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  • June 18, 2018, 03:50:54 AM
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"IT'S A NICELY DESIGNED GAME AS LONG AS YOU DON'T WANT ANY MEANING IN YOUR LIFE."-TIM

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 1 
 on: Today at 02:53:58 AM 
Started by Joe - Last post by Flatfingers
What I'm looking forward to is the moment in the game when "Sir Cabirus" takes off the mask and reveals himself to be the arch-lich form of Tyball.

Suddenly that "voice in your head" thing is going to get verrrrry interesting. Plus it will give Stephen Russell more interesting voice work. :D

(No, I don't know this; it's 100% a guess. But wouldn't it be entertaining?)

 2 
 on: Today at 02:44:23 AM 
Started by Zanderat - Last post by Flatfingers
the arrow aid for aiming has to go (we've been told all this can be removed, so shouldn't be a problem )....unless you're Michael Jordan? It should be hit-and-miss, and require practice, and even then not 100%, especially over distance.

Have you played Kingdom Come: Deliverance? Its archery system is very much as you describe: no aiming reticle, terrible accuracy with early bows and low skill level, lots of practice required to improve, distance matters a great deal.

I found it more frustrating than fun -- even Deus Ex didn't make aiming this difficult. But those who want their archery systems to be less about gameplay fun and more about simulated realism may find it very satisfying. (I'm not saying this in any kind of snarky way; just putting it plainly.)

 3 
 on: Today at 02:32:17 AM 
Started by ArtemisWyrm - Last post by Flatfingers
Jenuall, so far I've been killed a couple of times, and each time I wound up back at the starting point of the level with no weapons.

If this is Arkane wanting to stretch a bit, I can't really fault them completely for that. But I am honestly surprised that this kind of thing is what they think the longtime fans of their immersive sim games wanted: not immersion, not systems-simulation, not exploration, but a simple action-shooter.

Of course I know that there are folks who enjoy really hard roguelikes. And as always, I support their enjoyment of this kind of game, and I support developers making these games. That I myself find them abusive and the opposite of fun is strictly a personal reaction... but it's also true that I'm genuinely surprised that this is what I wound up buying from Arkane.

So now I have to move Arkane off of my very short "buy anything they make" list and onto the much longer "read the description, and maybe wait for reviews, before spending a single red cent on anything they make" list. Sigh.

 4 
 on: June 17, 2018, 07:44:58 PM 
Started by Joe - Last post by TrenchKnife
In some other conversation, I found that there may be more communications than typed/menued dialogue. that had me wondering on the possibility that the Caribus VO is an essential part to the actual narrative as a voice inside your head. consider that devs have no way to project the non-visual, non-audible perceptions. consider the 'passive' perception of a DnD character, there's no way for a player to get the message unless the DM said something. it was also found in the DDO with the trap/mech rogue but presented visually or in text ("you see a trap") but void actual situational awareness.

now that's where caribus comes into his own he voices the preceptions of the player, but with more story benefit, he can be the voice of the actual character talking back to the player. well, maybe not that deep, but certainly playing a part in dialogue for example, when you come across a new creature, Cabirus could let us know if there is an innate aura of fear or reluctance... or even confidence and openness.

there's just got to be more to it. the VO has the possibility of being more than just a narrative push, as we saw with him in UW1, and as we say with the guardian in UW2.

 5 
 on: June 17, 2018, 07:04:14 PM 
Started by Joe - Last post by TheAbsolute
Flug.  You are right. I take back the "most criticism is overblown" and will just say that "some criticism is overblown". Overall I'm not too worried but I am seeing a lot of negativity towards the game. I want this game to turn out well but I'll guess we'll see.

Also people feel free to give as much fair criticism to this game as you'd like. I'm not saying you can't. I can see how my post comes off that way.

 6 
 on: June 17, 2018, 06:53:36 PM 
Started by Zanderat - Last post by TheAbsolute
Flug.  I said that there were no choices that led to meaningful consequences in the plot. And I'm exactly right. Now I also said that there were cool NPC interactions and that's also true but the dialogue system is nowhere as deep as in other RPGs. The character interaction was small scale but the main events were still controlled. Otherside said they are making it like this but who knows. I'm seeing nothing but negativity at this point.

 7 
 on: June 17, 2018, 04:07:59 PM 
Started by Curratum - Last post by Flug
Nubuo, thanks, interesting to hear directly from someone who has actually played it (are you a game dev yourself?). Can I ask you some questions?

 8 
 on: June 17, 2018, 03:45:24 PM 
Started by Curratum - Last post by Nubuo
I did get a chance to play the game at E3 and have to agree with everything posted. It's hard to fault a game that the creators assure us isn't done yet. But the build being shown is downright scary with the context of a September release. So I just don't understand what's going on. As a backer, I'm getting ready for disappointment. As a media person, I'm expecting a delay. If they do go forward with the September release, I don't understand why they would even label the alpha as an "alpha". At that point it's a quick beta test to fix some obvious bugs. Not to mention the supposed beta that should follow.

Game development. It'll drive you crazy. Here's hoping they pull it all together. :)

 9 
 on: June 17, 2018, 01:23:10 PM 
Started by Joe - Last post by Flug
...Starker is right about 'order-of-readiness',too, of course. Chris/ProdMalPhunk explicitly said this a week ago, that it was they way things had fallen out, rather thn design. Still, other assets could have been hinted at.

I tink the Alpha could well confirm the fear of the out-and-out critics. For me it's going to be about trying to ignore UI elements, smoothness, minor glitches,and al the stuff-that-obviously-isn't-ready...to try and make out the underlying game-play.

Sunglasses at the ready  ;D

 10 
 on: June 17, 2018, 12:45:48 PM 
Started by Joe - Last post by Starker
I don't think the reason some things have been shown to us and some not is necessarily because that's where Otherside want's to put the emphasis. There could well be a more mundane reason for it, like some things being simply more easy to show and not dependent on other things being ready.

As for whether criticisms are fair or not, doesn't really matter. It only matters whether they are useful or not. As a creator, at some point you learn to seek out criticism, discern what's useful and discard the rest. Of course a lot of it is going to be unfair, because people only see a part of it and make assumptions.

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