Interceptor Entertainment is doing a Rise Of The Triad remake.
#1161 Posted 31 July 2013 - 08:58 AM
This post has been edited by Skulldog: 31 July 2013 - 09:00 AM
#1162 Posted 31 July 2013 - 09:01 AM
http://www.incgamers...he-triad-review
http://www.softpedia...ew-372239.shtml
This post has been edited by Ronan: 31 July 2013 - 09:03 AM
#1163 Posted 31 July 2013 - 09:10 AM
Ronan, on 31 July 2013 - 09:01 AM, said:
http://www.incgamers...he-triad-review
http://www.softpedia...ew-372239.shtml
Ouch...
#1164 Posted 31 July 2013 - 09:16 AM
Lunick, on 31 July 2013 - 09:10 AM, said:
Kind of what I was expecting, I'm just back from work now I have the game installed and ready to rock, but I'm a bit worn out and will sleep for an hour before I play it with a few beers then make my own mind up.
#1165 Posted 31 July 2013 - 09:17 AM
#1166 Posted 31 July 2013 - 09:18 AM
#1167 Posted 31 July 2013 - 09:22 AM
http://popcultureblo...e-package.html/
http://stickskills.c...ultra-violence/ 8.5/10
As well so far.
#1168 Posted 31 July 2013 - 10:29 AM
DaveyDoomsday, on 11 June 2013 - 05:23 PM, said:
#1169 Posted 31 July 2013 - 03:30 PM
Just a random moment I got:
www.youtube.com/watch?v=FpNDO4cEpGA
Though I think I'd be giving too much credit if this place was deliberate.
Note: I find the game enjoying.
#1170 Posted 31 July 2013 - 03:42 PM
uraganotkirki, on 31 July 2013 - 03:30 PM, said:
Yeah, it's my duty to spam!
Quote
Sometimes ducking works.
Quote
I got stuck and then instakilled when I got between stone and a ceiling. Checkpoint was ages ago...
#1171 Posted 31 July 2013 - 03:45 PM
I didn't bother to grab it yet but I will report on it's status after I grab it.
If the game is actually good, I might even decide to stop calling Fresch a useless hipster.
Last year I predicted in this topic that it will be shit and barely achieve a 6 on metacritic.
If by next month, this game scores more than 6 on metacritic I will give these mother fuckers less shit if and when they decide to make their next game.
This post has been edited by Mr.Deviance: 31 July 2013 - 04:01 PM
#1172 Posted 01 August 2013 - 12:06 AM
#1173 Posted 01 August 2013 - 12:30 AM
Mr.Deviance, on 31 July 2013 - 03:45 PM, said:
I didn't bother to grab it yet but I will report on it's status after I grab it.
If the game is actually good, I might even decide to stop calling Fresch a useless hipster.
Last year I predicted in this topic that it will be shit and barely achieve a 6 on metacritic.
If by next month, this game scores more than 6 on metacritic I will give these mother fuckers less shit if and when they decide to make their next game.
ur so cool
#1174 Posted 01 August 2013 - 05:11 AM
DaveyDoomsday, on 19 July 2013 - 06:30 PM, said:
What is all this about the checkpoint system? It's not your typical UE3 checkpoint system like Bioshock: Infinite where if you die you lose tons of progress. That would suck. There's enough checkpoints in each level that no matter where you die you'll never lose more than a minute or so of progress. We made sure of that. Also, you can play from any checkpoint at any time with any character and it will start you with the same weapons that you had. So it's practically saving. In fact it's as close as we could get to save states without having actual save states, which is simply not something we could accomplish with our limited resources and budget. If you want to get technical about it, I'd let Fred explain that, but this Escapist article sums up pretty well why it's so hard to have save states in modern games unless you have a giant budget like Skyrim:
http://www.escapistm...heckpoint-Saves <-- Seriously, read this.
Personally, I was against the checkpoint idea at first, I hated the thought of it, but given our limited options and after seeing how we implemented it and how it works with our style of gameplay, I think it actually makes more sense than having manual saves. Especially given the arcadey, high scoring style of ROTT. And I stand by the system knowing that it works well and that it was a serious pain in the ass for the guys to have in place. You know Frederik is as old school as it gets, so if we were going to be forced to use a checkpoint system, you know he'd make sure we did it right. Trust in the hair, people.
Meanwhile, if that's the only thing you guys are unhappy with so far in regards to ROTT, then I can deal with that.
Also, our checkpoints have funny names... I wrote them myself... SO LOVE THEM.
Couldn't one take a lot of the work out of it by taking a general memory snapshot/dump? (Including only the necessary information.)
I'd like to know how the Source Engine handles this, to be honest, and if it could translate to Unreal in some form.
This post has been edited by StrikerMan780: 01 August 2013 - 05:11 AM
#1175 Posted 01 August 2013 - 05:13 AM
This post has been edited by MusicallyInspired: 01 August 2013 - 05:13 AM
#1176 Posted 01 August 2013 - 05:19 AM
MusicallyInspired, on 01 August 2013 - 05:13 AM, said:
It is not that easy with Source. There are a lot of bugs with manual saves in for example Black Mesa. You lose all your weapons if you save in some spots, or you are stuck in the "weapon lowered" position*, etc... Some of theese bugs are only resolved when blocking some paths and prevent you from backtracking, etc...
*) When you talk to friendly NPCs
This post has been edited by fuegerstef: 01 August 2013 - 05:20 AM
#1177 Posted 01 August 2013 - 05:38 AM
This post has been edited by StrikerMan780: 01 August 2013 - 05:38 AM
#1179 Posted 01 August 2013 - 06:01 AM
This post has been edited by NY00123: 01 August 2013 - 06:02 AM
#1180 Posted 01 August 2013 - 06:08 AM
Daedolon, on 01 August 2013 - 05:39 AM, said:
Apparently low budget and difficulty of implementation is their problem, so if they want to go the cheap, easy, and less buggy way, that's how they'd go and do it. They may break after updates/patches, but it's still better than nothing. Plus, you still have the checkpoints themselves to fall back on when that happens.
This post has been edited by StrikerMan780: 01 August 2013 - 08:04 AM
#1181 Posted 01 August 2013 - 06:13 AM
This post has been edited by Kathy: 01 August 2013 - 06:14 AM
#1182 Posted 01 August 2013 - 06:35 AM
http://www.gog.com/f...t_in_the_future
#1183 Posted 01 August 2013 - 07:08 AM
fuegerstef, on 01 August 2013 - 05:19 AM, said:
*) When you talk to friendly NPCs
Really? Because that has never ever happened to me and I've played through BM twice and quick save fairly often. I don't "save scum" or whatever either. I didn't even realize that was an issue to be brought up against game design because I didn't realize people were that lame to do something like that. Which is why it sounds like a cop-out argument to me, but I digress. I've never run into this problem ever. Every single player Source mod I've ever played has manual saves without any problems that I've run into. I guess I'm just lucky.
If there's a vote being taken, I don't mind memory snapshots even if it takes longer or uses more disk space.
This post has been edited by MusicallyInspired: 01 August 2013 - 07:10 AM
#1184 Posted 01 August 2013 - 07:58 AM
MusicallyInspired, on 01 August 2013 - 07:08 AM, said:
If there's a vote being taken, I don't mind memory snapshots even if it takes longer or uses more disk space.
Yeah... I never had issue with saving in Black Mesa either, and I saved a lot.
#1185 Posted 01 August 2013 - 08:09 AM
#1186 Posted 01 August 2013 - 08:50 AM
#1187 Posted 01 August 2013 - 08:57 AM
It almost seems like they didn't do much playtesting with the game.
This post has been edited by Tetsuo: 01 August 2013 - 08:58 AM
#1188 Posted 01 August 2013 - 04:17 PM
MusicallyInspired, on 01 August 2013 - 07:08 AM, said:
If there's a vote being taken, I don't mind memory snapshots even if it takes longer or uses more disk space.
Ididn't experience them myself. But I read about them on the BM forums and AFAIK they are reproducable.
#1189 Posted 01 August 2013 - 08:14 PM
Tetsuo, on 01 August 2013 - 08:57 AM, said:
They did ask for people to send applications to become betatesters, though. No clue how many got in.

Help
Duke4.net
DNF #1
Duke 3D #1


