Wrack "A fps indie game"
#31 Posted 28 May 2012 - 03:27 PM
As for blood, violence and gibs, I wouldn't mind if the game were entirely devoid of it, in fact. Just robots blowin' up
#32 Posted 29 May 2012 - 03:39 PM
MrFlibble, on 28 May 2012 - 03:27 PM, said:
Yep, and the First Turok game (maybe the sequels too) had that too. Maybe Goldeneye too.
#33 Posted 31 May 2012 - 03:21 PM
#35 Posted 07 June 2012 - 04:55 AM
#36 Posted 08 June 2012 - 05:57 PM
This post has been edited by Lunick: 08 June 2012 - 06:11 PM
#37 Posted 08 June 2012 - 06:14 PM
I'm not a fan of the game, but I may buy it just for Bobby Prince's soundtrack.
#38 Posted 22 June 2012 - 04:13 PM
#39 Posted 22 June 2012 - 04:33 PM
#40 Posted 23 June 2012 - 08:05 AM
Oh, and BTW, are there going to be various bonuses for doing unusual or outright silly stuff, like in Rise of the Triad?
#44 Posted 11 September 2012 - 03:58 PM
Wrack is now on Greenlight and I'm sure Carnevil would appreciate everyone's votes
Wrack is also on Desura now aswell if you are into that sort of thing.
#45 Posted 11 September 2012 - 04:41 PM
#46 Posted 09 July 2016 - 03:22 AM
It COULD have been really good, the shotgun and rocket launchers are very satisfying to use and the scoring system really pumps up the action, but....
There are recurring issues that keep enerving me. I got stuck in E1L6, so I restarted the level over and I could finish it. I found the secret exit and now I'm stuck in the secret level! I honestly have a feeling that doors that should unlock don't always unlock and then you're stuck.
But for me the biggest issue is enemy placement. It's like the mapper designed all those cool "combat rooms" only to try as hard as possible to keep the player OUT of it. What I mean is, you open a door, and most of the times due to enemy placement you're pretty much forced to take out half of the room from the doorway or the previous room unless you want to get surrounded by all sides. It's terrible and it keeps happening. For a game that takes so much inspiration from Doom, they should learn from how Doom's design always tries to make the player go forward towards the action.
Then you have the smaller but still annoying issues, like the Plasma gun, which is Wrack's equivalent to chaingun... Except that it fires slow projectiles that move at downward angle, so the weapon that's supposed to be the long range solution, can't be used in a long range situations and it's really lacking in the available weapons since you're forced to take out the rocket launcher for these situations.
Enemy placement has got other issues too, like the mandatory "fuck you" explosive suicide robots which you can be sure to find on both sides after you enter a door; as well as railgun snipers hidden in the far back that you can neither hear, or sometimes even see, and which shots are near impossible to dodge unless you take cover (and remember, only solution for these situations is the rocket launcher.
). This also helps encouraging the player to shoot as much enemy as possible without entering the room.
I'll stop here but it's really a shame, a waste of potential.
This post has been edited by MetHy: 09 July 2016 - 03:26 AM
#47 Posted 09 July 2016 - 04:18 AM
#48 Posted 09 July 2016 - 05:56 AM
#49 Posted 09 July 2016 - 07:33 AM
Micky C, on 09 July 2016 - 04:18 AM, said:
Shit, I were tried to get the game but after I saw your post and then I think I can safely to give it up...
This post has been edited by Player Lin: 09 July 2016 - 07:35 AM
#50 Posted 09 July 2016 - 07:37 AM
But yes the checkpoint/lives system is bad because when you die, you have to redo everything, it's like loading a save.
They should have gone for the Powerslave system, and when you die and start from a checkpoint, it's like a respawn in the same map with everything you did still done.
This post has been edited by MetHy: 09 July 2016 - 07:37 AM
#51 Posted 11 July 2016 - 06:37 AM
MetHy, on 09 July 2016 - 07:37 AM, said:
I'm confusing, does it means a hybrid with both quicksave and checkpoint with lives system exists?
Unless it's something let me save whenever I want or it just still not my taste anymore.
I stopped played Bombshell and DooM 4 because I'm sick of those checkpoint system recently, tired about I died, then restart my progress again.
#52 Posted 11 July 2016 - 07:02 AM
I don't think the checkpoints are a problem in new Doom honestly. They are everywhere. If you die you're brought back at the start of the fight you're currently in. Bosses even have checkpoint in between forms.
This post has been edited by MetHy: 11 July 2016 - 07:04 AM
#53 Posted 11 July 2016 - 10:05 AM
Its a tower defense game set in the same universe and art style with roguelike elements. A tower defense roguelike is definitely a novel idea, but there is A LOT of balancing challenges involved with all that RNG.
#54 Posted 11 July 2016 - 03:02 PM
#55 Posted 11 July 2016 - 03:55 PM
MetHy, on 11 July 2016 - 07:02 AM, said:
I don't think the checkpoints are a problem in new Doom honestly. They are everywhere. If you die you're brought back at the start of the fight you're currently in. Bosses even have checkpoint in between forms.
Are there really any benefits to having a lives system in this day and age? It's primarily a leftover from a previous era where game machines in arcades and home consoles with little-to-no memory for savegames were the norm. I suppose it allows for an "ultimate failure" if you repeatedly screw up, but does anyone really want to have to restart an entire game in that scenario? These days it seems balance in games isn't quite as strong as it used to be, and deaths can often be the result of poor design which is frustrating enough without it causing you to start from the beginning on top of that.
#57 Posted 11 July 2016 - 11:44 PM
deuxsonic, on 11 July 2016 - 03:02 PM, said:
So I guess you could say that it was a war over a Wrack?
#58 Posted 11 July 2016 - 11:51 PM
Micky C, on 11 July 2016 - 03:55 PM, said:
I say lives can add tension and force the player to play carefully at all times, unlike infinite checkpoint systems where you restart right where you died to the point dying hardly matters. The problem is that it has to be very carefully balanced, especially considering that nowadays gamers have a lot less patience when it comes to dying, even those who've been playing games forever and who used to be patient about it.
About Wrack, I was swimming in lives. You get a lot of them if you do combos, to the point that, even if I didn't use quicksaves, it wouldn't matter that lives existed and it would be like any other modern FPS with checkpoint systems that don't include lives.
#59 Posted 12 July 2016 - 06:47 AM
MetHy, on 11 July 2016 - 07:02 AM, said:
I don't have problems with normal progress, like Boss or those extra Runa trial stages. But...
I put spoiler because it's more like complaints...
--
I have no hate on lives system, but quicksave feature can make me more happy with it.
This post has been edited by Player Lin: 12 July 2016 - 06:52 AM
#60 Posted 14 July 2016 - 06:08 PM
This post has been edited by leilei: 14 July 2016 - 06:10 PM