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Een vertaalprobleem melden
You don't want to change too much from what it was. But I do think the shadow gun isn't as beefy as it could be. Might get chunkier the more power you gain though.. maybe.
Agree 100% about moving the camera when climbing though. One of my very few issues with the game. You could do this in the original.
I tackle them from around a corner, charge up, strafe out, let em have it and repeat. One or two charged shots and a hit with the rattle tends to do the job
Minor issue - Michael LeRoi shirt is clipping through him.
Major issue - no surround sound support!
The water/lava is too clear inside, it was more murky in the originals
I've this problem too, with the italian audio.
I think it's related to the new added content...
Not make SM go into slomo when going in diagonal?
Whats annoying me is the sudden drop of speed when walking top left or right and with that side jump. That jump really shoots Shadowman off to the side so fast I am surprise he doesnt just warp dash.
I can see what was done with the code so strafing left and right is bolted only left and right and that strafe jump is hardwired to those actions.
Maybe devs still cant understand that dpad actually has 8 directions, not jut 4, and allows to bind at least 8 items for quick access, also it can use double taps to bind 2nd layer of items, allow up to 16 items, It can be also used same way as old good mouse scrool in pc games the old days, you can just use left and right for veriical and horizontal scrolling of items grouped in 2 chunks or 2 classes, with some minimalistic scroller effect added to any edge ot cornet of screen to not cover whole view, also it would allow to actually keep moving and change weapons without pausing game and stopping. Look at Half Life2 and how its weapon selection is done on gamepad, its much better than all of those crapy weapon wheels that plaguing games nowadays. Frome more recent example of how it could be done in real time and without intrusive huge wheel - look at Resident Evil Revelations! Fallout 4 quick bind option for weapon also not very bad example!
Please get rid of this crappy wheel and do it real time and minimalistic old fashion way. actually we dont even need visual feedback in UI, in old good days of pc we used mouse schoolr to quickly change between weapons, we did not need UI for that, we just learned ordering, and it was still way faster than holdring weapon wheel button, pausing game staying still and using movement axis to choose items. Just add bind for scroll weapons forwards and backwards, and att thiny line of weapons at top or bottom or smaller 3 section one to a cornet and make it toglable on or off. Also even current weapon will implementation is not optimal - it should be bound to something that you can use with left thumb, like Left sttick or RB button, so you can keep moving while opening wheel, and you should use right stick for selection to do it on a move,
This is a real pity because those cutscenes are quite important for both story/lore and player information. And Nettie and Jaunty have few enough lines in the game as it is.
I suspect it's because I visited the engine block and saw Luke before entering one of the corpses in the cathedral. Maybe I also already collected one piece of L'eclipser before entering a corpse as well.
However, this order of events is now quite likely to happen to other players since there are no open corpses in the asylum anymore and reaching retractors is actually more difficult/obscure than reaching the engine block and/or reaching pieces of l'eclipser.
So if possible, I would kindly ask the development team to consider changing the cutscene trigger logic so everyone will be able to see every cutscene, even if it shows information the player already knows or talks about tasks the player has already done (like collecting one two or three pieces of l'eclipser).
I think it's a substantial part of the content of the game and it would be a pity if most players completely miss this.