Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Play Quake 1 sometime (there are excellent community made mods and maps and an official "remake" which is actually inferior to community made engines) and see how varied enemies are. Compare a Grunt to a Fiend or a Vore and how they behave and then go back to this game. The enemy variety (or a lack of) is stupifying. Again, Lunacid. It did it much better.
I actually enjoy the game (slow and relaxed pace for a low skill gamer like me) but amount of praise it gets for reasons it doesn't deserve is mind boggling.
Quake 1 for sure had some crunchy textures - but I don’t recall it having realtime shadows circa 96 when I first played it (although I didn’t have a powerful computer to push it at that time). More the graphics in DD are reminiscent of PlayStation titles from the mid nineties- and it reminds me more of Elder Scrolls Redguard graphically than Morrowind.
My biggest issue with the game is that it is too easy - all the systems are fine, the quests and narrative are interesting, the graphics are awesome, but I have played for 7 hours or so and only died because I was purposely not healing my self.
I understand that not everyone thinks it should be made harder - but I don’t think that adding difficulty modes would hinder anyone’s ability to enjoy this game.
Yes, I do. I work, sometimes in overtime, and if you expect me to keep up with every Early Access release you have some lofty expectations. These times I mostly play on weekends. I also purposefully have Early Access omitted on Steam in all queues and lists as I have been buirned in the past. EA games change too much for me to rely on that, and often they remain in development hell.
Comparison to Morrowind is *very* superficial when graphics are much worse and basically the only graphical thing similar is giant mushrooms.
Hm, Quake 1 didn't have realtime shadows - but it had shadows. Not from moveable light sources, but the shadows were there. DD is fully flat everywhere which is a step back. I played it (Quake 1) back in the day on 320x200 heh. I modded for Quake 1. First thing I coded for in my entire life. One thing DD does great is the sheer scope of the levels. Q1 back in 1998 couldn't handle it. That is fun to see.
Agreed with easy combat. I am a rather mediocre level gamer and I found the combat very relaxed. There are no interesting enemies sadly. The Fiend in Quake 1 was interesting because he was very quick - and he had a leap attack which could take full 50% of player's initial health. Grunt had a hitscan weapon (which aimed with a delay though). Enforcer had a powerful attack that was weak to strafing. Shambler's ranged attack always hit if it wasn't blocked by an obstacle. Vore had a homing explosive missile. Death Knight had a very dispaerse ranged attack and a decent melee attack etc.
To top it off, in Q1 you could make monsters attack each other if their attacks hit accidentally another monster and they weren't of the same race.
Lunacid has some great resistance combos, like Phantoms being immune to mundane weapons and ghosts requiring a special vampire slayer sword or fire magic. Weapons also differ.
I mean, story in this game is actually interesting, and overall I LIKE it. But it keeps me wanting more and more. Like a texture mod, as those colors are horrrible to look at. My friend even had to refund the game as he literally felt nauseus.
But seriously though, don't be so hung up on a simple comparison. Heck, one of the store tags people gave this game is "Souls-Like" and DreadXP saw it fitting for a Souls-Like bundle. While i certainly see the KF inspiration, "Souls-Like" descibes different things for me (mostly weighty, back and forth action-oriented combat with some micro-managing and an isolating, dark atmosphere with environmental story-telling). But people, looking for games similar to KF will probably also be familiar with Dark Souls and thus, are more likely to find a game like this on the Steam Store via that tag.
And at the end of the day, people can only compare games with things, that they're actually familiar with. Reviews drawing comparisons to Morrowind will still be of use to someone mainly familiar with Morrowind, than all the other games Dread Delusion may have also been inspired by.
The graphics in both games are 'bad' from a modern standpoint, though the graphics here are intentionally stylized more than bad - though it's definitely not for everyone.
The combat in both games is pretty bad. If you remember Morrowind as having good combat, you're remembering wrong.
The thing is despite the differences, Morrowind is remembered as a first person RPG where you explored a strange, mushroom filled world, learned the terminology and ways of the locals, and resolved a religious conflict.
So...yeah people are going to compare it, especially articles that use the standard "New game is X mixed with Y!"
Mhm. People can compare apples to oranges, but that won't make the comparison valid.
Ah the pre baked light maps - you are correct, Quake and lots of PC games in the mid-to-late nineties did indeed have these, and they can still be incredibly effective in spite of their fixed nature. As DD has a day/night schedule (I’m still not entirely sure if it is dynamic or not though) I am not sure fixed shadow maps would look natural all the time and as DD was made with PS1 gfx in mind shadow maps might not have been an active consideration on the part of the dev outside of not using them to stay accurate to the period.
I do think real time stencil based shadows could look great in this game, but it certainly isn’t hurt by the lack of shadows (at least in my opinion) - and again based on day/night cycle and how lighting works in the game it might be lots of work to get it to work right. Looking at an older game like Kings Quest Mask of Eternity - stencil shadows applied to characters and some world geometry can look great but also sometimes super glitchy.
I like the color scheme of the game - but I get how that is also a subjective preference.
I've played both and they give me a strong nostalgic feel. They're different yet similar, and I love that.