[video=youtube;56fCuO7JEy4]https://www.youtube.com/watch?v=56fCuO7JEy4[/video]
[QUOTE]House of the Dying Sun is a tactical space shooter that puts you in the cockpit of the Empire's most deadly interceptor and in command of the Harbinger Fleet. Hunt down the enemies of your dying empire and upgrade your warships with new weapons and abilities earned during your campaign of terror.
Key Features:
-Classic Space Sim Combat: Fly from the cockpit of the Executor Mk II with gameplay heavily influenced by the titans of yesteryear
-Take Command: Give orders to any vessel in your fleet from a tactical overview, switch to another fighter, or pause time and carefully consider your next move
-Replayable Scenarios: Choose one of three increasingly-brutal difficulties in each of the 14 campaign scenarios.
-Powerful Upgrades: Complete bonus objectives to earn special fleet upgrades such as the Gap Drive or the Kamikaze Chassis. You'll need these to tackle the most difficult scenarios.
-VR & Monitor Support: House of the Dying Sun was carefully designed for both traditional monitors and VR headsets such as the HTC Vive. It also supports 21:9 displays!
*NOTE: This game supports rebinding controls, but only dual analog gamepads and keyboard & mouse modes are officially supported.[/QUOTE]
Formerly known as Enemy Starfighter
Developed primarily by an ex-Bungie developer who designed the "Long Night of Solace" mission in Halo Reach which featured space fighter combat
Due to the small development team, it is single player only
[QUOTE]
[B]What's the final gameplay like?[/B]
You're out for revenge.
The campaign is a hit-list of 14 custom-built assaults and assassinations with three brutal difficulties and bonus objectives. These objectives take heavy inspiration from the legendary [I]TIE-Fighter[/I] series and [I]Descent: Freespace, [/I]but House puts its own spin on them.
Each mission requires you to jump in, complete your objectives, and get out before you are intercepted by a massive traitor flagship.
Completing missions and bonus objectives allows you to upgrade your fleet in many different ways including unlocking new weapons or modifications. These in turn will help you tackle harder encounters in ways more suited to your play style.
[B]Is it still randomized?[/B]
Nope. The combat in [I]House [/I]is HIGHLY dependent on positioning and timing to make it sing. This means old-school encounter design. I really came to grips with this last summer and immediately shifted gears. Now the game runs on highly crafted, lightning fast fights that have designed enemy setups, sight lines, engagement ranges, reinforcements, custom AI behaviors, and more.
[B]VR vs Traditional Monitors[/B]
The game is designed for [B]both [/B]VR and for traditional monitors. Cockpit games have the luxury of being able to do both fairly well. But please realize this is not a game you use to sell your grandmother on VR. It's intense.
[I]House [/I]uses SteamVR/OpenVR which allows me to support both the Rift and the Vive.
[B]What controller should I buy for the game?[/B]
[I]House of the Dying Sun [/I]works great with just a keyboard and mouse, but was designed with a dual-analog gamepad (Xbox 360, DualShock 4) as the "lead" controller. We [I]highly[/I] recommend one of those. Don't buy a HOTAS specifically for this game!
[URL]http://dyingsungame.com/[/URL]
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Out now on Steam Early Access: [URL]http://store.steampowered.com/app/283160/[/URL]
[video=youtube;63RG1qmItG8]https://www.youtube.com/watch?v=63RG1qmItG8[/video]
[video=youtube;0TOlKYrz3t8]https://www.youtube.com/watch?v=0TOlKYrz3t8[/video]
[video=youtube;BjjQtge5ssQ]https://www.youtube.com/watch?v=BjjQtge5ssQ[/video]
Homeworld-esque background radio chatter always makes my dick rock hard.
This game is a huge disappointment
It was supposed to be roguelike-ish with a procedural open world like you can see in the older videos but the dev scrapped all of it in favor of 14 pre-built static missions because of "tester feedback".
[QUOTE=pip12345;50477082]This game is a huge disappointment
It was supposed to be roguelike-ish with a procedural open world like you can see in the older videos but the dev scrapped all of it in favor of 14 pre-built static missions because of "tester feedback".[/QUOTE]
I still like it, and I've also been following this game for a few years. The core gameplay's still as expected and it's still fun as fuck.
Might have something to do with the fact I've been playing it on my Vive though. I wouldn't know how well it plays on a normal screen.
Holy crap I can't believe I didn't know this came out. I've been following the development of this on and off for a couple years now and had no idea he actually had a release date.
For 20 bucks I'll give it a go.
[QUOTE=pip12345;50477082]This game is a huge disappointment
It was supposed to be roguelike-ish with a procedural open world like you can see in the older videos but the dev scrapped all of it in favor of 14 pre-built static missions because of "tester feedback".[/QUOTE]
he had to make a choice between building a game to ship or continuing development. this way there is at least a story and it let them focus on polishing the space fighting and spacecraft
[editline]8th June 2016[/editline]
scott manley has such a beautiful video of it
I played a bunch of it tonight. I already wrote a review of it on Steam, but the short of it is that the gameplay is awesome, but it's short on content. It's designed around replayability with multiple difficulty modes and an upgrade system that encourages experimentation. It's a bit overwhelming at first because it's a lot to map to a gamepad, but you get the hang of it after a few missions.
Still, as much as I really like playing the game, it's hard to get around how short it is with the general lack of content. I think given a couple more hours I could 100% the game (to get about 6 hours total), but I'll probably play it again anyway just because it's fun.
In the EA page he says he wants to add a wave based mode, and I think a Strike Suit Infinity style mode would greatly benefit the game, so I'm really looking forward to that. Shortness aside, it's exactly what I expected it to be, which is to say awesome to play, look, and hear.
You may say what you want but the game drips with atmosphere.
[video=youtube;EhtuL5OFRRc]http://www.youtube.com/watch?v=EhtuL5OFRRc[/video]
The target cam on the hud is giving me major X-Wing vibes.
[QUOTE=Jimesu_Evil;50488542]The target cam on the hud is giving me major X-Wing vibes.[/QUOTE]
TIE Fighter is cited as one of the major inspirations
for the record the roguelike elements are still going to make an appearance. the campaign is essentially just a testbed for future development and a training ground for players
[QUOTE=69105;50498927]for the record the roguelike elements are still going to make an appearance. the campaign is essentially just a testbed for future development and a training ground for players[/QUOTE]
Can you link me where you saw that?
I can't find anything about it.
nevermind i lied. i just looked at the last blog post and it looks like he's completely done with that. kind of a bad move on his part but oh well. i guess doing a randomly generated campaign would be too much effort in the long run
[editline]11th June 2016[/editline]
on the plus side, trackir works amazingly in this
The game is now out of early access
Since early access, the dev has added a challenge mode with procedurally generated waves of enemies and a new difficulty mode called "Dragon" where you only have fighters. In addition, there have been several balance changes, tweaks, and bugfixes.
The game is also on sale with 10% off the normal price right now
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