The initial demo ran pretty poorly and had wonky combat and this doesn't look all that much better, but I have to give them credit for offering a demo proof of concept unlike almost all other Kickstarters. Will hold hope that something decent comes out of it.
At least they did the transition to UE4 early enough in development for it not to be too much of an issue.
[QUOTE=Simplemac3;51897005]The initial demo ran pretty poorly and had wonky combat and this doesn't look all that much better, but I have to give them credit for offering a demo proof of concept unlike almost all other Kickstarters. Will hold hope that something decent comes out of it.[/QUOTE]
yea i was about to say that meleeing looked a bit off. mainly all the swings i thought would've connected but caused no blood. and since the common zombies take so many swings to kill then I feel like that's gonna get pretty annoying pretty fast.
hopefully they fix that
On the plus side they went UE4. Thank goodness, I hate Unity.
I seriously hope they change the mutant model, as faithful as it is to the original the design doesn't translate well into fully-realised 3d
Didn't Maxofs2d do a lot of the animations for this remake?
[QUOTE=Mio Akiyama;51897301]Didn't Maxofs2d do a lot of the animations for this remake?[/QUOTE]
Yeah he did.
His name is even in the info on their [URL="http://www.nightdivestudios.com/info/"]website[/URL].
[QUOTE][IMG]https://files.catbox.moe/4bauot.png[/IMG][/QUOTE]
[QUOTE=LoLWaT?;51897016]With no shame in playing the ideas guy here I'm also hoping they won't totally scrub the dungeon crawling roots from the level layout.
Some procedural generation would be super awesome if they could keep the station coherent.[/QUOTE]
Procedural generation is what ruined Shadow Warrior 2, and its a great example how not to do procedural generation in single player / coop games
[QUOTE=Simplemac3;51897005]The initial demo ran pretty poorly and had wonky combat and this doesn't look all that much better, but I have to give them credit for offering a demo proof of concept unlike almost all other Kickstarters. Will hold hope that something decent comes out of it.[/QUOTE]
I actually really liked the demo, it felt exactly like a smoother, hi-def system shock 2
I wish they would make the enemies respond even a little bit to being thwacked with big fucking pipe
[QUOTE=salty peanut v2;51897918]I wish they would make the enemies respond even a little bit to being thwacked with big fucking pipe[/QUOTE]
Its a pre alpha, im pretty sure things like this will change with time. Its always possible they wont, but I dont see why they wouldn't, personally.
God, that shodan voice editing is horrible
[QUOTE=WhyNott;51898028]God, that shodan voice editing is horrible[/QUOTE]
How so? It sounds like shodan to me. :v:
[QUOTE=MacD11;51898067]How so? It sounds like shodan to me. :v:[/QUOTE]
A huge problem for me is that they keep changing the pitch to be WAY TOO HIGH, it's especially noticable at the end of the video (2:30) where she speaks in that chipmunk voice making the line delivery extremely unitimidating.
It just sounds so... wrong. It dosnt sound like what the glitched effects sounded like in the original game at all, and even the voice acting itself is less robotic and ominous
It sounds more like what a couple of fans would record, not a proffesional recreation
In original game shodan voice effect were masterfully crafted and contributed to the atmosphere direcly, here it just sounds like someone's 7 minute job in audacity
Just look at this notable example of what SHODAN sounded like in the original game:
[video=youtube_share;wQtZPNjc2gY]http://youtu.be/wQtZPNjc2gY[/video]
This trailer's Shodan doesn't really bring about the same feeling at all for me. Especially with the really jarring changes in pitch.
the animations and way he holds the pipe looks all wrong. when you swing something you don't have your hands that far apart on it. how could you get a decent swing with one hand near the top of the pipe? that arm would have to be popping out of the socket to get enough swing distance. you'd slide your hand down to the other at the bottom and use it like a baseball bat. even if it's heavy
[QUOTE=Rusty100;51898418]the animations and way he holds the pipe looks all wrong. when you swing something you don't have your hands that far apart on it. how could you get a decent swing with one hand near the top of the pipe? that arm would have to be popping out of the socket to get enough swing distance. you'd slide your hand down to the other at the bottom and use it like a baseball bat. even if it's heavy[/QUOTE]
man in a way i'm glad i don't know shit about actual fighting
cause i'd hate every attack animation
[QUOTE=Rusty100;51898418]the animations and way he holds the pipe looks all wrong. when you swing something you don't have your hands that far apart on it. how could you get a decent swing with one hand near the top of the pipe? that arm would have to be popping out of the socket to get enough swing distance. you'd slide your hand down to the other at the bottom and use it like a baseball bat. even if it's heavy[/QUOTE]
he does actually change his hand position but it's still really wonky
[t]http://puu.sh/uqBEL.png[/t]
A bit difficult to make a trailer when the game appears to be two corridors and two enemy types in its entirety
[QUOTE=Mio Akiyama;51897301]Didn't Maxofs2d do a lot of the animations for this remake?[/QUOTE]
and I know people who are [I]boycotting this game because of it[/I] like lmfao grow up
[QUOTE=Talishmar;51898674]A bit difficult to make a trailer when the game appears to be two corridors and two enemy types in its entirety[/QUOTE]
Pretty sure this one is more to show off their art direction as of right now after moving from Unity to UE4, which switching engines for one project isn't that easy of a task.
I liked that pixely hi-res no filtering look :(
Subjective concern here, but it does look a little clean compared to the unity demo, though that could just be them not putting any post processing effects to get the video out. Also, the environment has a lot of light sources but just isn't very well lit. Again that could be just because this particular area is meant to be really dark but it doesn't have the same visual impact as the demo, looks visually boring and not like a space station.
I hope it's just a first pass in the new engine as I suspect it is.
[QUOTE=Lucien1337;51898908]Subjective concern here, but it does look a little clean compared to the unity demo, though that could just be them not putting any post processing effects to get the video out. Also, the environment has a lot of light sources but just isn't very well lit. Again that could be just because this particular area is meant to be really dark but it doesn't have the same visual impact as the demo, looks visually boring and not like a space station.
I hope it's just a first pass in the new engine as I suspect it is.[/QUOTE]
I mean, it does say "pre-alpha" so they have a very long way to go.
Aw man they're doing that 'pre-alpha' industry bullshit I though we got past that.
If your game has textures, lighting and gameplay, it aint 'pre' alpha.
The combat looks as awkward as the original (enemies barely flinched there either) so I don't really mind it, but without the Trioptimum logos, enemies, and the shot of Citadel Station I probably would of thought it was a Doom 3 remake at first glance
It's pre-alpha so it could change heavily, but I was far more impressed by the Unity demo
[QUOTE=Limed00d;51898685]and I know people who are [I]boycotting this game because of it[/I] like lmfao grow up[/QUOTE]
Please tell me this isn't real. How could you even be that petty.
[QUOTE=StrawberryClock;51899840]Please tell me this isn't real. How could you even be that petty.[/QUOTE]
basically, politics
[editline]2nd March 2017[/editline]
true enough that max had some controversial opinions to most members on this hellsite but some people can't let politics slide in a lot of cases
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