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But keep in mind that its supposed to be oldschool looking. I dont think enemies from Quake or Unreal looked better or had better animations. Modelling and design is perfect in my eye.
I have to disagree about the animations; Dusk is built as a period piece that emulates the visual aesthetic of '90s shooters like Quake. Quake's animations were likewise "rudimentary" and choppy, and having very expressive animations would take away some of the authenticity from Dusk's visuals in the same way that high-res textures or high-poly geometry would.
I understand your point about scarecrows/witches, but that's more of a personal peeve than an actual issue, IMO; similar problems manifested themselves in classic games like Doom, even. Why does a big beefy demon have less health than a brittle skeleton? Why does the Baron of Hell have double the health of a Hell Knight when the only difference between the two is skintone? For gameplay purposes, it just ends up working better that way.
It just feels like the devs simply paid homage to the superficial feel of those games without truly understanding what made those games classics, and that's why the enemies (and level design) are lacking in comparison.
While it's easy to sit on my high horse and compare DUST to the defining classics of the genre, I feel I need to call out these issues because of how blatant they are. I hope the devs can take this feedback and improve the enemies, or at least make sure the enemies in other episodes are more compelling.
And this is one thing I do feel Dusk could stand to improve on. Look back at some of Quake's enemies. The Orge, the Knight.... watch how they move, attack... and die.
The way the Orge swings his chainsaw, how the zombies arms flex and swing when they throw their dead flesh at you.
There's still that classic id touch to the animation.
It's not so much a negative, as a slight knock against Dusk. The enemies could stand to take on a bit more animation, to add to their character.
Remember that with Quake, and by extension titles like Hexen 2 and others, the developers tried to do as much as they possibly could with the tech they had at the time.
Now, New Blood is trying to replicate this with more moden tech. Tech that allows for far more detailed offerings.
But, in an attempt to make it look and feel older, I think maybe they went just a bit too far in the other direction. Keeping the enemy animations dialed down too much.
Want better models, textures and animations? MOD EM IN!
There's a difference between constructive criticism and complaints. And, even the best games/work can always be improved upon.
Without feedback, people don't learn... they don't grow.
The game is fantastic, I absolutely love it. But, that doesn't mean I shouldn't offer feedback.
I love what he's done. It's fantastic work.
And I look forward to more, even still... listening to what people have to say (so long as they say it in a civil, mature manor) can only lead to his work improving.
I for one cannot wait until we see the first HD Remix pack. Yeah, I can't wait to play through these low-poly maps with overly-sharp textures and chunky monsters that ruin the atmosphere. Yeah, why not replace Andrew Hulshult's soundtrack with a cacophony of fiddles at that?
https://www.youtube.com/watch?v=K7vMEaobgJU
Boy oh boy, will I not miss my retinas after having them burned off by the searing bloom effects!
https://www.youtube.com/watch?v=5cd_JKFuuCU
HHHHHHHNNNNNNNNNNNNGGGGGGGGG
https://www.youtube.com/watch?v=aP6XLVDpP_M
I wouldn't say OP's a millenial, though. Where's the Patreon link at the end of his rant?
You have got to be kidding me! Did you just call out the modelling and animation of one of the most iconic and classic monsters in the history of video games? The Shambler is absolutely fantastic from almost every perspective and should be the golden benchmark for what can be achieved with limited polys and animation frames.
Edit: I just saw the pathetic butchering of the Shambler you actually posted... that's far from the original Shambler from Quake (original on right):
https://media.giphy.com/media/Jjbb0HlG6KgGA/giphy.gif
The Shambler in the first video I posted. Go to around the 3 minute mark. The character model is completely changed from the original and looks much worse, and the animation is practically zero-effort.
I'm thankful that you are not insane. The thing you posted was indeed abysmal.