Ion Fury "formerly Ion Maiden, launching August 15!"
#3451 Posted 21 August 2019 - 03:07 PM
#3453 Posted 21 August 2019 - 06:02 PM
#3454 Posted 21 August 2019 - 06:56 PM
12 hours sounds kinda long
#3455 Posted 21 August 2019 - 07:31 PM
Was unable to capture it, but it has lightning, in the sky, if you just look long enough.
Yeah, yeah, Shelly plays with the coins by then, but ... so much details, you'd miss some true mapping art, if you rush through it.
This post has been edited by Hank: 21 August 2019 - 07:34 PM
#3456 Posted 21 August 2019 - 07:31 PM
Truck Stop Santa Claus, on 21 August 2019 - 06:56 PM, said:
12 hours sounds kinda long
I'm looking around a fair bit, but not being obsessive about finding everything for the first playthrough.
There's a ton to see in the levels, really quality stuff.
This post has been edited by necroslut: 21 August 2019 - 07:31 PM
#3458 Posted 21 August 2019 - 08:21 PM
Lazy Dog, on 21 August 2019 - 07:57 PM, said:
I'm using the editor posted above, everything else seems to work fine, i can load the map from the console just fine.
UPDATE: after renaming fury_nodrm.exe to eduke32.exe test map works fine.
#3459 Posted 21 August 2019 - 08:37 PM
#3460 Posted 21 August 2019 - 08:55 PM
Truck Stop Santa Claus, on 21 August 2019 - 08:37 PM, said:
I have the Ion Fury files and i'm using the Mapster32 that comes with them. When using the "test map" option, Mapster tries to call eduke32.exe instead of the Ion Fury executable. Is this intended?
DavoX, on 16 August 2019 - 09:31 PM, said:
There's no Eduke32.exe provided with the editor, so i'm assuming is not needed.
This post has been edited by Lazy Dog: 21 August 2019 - 09:08 PM
#3461 Posted 21 August 2019 - 09:30 PM
you need the new Eduke 32
it has support for Ion Fury
you can't test your maps without it
------> https://dukeworld.co...ynthesis/latest
#3462 Posted 21 August 2019 - 10:01 PM
Truck Stop Santa Claus, on 21 August 2019 - 09:30 PM, said:
you need the new Eduke 32
it has support for Ion Fury
you can't test your maps without it
------> https://dukeworld.co...ynthesis/latest
...Ok, i don't get why, but if that's how you do it, that's how you do it.
I really don't undertand why mapster can't just call the game executable provided with the game, that's the version i'm making the map for to begin with.
This post has been edited by Lazy Dog: 21 August 2019 - 10:07 PM
#3464 Posted 22 August 2019 - 12:06 AM
This post has been edited by NightFright: 22 August 2019 - 12:08 AM
#3465 Posted 22 August 2019 - 12:09 AM
NightFright, on 22 August 2019 - 12:06 AM, said:
Attached File(s)
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C60SHiE.png (890bytes)
Number of downloads: 65
#3466 Posted 22 August 2019 - 12:51 AM
#3467 Posted 22 August 2019 - 01:31 AM
NightFright, on 22 August 2019 - 12:51 AM, said:
A world where liberty is an illusion, you can do everything and everything is wrong, you can say everything and everything is wrong, all based on convenience, because some people think that they are smart.
Go to annoy a gorilla, a lion, a bear, a rhinoceros etc... and look what happens next, there is no way that such "smart" people won't be smashed, because is just natural , no way that a "paladin of justice" can say to an animal "this is wrong, you can't do it" yea... go a little bit closer
#3468 Posted 22 August 2019 - 03:07 AM
NightFright, on 22 August 2019 - 12:51 AM, said:
The reason is 3DR and their terrible PR, the apology itself, though this is also partly a reason too, but not sprite itself, the reason why this and that text is getting altered/removed.
People do that mainly out of principles that 3DR got scared of a bunch of RE guys and doesn't care about their consumers. Just read the reviews and you get the general idea. Some of them even say that this has nothing to do with the game, just with one company that is 3DR.
Some people of course pretend like all this shitstorm was caused just by this sprite alone (missing that unreachable text leftover), but they're immediately getting corrected on Steam forums, even though those people don't listen and continue to pretend.
A guy from Steam forums did pretty good summary on the situation with a lot of info: https://arcticukitsu.com/Blog/?p=5600
This post has been edited by Sledgehammer: 22 August 2019 - 03:41 AM
#3469 Posted 22 August 2019 - 03:21 AM
#3470 Posted 22 August 2019 - 05:24 AM
NightFright, on 22 August 2019 - 12:06 AM, said:
We reserve the right to name it "IonGate".
#3471 Posted 22 August 2019 - 05:37 AM
#3472 Posted 22 August 2019 - 06:39 AM
This post has been edited by AlektorophobiA: 22 August 2019 - 06:41 AM
#3473 Posted 22 August 2019 - 07:38 AM
AlektorophobiA, on 22 August 2019 - 06:39 AM, said:
Nah, 3DR will just become Apogee again, Ion Fury will get a new title (again), VoidPoint will rebrand itself to WeMustFuckingHideAtThisPoint and it's gonna be great. Get ready for Blüd, the spiritual successor to Blood!
This post has been edited by Zaxx: 22 August 2019 - 07:38 AM
#3474 Posted 22 August 2019 - 07:42 AM
In other news I've been so busy lately I haven't had a chance to try the full game yet beyond a taste of the first level. Can't wait to experience it, though.
I did notice that the first level was called Illuminaughty in some screenshots I've seen, but on mine it has a completely different name. Why was that changed? Just curious.
This post has been edited by MusicallyInspired: 22 August 2019 - 07:43 AM
#3475 Posted 22 August 2019 - 07:45 AM
MusicallyInspired, on 22 August 2019 - 07:42 AM, said:
Guess the map's name didn't make much sense since Illuminaughty is just the name of the bar you start at = a minor portion.
#3476 Posted 22 August 2019 - 07:57 AM
Zaxx, on 22 August 2019 - 07:38 AM, said:
On the same level of Wrath being the spiritual successor to Quake (that roughly translates into "we don't know what the fuck we're doing anymore").
Also, good one.
This post has been edited by Sledgehammer: 22 August 2019 - 07:57 AM
#3478 Posted 22 August 2019 - 08:20 AM
I will divide this review in four sections, to make it more organized: what I liked, what I didn't like, what could improve and what I'd like to see. I'll keep it as short and as informative as I can.
What I liked
- Art design: Ion Fury looks fantastic. The atmosphere is unique, yet familiar. It has, for the most part, that urban feel that screams of a 90's of the future. Walking through the scenery is an experience on itself that really adds onto the gameplay. It has a lot of backgrounds to offer but the focus on the city side of things reigns supreme and I think it was a good choice. It allowed the devs a more frequent use of lights, spectacular backdrops and buildings. There's quite a lot of vertical exploration to be had here and it makes me happy.
- Level design: This was just a master class on level design without a doubt. Areas a re massive, but never disjointed; there's a good flow and rhythm to every section, and I think I never got lost for more than two minutes. How well interconnected a lot of the areas feel and just how logical the progression is shows that the devs really studied Build games of the past and have found a very smart way to overcome shortcomings of past level design without taking away the essence of such levels.
- Soundtrack: Outstanding. It was dynamic, energetic, felt right in place with the game's setting and was way more elaborate and complex than I expected to get with the game. It added a lot of depth to the feeling of each level and the music was perfectly in tune with what I was doing almost at all times.
- Secret hunting: While I'll admit it is perhaps a bit too cryptic and definitely hard as fuck to find certain secrets, I think that is not a bad thing. In fact, I would call it a great thing. Secrets should be hard to find. There was something satisfying about discovering things on your own, specially if you were in short supply of certain ammo or wanted a particular item, and exploration with a little bit of brain power rewarded you with what you wanted.
- Gameplay: And last but not least, gameplay. It's fluid. It feels good. Weapons are responsive, feel good to fire and I felt I had to cycle through my arsenal in order to better defeat foes like a good FPS should force a player to do. I loved how hectic the gunplay could get, and clearing out a room almost felt like you were in a movie.
What I didn't liked
- Too many Mechsects: These spider-like enemies were in overabundance in pretty much every level, and while dispatching them is fairly easy with the Loverboy or bowling bombs when in groups, they grew rather tiresome to deal with regardless. They are hard to see and can sneak up on you and do considerable damage, many times while you are busy on a firefight and didn't notice one or two of them.
- Enemy AI: This is by far the worse aspect of the game. It was disappointing to have a dramatic entrance of one of the game's larger and harder enemies completely ruined by them running into a wall and getting stuck. This happened to me often and in every level, with all the enemies. Sometimes you'd be fighting a group of enemies and leave the room, without being followed outside by them. Going back in the room would show all enemies stuck trying to get through the door.
- Inconsistent aim for the Ion Bow: Even playing without autoaim, I felt like the Ion Bow missed every other shot, despite the crosshair being placed perfectly in my intended target. It would shoot left of it, right of it, even up or down of it. It was rather frustrating and could even cost me a lot of health at times when I was trying to dispatch with it certain dangerous enemies.
What could improve
- Sound design: While the weapons sound beefy and feel right, other aspects of the sound work could be made better. Enemy voices sound muffled and sometimes I can't tell from which particular enemy are they coming from. Cultitst, Liberators and Greater Priests are extremely common enemies and while I can sometimes recognize different sounds they make, most of the time I can barely make out what they say and they just sound too similar that it's hard for me to tell them apart.
- Grenade launcher mode of the Disperser: I felt the grenades took too long to go off, but most importantly, they were a bit inconsistent; sometimes one was enough to explode on an enemy and dispatch of an entire group, others it would only dispatch the one enemy, despite being close together to other foes.
- Platforming: I'll admit I'm not a huge fan of platforming in FPS games, but putting that aside, I think the IF platforming needs some work. Shelley jumps too short unless I get her in some hard to pull of trick momentum that I can only get to work when the game feels like it. It just doesn't flow very well sometimes and I felt forced to save and reload a lot to make some simple jumps.
- Certain levels can drag a bit too long: this is particularly true of science bases and sewers. They can go on a bit too long for my taste and it doesn't help that they can feel rather familiar. I felt this a lot closer to the end of the game than at the start.
What I'd like to see:
- A rocket launcher type weapon: I felt this game sorely missed a weapon like that. While Shelly is well equipped with explosive devices to handle crowds at closer to medium range, I felt she was lacking a longer range explosive solution. A weapon like that has been a staple of Duke3D, Shadow Warrior and even Blood. I'd love to see it in Ion Fury.
- More creative enemies and bosses: I liked the enemy roster overall, but preferred the more outlandish enemy design and wish to see more of it. Things like Skinjob, Diopede, Brutalizer and the Wendigo is what I'm talking about in what regular enemies is concerned, and boss fights like Spoiler
- Expansions: self-explanatory.
- More games:
Final thoughts:
Ion Fury is a success in terms of trying to recapture the old style of first person shooters. It is well designed, and a lot of thought and care was put into it. I am unfamiliar with the technical side of things, so sadly I can't comment on anything else but how it looks, plays, sounds and feels. In all those areas it excels, with very few hiccups in between. I can't say I like it more than Blood or Duke3D, but it certainly comes close. A great effort overall.
This post has been edited by Putrid Pete: 22 August 2019 - 08:31 AM
#3479 Posted 22 August 2019 - 08:26 AM
This post has been edited by NightFright: 22 August 2019 - 08:27 AM
#3480 Posted 22 August 2019 - 08:32 AM
NightFright, on 22 August 2019 - 08:26 AM, said:
I like the weapons for the most part, but I think an opportunity was missed on weapon slot 7. Instead of another thrown explosive, it could have been something unique. I suspect they had an expansion planned with another weapon in the works, but it should have shipped with one. Not a huge deal, though.