Graphics in the video seemed really inconsistent for me for some reason. Some entities on the hud appear as old-school looking square corners, while the scanner results are marked with a neat looking circle (which also clips with objets for some reason, it shouldn't be on the same plane of rendering with them). Also the glass effect while scanning stands out way too much. Explosions look really nice but the smoke disappears right away. The cockpit screens are clearly flat but they flicker like a CRT would. And why you have to run into cargo to collect it like in some arcade game?
I understand those are all MAJOR nitpicks and that the game is far from done, but in the end that's what makes the atmosphere of a game where you spend a lot of play time in this very cockpit.
[QUOTE=qwerty000;42791391]the game is far from done[/QUOTE]
It better not be far seeing as it's released in a week.
When has ES ever delivered a 100% working product on launch day?
[QUOTE=qwerty000;42791391] And why you have to run into cargo to collect it like in some arcade game? [/QUOTE]
It's always worked like that in the X-universe series. However, In X:R you can use drones to collect stuff (at least Ore, not sure on other objects).
In X3TC, you could download scripts (MARS in particular) which would automatically catapult fighter drones (Goblins) out to collect cargo for you - they would speed past it, turn on a tractor beam and fly back to your ship with the goodies in tow. In combat I would destroy enemy ships, then press a button to launch a Goblin to pick up the missiles they would usually drop, then use said missiles against their allies.
The beauty of the X series is its modability.
[editline]7th November 2013[/editline]
[QUOTE=qwerty000;42791391] Some entities on the hud appear as old-school looking square corners, while the scanner results are marked with a neat looking circle[/QUOTE]
Ships appear to use the X3 system for identification - a square outline to make it stand out, and a symbol at the top identifying what type of ship it is.
I didn't play past X3: reunion, and I think I've gone pretty far into the game, however I do have a problem with the controls and other bullshit.
The ship seems to be really cool and detailed but it sucks that you can't buy other ships.
[QUOTE=CommanderPT;42792966]The ship seems to be really cool and detailed but it sucks that you can't buy other ships.[/QUOTE]
You can buy other ships, but you can only directly fly the Albion Skunk. However, you can remotely control other (non-capital) ships with the Skunk's VR rig. Effectively the same, except you are just booted back in the Skunk's cockpit when the remote ship is destroyed.
Capital ships are ordered around using context sensitive buttons and by talking to the captain.
[editline]7th November 2013[/editline]
[QUOTE=darkedone02;42792935]I didn't play past X3: reunion, and I think I've gone pretty far into the game, however I do have a problem with the controls and other bullshit.[/QUOTE]
Controls are one of the major things they're changing with X:R. Mostly in regards to make the interface less reliant on menus-buried-in-menus.
[media]http://www.youtube.com/watch?v=rtXV34Py2fI[/media]
That title seems to be a sexual innuendo..
[QUOTE=qwerty000;42791391]Graphics in the video seemed really inconsistent for me for some reason. Some entities on the hud appear as old-school looking square corners, while the scanner results are marked with a neat looking circle (which also clips with objets for some reason, it shouldn't be on the same plane of rendering with them). Also the glass effect while scanning stands out way too much. Explosions look really nice but the smoke disappears right away. The cockpit screens are clearly flat but they flicker like a CRT would. And why you have to run into cargo to collect it like in some arcade game?
I understand those are all MAJOR nitpicks and that the game is far from done, but in the end that's what makes the atmosphere of a game where you spend a lot of play time in this very cockpit.[/QUOTE]
I thought the same. It's like they have multiple art designers/modelers/etc working on it at once, and everyone has a different idea of how it should look like.
I can't wait for next week. This is going to be great!
Now if only I had enough time to savour this game to its fullest...
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