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https://www.youtube.com/watch?v=A6Kk2PDYqlU
The stress in this game was due to the extremely dangerous enemies who were formidable in close quarters as well as the temporary nature of the pause screen. Thus a player did not have a long period of time to give their orders. The timer would recharge when in normal play.
A game which would have the same kind of diffculty (ie. extremely hard) and tension along with multiplayer so one could experience it with friends.
https://youtu.be/WwOBxoaiJfU
If the devs can come even remotely close to this atmosphere and experience I'm sold.
What Vengeance did was add a lot to do with atmosphere. It had...
1. Motion detector beeping like in Aliens.
2. Player heart rate sound which would increase in dangerous situations (it worked similar to the musical theme in SBTF). Vengeance did not have any in game music, it did not need it because they utilised the sound effects to achieve the same psychological effect as SBTF.
3. Constant radio chatter of other marines. This really made the situation sound dangerous.
All that combined with the extreme diffilculty of making sure that all directions were constantly covered and that if one marine should be killed the rest of the marine would have to be rearranged to cover the breach. Like with the original these moments often led to the 4..3..3..1 game over you speak of in the original.
I really hope SBTF can achieve something better than these early games.
In 20 years no-one had really attempted to do so and thus seeing this game on Steam has been wonderful.
I'll be keeping a close eye as well as on Space Hulk: Deathwing (where not too much is known yet save it is FPS only with coop).
http://www.kongregate.com/games/stormalligator/mission-in-space-the-lost-colony
Do you like the music ? :-)
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As far as board games go, there's naturally Space Hulk, but I also like Claustrophobia. It's a fantasy-ish setting, several scenarios and you build levels as you go. It's really tough for the human player, and has some REALLY nice touches. For example one of usable items is dynamite. You can send one of your men with dynamite... strapped to him, to take as many with him as possible.
On the start of each round human player rolls dice. Each pawn has 6 lines with varied stats, for example "5" for one guy might be 4 attack, 3 defense, 2 move. "4" may give you 3 Attack, 4 Defense, 1 move. These lines of stats also serve as your hit points, because if your characters get wounds you have to block one of these stat lines. If you can't put an "unblocked" dice on character, he does not move that turn.
It really gets more and more desperate as your characters are more wounded. Winning conditions for many scenarios are like "get as at least X humans ALIVE to the exit" :-).
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Does anyone remember the old Amiga/PC game Hired Guns ? It leaned more on RPG side in cyberpunk setting, but it had many fun things going for it. Multi-level levels, underwater areas (robot doesn't breathe), minigun, deployable sentryguns, handgrenades, switch hunting, blowing up reactors and more. Ah, and of course 4 character split screen.
I loved the way it looked in first person, and how the game worked when you were a single soldier that followed orders. I also liked the mechanics of ordering the terminators around via the overview map. However I thought the game fell apart when you needed to do both.
We have always had the idea of a "commander mode" in the back of our minds, where the commander would be off-map and give orders to a team of marines. This should logically work with either human marines or A.I. controlled ones; probably they should aim and fire themselves, but would only move to locations the commander ordered. This will probably be something we experiment with.
It is great to hear you played Blood Angels all those years ago, as well as that it is an inspiration to SBTF. Heh, I can tell. The ambient sounds and the feel of the corridors is almost identical. I had a big smile on my face liumbering through spaceship corridors knowing that death was just around the corner. It is fantastic. Thank you for putting this project together.
I really find an issue with the first person aspect combined with the giving orders aspect of Blood Angles. In fact Ithat was a huge part in what made the game so endearing to me. The game was just missing multiplayer. The PC version had multiplayer but it was a very poor version of what was released on the 3DO.
A commander mode would be great and I am glad you are considering it. Although I think it is more important to get the other aspects of the game polished first.
I am really looking forward to multiplayer. Then I can shout to my buddies over Mumble, "I can hear them...What was that...This is for Conrad...There are so many of them." :D
Keep the game extremely hard. I want to feel like I am in an almost hopeless situation just like with Blood Angels.