Daymare: 1998

Daymare: 1998

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Xengre Jan 5, 2020 @ 1:00pm
I didn't think it could be this bad...
I honestly didn't think something like this could be this bad. I really didn't. I'm a huge survival horror fan and as long as the game is at least half decent I'd easily find enjoyment in it but this... this should never have been released as is.

I tried the demo and the amount of bugs in the game...

The dialogue and story (literally, and this is actually not an exaggeration, the worst I've ever encountered in a video game. It got to the point I HAD to skip the cutscene or I would have just Alt+F4 and uninstalled otherwise. Unfortuantely, some cutscenes can't be skipped later on!). The start is very slow before anything at all happens.

The character you play as, Liev, tries to come off hard and has some totally ridiculous dialogue. I just can't...

The start pacing is easily in category for some of the worst in a video game (but there are competitors with comparably bad starts). Finally, about several minutes of playing the walking simulator with fail atmosphere you do a tiny pointlessly simple puzzle and get to fight your first enemy. It sucked, too.

Combat in the game is dreadful. The controls are already horrible to begin with, but there is no proper reaction behavior from being shot it seems (no flinching on headshots or anything) and sometimes you can't tell if your shots even registered. Their death animation looks like they are still alive risking wasting more bullets on an actually already dead target. The hit detection is absolutely LAUGHABLE even if you clearly were on point bullets can still phase through doing literally nothing.

There is the resolution bug (set it to the right fullscreen option and you can actually change it, so fixable just stupid to be an issue in the first place).

The menu doesn't work correctly with the mouse as the mouse is offset from what is highlighted but due to cursor being off from the highlighted point you can not click what is highlighted forcing you to use keyboard/controller.

There were some others, too, but those were the most annoying.

Graphics are fairly subpar compared to what I saw in the store page so I'm surprised Steam hasn't forced them to remove false advertisement.

Voice acting? Almost bad enough to warrant muting dialogue and just sticking to subs, except... dialogue and story are even worse.

The interface design in the main menu/launching game is bad design.

The only good things the game has to offer is the item reload/usage mechanic is interesting, though it could use some better interface control design. Also, the in-game hud tablet device thing is visually well designed even though the control/usage kind of suck and absolutely aren't obvious (hint: press W/S to get to options like combine one selected and the "USE" option is visible).

I definitely have a lot more complaints but can't be bothered to go any further beyond these particularly notable comments. I literally Alt+F4 and uninstalled the game after the 2nd enemy simply because it had become clear how bad the game was in total quality at that point. This sucks, because I REAAAALLY looked forward to this game when I heard about it on RE2 forums and thought it might be one of the best zombie game's I'd get the chance to play in a very long time.

Devs really should have put some actual effort into this project. I want to feel sorry it didn't turn out well but there is clearly a case of "giving no Fs" going on here with the dev and their project at some point.
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Showing 1-15 of 27 comments
Nachtmahr Jan 6, 2020 @ 11:07am 
Bug fixes would actually make it an ok game, I think the beginning and the hospital were good but the gamebreaking bugs kill it and the dev's responses are either cheeky or passive aggressive and they really don't seem to give F's, otherwise they would have released more patches since the forums are full of UE4 engine fatal error bug reports, which also hindered my progress. I had to get a save file because I couldn't continue with chapter 3 since the game always crashed when I tried to enter the sewers part.
Last edited by Nachtmahr; Jan 6, 2020 @ 11:08am
Xengre Jan 6, 2020 @ 4:10pm 
Yeah, as long as bugs were fixed and certain gameplay issues updated (poor hit feedback/gunplay, lockers shoving you out of the way so you have to open then walk around the locker door to access loot, some minor UI design changes, mouse not working on menu, etc.) it would probably be fairly enjoyable to the extent I could ignore the atrocious story/dialogue/voice acting but alas shipped and left to rot.
I have to agree with everything you said especially the hit detection. thank god they didn't get to finish their resident evil 2 remake game, they would've absolutely destroyed it.
Ogami Jan 8, 2020 @ 4:45am 
Agreed. I bought this game on release day after seeing all the praise from "oldschool" Survival Horror fans ( as which i count myself also) and could not stand to play more then 30 minutes.
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.

So can we assume this is now an abandoned project?
Originally posted by uneedahorrormasks:
I have to agree with everything you said especially the hit detection. thank god they didn't get to finish their resident evil 2 remake game, they would've absolutely destroyed it.

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.
Last edited by THE VERY REVEREND MISTER BONK; Jan 8, 2020 @ 5:24am
Xengre Jan 8, 2020 @ 9:11am 
Originally posted by DarrowTheFez:
So can we assume this is now an abandoned project?
I'd say so. Devs don't care to even common or support their game. It is unfortunate because it IS fixable into something worthwhile (at least with regards to gameplay, story is a RIP). Devs simply gave up.
Last edited by Xengre; Jan 8, 2020 @ 9:11am
Originally posted by Ogami:
Agreed. I bought this game on release day after seeing all the praise from "oldschool" Survival Horror fans ( as which i count myself also) and could not stand to play more then 30 minutes.
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.
How can they keep claiming this is "old school" when the look, the characterisation, the script style and most importantly the arm computer have been ripped off from the Resident Evil film - not the games? There is nothing old school about it.
Invader Studios  [developer] Jan 23, 2020 @ 3:56am 
Thank you so much for the feedback and opinions guys

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 ;) ;)
Originally posted by Invader Studios:
Thank you so much for the feedback and opinions guys

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 ;) ;)
Thanks guys, good of you to say. Apologies for my own previous salty comments. I really think this is a case of something being over hyped prematurely so expectations were reflecting that. The voice acting makes me laugh so it's not a problem.
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.
Invader Studios  [developer] Jan 23, 2020 @ 8:27am 
Originally posted by DarrowTheFez:
Originally posted by Invader Studios:
Thank you so much for the feedback and opinions guys

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 ;) ;)
Thanks guys, good of you to say. Apologies for my own previous salty comments. I really think this is a case of something being over hyped prematurely so expectations were reflecting that. The voice acting makes me laugh so it's not a problem.
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
Last edited by Invader Studios; Jan 24, 2020 @ 2:25am
Originally posted by Invader Studios:
Originally posted by DarrowTheFez:
Thanks guys, good of you to say. Apologies for my own previous salty comments. I really think this is a case of something being over hyped prematurely so expectations were reflecting that. The voice acting makes me laugh so it's not a problem.
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 RE 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
Thank you for the response. I could have got it wrong about Dead Space but RE 2002 was a Shinji Mikami project with a team of 4 people who worked round the clock. I think the sticking point with people is the title of Daymare as "Old school survival horror" which is what people were expecting. Personally I didn't rate the RE2 Remake very highly and still think you guys would have done better with it in terms of a modernised but more faithful edition. In the event I see no real reason why Capcom could not have allowed both projects to run together, it's not as if you would be putting them out of business. This is similar as to the Star Trek people banning fan made films in the way they have done ignoring the legal protection of "Fair Use" and your project would fall into this category.
Xengre Jan 23, 2020 @ 9:14am 
Originally posted by Invader Studios:
Thank you so much for the feedback and opinions guys

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 ;) ;)
You being a 10 person team is irrelevant with regards to the type of issues that were presented. What was presented were primarily extremely minor bugs that devs were simply to lazy to ever fix. Did you fail to notice I said most of it could be dismissed if certain things were fixed and these "things were those minor bugs or basic gameplay elements that even a small team could fix (enemy hit registration cues, improved gunplay mechanics/controls, a better basic redesign of the starting area as it takes to long to get to anything involving combat or anything really, etc.). Yes, the story and voice acting are horrible, and this isn't AAA graphics (tho what is up with the Steam store visuals being better than the maxed ones at 4k in game? or is that just an issue specific to the demo?) but people can live without those being good or even often when they are bad in this type of game as long as the bugs and gameplay aren't so severe.

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.
Last edited by Xengre; Jan 23, 2020 @ 9:17am
Can't argue that the above comments also make a fair point. It comes down to not understanding the business or the importance of customer relations and due care for the product. Let's see what happens.
Lanzagranadas Jan 23, 2020 @ 2:27pm 
Originally posted by DarrowTheFez:
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.

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.
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Date Posted: Jan 5, 2020 @ 1:00pm
Posts: 27