Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
Other than the story being unfinished like the dev said (I was worried about the lack of story), I'd rather side stuff be text logs I can skim and get the story, or parse carefully and get the details, rather than audio logs where I'm forced to stand still and listen so the gunplay doesn't interrupt it. That and possibly deafen if I'm hanging out in a voice chat cuz friends wanna talk about ♥♥♥♥ in the VC like gay anime or sexy furries or smth while the game is putting lore in my pocket. Definitely look forward to the main story stuff being implemented, but for the side stuff this is absolutely preferred to me over audio logs.
♥♥♥♥ I hope so
I think game design Youtube has caused some brainrot unfortunately. One too many "BotW good" video essays and now indie devs just get a bunch of Roblox obby builder armchair devs up their asses. It's ridiculous. Not saying OP is this bad, I just think we get a bit too involved in the weeds of fixed rules for what could be a very diverse form of art.
It's called attention to detail, FEAR had this when giving you the option to listen to answering machines or to even use CQC to bycicle kick enemies during gunfights, they were not necessary for the experience, and FEAR's story isn't the stuff of legends, but it's there if you want it.
As for purpose? What other purpose is needed than to just have fun? FromSoft's games for instance have a wealth of breakable objects that offer nothing, but you can ask any player and they will all tell you they break them on purpose because of how satisfying it is.
Most fun in Dark Souls games is rolling into a bunch of barrels. Do I got anything out of it? Not really. Just fun and the satisfaction of seeing the barrels break. Which is more than enough.
So its a life sim. Explain to me how its not a life sim?
I like the enemy AI. Shoot and scoot is pretty much the order of the day and it does work. Attack into ambushes and constantly circle enemies to flank--they'll do it to you in a heartbeat.
My only real objection and it's fairly minor is jumping puzzles in FPS. This is problematic. DOOM Eternal went this way and it was nothing but a damned nuisance. I spent more time falling off things than shooting things. That's a fail state. This game immediately raised red flags on height puzzles, but it became apparent very quickly they were more environmental puzzles and the jumping part--if any--was pretty forgiving.
Overall, I'm liking this game very much.
I couldn't agree more. I see the mantra of "good design" as some box that devs and players safely put their expectations into and measure everything else. It trades really confronting the "why" behind these ideas for a safe template.
Sometimes that's all that's needed and completely fine, but conceptually it's probably as constricting as it sounds. I'm no developer so I am only empathizing, but tempering expectations so you get an audience while being able to create what you want to make seems like a nightmare proposition.
I'm looking forward to what Selaco becomes and have seen enough to trust the devs to take me on that journey before finally deciding. It's a fun title with some great ideas that are well executed.
As for issues i've encountered with the game, i'd say one of the only problems I had were navigating, however the more i progress and understand the level design and what i should be looking for, the easier it gets to figure out where to go, albeit there is a slight issue for me in some stages where a lot of the areas blend together and i tend to zone out a bit and walk down the same hall a few times.
Combat-wise I have one gripe and it's that the enemy sometimes pre-firing on certain angles can be a little frustrating as i like to try and perfect an encounter with no damage, besides that learning how they work together and always go for a multi-directional flank has me setting up encounters quite effectively with no issues due to their aggression. I recommend anyone to notch up that fov to about 110-120, lower effects and how long they stay, then turn down the music so you can hear the enemies walking around and making callouts, you'll ALWAYS hear the enemy coming and be ready to blast them into purple goo.