successful AA independent developer in the market.
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# ? Feb 9, 2020 20:49 |
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I was really looking forward to System Shock 3 . I was disappointed to hear about Underworld Ascendant, but I had hopes that they'd be able to pull it off. I liked Escape from Butcher Bay (though I played the Dark Athena version), and I liked what I played of Syndicate, though I had to drop it because the bloom literally hurt my eyes. I'm disappointed The Darkness never hit PC, I really liked the sequel and would love to play the original. I don't play Payday, so I didn't pay much attention to Overkill, but I suspect that The Walking Dead is a cursed gaming franchise. If you get offered a chance to work on a Walking Dead game, don't do it, it seems like it'll destroy your company.
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# ? Feb 9, 2020 21:00 |
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Payday 1 was a tight, fun game. It was pretty damned hard, at least compared to what PD2 would become. Payday 2 has been fun through its entire run, even when things got rocky. At one point, it had serious issues with bugs and weapon/skill balance. The game was only really playable on its Overkill difficulty, which became easy for vets, but was heinously unfun to play on Death Wish, the highest difficulty. It also delivered content at a glacial pace compared to what was promised. When it seemed like the game was going to die, Overkill redoubled and started to add new content, rebalance weapons and skills, and just start tearing bugs out of the game. It also turns out that the game was a nightmare to program for, as it was based off of some kind of engine architecture for a racing game. One developer threw it out there that the level editor didn't even have an "undo" feature. They then actually picked up a Goon modder who proceeded to add his good mod ideas while fixing the engine and level editor. By the time he eventually left the team, the game was undergoing content bloat, with an assload of weapon, character, and heist packs, while the heists themselves were going from really interesting, intricate missions, to just turning into hallway maps and non-heists that were just "go here and kill a bunch of people along the way." They've lately gone back to the game and have tried to fix stuff up again, add new heists, cull the DLC complaints with a "complete" version, while also taking in feedback for Payday 3. Generally, the community kind of wants the game to calm down and go back to more tense heists of PD1/early-PD2 than the mega-shootouts of late-stage PD2. Even though I'm complaining about the problems, the game feels good and has an active playerbase. The only real complaint is that some of the content can be divisive in terms of who it appeals to.
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# ? Feb 9, 2020 21:24 |
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# ? Jun 7, 2024 16:42 |
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Al Cu Ad Solte posted:And since when was Starbreeze a publisher? They haven't made a good game since....Chronicles of Riddick in 2004.... Al Cu Ad Solte posted:Couldn't stand the sequel though, but I don't think that was made by them. Cat Mattress posted:Apparently it was some sort of underground cult hit because, even though it wasn't directly marketed in Japan, it was still back then one of the best computers to do animations with.
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# ? Feb 9, 2020 21:29 |