john_b 26 feb om 4:11nm
Lacks original spirit
I remember playing the NS1 mod for HL1 shortly after it came out. You could feel the raw "spirit" the developers put into the game. It was not only challenging multiplayer competition, it was also an atmospheric and downright creepy/chilling. The pre-existing HL1 textures, sound effects and sounds with the custom ones really gave NS1 a nice kick in the atmospherics area. An area NS2 severely lacks in.

Levels in NS1 were bigger of course, and made you feel more immersed in the levels, like you were actually inside of a base. Granted, a lot of the rooms lacked details like chairs & such but that was a consequence more of gaming back then.

NS1 felt more industrial & sci-fi. I'll never forget the dark, spooky rooms, fog, waterlogged rooms and corridors as I battled strange aliens.

NS2 levels feel designed directly for tournament play and literally nothing else- they in essence feel like Unreal Tournament 99 levels such as "Face" http://liandri.beyondunreal.com/CTF-Face

For me the small details from NS1 such as interactive doors with buttons, lifts, huge blast doors and other custom effects made the game much more replayable and enjoyable. In NS2, these features are missing and it feels quite barebones.

This is why I didn't support them making their own engine. It took so long to build the engine that NS2 has suffered for that time loss. Even their newly announced game Subnautica will not be using the Spark Engine because of its limitations.

I bet they thought all these developers would be rushing in to purchase licenses for the Spark Engine but so far none have and for good reason.

What are your thoughts?
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IronHorse 26 feb om 4:45nm 
Rose tinted glasses I say.
Fire up NS1 and compare. I had my "immersive" NS_nothing memory ruined when I tried it lately...

Also, your reasoning behind Subnautica using unity is inaccurate, you should read their responses in their forums instead of guessing.
john_b 26 feb om 4:51nm 
Origineel geplaatst door IronHorse:
Rose tinted glasses I say.
Fire up NS1 and compare. I had my "immersive" NS_nothing memory ruined when I tried it lately...

Also, your reasoning behind Subnautica using unity is inaccurate, you should read their responses in their forums instead of guessing.
You know what? U should shut the F up. NS1 !
Hobocop 26 feb om 5:06nm 
Oh, yeah.

So much fun having to deal with devour, focus, and heavy trains.

Except, no. Not really.

The only thing I really miss from NS1 is primal scream.
Laatst bewerkt door Hobocop; 26 feb om 5:08nm
Stardog 26 feb om 5:14nm 
My thoughts are that you're right. It's been stripped downby people who play in the competitive scene, leaving the other 95% of us with a soulless game.

All the fun stuff either didn't make it in or was removed for eSport balancing. Skulks can't even climb on the CC...
Laatst bewerkt door Stardog; 26 feb om 5:15nm
Oh Noes 26 feb om 6:11nm 
I miss siege maps and the xmenu in combat maps.

But for the regular game I think NS2 is more balanced and challenging than NS1.
Chris (Verbannen) 26 feb om 7:38nm 
Origineel geplaatst door Foam:
What are your thoughts?

No hive comanders gave more contrast between the two races.
IronHorse 26 feb om 7:50nm 
Skulks not climbing on the CC was not for competitive purposes.. SIGH. How did you arrive to that one??

@Foam
Try being a bit nicer next time when you are asking people for their thoughts..
AgentFlea 27 feb om 1:30vm 
Why would you ask for thoughts if you were gonna lash out. Get the hell outta here. Come back when you have your nostalgia goggles off OP. Clearly you're not interested in a discussion.
Stardog 27 feb om 5:00vm 
Origineel geplaatst door IronHorse:
Skulks not climbing on the CC was not for competitive purposes.. SIGH. How did you arrive to that one??

@Foam
Try being a bit nicer next time when you are asking people for their thoughts..
Maybe that example wasn't a competitive play change, but a pointless one, nonetheless.
R1B$ 27 feb om 5:33vm 
I think I liked how janky NS1 was.

You could build phase gates and commander chairs in very interesting places, including vents.

The brilliance in NS1 was the vast amount of creativity that was offered up to the players which was extremely rewarding and memorable. NS2 is pretty much designed for very polished, clean, unblemished comp play...it can get damn boring playing something that never lets you try something more unconventional.

Hell, the custom siege maps was incredibly fun and dare I say balanced in NS1, they are pretty much unplayable in NS2.

Also, I've said this before, but NS2 is allergic to verticality because of the nav requirements of drones/arcs/cyst placement. What an excellent way to kill map diversity.

Still...NS2 is fun for what it is, if not as interesting as the orginal. At the very least, we have two different games to play now.
♫Momone♪M-100♪Momo♫ 27 feb om 7:25nm 
I agree with you 100%*aside from the rude comment*, the game feels barren in map design and atmosphere. It's more akin to visiting a museum and looking around the place as opposed to actually being in a fully functional facility.
Laatst bewerkt door ♫Momone♪M-100♪Momo♫; 27 feb om 7:28nm
john_b 27 feb om 9:26nm 
Origineel geplaatst door ♫Momone♪M-100♪Momo♫:
I agree with you 100%*aside from the rude comment*, the game feels barren in map design and atmosphere. It's more akin to visiting a museum and looking around the place as opposed to actually being in a fully functional facility.
Yep. As a young teen I was always fascinated by NS1 map interactivity. I used the Hammer editor a lot making ready rooms and building doors/architecture but never really completed a map.

I was looking forward to NS2 because I thought the atmospherics and map design would be taken to the absolute next level. I was so disappointed. Then I found out to complete an NS2 map takes on average 7-10 months.

Yeah that's too long. Also, any map worth its weight in salt needs to have 100% custom content. This means you essentially need a team of 3d model artists & texture artists if you want anything to be taken seriously as a possible official map.

The engine doesn't even have Volumes of water in it yet.. My whole map idea was an underwater base. The engine itself is so bulky it feels like, not very nice at all.
Laatst bewerkt door john_b; 27 feb om 9:27nm
Chris (Verbannen) 28 feb om 7:09vm 
Origineel geplaatst door IronHorse:
@Foam
Try being a bit nicer next time when you are asking people for their thoughts..

He seems nice to me.

I'm sure his quick retort was due to the power behind the insult.

@Foam, I think you're nice.

@IronHorse, I think you're unfair at times and forget that you should avoid outlashing yourself: "Rose tinted glasses I say." Is dirrect.
47 28 feb om 4:22nm 
One thing missing from NS2 that makes it more frustrating, is the lack of controllable vent doors to close off rooms.
They could have at least made it so if an alien shoots the control panel it disables the vent door temporarily. But nope.
Chris (Verbannen) 28 feb om 5:39nm 
Origineel geplaatst door WDFTHR:
One thing missing from NS2 that makes it more frustrating, is the lack of controllable vent doors to close off rooms.
They could have at least made it so if an alien shoots the control panel it disables the vent door temporarily. But nope.

I'm not sure if you mean the same, but I miss being able to weild vents shut. I'm sure it would change the game play some, It's just another thing I miss.
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