cybdmn, on 04 March 2018 - 03:12 AM, said:
- The music is far to generic and repetive. I hoped for some midi tunes, like in the 90ies. I miss these Bobby Prince/Lee Jackson kind of classics. These kind of tracks, which burns into your head.
Gotta say I disagree on this. Repetitive maybe, but the first level's theme song was so catchy I ended up just minimizing and leaving it on a loop while i worked on something.
The music was the biggest surprise to me, I hate like 80% of new game soundtracks and feel they all end up horribly generic but this game has a very retro 80s, Unreal or C&C1 feeling soundtrack without ripping off songs directly from those games and it helped draw me into the game. It probably helps that it's tracker music and is comparable to deus ex which is a similar setting (unreal as well) and I really hope they don't go for a shift in style in the full game unless the worldspace specifically calls for it, because I love it. I'd rather have this than midi tbh.
Onto my thoughts on the preview game itself.
Great work guys, really. The levels are gorgeous, the secrets are logical so far and got me thinking, and the combat is very fun and is more like a refined version of blood then the at times frustrating pop-n-shoot feeling of duke3d. Here's some of my feelings put into a list
Pros:
Quote
-Memorable, catchy music
-excellent art style. I detect a hint of DNF 2001 in the visual design and it's also reminiscent of malice for quake a bit
-Meaty combat and good weapon feel. Enemies aren't bullet sponges, have enemy specific gibs, and I like the idea of a tri-barrel revolver and love the idea of bowling bombs
-intuitively designed levels encourage exploration and secret hunting but don't have you sitting there looking for a keycard you missed for 20 minutes. I always felt like I was making progress and the areas of levels are distinct and serve as landmarks which is great.
-great effects and destructability - cups, chairs, windows, all that good stuff seems to react to your shots.
-I love how the AI actually comments on you throwing a grenade
-the HUD face - it's perfectly retro and it fits this game perfectly.
Cons:
Quote
-the smg is underwhelming - it kinda reminds me of the vector in RL but i was never huge on that gun's design - also shells seem to come out of it too slow for the actual firing rate - being able to dual wield SMGs would improve this weapon a ton, which brings me to my next point -
-Sound design for weapons is just kinda there. The revolver sounds like when I bang my bathroom door, SMG is okay but could use a little extra punch, the shotgun sound is good but it seems too low. Same deal with explosions, they look great but kind of just go boom.
- enemies are lacking a bit. I like the skull robots, but they all seem to be lacking really distinguishable sounds. The soldier enemies look cool but each type could do with distinct chatter to help identify them without seeing them.
- AI could be more...reactive? I know basic AI is kind of a staple of these games but I feel like for soldiers they could use some blood features like being able to crouch or throw grenades, or strafing out of the way
- Shelly's lines - idk if it's the direction or the lines themselves but they leave a bit to be desired. I think it's mostly in the delivery of some of them. She's a good VO, just needs some tweaking IMO.
- secret rewards are a bit lacking - This is definitely a limited arsenal issue though so I'm sure that'll be remedied in the full release.
- ladders are kinda finnicky (though what game doesn't have that problem)
- the gattling gun tease kinda sucks. I understand why you did it, but unless there's one you can get in a secret in this demo all that means is the gun is in the demo and you don't even get like 10 seconds to try it out to give it a proper tease.
So yeah, that's my thoughts. A lot of nitpicky stuff, but that's because this is a surprisingly well done game, I look forward to the full release (and mods, since who are we kidding, it's on eduke, somebody is gonna make levels for the demo)