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I know its basically a fan game made by a few people but they took on way more then they could chew.
Especially the controls and shooting mechanics are godawful. I could overlook the trashy dialog and voice acting, oldschool Resident Evil was the same.
But the game is just not fun to play.
Not sure about that Capcom sabotaged their ass and hung them out to dry, if the mighty Com were so interested and supportive then why didn't the provide coding help? What this needs is a serious dev who knows what they are doing to take it on - and I hope they get one, I really do. The attitude of the devs didn't help though with their "edgy" teenager responses being largely "If you don't like it go somewhere else" which lead to backers pulling out. I'll keep watching to see what happens but things don't look good Six months down the line.
Of course, any kind of comparison between our game and games like RE2 Remake are pretty nonsense
We are a 10 people team, we worked for three years on this game and people are comparing it to games like RE2, forgetting how difficult is work on something like that
We enjoy your messages anyway and them will push us to work harder not only to this game, that is of course always in progress but for the console versions too that are going to be released in few weeks and to our next project too
So, sorry if some of you don't like gameplay, or controls, or script or dialogues, but luckily it's just a taste matter since many and many people are enjoying the game all over the world
Thanks again, your words and support are important to let make us something better every day ;) ;)
This is really about developer experience not the size of the team, after all games like Dead Space, RE 2002, Soma, Them and us, Vigil etc were made by teams of 4 / 5 / 6 people and in some cases a single person so it can be done. With Daymare a dynamic camera such as DMC or Code Veronica may have been better suited? Also the virtual encyclopedias of exposition are just too much, better to give people a little to create a feel for it and then leave it to peoples imagination, this is how the RE titles worked. That being said this is a worthy attempt but the price is just too high for what it is.
Thanks for saying things in such good way, we respect your opinion but let us say that the only, real triple A third person games you mentioned are Dead Space and RE remake, and they have not been developed by few people team, since are from Visceral Games/EA and Capcom. Other ones are or in first person, or still in development so the comparison also in this case is not really understandable.
In the first steps we had few experience of course, but we managed to release a full game that is going really well on PC market and is going to be released on console too. And that's a really good result for a young team working on the first game of their life ;) ;)
About the camera, also RE2 remake used an over the shoulder one also if the original game was with fixed. This is the modern way to make this kind of game, or the way that most of the survival horror fans want. We love the fixed camera or dynamic too of course, but we had to take a decision good for all the players
Unfortunately, you guys have a history of not giving any F's about updating the game, fixing issues even a tiny team can fix, and poor community feedback (see your posts in this thread which refuses to own up for what is your fault and what could be done in an attempt to bypass what is actually being discussed here rather than addressing it). Heck, this thread was from Jan 5th... you are only just now getting to it. That should adequately prove my point about inability to take community feedback to fix bugs or gameplay elements, stuff that a small team actually can fix.
Also, comparing this game to RE2 Remake is not nonsense. Expecting the same level of asset quality, voice dialogue, writing and story or the same scale is one thing... but expecting a solid game that isn't buried in massive quantities of game breaking bugs is not and can very much be expected with engines like UE4, Unity, etc. easier motion cap for animation and even asset creation tools now days available to small teams.
No, it isn't a matter of "taste" and your very rude sarcastic remark about this is highly innapropriate and shows how little you guys care about our opinion. This game is well known to be so buggy it is fundamentally "broken".
I literally just checked this game's update history and it doesn't exist because not a single update has occurred since release nearly 6 months ago. Continued progress/support you claim for this game is an actual lie.
I don't know where did you get that info, but seriously, RE 2002 or Soma made by 4-6 people?
https://www.youtube.com/watch?v=Qn63tNImK-I
https://www.youtube.com/watch?v=KTIi65Cbi5w
From those you've listed, only Them & Us and Vigil are actually being made by teams of less than 10 people. And neither of them is a fully released game yet, they're both WIP.