Binary Domain - Consequence System

Still looks as generic as the day I witnessed the debut trailer and shuddered myself into a coma, but now complete with jarring dialogue mishaps and comedy relief in the form of a French robot. You can do better than this Sega.
 
Criminal Upper said:
I've always wanted a sequel to Quantum Theory.
This doesn't even look as bad as Quantum Theory. It doesn't look like a straight Gears clone. They are at least trying something new with their little trust system. Not only that, but the designs of everything but the main characters looks very sleek and cool. The human characters do have the trademark Yakuza faces. And there seems to be some attempt at coherent story. Plus the actual shooting looks solid. Nothing like Quantum Theory.
 
"whip yourself into shape, dan. is that the best you can do?"

"YEA!!!"

he sure is hyped about absolutely nothing
 
RedSwirl said:
So... Deus Ex?
Sort of, but they have major narrative foundation differences. The world in gits is more accepting of advanced technology. Plus no wacky global conspiracies.
 
vazel said:
The world in gits is more accepting of advanced technology. Plus no wacky global conspiracies.
No conspiracies in GiTS? What? That's all the two seasons were about. Unless you mean other GiTS media. I thought the movies were shit and I never read the manga.
 
Alextended said:
No conspiracies in GiTS? What? That's all the two seasons were about. Unless you mean other GiTS media. I thought the movies were shit and I never read the manga.
Global conspiracies as in trying to change the world order.
 
played this at PAX. was surprisingly pretty fun even with some serious gears influence but not as heavy in the movements. the enemy design and detail in their modeling and animation really stood out to me. looking forward to playing the final game.
 
Uh... the writing and voice-acting is atrocious? And I don't think the command stuff looks engaging at all. More of a hassle.

Love the way the robots shatter apart as you shoot them though. I wanted more of that in Vanquish.
 
This game has my attention now.That consequence system is pretty cool, I wish more games actually punished you mishandling in game relationships.
 
I really didn't think about Gears when looking at this trailer. I had more of a "The reject group of Section 9" GiTS feel to it, as someone mentioned earlier.

Robot armor pieces shredding everywhere, and all the ways the enemies react to parts being blow off, in ways unlike humans / locust / anything with blood is pretty cool. Consequences look very nice, but I wonder how much you can manipulate them? I'd be rather funny to force a love triable between 3 characters, or to make a bitter rival out of one of them, and watch him go off and do his own thing. Especially if your rival would possibly die / refuse to help you in story segments, leading your character to die at the end.

Not the kinda game I usually get hype for, but the fact that it's pretty different in tone, ideas, and style, actually has me interested.
 
Hmmm, this game is starting to interest me. Does it have a multiplayer component? (I'm asking this more so to help try and justify the 60 dollars).
 
Zen said:
Hmmm, this game is starting to interest me. Does it have a multiplayer component? (I'm asking this more so to help try and justify the 60 dollars).

Yes, though they haven't said anything about it.
 
The game looks fun but I'm not sure I could take the voice acting. I'll probably eventually pick it up for ~$5 on half/ebay.
 
The consequence system sounds good on paper but if it's just NPCs barking different annoying one-liners at you in combat then I'll give it a miss.
 
I played this very briefly at the Eurogamer Expo. The movement and shooting felt surprisingly snappy, I was quite surprised. The boss encounter I played wasn't too creative and all this dialogue stuff was not at all aparent, but it seemed mechanically sound if nothing else.
 
Oh and if the NPC consequence system is just a rip-off of the disposition system in Alpha Protocol I will personally staple dead fish to the insides of every Sega executive's desk.
 
jim-jam bongs said:
The consequence system sounds good on paper but if it's just NPCs barking different annoying one-liners at you in combat then I'll give it a miss.

It's definetly not AP level of NPC relationship (nice avatar) but I think it's a nice system, at least sounds interesting.
 
kokujin said:
Whats up with everyone knocking the VA?I think it's fine.

It's executed really awkwardly. The VA might not be terrible, but the "soundboard" feel where the it feels like the game is plucking categorized lines isn't helping.
 
kokujin said:
Whats up with everyone knocking the VA?I think it's fine.

Yeah, I don't think it's so bad either. It's a bit campy, and that "YEAHHHH!" was awkwardly out of place, but I always kinda find such to be charming, to a degree.

It's nice it's not the same voice, same dialects, same exact way of speaking you hear in everything else.
 
Maffis said:
lol, while it sounds quite cool with a consequence system like that, it is actually quite fucked up. Who ignores their commander's orders when it's about life and death? Doesn't make any sense at all. But it does still seem interesting.

The gameplay however is another matter. Looks like your typical third person shooter with static enemies barely doing anything other than standing still and shooting.

Yeah, what they are trying to do is very cool, but it feels so weird.
"Hey, help me so I don't die."
"Not a chance, monsieur!"

The second video with him running around shooting was at TGS, and I played it. I think the game has some interesting ideas, but the core shooting feels a bit boring. At the end of the demo you have to jump on the guy's head ala Starship Troopers. That was interesting but getting there was kind of meh.

If all your squadmates have unique abilities that's also kind of cool. Didn't see that in the demo.

Oh and don't defend the VA. The actors are fine, they just needed more lines, but they cheaped out with more generic responses. Which results in unnatural exchanges, etc.

Judging from the responses in this thread, people who like Japanese games will dig it but it's definitely gonna miss the intended market, ie. Gears of War/Call of Duty fans.
 
Relaxed Muscle said:
It's definetly not AP level of NPC relationship (nice avatar) but I think it's a nice system, at least sounds interesting.

One thing which I'd like to see ripped off from the AP system in more games is that there is an effect associated with both positive and negative dispositions. It doesn't have to be as in-depth as AP but it just makes your choices substantially more meaningful when there isn't a "right" answer.
 
that is real nice. I don't think there's any perk for being a jerk to your team mate, so that example of low trust gameplay probably won't happen for most people as long as they have common sense (or if the game decide to make the teammate jerk to you at the start so you'll be struggling to get them to trust you)

is there really a branching paths? maybe it's linear, but you get different cutscene and setpieces with different teammate but the result will be mostly the same? it'd be kinda cool if you can actually lost teammate as you play through the game. go to this level with member A and if the trust is not high enough, that member will be killed. etc
 
Game looks excellent

probably my only gaming purchase in February
 
Callibretto said:
that is real nice. I don't think there's any perk for being a jerk to your team mate, so that example of low trust gameplay probably won't happen for most people as long as they have common sense (or if the game decide to make the teammate jerk to you at the start so you'll be struggling to get them to trust you)

is there really a branching paths? maybe it's linear, but you get different cutscene and setpieces with different teammate but the result will be mostly the same? it'd be kinda cool if you can actually lost teammate as you play through the game. go to this level with member A and if the trust is not high enough, that member will be killed. etc
But why even make that a feature. The AI in most squad games is next to worthless anyway, and their innovation is a feature that makes them even more worthless if you don't coddle them. Great.
 
SapientWolf said:
But why even make that a feature. The AI in most squad games is next to worthless anyway, and their innovation is a feature that makes them even more worthless if you don't coddle them. Great.
My feeling is that it will be more important for the story, it's adding some kind of relationship meter for your character like mass effect, and certain level of trust may lead to that particular character cutscene or setpieces. Adding that system to the squad command is just to make the system more cohesive, more tied together, so you can see the trust in gameplay.

I think it have potential, imagine scenario where character with low trust level betray you in the middle of the game and become enemy, while the alternate scenario with high trust level is he actually push you out of harms way and got killed saving you. Both scenario lead to that member leaving your party, but give very different emotional impact.

Managing your tezm trust will become the metagame, try to beat the game with all member having high trust level, since you can only bring 2 other ai member at a time, you're choosing which one to prioritize etc.
 
^^
and to make things more fit
it's been detailed that the team members of your squad actually never met together before this mission, so everything is possible.
 
Sounds like a solid idea, lets see if they can execute... It's very Mass Effect, but with the choices you make effecting not just character effectiveness and story but tactics as well.

That's great if they can pull it off.
 
Callibretto said:
My feeling is that it will be more important for the story, it's adding some kind of relationship meter for your character like mass effect, and certain level of trust may lead to that particular character cutscene or setpieces. Adding that system to the squad command is just to make the system more cohesive, more tied together, so you can see the trust in gameplay.

I think it have potential, imagine scenario where character with low trust level betray you in the middle of the game and become enemy, while the alternate scenario with high trust level is he actually push you out of harms way and got killed saving you. Both scenario lead to that member leaving your party, but give very different emotional impact.

Managing your tezm trust will become the metagame, try to beat the game with all member having high trust level, since you can only bring 2 other ai member at a time, you're choosing which one to prioritize etc.
In theory. In reality, you'll probably have to babysit annoying cardboard cutout characters that will now occasionally get uppity.
 
SapientWolf said:
In theory. In reality, you'll probably have to babysit annoying cardboard cutout characters that will now occasionally get uppity.
It's just dialog option isn't it? Also, giving order to take cover or shoot target isn't really babysitting, that's just the nature of squad shooter. Do you feel like babysitting your team in mass effect?
 
SapientWolf said:
In theory. In reality, you'll probably have to babysit annoying cardboard cutout characters that will now occasionally get uppity.

I'm not even sure they can die. So at the moment I don't think babysitting is right
 
In theory it sounds great... I wonder if Sega hired any of the Vanquish team members for this or just outsourced some of it to Platinum Games.
 
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