Wrath: Aeon of Ruin "Formerly "3DRealms is working on a new game""
#361 Posted 23 October 2019 - 05:19 AM
And if you think that there won't be a cheat or an option for unlimited soul tethers then I don't know what to say.
#362 Posted 23 October 2019 - 05:45 AM
This post has been edited by MusicallyInspired: 23 October 2019 - 05:59 AM
#363 Posted 23 October 2019 - 08:47 AM
Zaxx, on 23 October 2019 - 05:19 AM, said:
And if you think that there won't be a cheat or an option for unlimited soul tethers then I don't know what to say.
Someone punch me for not doing proper research, in the first place.
from Dario Argento's Gloves
Wrath uses Soul Tethers which are artifacts you can collect and then use to save, and Shrines which are locations in the maps you can visit and that act as stationary checkpoints.
Even though the IGN and Gamespot footage only showed a handful of them, the distribution of Soul Tethers is pretty generous and they can be found both on the main path and in more secret locations.
We know this is a controversial mechanic but we're fairly confident we can make it work.
reference
https://steamcommuni...85838072706249/
#364 Posted 23 October 2019 - 10:06 AM
Quote
Mostly, no. However, we do take a slightly different approach to WRATH than it's spiritual predecessors.
First of all WRATH is not a completely linear game. Instead, you can approach each HUB and each level within, at your own will.
It has a certain element of metroidvania in that regard. The game is also relatively deep in terms of lore. If you choose so, you can pick up manuscripts, old maps, drawings, notes and diaries from the old world, to help you on your quest uncovering the mysteries and secrets that awaits you - Or you can choose to completely ignore this part of the game, and run-and-gun your way through. The choice is up to you!
#365 Posted 22 November 2019 - 07:26 AM
#367 Posted 22 November 2019 - 08:32 AM
This post has been edited by MusicallyInspired: 22 November 2019 - 08:33 AM
#368 Posted 22 November 2019 - 11:01 AM
#369 Posted 22 November 2019 - 11:24 AM
Kristian Joensen, on 22 November 2019 - 11:01 AM, said:
That's why it's called Early Access man.
#370 Posted 22 November 2019 - 12:05 PM
Sanek, on 22 November 2019 - 11:24 AM, said:
Indeed!
It was actually an easy fix. I just had to select the fullscreen checkbox under the video setting menu.
#372 Posted 22 November 2019 - 02:47 PM
- The game uses a similar style to System Shock 2/Bioshock with the usage of shrines. What it does different is that not only do they act as checkpoints but also regenerate your health fully the moment you use them. I don't know if you keep all your items after respawning in them since I am yet to die in the game. Thankfully, there aren't any respawning enemies like in SS/BS.
- The weapons feel good so far. I tested all five available in this stage of early access. They all have a secondary fire mode, but I need more time to get used to them and their alt fires before I can comment on how well implemented they are. I will say, however, that the shotgun feels beefy and powerful, so that makes me happy.
- I like the enemy design. They look cool, and killing them feels satisfying.
- The atmosphere feels right. It's a combination of horror, fantasy, wonder and the macabre. It isn't entirely nightmarish like Quake, but more undeadish and necromancey with an emphasis in tombs, crypts, graves... that sort of deal.
- Performance is OK, but it required some tweaking in the NVIDIA control panel to make it smooth and overall great.
- Mouse is somewhat off for me despite not having any mouse smoothing or acceleration enabled. It feels sluggish.
- The graphics are great, for a quake engine/darkplaces game. There are already many neat options to play around with for an Early Access game, but I'd like to see more options added in future updates. For instance, resolution support could definitely improve. You can have any resolution you want by messing around with cfg files, but some of these resolutions should be available in the in-game menu, such as 21:9.
- Melee enemies.... not really a fan. They can completely outrun you and their hitscan abilities ensure they can hit you even when you are not entirely in their range. This might be a matter of preference, I suppose, but something about a mob that I can't properly outrun or dodge makes me feel cheesed.
- Concerning soul tethers, I suspected that either there would be so many that you might as well have a regular save system, or so little that it would inconvenience the player. Well I think the former held true; there are so many soul tethers around that I always had them maxed out (and I'm playing on Hard, the highest difficulty level at the moment). However, there are only 2 levels available thus far, so maybe in the newer levels to be added in the future the difficulty will increase to the point where I would be forced to use them more. So far with shrines and so many soul tethers around, I only use a soul tether when I run across one that I can pick up and I'm at the item cap.
- Reload animations need work, particularly the shotgun's. You can't change weapons while the reload animation is taking place, and this can make it a problem to switch weapons on the fly. What's more, the shotgun reload animation takes a while to complete and it often makes me think it's done so I can switch, just to realize it's still going. This startled me a few times and made me commit more errors than I usually would otherwise. I think a good offset for this could be to cancel the reload animation to instantly switch to the weapon you want, and when switching back to the previous weapon the animation starts over again. Or something like that.
- Picking up items is a chore. The item pickup radius is low and you have to jerk about until the game decides to register the item pickup. Considering some of the items are quite small, you can miss them 2-3 times even when they are right in front of you.
- Ammo is abundant. I never felt like I was running short of anything. This is a double edged sword because it reduces frustration but it makes the game kind of easy, even on hard. Still, it was mostly on the fair side of things than on the easy side.
- The journal as it's implemented at the moment I can take it or leave it. It has potential, however. I'd like to see at least a paragraph of lore on locations and creatures, rather than just drawings and very basic information.
- Levels are large and open. The good side of this is that they are impressive to traverse and they can hold many enemies at once. The bad part of it is that there can be a lot of running around trying to find shit. To quote the AVGN, I would classify it as a "Where the fuck do I go?" kind of game. With the lack of any map in true Quake fashion, its easy to get lost. But at least the level design is not maze-like and you will eventually stumble upon wherever it is you need to go.
- The AI is not that good. It often gets stuck behind doorways, walls and other objects. Kind of hilarious to see this big, hulking monstrosity coming at you in full force to just stop dead on it's tracks because it hit a wall.
For now, those are my quick impressions. I'd say pretty solid for the first release of an Early Access game. Obviously it's still very rough around the edges, but its nowhere near DayZ or Ark levels of fuckery. There is a solid core in place to make this a great game with future polishing.
Edit: Just noticed that quicksaving is enabled. You can do so by pressing F2 to quicksave and F3 to load. Wonder if it was intentional to leave that in after going through the trouble of adding the soul tether system and shrines.
This post has been edited by Putrid Pete: 22 November 2019 - 05:37 PM
#373 Posted 22 November 2019 - 08:36 PM
Edit: Watched a bit of the dev stream though and I ADORE the idea that the level progression will be fully non-linear in the sense that you can play any level you want right from the start and that will make the ones you choose later more difficult. It's like a difficulty option on top of the difficulty options.
This post has been edited by Zaxx: 22 November 2019 - 08:44 PM
#374 Posted 22 November 2019 - 08:54 PM
Zaxx, on 22 November 2019 - 08:36 PM, said:
Shit, now I'm gonna have to replay the game playing both levels in a different order just to try that.
#375 Posted 22 November 2019 - 09:10 PM
https://www.twitch.t...578?t=00h19m47s
So it's not super strict like in Daikatana, just something to keep in mind but there is not much chance to run out of them.
#376 Posted 22 November 2019 - 09:51 PM
As for the claim from the stream that Wrath is a 'hardcore' classic shooter, that will depend on how tough the missing levels are that will be added later on, and how the game's difficulty is adjusted in future updates. As it stands, limited save system or not, hard mode was a complete cakewalk for me. Ammo for every weapon was plentiful, and the shotgun is very overpowered, downing common foes in 1-2 hits, and tougher enemies in 3-5. It even has a significant spread that shreds everything in it's path. Never lacking ammo for it makes dispatching all enemies easy. Also, the alt fire mode of the nail gun-like weapon was very powerful for taking out strong enemies from a safe distance, but it did made me run out of ammo for it quickly.
Going from the journal in-game, it seems you need to collect 5 relics to finish the hub and (I'm guessing) face a boss. Not sure if there will be another hub after that, but I don't think so because both levels took me about an hour and a half to complete (and I didn't even look for secrets). So if there are 5 in total and assuming they are all about the same length as the ones available now, then that's about... 7.5 hours. Let's round it up to 8 for a possible final stage with a boss fight. 8 hours is usually the length of a classic shooter. I believe that the release version of the game could surprise us with levels turning out even larger than they were in Early Access, so maybe we are looking at 10 hours or so by then. But this is just speculation so we'll have to wait and see for that.
Overall I'm impressed with the solid foundation Wrath has laid out, and I'm confident the minor problems will be successfully ironed out. If so, the game is poised to be the Quake 1 sequel I always wanted and never got.
Edit: Reading the official Wrath wiki, I found out that the full release version will have 2 additional hubs, with 5 levels each! Yay! Thats a lot of content and quite the opportunity for difficulty to significantly increase!
This post has been edited by Putrid Pete: 23 November 2019 - 12:03 AM
#377 Posted 22 November 2019 - 10:31 PM
For example hearing that you can't cancel reload animations seems a bit bad but then I'm like "hey, maybe it's just because it's Quake". Because you know, in Quake you can't really cancel reload animations (or "firing state animations" as full on reload animations don't really exist there) and as the franchise went on that became part of the balance. So for example the rocket launcher finishes firing really fast so you can switch to the shotgun or the rail almost instantly after shooting a rocket, that gives you some extra damage to finish someone off or you can pop someone up into the air with a rocket and then hit them with a rail while they're airborne as an easy target. On the other other hand you can't switch to rockets instantly after firing a rail because a rail is a high reward - high risk shot where if you don't hit someone you lose a lot of damage so it's only fair that you become punishable for a few seconds.
So it's kinda like until we don't know how the full arsenal works we don't know shit really and can't really criticise stuff.
This post has been edited by Zaxx: 22 November 2019 - 10:32 PM
#378 Posted 24 November 2019 - 08:17 AM
#379 Posted 24 November 2019 - 04:08 PM
#380 Posted 27 November 2019 - 04:46 PM
The zombies still look blah, but the other creatures look interesting.
#381 Posted 27 November 2019 - 09:11 PM
#382 Posted 28 November 2019 - 02:37 AM
Tea Monster, on 27 November 2019 - 04:46 PM, said:
And the lack of content wasn't a problem for Ion Fury's preview because... why? Sure, it's two maps but roughly the same playtime as in IF's preview.
#383 Posted 28 November 2019 - 10:32 AM
EDIT: I'm not saying it isn't a good game. I'm probably going to get it when it's got more than two levels of content.
This post has been edited by Tea Monster: 28 November 2019 - 10:41 AM
#384 Posted 28 November 2019 - 11:04 AM
Once you need to start making more advanced stuff with outdated tools, the time starts to increase by a huge amount.
Remember that Duke3D EP2/3 was rushed in like crazy, where something like fury took 4+ years to make. Preview campaign itself took about over a year.
A lot of games in the 90s had episodes that got crunched in a matter of weeks or few months.
It's easy to go for quantity and chop 1/3 off.
Shareware model doesn't apply these days.
#385 Posted 28 November 2019 - 11:35 AM
This post has been edited by Mark: 28 November 2019 - 11:37 AM
#386 Posted 28 November 2019 - 11:49 AM
#387 Posted 28 November 2019 - 12:41 PM
#388 Posted 28 November 2019 - 01:03 PM
#389 Posted 28 November 2019 - 01:06 PM
#390 Posted 28 November 2019 - 01:31 PM
Radar 100 Watts, on 28 November 2019 - 01:06 PM, said:
How often somebody will whine about that bullshit? There IS already a quicksave function in the game. F2 for quicksave, F3 for quickload. No fucking need to mod anything. #so, you have three different options to save, the shrines, which are kind of a checkpoint system, soul tethers and the F2/F3 quicksaves. What did you expect more? Buttons in the menu for the quicksaves?