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i am not saying this game is very unpolished, but rather i am saying that to red barrels standards this game is very poorly polished.
Sometimes this topics feels like bait or sumn
Bro you really tryin make a point over opening doors animations, are u serious rn?
Ofc make a few exactly examples (agruments) of what are you talking about
If doors opening is so important for you (not surviving agains ex-pops, stealth mechanic, rigs, amps, maps design, coop interactions, etc), then I guess you choose wrong game to play fam
literally everything you said except for the maps design are terribly optimised and polished.
here another example, the enemies when they briefly spot you, the enemies will investigate the EXACT position where they saw you, and will just stand there for a fixed amount of seconds and say a randomly picked voice line, and then they just continue their fixed path.
so in short, the 'advanced ai' as they called it is not even ai at all, it is just some very low effort static code.
not exactly as advertised when i saw the behind the scenes videos over 2 years ago
and also, how long they working on this game.. like almost 6 years, bruh
the stealth mechanic feels like they just ripped the code of some old ps2 game, like come one man, it is like they just put an invisible box, and whenever you is inside it, the so incredibly great 'stealth mechanic' activates
can you not see that this feels like a low effort, unpolished game. Especially when comparing it to outlast 2, and even outlast 1, which was simple but at least they put good effort in it.
i am not angry towards the developers or anyone here, but i am just incredibly dissapointed that the developers just gave up on their project after 6 years of hard work.
look at the closed beta, can you tell me one single thing they improved from the closed beta to current?
i guess we will see what the game becomes next week.
- Absolutely stellar effects on proximity voice chat
- Audio and video distortion during psychosis effects
- Effective use of distinctive audio cues to communicate important information (someone completed an objective, you've been spotted)
- Effective use of visual cues (door traps, container traps)
- Dynamic soundtrack
- Hold-to-confirm on most UIs
- Most loading screens hidden
- Distinguishable borders between "well-lit" and "dark" areas
- Fairly good transitions between NPC animation states (especially Prime Assets)
And more, but if I were to list them all it would take a few daysYou're describing intentional design. The enemy AI being predictable is how this is a video game and not a survival simulator. Also, the earlier Outlast games were also like this?? The people chasing you were dumb as rocks. They would see you run into a room with no other exits, check one single hiding spot, and decide you somehow poofed out of existence. If they ever exhibited different behavior, it's because it was scripted.
wait when did they call it this? I want a good laugh
Are you comparing it to prerendered promotional video? Because of course it's not going to be that.
This is a gross oversimplification. Also, how stealth mechanics work in this game is more or less how they work in modern games as well. Can they clearly see you? They saw you. Can the only sort of see you? They see you after staring in your direction a little bit. Did they hear you? They may decide to check out the noise to see if they can see you.
Yes? Almost every feature of the game has been drastically rebalanced. Using the blind rig no longer makes you an immortal god king capable of cheesing any challenge. The AI was tweaked so that people end up in unfair situations less. The performance review was changed to further punish players who don't participate. There's probably more I don't recall offhand.
Unfortunately, I aint played closed beta so I can't compare how it was
If you nitpick every aspect of the game down to the smallest detail, then almost any game will turn out to be bad, believe me
Almost all games with AI is far away to be called perfect (in literally way of this word and of course it's a matter of taste)
In Outlast 1, parts of the map with action were smaller in size, therefore there was less space for maneuvers and there was no need to hide from enemies for a long time in order to perform any long actions, such as pushing a cart in Grind the Bad Apples or interact with the levers in Kill the Snitch (correct me If Im wrong, cuz I played Outlast 1 a long time ago)
So basically when you had to run away from enemies, you simply ran away from them and moved on in forward
It cuts both ways: on the one hand, we can complain about enemies lose sight of us too quickly and because of this game seems easy, on the other hand, imagine if enemies did not let you go at all and ran after you all the time - youll be dead since the trial started
And after all its still just a game, its not supposed to be much close to RL, so its may be some sort of mistakes or irrational actions of AI don't take the flaws that close lol
All this sorts of controversy is quite relative and ambiguous, but in my opinion this game not bad at all, and in your case it seems like you dont like some of this games mechanics but this is life bro, hope youll enjoy Trials sooner or later
Otherwise the game is same, not bad and not perfect like other cooperative horror games with AI, but its an early access still
And yeah, 03/05/24 is coming so lets keep our fingers crossed
You are totally right, but look.. 6 years, and we have this low effort feeling game, especially when comparing between Red barrels previous work.
but i guess we will see what becomes of it next week
6 years is a long time for development, but we aren't talking about a AAA studio here. This is a team of roughly 60 people, and there was even less for a decent chunk of this games development. The studio is still growing if you look at their linkedin page, they're still hiring people.
Compare that to most AAA studios that have hundreds if not thousands of people working on a single game. The reality is that we live in an age of games with bloated development costs where most of that budget is going towards advertising, visuals, animations, etc. It's not conducive to games actually being well designed and it's resulted in people having, frankly, ridiculous expectations for how games should look.
Trials looks amazing in addition to being very tightly designed with a strong and narrative to back everything up. That, and this is RB first multiplayer game and it's also their biggest project yet. More content, more mechanics and more variables than any other previous project. It's not up for debate. Any person with at least some degree of understanding in game development will tell you this. They've built upon the gameplay of their previous games tremendously here in addition to incorporating multiplayer. That is a MASSIVE task to overcome for a team of their calibre.
The fact there is some jank in certain areas that really aren't THAT important is forgivable in the grand scheme of the things. I won't go to into specifics on what RB did well here because we would be here all day to be perfectly honest. Plus, some people above have already outlined some things. I would strongly recommend you to take a step back and actually compare trials to their previous projects in a way that goes beyond superficial details.