• Portal 2 Repercussions Teasers
    35 replies, posted
[media]http://www.youtube.com/watch?v=RLy01GFo9LA[/media] [media]http://www.youtube.com/watch?v=zHJPPaXgd0c[/media] [media]http://youtu.be/i4RNCeUo3JQ[/media] [Url]http://www.moddb.com/mods/repercussions-mod[/url]
Looks really nice! Just not extremely big fan of the "run-into" cutscenes like the falling catwalk one. I'd rather make the jump myself than watch my character do it.
I remember hearing about this a while ago, good to see you're making progress.
It looks great, but my only gripe is that the bridge collapse was taken away from player control, which is so contrary to the mantra of a valve game. I honestly think that if I was still in control on that bridge as it started to collapse, I would be genuinely like "Where the fuck do I go next?". I would probably think of going over the wrong edge before realizing that there's a jump behind me and making it just in time. My two cents.
[QUOTE=revan740;51160261]It looks great, but my only gripe is that the bridge collapse was taken away from player control, which is so contrary to the mantra of a valve game. I honestly think that if I was still in control on that bridge as it started to collapse, I would be genuinely like "Where the fuck do I go next?". I would probably think of going over the wrong edge before realizing that there's a jump behind me and making it just in time. My two cents.[/QUOTE] Portal 2 did take away player control a few times at similar events though.
[QUOTE=Lexinator;51160297]Portal 2 did take away player control a few times at similar events though.[/QUOTE] Only at the very end, really. Imagine if the opening ride in the relaxation vault was a cutscene where you see Chell's arms waving around and holding on to things, it wouldn't be anywhere near as good
[QUOTE=revan740;51160261]It looks great, but my only gripe is that the bridge collapse was taken away from player control, which is so contrary to the mantra of a valve game. I honestly think that if I was still in control on that bridge as it started to collapse, I would be genuinely like "Where the fuck do I go next?". I would probably think of going over the wrong edge before realizing that there's a jump behind me and making it just in time. My two cents.[/QUOTE] IMO the only time in that specific scene when it should take away control is right as you are about to hit the ledge you jump to. The animation of grabbing the ledge and pulling yourself up as a cutscene is fine, but a nice little player controlled moment of panic there would really add to it. Give it that "valve-feel" [editline]6th October 2016[/editline] Looks really good though. I particularly like that early portal gun model and the animation for when you use it to pick something up. The coils on the end heating up is a nice touch. Is there any kind of basic story outline anywhere?
[QUOTE=Paige;51160351]IMO the only time in that specific scene when it should take away control is right as you are about to hit the ledge you jump to. The animation of grabbing the ledge and pulling yourself up as a cutscene is fine, but a nice little player controlled moment of panic there would really add to it. Give it that "valve-feel" [editline]6th October 2016[/editline] Looks really good though. I particularly like that early portal gun model and the animation for when you use it to pick something up. The coils on the end heating up is a nice touch. Is there any kind of basic story outline anywhere?[/QUOTE] With this mod I'm not aiming for the "valve-feel" though, I'm doing my own thing. And yes, there is a story although it's revealed slowly.
[QUOTE=Lamarr;51160528]With this mod I'm not aiming for the "valve-feel" though, I'm doing my own thing.[/QUOTE] Is that why there aren't any puzzles? :~) [sp]I'm just poking fun, mod looks great - but you should really be more open about the fact that this is more of a "walking simulator" than a puzzle mod, since a lot of people seem to not be picking up on that.[/sp]
This looks so good. Wow
[QUOTE=ColossalSoft;51160537]Is that why there aren't any puzzles? :~) [sp]I'm just poking fun, mod looks great - but you should really be more open about the fact that this is more of a "walking simulator" than a puzzle mod, since a lot of people seem to not be picking up on that.[/sp][/QUOTE] It is mostly a story driven, non-puzzle intensive mod, but not outright a walking simulator. It's exactly why I never advertised it as one claiming statistics like "over 50+ puzzles!" "78 maps!" and the like. There's environmental puzzles I use to conduct the game but they're kept out of the videos to avoid spoiling. [editline]6th October 2016[/editline] [QUOTE=Dom Pyroshark;51160099]I'd rather make the jump myself than watch my character do it.[/QUOTE] I've been considering that until I remembered how utterly sloppy player movement is in portal 2.
imo it's not even about the "valve feel". i never like when scenes like this take control of the player. i assume the scene is meant to be a tense moment, but seeing as it's the player's character that is danger, the player knows he's going to get out of completely fine, leaving the player just waiting for the cutscene to proceed. When the player has control, the feeling of intensity is multiplied because the player thinks there's a chance they could die/game over.
Last time i checked this mod was made by a single person with help from others where he can get it. So for once it'd be great not to go into a thread filled with nitpicks assuming the world from a 1 minute gameplay video. This guy put a actual amount of work into it. Maybe it'd be great just to say it looks fantastic for once.
[QUOTE=Warborq;51160715]Last time i checked this mod was made by a single person with help from others where he can get it. So for once it'd be great not to go into a thread filled with nitpicks assuming the world from 1 minute of gameplay video. This guy put a actual amount of work into it. Maybe it'd be great just to say it looks fantastic for once.[/QUOTE] It's real constructive criticism, though. You can't improve if you surround yourself with yes-men. It really does look great, and I've said so outside of this thread many times. There's no reason for you to get so defensive, I'm only trying to be helpful.
I'm not saying an environment of yes-men is great. Just saying this isn't really enough to base your critics on.
[QUOTE=Warborq;51160715]Last time i checked this mod was made by a single person with help from others where he can get it. So for once it'd be great not to go into a thread filled with nitpicks assuming the world from 1 minute of gameplay video. This guy put a actual amount of work into it. Maybe it'd be great just to say it looks fantastic for once.[/QUOTE] No one claimed it wasn't fantastic, and we can all agree that it does. Even the ratings on the OP seem to agree with that. We are merely giving suggestions on how to improve based off what we saw.
[QUOTE=Warborq;51160777]I'm not saying an environment of yes-men is great. Just saying this isn't really enough to base your critics on.[/QUOTE] My critique is on only what is shown in the trailer.
I've been keeping an eye on this for years, from the very first images of the portal gun model. God damm I'm still hyped.
[QUOTE=Butthurter;51160906]that and people easily forget just how shitty source engine is at handling hitboxes, so the whole leaping onto a bridge falling apart thing just wouldnt work as well as it would in "real time" hell even the new doom game has this collision problem, you literally shouldnt jump while on a moving object or youll fucking fall through the damn thing taking away player control for something like this is hardly a big deal in the grand scheme of 'immersion' honestly[/QUOTE] Oh god you're right, I actually forgot that I DID fall through the thing when I tried to see how it would handle the player collision. For an engine that earned its reputation based on its physics, Source surprisingly can't handle player interaction with essentially what is a simple see-saw.
Just as long as this mod isn't completely peppered with sequences like the one shown in the trailer and to avoid some buggy complications, I'm fine with it.
[QUOTE=HybridTheroy;51160607]imo it's not even about the "valve feel". [B]i never like when scenes like this take control of the player. [/B] i assume the scene is meant to be a tense moment, but seeing as it's the player's character that is danger, the player knows he's going to get out of completely fine, leaving the player just waiting for the cutscene to proceed. When the player has control, the feeling of intensity is multiplied because the player thinks there's a chance they could die/game over.[/QUOTE] The bolded part of the quote is way to subjective for me to attempt an argument. I've personally found as of late to enjoy and immerse myself in games which have some traits or a voice assigned to the player character more. Characters that from time to time act on their own, actions which the player can relate to resulting in moments delivered way stronger than anything you could do with leaving the control to the player themselves. Instead of trying to reproduce all of Valve's style and methods (which countless mods tried to, and failed miserably) mine is heavily influenced by Alien isolation, more precisely Amanda's character and her interaction with the environment, using Portal 2 and its lore as the platform. This is a passion project, not a product I'm trying to sell - so I'm fully aware it won't please everyone, but it doesn't need to.
I'm not dissing taking player control, "scenes like this" is referring to where the narrative conflict boils down to character's reaction time (ie something breaking and the character jumping off of it before it falls). I'm not criticizing it so you can please everyone, and I don't want you to change it. Criticism is for growth and knowledge to use in future works. I just take interest in creativity, sorry for offending you.
[QUOTE=HybridTheroy;51161993]I'm not criticizing it so you can please everyone, and I don't want you to change it. Criticism is for growth and knowledge to use in future works. I just take interest in creativity, sorry for offending you.[/QUOTE] I don't even know how to respond to this to be honest as I don't know where it came over as being offended.
Sorry then lol [editline]6th October 2016[/editline] Oh god I'm so Canadian.
I can see why some might be bothered by a cut-scene like the leap taking away player control, however, we don't know much of the context leading up to that moment or following, so it could fit perfectly as a cut-scene as opposed to a reaction based event. If there are world models, perhaps you could try showing that scene from a different camera angle/perspective, to further highlight that the character is acting out of instinct as opposed to their own (the players) freewill?
[QUOTE=HybridTheroy;51160607]imo it's not even about the "valve feel". i never like when scenes like this take control of the player. i assume the scene is meant to be a tense moment, but seeing as it's the player's character that is danger, the player knows he's going to get out of completely fine, leaving the player just waiting for the cutscene to proceed. When the player has control, the feeling of intensity is multiplied because the player thinks there's a chance they could die/game over.[/QUOTE] It could still be tense if it wasnt the only kind of scenario in which control is taken away. Perhaps if similarly animated scenes occurred ending in death, it'd make you tense up not knowing if you fucked up or not. Like how in the Ace Attorney series the music will keep going when you do a thing to signify you didnt do it right, and stop when you do, but sometimes the music still keeps going and it makes you feel like you might have fucked up and it confuses you so now you dont know if the music continuing means you fucked up or not outright.
I keep looking at the moddb page and stumbled across a video that had a sign saying "BORDERWORLD RESEARCH". Is Xen going to be involved somehow?
I personally don't mind the cutscene animation part. What I think it needs is more refining, but besides that it's looking great. I didn't even think some of this stuff was possible for Portal 2.
I dunno why but the old parts of Aperture Science are always really breathtaking. In Portal 2 i wanted to explore and see the whole old facility, from the start to the late 80's section. I can't fucking wait to play this mod.
[QUOTE=LoneWolf_Recon;51162138]I keep looking at the moddb page and stumbled across a video that had a sign saying "BORDERWORLD RESEARCH". Is Xen going to be involved somehow?[/QUOTE] [sp]maybe[/sp]
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