Ion Fury "formerly Ion Maiden, launching August 15!"
#3841 Posted 09 February 2020 - 09:53 PM
you guys have the old brown cultists
I liked them a little better
#3842 Posted 09 February 2020 - 10:43 PM
Truck Stop Santa Claus, on 09 February 2020 - 01:25 PM, said:
Not yet. I have reached the end of zone 5 now, "Heskel's House of Horrors". Never thought it would take me that long, but there was a time I just couldn't play.
Gratefully upgrading from v1.0 to 1.02 mid game did not cause bigger problems as the game offers fallback options in case the savegames become incompatible.
#3844 Posted 13 February 2020 - 02:11 PM
My weapon of choice was the Disperser throughout most of the levels, with the crossbow as fallback option. I ignored the bowling grenades until almost the end mostly, but then the game REALLY wants you to use them by giving you larger groups of trashmobs. And it's really fun, then.
Ultimately, I still love the general art direction of the game, its setting and devotion to little details. I also doubt I will ever find all the secrets on my own without consulting a guide. It's clearly visible this was made by people who have played all the important classic shooters of the 90s and pay some kind of tribute to them. If there's anything that negatively sticks out, it's the stupid title rename which stole a big part of the identity of the game. Anyway, incredible what can stil be done with Build these days, and Ion Mai... errr Fury is as close to a Duke Nukem successor as we can possibly get these days, considering how Gearbox is handling the franchise.
This post has been edited by NightFright: 13 February 2020 - 02:20 PM
#3845 Posted 21 February 2020 - 08:29 PM
#3849 Posted 13 March 2020 - 02:20 PM
https://youtu.be/64BcWYUWKkw
from
https://twitter.com/...475806336331777
This post has been edited by Hank: 13 March 2020 - 02:37 PM
#3850 Posted 16 March 2020 - 02:21 PM
#3851 Posted 17 March 2020 - 04:47 AM
#3852 Posted 17 March 2020 - 06:45 AM
#3853 Posted 09 April 2020 - 03:30 PM
#3854 Posted 10 April 2020 - 10:25 AM
Looks like official stuff, very good job
#3856 Posted 28 April 2020 - 10:49 AM
it's just been AC for my poor Switch this year, so I'm keeping my eye on this
#3857 Posted 15 May 2020 - 11:28 AM
It's out guys, playing it on Switch myself
This post has been edited by Truck Stop Santa Claus: 15 May 2020 - 11:28 AM
#3859 Posted 16 May 2020 - 06:29 AM
#3860 Posted 16 May 2020 - 03:55 PM
MusicallyInspired, on 16 May 2020 - 06:29 AM, said:
It's the sound effects are .ogg.
This post has been edited by necroslut: 16 May 2020 - 03:56 PM
#3861 Posted 17 May 2020 - 05:01 AM
#3864 Posted 19 May 2020 - 02:19 PM
oasiz, on 19 May 2020 - 07:43 AM, said:
Yes, but not originally from OGG files. At least....I hope not.
This post has been edited by MusicallyInspired: 19 May 2020 - 02:19 PM
#3865 Posted 20 May 2020 - 07:53 AM
Provided as-is. Do not ask me or even the developers for further support. Do not file bug reports about these executables.
This post has been edited by LeoD: 20 May 2020 - 07:58 AM
#3867 Posted 04 June 2020 - 08:36 PM
https://www.pushsqua...sic_of_may_2020
All the best Voidpoint. Keep it up.
#3869 Posted 05 June 2020 - 04:07 AM
Is it me, or has the title theme changed slightly compared to the preview builds? I can't tell for sure because I played the previews on Linux while Windows has some HD audio driver thing that maybe alters sound quality.
I'm somewhat disappointed that while the preview campaign is playable as a bonus mission, it still uses the final version settings for enemies and weapons, with alt-fire and no brown technocultists anymore. I'm not complaining, and it makes the demo/preview more special, if only it were available to other people too. (BTW, I also don't have the latest version of he preview with the Heskel's House of Horrors level).
#3870 Posted 06 June 2020 - 07:58 AM
- enemies frequently get stuck in corners or hug walls when they are alerted to the player's presence but are unable to reach her, e.g. because they're on low ground
- enemies sometimes try to shoot at the player through solid walls, or from around the corner but their weapon is pointing into the corner (thus firing into the wall) while they are exposed to the player's fire
- so far I haven't noticed any enemy defensive behaviours from the enemies, e.g. trying to dodge or take cover. They seem to either stand idly, attack from distance while remaining stationary, or go straight at the player in an attempt to attack
It occurred to me that it would be nice if enemies would act in more diverse fashions, e.g. I don't think I ever ran into one patrolling an area (something that you can find even in Wolfenstein 3-D). Or see them do some stuff like set up weird equipment for Heskel's experiments, or even just an automated turret. I guess making a few extra animations for that could be quite possible. You know, so that you don't have the impression that the only thing they do is stand and wait for the player.
Ion Fury is such a great new start for the Build engine, it could incorporate a lot more elements, including friendly NPCs and more diverse situations/missions, e.g. rescuing captured GDF personnel or civilians, sabotaging enemy operations or something along those lines. I mean, many outdoor areas I have been into so far, including a replay of the preview area with the Sandy's bus and GDF HQ, gave me a strong feeling of intense urban combat I never had in any of the classic Build games. This could be peppered even more if the enemies showed some smarter behaviours than they do now IMO.