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Rise Of The Triad (2013)
#1 Posted 30 July 2013 - 01:41 PM
P.S. Still waiting for "soon" despite already living in July 31st.
#3 Posted 30 July 2013 - 02:39 PM
#5 Posted 30 July 2013 - 03:08 PM
#6 Posted 30 July 2013 - 07:21 PM
Here's a pretty clear video of the first level and the Castle Multiplayer map again. Too bad nobody who reviews this game is good so far
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#7 Posted 30 July 2013 - 07:34 PM
#8 Posted 30 July 2013 - 08:46 PM
#9 Posted 30 July 2013 - 09:24 PM
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#11 Posted 31 July 2013 - 06:58 AM
#12 Posted 31 July 2013 - 08:07 AM
- my girl sometimes speak like a man
- unlimited ammo on all weapons except rocket launchers(you can basically hold LMB entire level)
- game is built around quickly completing levels
- enemies mostly stand there waiting to sponge damage and then die
- rockets/melee don't destroy glass
Checkpoints meh. After dying the last thing you want is to go again through that part of a level to collect all the coins and secrets. There are 2-4 checkpoints per level.
"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". (q) Dave.
Unless you're doing a speedrun, which this game I assume was built around, you'll lose enough to be annoyed.
#13 Posted 31 July 2013 - 08:19 AM
Kathy, on 31 July 2013 - 08:07 AM, said:
2~4 checkpoints pre level? It's not enough at all...
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*sigh*
That's the reason I hate checkpoints, because always must redo anything like collecting shit or do something already done due I were dead and restart. What stupid...
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I still have 3 hours to wait my copy on Steam unlocked......
This post has been edited by Player Lin: 31 July 2013 - 08:21 AM
#14 Posted 31 July 2013 - 08:25 AM
#17 Posted 31 July 2013 - 09:42 AM
#18 Posted 31 July 2013 - 10:00 AM
P.S. Can't compare with original ROTT since I never played it.
#19 Posted 31 July 2013 - 10:06 AM
#20 Posted 31 July 2013 - 10:09 AM
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Edit: So I decided to go a bit further past the secret in the level to see if I could trigger a different checkpoint save but instead doors closed behind me so I couldn't revisit that part of the level again
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This post has been edited by Lunick: 31 July 2013 - 10:19 AM
#21 Posted 31 July 2013 - 10:22 AM
Lunick, on 31 July 2013 - 10:09 AM, said:
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They got rid of backtracking??????
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#22 Posted 31 July 2013 - 10:27 AM
Comrade Major, on 31 July 2013 - 10:22 AM, said:
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Is this true? How can it be classed as 90's throwback FPS when you cant backtrack through the level? FPS's back in the day where fun because it was non-linear, remember in Duke 3D you could enter the Movie Theatre from the entrance or at the back exit.
#23 Posted 31 July 2013 - 10:37 AM
Comrade Major, on 31 July 2013 - 10:22 AM, said:
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It seems they are. Just stuck on level 2 with 2 hp and hoard of enemies ahead. The door is closed behind me, so I can't go back for some hp.
#24 Posted 31 July 2013 - 10:40 AM
fgsfds, on 31 July 2013 - 10:37 AM, said:
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#25 Posted 31 July 2013 - 10:41 AM
E1L1 has no checkpoint(or I didn't triggered it when I played this level about 3~4 times...? I don't know)...death near the exit room and restart all over from beginning of this goddamn beginning level, wasted my 10+ minutes of play for searching secrets. Fine, my computer is old and even with low setting, it still on low fps/long loading time on many part of game, then affected my play skill...
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In my opinion, this game really needed a manual saving system...even though I just don't want going back again after I got killed...
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This post has been edited by Player Lin: 31 July 2013 - 10:45 AM
#26 Posted 31 July 2013 - 10:52 AM
WheatleyNukem, on 31 July 2013 - 10:27 AM, said:
I remember pressing a nuke button that took you to the streets of a red light district, with a broken elevator blocking you from going back to that movie theater.
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Ok, to name real in-level scripted sequences in Duke3D that don't allow the player to backtrack: The Abyss had no way to get out of the alien ship after falling in, Movie Set blew the whole place behind you once you neared the nuke button, The Queen had no way to get out of the boss pit, and I recall a map called Critical Mass that consisted of doors falling behind you each second.
This post has been edited by Ms. Radar: 31 July 2013 - 11:02 AM
#27 Posted 31 July 2013 - 10:53 AM
Ms. Radar, on 31 July 2013 - 10:52 AM, said:
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Or when the nuclear plant blows the fuck up at the end of E4L8, preventing you from going back inside...
#28 Posted 31 July 2013 - 10:56 AM
Kristian Joensen, on 31 July 2013 - 09:42 AM, said:
http://www.youtube.c...eature=youtu.be
#29 Posted 31 July 2013 - 11:05 AM
Kristian Joensen, on 31 July 2013 - 10:56 AM, said:
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#30 Posted 31 July 2013 - 11:09 AM
It's true that other 90s shooters had areas that prevented backtracking, but ROTT 2013's handling of this is completely artificial and very obviously a consequence of the lack of manual saving.
This post has been edited by RinyRed: 31 July 2013 - 11:13 AM