Jigolo
Member
Out of curiosity, do we know who OneLetter is? Is he a developer for RAD, a community manager, etc.?
One thing's for sure, he's definitely human.
Out of curiosity, do we know who OneLetter is? Is he a developer for RAD, a community manager, etc.?
That asshat blaster is amazing.
Community manager.Out of curiosity, do we know who OneLetter is? Is he a developer for RAD, a community manager, etc.?
Oneletter is a myth, a legend but in reality he isthe community manager at RAD
Community manager.
One thing's for sure, he's definitely human.
I'm happy for you.
But deep down .
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Yeah so uh, impressions?
Not anymore.
Thanks man, a bit refreshing to hear some criticisms since the other impressions we got were very positive. I like seeing both sides of the coin.
What's getting you down on the gameplay? Is it an issue with the core mechanics or just the mission/level structures?
How big is your monitor?Well i'll just post impressions for what it is for me.
First of all the very core is off, the black bars with the camera placement makes everything strange as almost 30% of my screen is for my character. simple stuff like looking around, enjoy the environments and taking cover isn't fluid. It's not broken but i feel it didn't hit the sweet spot either. The UI is good except the weapon selection, which takes almost 30% of the screen while up, while your left side of the screen is your character and your vertical screen sides are black. There's so much room left to engage.
The controls aren't perfect in a genre that has been perfected.
Cover based games like Gears or Uncharted or The last of us did really good job there.
I don't see why RAD just didn't copy the formula, there's no switching cover corners, getting out of cover is a different button then getting into cover, no option to change control layouts at all, no 180 quick turn option, friendly NPC get you out of cover or in you'r way etc...
Weird design decisions:
when you want to stealth kill using triangle you need to time it with a flashing circle around it other wise you just fail. problem with this is, the flashing circle with the flashing triangle is so quick it's easy to miss. I mean, why can't i just press triangle and be done with it like when i face the enemy face to face? shouldn't be easier to kill them from behind unnoticed?
QTE's are weird, you get an explanation when there up but until you can read it for the first time you fail it, and it changes from time to time so you need to readjust but not as in God of war that you knew a head the general idea how to tackle the QTE.
You get a lot of item inspecting to do, but when you get an audio log you need to manually listen to it from the pause menu.
Having one primary weapon is fine, but your sniper rifle fills that spot and as soon as someone comes behind you there's only your pistol and it doesn't cut it. instead of 2 grenade slots a third slot for heavy/sniper weapon could have been better.
Once you hold a lantern you cant take cover, why? Can't i just put the lantern down and dispatch my enemies in a not uncomfortable way? It's the DOOM 3 gun/flashlight dilemma again but with lantern/cover.
The mission structure is good though there's sometimes no continuity between them which strikes you pretty hard. So you can sometimes think "wait, i just were in that place, how i ended up here so fast? what happened in the meantime ? oh well..".
Not anymore.
Well i'll just post impressions for what it is for me.
First of all the very core is off, the black bars with the camera placement makes everything strange as almost 30% of my screen is for my character. simple stuff like looking around, enjoy the environments and taking cover isn't fluid. It's not broken but i feel it didn't hit the sweet spot either. The UI is good except the weapon selection, which takes almost 30% of the screen while up, while your left side of the screen is your character and your vertical screen sides are black. There's so much room left to engage.
The controls aren't perfect in a genre that has been perfected.
Cover based games like Gears or Uncharted or The last of us did really good job there.
I don't see why RAD just didn't copy the formula, there's no switching cover corners, getting out of cover is a different button then getting into cover, no option to change control layouts at all, no 180 quick turn option, friendly NPC get you out of cover or in you'r way etc...
Weird design decisions:
when you want to stealth kill using triangle you need to time it with a flashing circle around it other wise you just fail. problem with this is, the flashing circle with the flashing triangle is so quick it's easy to miss. I mean, why can't i just press triangle and be done with it like when i face the enemy face to face? shouldn't be easier to kill them from behind unnoticed?
QTE's are weird, you get an explanation when there up but until you can read it for the first time you fail it, and it changes from time to time so you need to readjust but not as in God of war that you knew a head the general idea how to tackle the QTE.
You get a lot of item inspecting to do, but when you get an audio log you need to manually listen to it from the pause menu.
Having one primary weapon is fine, but your sniper rifle fills that spot and as soon as someone comes behind you there's only your pistol and it doesn't cut it. instead of 2 grenade slots a third slot for heavy/sniper weapon could have been better.
Once you hold a lantern you cant take cover, why? Can't i just put the lantern down and dispatch my enemies in a not uncomfortable way? It's the DOOM 3 gun/flashlight dilemma again but with lantern/cover.
The mission structure is good though there's sometimes no continuity between them which strikes you pretty hard. So you can sometimes think "wait, i just were in that place, how i ended up here so fast? what happened in the meantime ? oh well..".
Well i'll just post impressions for what it is for me.
First of all the very core is off, the black bars with the camera placement makes everything strange as almost 30% of my screen is for my character. simple stuff like looking around, enjoy the environments and taking cover isn't fluid. It's not broken but i feel it didn't hit the sweet spot either. The UI is good except the weapon selection, which takes almost 30% of the screen while up, while your left side of the screen is your character and your vertical screen sides are black. There's so much room left to engage.
The controls aren't perfect in a genre that has been perfected.
Cover based games like Gears or Uncharted or The last of us did really good job there.
I don't see why RAD just didn't copy the formula, there's no switching cover corners, getting out of cover is a different button then getting into cover, no option to change control layouts at all, no 180 quick turn option, friendly NPC get you out of cover or in you'r way etc...
Weird design decisions:
when you want to stealth kill using triangle you need to time it with a flashing circle around it other wise you just fail. problem with this is, the flashing circle with the flashing triangle is so quick it's easy to miss. I mean, why can't i just press triangle and be done with it like when i face the enemy face to face? shouldn't be easier to kill them from behind unnoticed?
QTE's are weird, you get an explanation when there up but until you can read it for the first time you fail it, and it changes from time to time so you need to readjust but not as in God of war that you knew a head the general idea how to tackle the QTE.
You get a lot of item inspecting to do, but when you get an audio log you need to manually listen to it from the pause menu.
Having one primary weapon is fine, but your sniper rifle fills that spot and as soon as someone comes behind you there's only your pistol and it doesn't cut it. instead of 2 grenade slots a third slot for heavy/sniper weapon could have been better.
Once you hold a lantern you cant take cover, why? Can't i just put the lantern down and dispatch my enemies in a not uncomfortable way? It's the DOOM 3 gun/flashlight dilemma again but with lantern/cover.
The mission structure is good though there's sometimes no continuity between them which strikes you pretty hard. So you can sometimes think "wait, i just were in that place, how i ended up here so fast? what happened in the meantime ? oh well..".
They published Ninja Gaiden II and the original Mass Effect too. Both eventually released on PS3.Hmm...I thought MS was the publisher?
Well i'll just post impressions for what it is for me.
That does not sound very exciting...Well i'll just post impressions for what it is for me.
First of all the very core is off, the black bars with the camera placement makes everything strange as almost 30% of my screen is for my character. simple stuff like looking around, enjoy the environments and taking cover isn't fluid. It's not broken but i feel it didn't hit the sweet spot either. The UI is good except the weapon selection, which takes almost 30% of the screen while up, while your left side of the screen is your character and your vertical screen sides are black. There's so much room left to engage.
The controls aren't perfect in a genre that has been perfected.
Cover based games like Gears or Uncharted or The last of us did really good job there.
I don't see why RAD just didn't copy the formula, there's no switching cover corners, getting out of cover is a different button then getting into cover, no option to change control layouts at all, no 180 quick turn option, friendly NPC get you out of cover or in you'r way etc...
Weird design decisions:
when you want to stealth kill using triangle you need to time it with a flashing circle around it other wise you just fail. problem with this is, the flashing circle with the flashing triangle is so quick it's easy to miss. I mean, why can't i just press triangle and be done with it like when i face the enemy face to face? shouldn't be easier to kill them from behind unnoticed?
QTE's are weird, you get an explanation when there up but until you can read it for the first time you fail it, and it changes from time to time so you need to readjust but not as in God of war that you knew a head the general idea how to tackle the QTE.
You get a lot of item inspecting to do, but when you get an audio log you need to manually listen to it from the pause menu.
Having one primary weapon is fine, but your sniper rifle fills that spot and as soon as someone comes behind you there's only your pistol and it doesn't cut it. instead of 2 grenade slots a third slot for heavy/sniper weapon could have been better.
Once you hold a lantern you cant take cover, why? Can't i just put the lantern down and dispatch my enemies in a not uncomfortable way? It's the DOOM 3 gun/flashlight dilemma again but with lantern/cover.
The mission structure is good though there's sometimes no continuity between them which strikes you pretty hard. So you can sometimes think "wait, i just were in that place, how i ended up here so fast? what happened in the meantime ? oh well..".
take it your not liking the game to much?
Hows the gore?From what I played this far it's solid.
There are good things and not so good things.
Amazing smooth frame rate with amazing graphics, good platforming, amazing sound work and voice acting, polished bug free game is very good.
But i cant lie that the thought "goddamn just control like gears/uncharted" didn't pass my mind.
How big is your monitor?
I just ate for another $60
I need to forget. Please post some impressions soon?
Thanks!
this doesn't sound too good
i really want this to be great, but i get a feeling it's going to be 75ish metacritic
From what I played this far it's solid.
There are good things and not so good things.
Amazing smooth frame rate with amazing graphics, good platforming, amazing sound work and voice acting, polished bug free game is very good.
But i cant lie that the thought "goddamn just control like gears/uncharted" didn't pass my mind.
From what I played this far it's solid.
There are good things and not so good things.
Amazing smooth frame rate with amazing graphics, good platforming, amazing sound work and voice acting, polished bug free game is very good.
But i cant lie that the thought "goddamn just control like gears/uncharted" didn't pass my mind.
Sound great to me, thanks for the impressions.From what I played this far it's solid.
There are good things and not so good things.
Amazing smooth frame rate with amazing graphics, good platforming, amazing sound work and voice acting, polished bug free game is very good.
But i cant lie that the thought "goddamn just control like gears/uncharted" didn't pass my mind.
HnnnnnnngRight off the bat this game has me by the balls.
I'm not too big on the whole werewolf/vampire culture, but the sense of atmosphere, the graphics, the camera and YES, THE FILMIC STYLE of the overall presentation completely robbed me of my skepticism. It's downright chilling.
The graphics really can't be understated. It's near CG.
Everything so far about this game feels so different. I'm getting that sense of discovery that I get with really good games.
I am IN, baby.
there's no switching cover corners, getting out of cover is a different button then getting into cover, no option to change control layouts at all, no 180 quick turn option
The lantern thing makes sense. Going into a cover with an oil based item and a thermite gun might not be the wisest decision. I think it's a deliberate decision. Remember this is "steam punk", so you will have some purposeful technological setbacks.
Right off the bat this game has me by the balls.
I'm not too big on the whole werewolf/vampire culture, but the sense of atmosphere, the graphics, the camera and YES, THE FILMIC STYLE of the overall presentation completely robbed me of my skepticism. It's downright chilling.
The graphics really can't be understated. It's near CG.
Everything so far about this game feels so different. I'm getting that sense of discovery that I get with really good games.
I am IN, baby.
EDIT:
Sennheiser HD 650 here, and the sound is fucking exquisite.
Insane to me that they wouldn't take the easy stuff like the 180 quick turn, dodging, and cover transitions. Seems like any cover shooter where the player has a significant amount of weight should give decent mobility options.From what I played this far it's solid.
There are good things and not so good things.
Amazing smooth frame rate with amazing graphics, good platforming, amazing sound work and voice acting, polished bug free game is very good.
But i cant lie that the thought "goddamn just control like gears/uncharted" didn't pass my mind.
You are better than this. That is an absurd stretch. I would expect a person in a steampunk world to ya know put down the latern. Claiming they made a logical decision that you couldn't cover with it due to a thermite weapon is wayyy tooo far.
i could have sworn i saw a tutorial section snippet of gameplay where there was a clear option to switch from cover to cover
maybe i was imaging it, weird
i could have sworn i saw a tutorial section snippet of gameplay where there was a clear option to switch from cover to cover
maybe i was imaging it, weird
Right off the bat this game has me by the balls.
I'm not too big on the whole werewolf/vampire culture, but the sense of atmosphere, the graphics, the camera and YES, THE FILMIC STYLE of the overall presentation completely robbed me of my skepticism. It's downright chilling.
The graphics really can't be understated. It's near CG.
Everything so far about this game feels so different. I'm getting that sense of discovery that I get with really good games.
I am IN, baby.
EDIT:
Sennheiser HD 650 here, and the sound is fucking exquisite.
Cover section starts at 20 seconds.i could have sworn i saw a tutorial section snippet of gameplay where there was a clear option to switch from cover to cover
maybe i was imaging it, weird