|
Oh hey, look who has become bad at maintaining his LP threads bumblingbee posted:To me this level is Unreal 2. Every time I think about the game I remember this level. The premise is really nice, even if the execution is a bit lacking in my opinion. I just love weird science-fiction stuff like this. Soup Inspector posted:At first I thought it was a bit strange that John initially showed no emotion whatsoever when he found out he was being reinstated, but on second thoughts I figure he was just trying to keep up appearances in front of a superior. It'd look bad if he started giggling like a schoolgirl and jumping up and down in glee, after all! I did think his voice actor did a good job with the "Isn't it awesome we're back in the Marines?" and the radio conversations, though. Antistar01 posted:I'd also forgotten the rocket launcher and its mildly unusual secondary fire mode. Maybe because it's not as interesting/weird as the rocket launcher in Unreal 1, which looked like a minigun and could fire up to six rockets at once depending on how long you held the fire button down. It did a surprising number of different things depending on which fire button you pressed (primary/secondary, as in Unreal 2), whether you held down the button, or held down one button then pressed the other. Single or multiple rockets flying in a straight line - in a spread or grouped all together - or you could fire them like bouncy grenades on a ballistic trajectory. Oh, and I think you could use them as homing rockets if you locked onto a target before firing. It was bananas. Also, I didn't have room to talk a bout the magnum, but I'll try to squeeze it in in the future. It's a really strong and accurate weapon, and perfect at destroying anything that's tough. However, you get very little ammo for it, so it has to be used when it counts! your evil twin posted:I like how Unreal 2 has a combination of human machinery and crates intruding on the fleshy environment. Boner Slam posted:Good videos, really enjoyable. On topic of the music, I guess you have to make a call based upon taste and you can't hit everyone's. I've spent half my life with things that relate to music, so I think that I have a good taste and feel for what works. If other people think that too is a gamble, but I fared well with my insticts so far. This is the third LP with a custom soundtrack that I'm doing, and so far it has always been well received. Taste isn't a thing that you can really argue about, so I'm cool with folks saying their mind on my choices. Also, 80's synth is my jam and it's gonna be a thing in the LP forever. Sure, there will be levels that have a distinctive tone to them and will also get appropriate tunes, but sometimes(usually in the intermissions), I'll just throw in a tune that's pleasant to listen to while not really caring about creating atmosphere. Also, new video on the weekend!
|
# ? Sep 17, 2015 19:48 |
|
|
# ? May 8, 2024 12:56 |
|
Unreal 2 is a giant tech demo, and this level was clearly intended to show off the graphics and terrain more than actually be playable. Either that or the level designers realised their shiny engine couldn't stand up to much actual gameplay and so kept the level as short as possible before the suspension of disbelief wore off. It's certainly atmospheric and unsettling your first time through, though.
|
# ? Sep 17, 2015 22:38 |
|
Tin Tim posted:Yeah, I really like the setting! But I said my piece about the level itself. Also, what reference do you mean? Must have flown by me. Aw man, I felt so for noticing that. And now it's not intentional... "[...] This is the way the world ends This is the way the world ends This is the way the world ends Not with a bang but a whimper." The Hollow Men by T.S. Eliot
|
# ? Sep 17, 2015 23:01 |
|
Loxbourne posted:Unreal 2 is a giant tech demo, and this level was clearly intended to show off the graphics and terrain more than actually be playable. Either that or the level designers realised their shiny engine couldn't stand up to much actual gameplay and so kept the level as short as possible before the suspension of disbelief wore off. You know that criticism leveled against Half Life 2 that's gotten popular the last few years? "It was a glorified tech demo, a string of set pieces showing off the engine without any real coherence". That's quite true of Unreal 2, which came out about a year before HL2. Gosh, I didn't even realize this game was 13 years old until I just looked that up. Still looks pretty good in my opinion.
|
# ? Sep 18, 2015 02:16 |
|
I enjoyed this game up until the last couple of missions. Didn't even know the dodge existed which makes the combat seem much more fluid. Your soundtrack is loving fantastic as well.
|
# ? Sep 18, 2015 09:51 |
|
Severnaya https://www.youtube.com/watch?v=0ntFrQU_cT8 More factions get involved in the struggle for the artifacts, and the TCA openly clashes with the different human cooperations. A marine team on a sabotage raid ended up stranded and under fire, so John comes in for the rescue.
|
# ? Sep 20, 2015 22:51 |
|
bumblingbee posted:Aw man, I felt so for noticing that. And now it's not intentional... CheeseThief posted:Still looks pretty good in my opinion.
|
# ? Sep 20, 2015 23:02 |
|
Tin Tim posted:Severnaya One question: HOW? Or better yet, WHY? Why do you fail when you are actually FURTHER AWAY from the explosion if you simply wait by your ship while in the ending cut scene, your ship is sitting right there, maybe 50 feet away from the front of the dam when it blows and then you just casually fly away admits the debris. From a programming sense, I guess they couldn't figure out a way to track you to the point of, 'welp, you're out of the main building, you'll be fine now.' while from a LOGIC stance the response is 'NO! That is not how it should work!' But then again, I tend to bring logic into places where there is none to begin with and thus has no point being there.
|
# ? Sep 21, 2015 01:57 |
|
To their credit, Aida's voice actor did a good job of conveying someone cracking as they watch their friend die.
|
# ? Sep 21, 2015 03:57 |
|
There was a sniper rifle in Unreal 1... sort of. It didn't have a scope, but you could zoom in to a ridiculous degree with it as if it did. It's kind of telling that I'm talking about Unreal 1 again here rather than Unreal 2.
|
# ? Sep 21, 2015 04:50 |
|
If only John could run at the speed of something slightly faster than tank. Alas, no. It's funny because at any other Unreal game movespeed they could've given you like 2 minutes and it would've been no big deal. In this game 5 isn't as generous as it seems, despite you easily doing it in 3. with a UT game that gives you a translocator, I dunno, 30 seconds? 45? You can really haul rear end with one of those.
|
# ? Sep 21, 2015 05:27 |
|
You talk about saving up the magnum ammo, but unless I'm entirely mistaken, doesn't this game reset your ammo each time you start a level? I faintly remember that happening in my playthrough long ago. It could of course also be some other game, because as said, Unreal 2 is kind of bland. Oh, and I gotta say, I'm a big fan oh your music choices, and been following since Shogo. 80's Synth is totally my jam as well! StarFyter fucked around with this message at 18:20 on Sep 21, 2015 |
# ? Sep 21, 2015 18:12 |
|
The sniper sections in this level show off one of the game's sillier quirks. When some enemies die, their dropped weapon spawns at head height. The result is the silly sight of a squad of hard-bitten corporate mercenaries seemingly throwing their guns in the air whenever they get shot. EDIT: Obviously with a level name like that, the whole thing is a nod to Goldeneye. I wonder if the dev team were hoping to show the dam crack and flood with shiny dynamic water effects? Loxbourne fucked around with this message at 23:21 on Sep 21, 2015 |
# ? Sep 21, 2015 23:13 |
|
Disregard.
|
# ? Sep 21, 2015 23:19 |
|
Oh man, I just found this, so I have so much to catch up on! I enjoyed playing Unreal 2, but I managed to get really stuck at a particular mission, and really had to just give up on it, which was a shame. Would love to see how you fair with it compared to me.
|
# ? Sep 22, 2015 00:11 |
|
Ben Kasack posted:One question: HOW? Or better yet, WHY? Why do you fail when you are actually FURTHER AWAY from the explosion if you simply wait by your ship while in the ending cut scene, your ship is sitting right there, maybe 50 feet away from the front of the dam when it blows and then you just casually fly away admits the debris. Maybe because you're downstream and that explosion actually cracked the dam? At least that always was my own explanation for it.
|
# ? Sep 23, 2015 10:20 |
|
StarFyter posted:You talk about saving up the magnum ammo, but unless I'm entirely mistaken, doesn't this game reset your ammo each time you start a level? I faintly remember that happening in my playthrough long ago. Loxbourne posted:The sniper sections in this level show off one of the game's sillier quirks. When some enemies die, their dropped weapon spawns at head height. The result is the silly sight of a squad of hard-bitten corporate mercenaries seemingly throwing their guns in the air whenever they get shot. JossiRossi posted:I enjoyed playing Unreal 2, but I managed to get really stuck at a particular mission, and really had to just give up on it, which was a shame. Would love to see how you fair with it compared to me. Nuramor posted:Maybe because you're downstream and that explosion actually cracked the dam? At least that always was my own explanation for it. Also, hey folks! Sorry for the delay(gently caress I repeat myself too often itt), but I got caught by crunch time at work. Now I have 2 weeks off though, and the next episodes are already done and should go up in a day or two.
|
# ? Oct 4, 2015 19:52 |
|
Tin Tim posted:Hey Rossi, how you're doing? I actually don't know which level could have blocked you from playing this fine game, so pray tell If I recall, it is a later level where you are defending yourself and can set up barriers. It is one of their attempts to vary up the gameplay and for some reason I could not get past it for the life of me. It's been a few years though since I played it, so I might be missing some crucial bits there. Also, doing well!
|
# ? Oct 5, 2015 00:46 |
|
There are a couple of defense missions that can get dicey, but I have a hunch that it may be the very next one! Speaking off...
|
# ? Oct 6, 2015 18:02 |
|
Kalydon https://www.youtube.com/watch?v=DSslp6TBwWQ A blind passenger takes its toll on our ship, and forces some repairs on us. At least it's a cute passenger https://www.youtube.com/watch?v=xjlB0L6kIok Of course, a pit stop is the perfect opportunity for one of the many factions that want to grab our artifacts to attack!
|
# ? Oct 6, 2015 18:03 |
|
The writing in this game is actually decent. Certainly a step above the generic space marine trappings; it'll get downright good towards the end of the game. Someone had talent on this team. EDIT: I beg to differ. The Liandri Angels are naked under their armour, the R-rated parts are just hidden by little pieces of machinery. The sheer stupidity of transparent-fronted battlesuits aside, my friends and I always used to joke that those suits must be controlled by the nipples. Loxbourne fucked around with this message at 18:53 on Oct 6, 2015 |
# ? Oct 6, 2015 18:32 |
|
I never really thought about it further but it amused me a bit when Isaak talks about putting a fifty caliber slug within an inch of where you aim it at two clicks. stop mixing your metric and imperial, Isaak!
|
# ? Oct 6, 2015 18:39 |
|
Loxbourne posted:The writing in this game is actually decent. Certainly a step above the generic space marine trappings; it'll get downright good towards the end of the game. Someone had talent on this team. Also agree on the writing being pretty good at times! Like, the story is kinda sloppy, but I'll fight for the ending of this game. It gets me every time Psion posted:I never really thought about it further but it amused me a bit when Isaak talks about putting a fifty caliber slug within an inch of where you aim it at two clicks. However, I sure was fond of the phrase "They beat off the Scar" in the intermission
|
# ? Oct 6, 2015 19:16 |
|
Tin Tim posted:Isn't "click" just like a general military term? Not sure! it is, but it's slang for a kilometer. e: I forgot to point it out, but I really like how John's VA sells "Jesus, did ya send out invitations?" always liked that line. Psion fucked around with this message at 19:31 on Oct 7, 2015 |
# ? Oct 6, 2015 19:27 |
|
Oh, and really good call with Vector Drop in that last video, by the way. Thanks for introducing me to that song and artist - Drifting is gooooood. I went and listened to pretty much everything they have over the last day or two.
|
# ? Oct 9, 2015 20:10 |
|
Using the "infinite ammo" cheats on any of the defense missions is just hilarious. Nothing like plopping down a bazillion rocket turrets and watch the show. Also, about not knowing where the drop is: Ne'Ban screwed it up during his briefing, but you can display a clear map of the area after the briefing by using the holomap yourself, and one of the settings indicates the drop location. I know you're not showing it for brevitys sake, but here the map is actually useful for once.
|
# ? Oct 9, 2015 20:22 |
|
I really like how this game delivers exposition by having you explain stuff your character already knows to Ne'Ban. It would be easy for them to just have John ask all of the dumb/naive questions or be the new recruit, and he'd come across as completely unqualified to be running his own ship.
|
# ? Oct 11, 2015 02:48 |
|
AltaBrown posted:To their credit, Aida's voice actor did a good job of conveying someone cracking as they watch their friend die. Agreed. As others (and myself) have already pointed out, there's some genuinely good voice acting in this game (I quite liked the exchange between our hero and Aida when she first realises he's going to arm the explosives). And maybe I'm more oblivious than I thought and others have noticed it long before now, but I just realised that the grenades in the grenade launcher are colour coded and have a little symbol indicating the munition type (for example, EMP grenades are blue and have a lightning bolt symbol). Nice detail, at any rate!
|
# ? Oct 14, 2015 20:57 |
|
Nuramor posted:Using the "infinite ammo" cheats on any of the defense missions is just hilarious. Nothing like plopping down a bazillion rocket turrets and watch the show. Also, I actually didn't know that you can check out the map on your own after Ne'Ban is done Pyradox posted:I really like how this game delivers exposition by having you explain stuff your character already knows to Ne'Ban. Also, hey y'all! It's getting old at this point, but sorry for another delay! Turns out that you often tend to fill your vaccation time with vaccation type things instead of yakking about video games. But fear not, the thread will be back sometime next week. The next set of episodes is already rendered and ready for me to commentate.
|
# ? Oct 18, 2015 17:25 |
|
I'm pretty sure you can check out the map yourself on any of the briefings that happen in the briefing room! Kind of neat if you want a closer look at the exterior maps. Also, it's good that your vacation had vacation things, instead of being filled with sickness, like most of mine tend to end up like Personally I'm of the mind that good things are worth waiting for, and I don't think I've been disappointed by your music choices yet. I have to say though, aside from one future mission, I'm drawing a total blank of what's about to come next, so looking forward to seeing what it was.
|
# ? Oct 18, 2015 19:26 |
|
Tin Tim posted:Huh, I never looked at it this way but you're right. It's indeed a pretty neat way to get the exposition done without degrading the main character to some cluless rube. Tin Tim posted:Also, hey y'all! It's getting old at this point, but sorry for another delay! Turns out that you often tend to fill your vaccation time with vaccation type things instead of yakking about video games. But fear not, the thread will be back sometime next week. The next set of episodes is already rendered and ready for me to commentate.
|
# ? Oct 18, 2015 20:40 |
|
I'm enjoying this LP so far. I've never gotten past that defensive mission, so I was glad to hear it was one of the harder ones. I've been checking out your earlier LPs as well, and they've just resulted in me throwing money at a bunch of bandcamp pages.
|
# ? Oct 19, 2015 04:28 |
|
Orcs and Ostriches posted:I've been checking out your earlier LPs as well, and they've just resulted in me throwing money at a bunch of bandcamp pages. Also, update in a few minutes
|
# ? Oct 25, 2015 18:47 |
|
Sulferon https://www.youtube.com/watch?v=CQcarD_Wlgo The intel network of the TCA discovered that one of the cooperations developed a fancy analytical tool that helps them locate the rest of the artifacts. So naturally John gets sent to
|
# ? Oct 25, 2015 18:51 |
|
Tin Tim posted:Sulferon Now why I remember this specific bit of the game after all these years is beyond me.
|
# ? Oct 25, 2015 19:35 |
|
This, along with an upcoming mission possibly the next, is one of my favorite in Unreal 2. I'm a huge sucker for these kind of timed defense missions in any game, Warcraft 3 and Red Alert 2 come to mind as examples, I love planning out my neat little defenses that inevitably under perform horribly. Weirdly I remember the level being much bigger than this, it's also one of the uglier ones to boot. Just look at the repeating crack texture on the outer wall. Really surprised to hear you dislike the grenade launcher so much, with the variety of grenades on offer I found it to be your best choice for any situation. The assault rifle feels too weak after a while and everything else is too specialized, the grenade launcher can pretty much one shot anything short of heavy armor at any range but extreme and point blank. I believe the hitbox troubles you were having are more to do with the turrets than the grenades but I also think the damage radius for EMP grenades is a lot smaller than the visuals would leave you to believe.
|
# ? Oct 25, 2015 20:06 |
|
I remember this mission. It was so nice to have a heavy-armour trooper of your own. From memory they can be worthwhile, but (aside from Sgt Stompy there) you need to put them in groups of two or more. They cover the front, you cover the back. It is a VERY bad idea to have the rocket launcher guy indoors! The flamethrower trooper, on the other hand, just loves a nice tight corridor for his impromptu barbecues.
|
# ? Oct 25, 2015 23:24 |
|
This is one of those missions that I'm remembering once you get to it, but had otherwise forgotten. There's actually only one more mission we haven't seen yet that I remember anything about. My mind's a blank beyond that; I don't even remember how the game ends.
|
# ? Oct 25, 2015 23:51 |
|
radintorov posted:I remember winning this mission by having the marine in power armor defend the back entrance, two others defending the front and leaving one in the control room. Oh man, I recall doing something really similar myself... perhaps it just made the most sense? The heavy dude with the rocket launcher in a fairly close space didn't seem to have any problems for me. edit: I mean not quite indoors, yeah Heh, looks like this was the mission I remembered, and it was the very next one after I mentioned it Rest of the game is a blur to me, aside from one possible plot point and final stage setting, but those are in my "was it even in this game?"-memory, so yeah. I'm curious to see if I remembered right, and even so, the music and gameplay are a treat. Defensive missions are usually by nature pretty difficult to make all that interesting to watch, and I'm generally an advocate of efficiency, so you get no complaints from here. Weirdly, I remember this and the previous defense taking much longer. Perhaps it's just the perception of time as you're doing things yourself?
|
# ? Oct 28, 2015 11:45 |
|
|
# ? May 8, 2024 12:56 |
|
radintorov posted:I remember winning this mission by having the marine in power armor defend the back entrance, two others defending the front and leaving one in the control room. CheeseThief posted:Really surprised to hear you dislike the grenade launcher so much, with the variety of grenades on offer I found it to be your best choice for any situation. The assault rifle feels too weak after a while and everything else is too specialized, the grenade launcher can pretty much one shot anything short of heavy armor at any range but extreme and point blank. I believe the hitbox troubles you were having are more to do with the turrets than the grenades but I also think the damage radius for EMP grenades is a lot smaller than the visuals would leave you to believe. Though that's sorta par for the course with my FPS lps. I basically always have one weapon that I suck with for some weird reason. Viewers of Mace Griffin will remember my struggle with the charged shot from the plasma gun! Loxbourne posted:It is a VERY bad idea to have the rocket launcher guy indoors! I'm not sure if these marines have alternate weapons, but if so then the rocket guy will whip it out instead of team killing everybody with rockets. It's actually funny that so many of you don't seem to remember what the rest of the game was like, because the most interesting and iconic(imo) part is about to start soon. The next level is the last straight shooter level, and also the hardest level in the game in my view. After that the game will take a sudden detour in tone and setting that's pretty cool and I sure wish they would have stuck with it!
|
# ? Oct 28, 2015 17:54 |