Damn, I hoped it would be out sooner.
I love me some old school shooters
[editline]3rd March 2016[/editline]
Unless is there a way to play this earlier? Do they still sell beta copies anywhere
[QUOTE=Holt!;49858742]Damn, I hoped it would be out sooner.
I love me some old school shooters
[editline]3rd March 2016[/editline]
Unless is there a way to play this earlier? Do they still sell beta copies anywhere[/QUOTE]
There's a free demo.
[url]https://pixeltitans.itch.io/strafe-speed-zone-v2[/url]
Direct link to the download page.
[url]https://pixeltitans.itch.io/strafe-speed-zone-v2/download/eyJleHBpcmVzIjoxNDU3MDIzOTMwLCJpZCI6MjE5NTF9.UoeqV6j4bfRPbMzXh5%2b%2bFJjLsHo%3d[/url]
Yeah I just found that, thanks.
[QUOTE=Clovis;49858536]looks like minecraft textures plastered over quake 2[/QUOTE]
that sounds like something sammyclassicsonicfan would say
the aesthetic is a great start but it could really do with some Devil Daggers style vertex jitter imo
The last time I saw a shooter use the fact that it's old school as it's main advertising point was Toxxik and it has like five people playing it.
[QUOTE=Banned?;49859475]The last time I saw a shooter use the fact that it's old school as it's main advertising point was Toxxik and it has like five people playing it.[/QUOTE]
...Devil Daggers?
[QUOTE=Pretiacruento;49859501]...Devil Daggers?[/QUOTE]
DD is inspired by that stuff but it's not trying to be it.
[editline]3rd March 2016[/editline]
[QUOTE=RichyZ;49859504]this game isn't a traditional arena shooter, it's more of a roguelike mixed with arena shooting mechanics[/QUOTE]
Wait, so is Strafe not a multiplayer arena shooter?
[QUOTE=Banned?;49859519]DD is inspired by that stuff but it's not trying to be it.
[editline]3rd March 2016[/editline]
Wait, so is Strafe not a multiplayer arena shooter?[/QUOTE]
No. It's a singleplayer-focused game. :v:
For those of you who don't want to click on the article, here's the trailer:
[media]https://www.youtube.com/watch?v=9H0dV69ISlU[/media]
Looks like almost every weapon can be used for mobility and that's awesome.
I haven't played it, but Quake 1 looks like a much more interesting 1996 shooter.
While the game looks fun, I'm still a bit put off by the procedual generation. Part of what made 90's shooters so fun was the level design.
Those graphics and that music gives me a huge boner. I'm definitely interested in this game.
Once I saw that it was procedurally generated I immediately didn't care
[QUOTE=BenJammin';49869582]Once I saw that it was procedurally generated I immediately didn't care[/QUOTE]
yep, same for me
also true for that scifi horror game, Routine I think. I'm sorry but I prefer being immersed in the story via cutscenes and other pre-made stuff that cannot be achieved with random levels. Alien Isolation made it work, for example.
[QUOTE=Clovis;49858536]looks like minecraft textures plastered over quake 2[/QUOTE]
Minecraft is the first game to invent low res textures, ever
you heard it here
[editline]5th March 2016[/editline]
[QUOTE=BenJammin';49869582]Once I saw that it was procedurally generated I immediately didn't care[/QUOTE]
I'll probably try it regardless
issue with procedurally generating anything is, randomly generated maps all feel like the same map. So you don't actually get a new experience at all, just a slightly different lay out.
and the fact that it becomes more based on dumb luck than skill doesn't help
[QUOTE=damnatus;49871508]yep, same for me
also true for that scifi horror game, Routine I think. I'm sorry but I prefer being immersed in the story via cutscenes and other pre-made stuff that cannot be achieved with random levels. Alien Isolation made it work, for example.[/QUOTE]
I can't really think of the way I think about it.
I guess one way to say it is, I would rather listen to a song of individually composed notes, a real individual piece that was created by a human being. Not a song with randomly generated notes.
[QUOTE=damnatus;49871508]yep, same for me
also true for that scifi horror game, Routine I think. I'm sorry but I prefer being immersed in the story via cutscenes and other pre-made stuff that cannot be achieved with random levels. Alien Isolation made it work, for example.[/QUOTE]
I don't think you're going to find an immersive story and cutscenes in an old-school fast paced Quake-like anyway, regardless of it being procedurally generated.
To be honest it looks like a tacky game that's trying to sell tired gimmicks.
The whole 90s aesthetic thing wouldn't be so bad if they didn't try so hard to shove it in people's faces, which only accentuates the fact it's only window-dressing and the game itself is just an average FPS with no commendable qualities in itself.
[QUOTE=Ganerumo;49872387]To be honest it looks like a tacky game that's trying to sell tired gimmicks.
The whole 90s aesthetic thing wouldn't be so bad if they didn't try so hard to shove it in people's faces, which only accentuates the fact it's only window-dressing and the game itself is just an average FPS with no commendable qualities in itself.[/QUOTE]
how is someone supposed to make a 90s aesthetics game without it being out and in your face? you look at the game and see the 90s aesthetic.,
I just recently learned that a buddy of mine is doing the art for this game, and he only recently decided to tell me. What a dick.
[QUOTE=damnatus;49871508]yep, same for me
also true for that scifi horror game, Routine I think. I'm sorry but I prefer being immersed in the story via cutscenes and other pre-made stuff that cannot be achieved with random levels. Alien Isolation made it work, for example.[/QUOTE]
is that game ever coming out?
[QUOTE=Nautsabes;49872401]how is someone supposed to make a 90s aesthetics game without it being out and in your face? you look at the game and see the 90s aesthetic.,[/QUOTE]
I meant more from a marketing standpoint. Strafe's entire marketing campaign is an appeal to nostalgia, which is tacky as shit and nothing more than a gimmick these days.
Look at [url=http://store.steampowered.com/app/422970/]devil daggers[/url] if you want an example of how to develop and market a game that's replicating 90s video game aesthetics properly.
In most Doom source ports, even if it supports hardware accelerated graphics, I'll still take the software renderer because there's something about the way things show up in that mode that pleases me immensly.
If you want to truly replicate 90's graphics, 420x360 resolution and a linetrace renderer is the way to go v:v:v
[QUOTE=Ganerumo;49872558]I meant more from a marketing standpoint. Strafe's entire marketing campaign is an appeal to nostalgia, which is tacky as shit and nothing more than a gimmick these days.
Look at [url=http://store.steampowered.com/app/422970/]devil daggers[/url] if you want an example of how to develop and market a game that's replicating 90s video game aesthetics properly.[/QUOTE]
i havent even heard of devil daggers so whatever marketing it was doing couldnt have been that good
[editline]5th March 2016[/editline]
like, how can u say strife is a gimmick for aping the 90s aesthetic, then in the same post say look at this other game that apes the 90s aesthetic thats better. how is strafe a gimmick for aping 90s appeal and not devil daggers by the same logic?
[QUOTE=Kljunas;49872350]I don't think you're going to find an immersive story and cutscenes in an old-school fast paced Quake-like anyway, regardless of it being procedurally generated.[/QUOTE]
I wasn't really comparing the two games, I just mentioned it. Although the problems you're going to end up with are pretty much the same: the environments will quickly start to look samey, and you're probably not going to play through the game more than 3-6 times (unless you're absolutely crazy for whatever type of entertainment it offers, be it shooting enemies or hiding from them). So why even make it randomly generated if you're not going to play it endlessly? Isn't it better to make more carefully designed hand-crafted levels?
wait this supports VR? dang
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