thelastword
Banned
Just slaughtered his partner two feet from him, didn't see or hear anything, just wandering into the distance. If this is chain killing ala NG3, this looks really bad and disjointed.Now with multi-kills
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Just slaughtered his partner two feet from him, didn't see or hear anything, just wandering into the distance. If this is chain killing ala NG3, this looks really bad and disjointed.Now with multi-kills
![]()
Just slaughtered his partner two feet from him, didn't see or hear anything, just wandering into the distance. If this is chain killing ala NG3, this looks really bad and disjointed.
Yep, right now it lacks a 'surprised' animation so he gets stunned and doesn't look so stupid while looking at his partner's corpse.. thanks for the feedback!![]()
Hope you guys sort it out, any stealth or ninja game has my attention.Yep, the 2nd guy should become surprised / stunned when noticing the first kill. Right now it lacks the animation, so he looks kinda stupid while looking at his partner's corpse.. thanks for the feedback!![]()
Personally, I think it was the right thing to do. Cinematic angles spoiled my enjoyment of Deux Ex last gen. It just completely killed the immersion IMO. It should have been like Dishonored.
Not that I don't agree with the fact that there is a lack of "something" here though.
I think it lies 90% in the animations (both the attacker and the victim should slow down down a bit before they stop moving for half a second when there's a hit) and maybe 10% in the post effects (see God of War's screen shake).
Idk. It's a stealth game. Shouldn't a kill feel elegant and efficient rather than loud and powerful?THIS ! I think you got something here. It's all about the feel of the hit. God of War screen shake or I would even say Wind Waker slow-mo when giving a hit:
https://www.youtube.com/watch?v=CBmcwhxsoq4#t=24s
THIS ! I think you got something here. It's all about the feel of the hit. God of War screen shake or I would even say Wind Waker slow-mo when giving a hit:
https://www.youtube.com/watch?v=CBmcwhxsoq4#t=24s
Idk. It's a stealth game. Shouldn't a kill feel elegant and efficient rather than loud and powerful?
Ahh you mean freezing frames? Like when you hit somebody with a bullet in Nuclear Throne?
I'm gonna test the 'freeze frames' approach...
Meanwhile, some more quick footage with some stealth kills:
https://streamable.com/gksw
Well, you can feel elegant AND powerful. It's true that it's a stealth game, but stealth kills usually feels special and powerful. It's often seen as a special move, rewarding not only in term of gameplay but also visually, because it feels stylish to play this way.
For exemple ! It could be freezing frames, screen effect. But I also believe it comes to sound design too, which, truth to be told, you really did well. In term of sound, the hit feels critical and powerful.
Damn, I love what you did with the UI being displayed on the floor instead of being mere text.
Game looks gorgeous, although I wonder if you plan to add more life to the guards/ennemies. Like maybe some of them whistling or various actions as such ?
Just tested the frame skip. It certainly enhances the hit, but kinda looks like the game is 'lagging'... if I could make it so only the player and enemy 'freeze' in place instead of the whole game.. maybe then it would look nice. Right now I think it's not viable.
Oh yeah! This month we are adding enemy dialogues, vocal noises and other sfx; without those the whole game feels dull, like a ghost town.
Assassins Creed: CelShade
I think any action where you're attacking another character should feel impactful at some level. Without a certain level of oomph the attacks will just fall flat.Idk. It's a stealth game. Shouldn't a kill feel elegant and efficient rather than loud and powerful?
I'm gonna test the 'freeze frames' approach...
Meanwhile, some more quick footage with some stealth kills:
https://streamable.com/gksw
Give it to me man! whens the release date on this supposed to be?
How are you guys thinking about more vertical movement in the game? not straight up AC Parkour and stuff, but more freedom of movement with dedicated jump button and such to give a more vertical freedom. I'm specifically thinking of Tenchu Z as an example.
Oh wow, getting major Tenchu vibes from that level designDefinitely doing it if a sequel becomes a reality. For this game it's too late to add big features, and I think we solve the verticality quite well with the Leap mechanic (you can leap and 'climb' ledges with it).
The first levels of the game are more 'horizontal', but as the game advances and you enter urban playgrounds, you'll find yourself with much more verticality.
Example of a city level (art is not final):
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I had no idea this was coming to PS4. So pumped. Just reading that lttp the chi thread the other day got me so amped. When is this supposed to arrive for PS4 again? Do we have a date?
This just makes me wish I could play Tenchu Z without having to hook up my 360.
Seriously though, I'm glad this exists. I really need a ninja stealth fix now that Tenchu is MIA.
That's part of this month's announcement, but yeah, you won't wait too long.
Looks great, can't wait to get this on PS4. Quick question; how hardcore is the stealth, on a scale of Splinter Cell to Metal Gear Solid?
PAX East, i guess? Can't wait, the game looks really nice.