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EYE: Divine Cybermancy |OT| Eye For An Eye - Indie FPS/RPG, Source engine

Kuran

Banned
Joseph Merrick said:
is the multiplayer important? just shot off an email to their support address asking about plans to provide a subscriptionless purchasing option for the game. from what I can tell it isn't possible to buy this at all outside of steam?

The game works a bit better if you have a co-op partner, this is due to the difficulty. It's just more fun that way.
 

Kuran

Banned
Quoted as I posted these just before the page drop-off, and I feel they give the game some well deserved exposure.

Kuran said:
Some screenshots:

8973D37324EC3DE34A122E75BF7BF9B8AE7C333E

1EE0B4C172A4F1C74EF02C0551514CA2784F7773

E6E6FCA83D0DE144713F9A481E2CC9A620D535F8

5669C8E19B398A9AC781E1D6ED3F3254F90E176F

09420DE95C8B770D087DA0C38CDC251A6A843CA3

2FDCA345AB96FF3D5B256CC278231A0BA4276D52
 

Oreoleo

Member
I WILL ALSO POST PICS FOR GREAT JUSTICE

(Because it seems no one likes this game and I thought it was at least kinda fun)


6jEDL.jpg


WAHPC.jpg


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AKDPA.jpg


tvWkV.jpg


OOOPA.jpg
 

Oreoleo

Member
If you can find a friend to play it with on co-op, you'll have a great time. It's hardly in the league of the big blockbusters and as long as you keep that in mind, you'll have a blast.

Agreed. I went through it in co-op and enjoyed it a lot. Bought it at launch and had no regrets.
 

subversus

I've done nothing with my life except eat and fap
the game is great in coop but I'm playing it solo now.

The worst thing about it is its save system which makes it impossible to play in small chunks of time. People could forgive bad writing and bugs but they won't accept shit like taht system ever until they are after that specific type of gameplay like me.
 

TGMIII

Member
So this is on a daily deal right now for the steam christmas sale.

What's everyone's general thoughts on the game. I like the ideas behind the game but any gameplay videos I've watched haven't overly impressed me.
 

Oreoleo

Member
So this is on a daily deal right now for the steam christmas sale.

What's everyone's general thoughts on the game. I like the ideas behind the game but any gameplay videos I've watched haven't overly impressed me.

That's pretty much the long and short of it. The game is a diamond in the rough, there's really no two ways about it. It depends on how willing and able you'd be to cut through the moment to moment gameplay and see the game for the sum of its parts. Sort of in the same way people complain about STALKER's bugs and jankyness but there is still a hell of a game there. That said, there really isn't anything as broken as what can be found in unmodded STALKER. This is still Source engine after all. The atmosphere and aesthetic is well done so if that's something you can appreciate then I'd say it's worth it on that criteria alone. And it's only $2.50, or less if you find someone with a 4-pack, which seems pretty easy if you glance through the trading/gifting thread. At that price I find it really hard not to say just give it a go.
 

subversus

I've done nothing with my life except eat and fap
the game is fun in coop, that's all. Gunplay is outstanding, enemies are pretty lethal, art-direction and music are sick - better than 90% of stuff out there.

at the same time writing is atrocius, the story is convoluted, save system is dumb (give us an option at least!), the tutorial is presented in form of videos and polish is non-existent.

buy for coop if you and your friend have patience.

For me the biggest dissapointment is that writing doesn't match amazing art style. It's like watching Alien but with a script written by teenagers.
 
This is the game that will scratch my S.T.A.L.K.E.R. itch. Not necessarily atmosphere-wise (though it has that in spades) since it isn't creepy and doesn't try to be, but in complexity, unexplainedness, outstanding weapon feel, and general Euro jankiness. I love it.

e: Music is fantastic as well, has sort of a mysterious Half Life 2-vibe.
 

Durante

Member
I bought this in the sale together with a friend and just played for a few hours (in coop). All the systems seem a bit complex first, but it comes together nicely and I actually enjoy playing a game that's unashamed about its tons of stats and intricacies.

It also helps that the art is quite good, and it's always feels great to play a FPS in the source engine and be reminded of just how shitty the mouse behaviour and general responsiveness is in almost every cross-platform "AAA" title.
 

Card Boy

Banned
Small bump but i found this on the Steam forums.

We haves plans, so there are several work in progress.

We are working on an update for a long time, there are many fixes and also the IA has been reworked, many options to configure it have also been added but we are still testing all before release it.

A DLC is also on the work to add a team death match game mode.



So to be short yes we work on update, service and we till develop the game. Due to many administrative reasons and the move of our office and many other thing (as we are not many, so we have to do administrative and developing work), it’s a bit long, but we’re on it and it should come.



Concerning a second game, yes of course, but yet I can’t tell more about it.



Have a nice day.

Some guy emailed the devs. Hopefully the game becomes less confusing. The game is a rough gem, It just needs to be fleshed out and polished.
 

Servizio

I don't really need a tag, but I figured I'd get one to make people jealous. Is it working?
I noticed a mess of new achievements show up for good ol' Divine Cybermancy and went looking for an explanation. The dev's via Steam forums:

yes we are still working on E.Y.E, a major update will be released soon and a free DLC is still in preparation.

I probably shouldn't admit this, but I am excited for a reason to play this game again. Appeal through jank and bad translation obfuscation, layered with dystopian cyberpunk mysticism. It's all Shadowrun/Warhammer 40k/S.T.A.L.K.E.R. super nerd awkward and I dig it.
 

subversus

I've done nothing with my life except eat and fap
1 gig update is released. I wonder what it is.

here it is:

Additions/Modifications:
• Updated: Improved AI and squad tactics.
• Added: Several new AI management options: sound detection, sight distance, shooting reaction time and shooting accuracy.
• Updated: All the NPC spawn and repop system has been reworked; NPC don’t spawn in your back anymore, for example.
• Updated: General latency reduced, especially on cm_new_eden, cm_noctis, cc_noctis, cc_purge and cm_purge.
• Updated: NPC spawn frequencies on cm_forgotten.
• Added: 43 new achievements.
• Added: Messages during death caused by PSI shocks, medkit overdoses and hacking.
• Added: Messages when players are hurt by PSI shocks, medkit overdoses and hacking.
• Removed: Christmas gifts and reindeers.
• Updated: Every magazine took in the armory now counts as one magazine, except for the Betty Boom.
• Updated: Change of the font used in game.
• Updated: Cubemap optimization on cc_falling.
• Updated: Animations played during the cyber-brain transaction between the Special Force and the Culter on cc_new_eden.
• Updated: Mapcycle.txt and maplist.txt filled with all cm_ maps.
• Updated: Synicle and Manduco NPC animations compiled outside of the main model.
• Updated: AI settings during the siege on cc_forgotten.
• Added: Music track on cm_dreams.
• Added: In coop campaign, if the master of fate leaves the game, the warp level is immediately launched in order to choose a new master of fate.
• Added: When a player dies or disconnects, their sentries and scrabouillors are now destroyed.
• Updated: Limitation of the velocity due to received damages.
• Added: Maximum number of active grenades at a same time.
• Updated: Improvement of the player respawn routine.
• Updated: Improvement of the spawning routine at the beginning of a level.
• Updated: The resurector does not kill nearby NPC and players anymore.
• Added: Using the Dragon on an enemy where the teleportation isn’t possible will kill the user.
• Added: The Deus Ex pushes away foes attacking it in close-range.
• Updated: Change of the electric box sound on cc_tuto.
Bug fixes:
• Fixed: Characters could be reset, deleted or lost in some cases.
• Fixed: Possible crashes on cm_forgotten and cm_sheep during the display of the objectives.
• Fixed: Crashes due to the use of Dragon or Invocation on a spawning player.
• Fixed: Possible crash with the Substitution Door.
• Fixed: Crash occurring when a player killed an unarmed player.
• Fixed: Hacking and PSI powers being usable through the quick actions interface during dialogues or while a player was dead.
• Fixed: Melee attacks that couldn’t hit in some cases.
• Fixed: Prototype Xium displayed instead of Prositium in researches.
• Fixed: Skills being able to increase to 120 when they reached 0.
• Fixed: Some cases in which grenades couldn’t be thrown.
• Fixed: The random assignment of the number of missions on the cm_ maps didn’t work.
• Fixed: Cases in which players could respawn and get immediately stuck on geometry after the use of resurectors.
• Fixed: Damages due to PSI drains could propel players far away.
• Fixed: Exploit with the snipers that gave the player an XP surplus.
• Fixed: The laser beam and the collision with the monorail didn’t do damage to players and could get them stuck on cc_ancient.
• Fixed: Areas where players could get stuck on forgotten center.
• Fixed: Bug of the invisible double agent on cc_forgotten.
• Fixed: Gerard Von Spectre being invulnerable to sentries on cc_forgotten.
• Fixed: Some current objectives weren’t saved on cc_forgotten.
• Fixed: If Dutch died on cc_monolith before the player reached the entrance gate to hack it, it would remain permanently closed.
• Fixed: Issues with some displacement surfaces on noctis.
• Fixed: Player respawn issues on the stairs on electric sheep.
• Fixed: Possibility to get stuck behind the statue in Rimanah’s office on temple.
• Fixed: Possible spawn kill from the NPC on cm_purge.
• Fixed: Brushes that could prevent the player from falling in some chasms on temple.
• Fixed: The elevator didn’t hurt players on cc_tuto.
• Fixed: Issue on a physical box of a door on cc_tuto.
• Fixed: Vermin NPC could spawn underwater on cc_tuto.
• Fixed: Some chasms that sometimes didn’t kill players on temple and noctis.
• Fixed: NPC spawn frequency too important and radius too small on cm_dreams, cc_purge and cm_forgotten.
• Fixed: Nodraw overlap with the main gate on cm_monolith.
• Fixed: Nodraw overlap with a door on cc_ancient.
• Fixed: TRK weapon appearing during its zoom deployment.
• Fixed: Elevator physics on cc_tuto.
• Fixed: Nocull property missing on the texture of the bottle gibs.
• Fixed: Hands texture incorrect for the player in first person view with the grenade.
• Fixed: Bad LOD setup and holes on the research briefcase.
• Fixed: Incorrect light projector texture.
• Fixed: Wrong design and incorrect physic box on the damaged water tank model on noctis.
• Fixed: Nocull property missing on some clothes textures for the punks.
• Fixed: Physics issues on the federal cops when their heads are cut off.
• Fixed: Chair model not compiled on cc_shadows.
• Fixed: Missing description for the Streumonic Complementarity.
• Fixed: Non-localization of the name of a door on cc_ancient in the french version.
• Fixed: Missing description for the Bioregeneration researches.
• Fixed: Visible tiling of some rock textures displayed on Noctis.
• Fixed: Definebones missing on the Carnophage models.
• Fixed: Missing icon for the Bosco in the armory.
• Fixed: Players being able to use the Medkit and PSI powers at an abnormal rate with an exploit.
• Fixed: The Dr. Hyde achievement could be unlocked under wrong circumstances.
• Fixed: Weapons not usable anymore after a death from a Triangular Gate.
• Fixed: Wrong icon displayed when a player was killed by a physical object.
• Fixed: Player animation missing when jumping and switching weapons.
• Fixed: Culter Heavy’s mission texture not being animated.
• Fixed: The Bosco model stayed on the ground after having been picked up.
• Fixed: FOV and fire continuity when the hack interface is displayed.
• Fixed: PSI powers could be activated during a weapon reload or a maintenance.
• Fixed: Glitches allowing to reach some undesired locations on several maps.
• Fixed: Possible problems with player respawns on monolith, cc_temple6, divine_cybermancy and cc_dark.
• Fixed: Collision problem with Mitch when the script stops on cc_ancient.
• Fixed: Nodraw overlap and model overlaps on temple.
• Fixed: Non-hostile NPC in some cases.
• Fixed: Mistake in the name of a mission on cm_new_eden and cm_monolith.
• Fixed: Blur of the TRK still displayed when Attack1 key was held.
• Fixed: Rate of fire exploit by switching weapons or fire modes.
• Fixed: Moving continuity during dialogue with a NPC.
• Fixed: Ability to use PSI powers and to reload while on a ladder.
• Fixed: Exploit allowing to shoot while running.
• Fixed: No limitation of the cybernetic implants depending on the researches done.
• Fixed: The “I’m feeling better...” text appearing on player’s death.
• Fixed: Holograms showing available levels were solid.
• Fixed: Nodraw face visible in Rimanah’s office on temple.
• Fixed: Missing soundscape on cc_falling.
• Fixed: NPC navigation issue in some areas on monolith.
• Fixed: Players spawn points were not the same as those of the master of fate.
• Fixed: The desks were destructible but the objects on it were static on temple.
• Fixed: Players could be stuck in mid-air while using an interface.
• Fixed: The door to minos stayed closed in coop.
• Fixed: The Kraaknagul couldn’t hit a crouched or small enemy.
• Fixed: The Deus Ex couldn’t always hit its target in close combat.
• Fixed: The Streumonic NPC couldn’t do damage in close combat to an enemy too high or on top of them.
• Fixed: Explosive charges in missions could get players stuck while planting them.
• Fixed: Various typo errors in texts.
• Fixed: The camera could go through players’ arms with the Betty Boom.
• Fixed: Incomplete message on cc_temple4.
• Fixed: Mission exploit on cm_noctis.
• Fixed: Blurred weapon icons in the armory.
• Fixed: In coop campaign, the missions depended on the host instead of the master of fate.
• Fixed: Exploit allowing to ignore the maximum weight limit carried by a player.
• Fixed: Power Conversion worked only when the player had Dermal Sheath.
• Fixed: Players could get stuck on a NPC if they used Invocation too close to it.
• Fixed: Players’ weapons switched between lowered and normal state when they were at a certain distance of an allied NPC.
• Fixed: Coop campaign progression blocked if the master of fate left the game.
• Fixed: Some ammunition had no weight.
• Fixed: Reno could be killed on Divine_Cybermancy.
• Fixed: Bug with the pacifist mission on cc_falling.
• Fixed: Grenades from the grenade launcher didn’t follow prop_physics, prop_ragdoll...
• Fixed: Patrol bug on cm_dreams.
• Fixed: Several corpses appeared for the mission “Find the corpse” on cm_forgotten.
• Fixed: Collision issue with the skybox on the warp level.
• Fixed: Menu_thumb texture missing for cc_point, cc_severed, zxdivine_cybermancy, cc_minos and cc_end.
• Fixed: Localization of some texts in French concerning hacking.
• Fixed: If the player used the PSI Wave when equipped with 444+katana, the 444 handgun that was not dual-wielded lost its ammunition.
• Fixed: Missing entity to limit the dropped weapons on forgotten center.
• Fixed: Error message when launching a dedicated server.
• Fixed: Reset of the options setup of the create server panel.
 

Tomat

Wanna hear a good joke? Waste your time helping me! LOL!
Kinda bummed this game doesn't run as well as I hoped it would.

AMD Athlon X2 64 Dual Core 3800+
Nvidia GTX 460
3GBs RAM

My processor is my major bottleneck, but it passes the minimum. I did the demo mission and I was getting single digit framerate during one firefight, it was awful (although after that it seems alright). Kind of expected a source game to run a bit better.
 

Tacitus_

Member
Bought and installed this. Started and I'm so lost...
Rolled good starting stats and tried a bit of melee combat but I got cut down and lost three resurrections. Originally thought about making a melee/hacker but the hacking interface is weird and I feel too squishy to do melee so I guess that's scrapped. Luckily didn't spend any skill points yet.
 

Tess3ract

Banned
Bought and installed this. Started and I'm so lost...
Rolled good starting stats and tried a bit of melee combat but I got cut down and lost three resurrections. Originally thought about making a melee/hacker but the hacking interface is weird and I feel too squishy to do melee so I guess that's scrapped. Luckily didn't spend any skill points yet.

Go watch some tutorial videos. Hacking owns but doesn't pause the game
 

Nishastra

Banned
Kinda bummed this game doesn't run as well as I hoped it would.

AMD Athlon X2 64 Dual Core 3800+
Nvidia GTX 460
3GBs RAM

My processor is my major bottleneck, but it passes the minimum. I did the demo mission and I was getting single digit framerate during one firefight, it was awful (although after that it seems alright). Kind of expected a source game to run a bit better.
I was also surprised by abysmal performance, but I managed to get the game to use a TF2 tweak autoexec.cfg and now it runs great.

http://www.mediafire.com/?y9qlfmd515f8839

I've uploaded the two files you need (game won't even run the autoexec normally, so it needs a valve.rc to make it). Extract this into steam/steamapps/common/EYE/EYE/cfg/

Some of the settings are probably a bit severe, but I've commented out the TF2-only stuff and anything else that I found to cause problems. You can dig through the autoexec.cfg to change anything else.
 

Tess3ract

Banned
Kinda bummed this game doesn't run as well as I hoped it would.

AMD Athlon X2 64 Dual Core 3800+
Nvidia GTX 460
3GBs RAM

My processor is my major bottleneck, but it passes the minimum. I did the demo mission and I was getting single digit framerate during one firefight, it was awful (although after that it seems alright). Kind of expected a source game to run a bit better.
Your processor sucks man.

I used to have that processor and went to a 4000+ then to a Phenom II x3 720 and even overclocked it. The difference was generally huge, and even I have issues playing eye at max settings sometimes.
 

Tomat

Wanna hear a good joke? Waste your time helping me! LOL!
Your processor sucks man.

I used to have that processor and went to a 4000+ then to a Phenom II x3 720 and even overclocked it. The difference was generally huge, and even I have issues playing eye at max settings sometimes.

Yeah it does, but at the same time it's like "It's a fucking Source game guys. How did you manage this?"

A friend gifted me the game, so I'll play it anyway.

I was also surprised by abysmal performance, but I managed to get the game to use a TF2 tweak autoexec.cfg and now it runs great.

http://www.mediafire.com/?y9qlfmd515f8839

I've uploaded the two files you need (game won't even run the autoexec normally, so it needs a valve.rc to make it). Extract this into steam/steamapps/common/EYE/EYE/cfg/

Some of the settings are probably a bit severe, but I've commented out the TF2-only stuff and anything else that I found to cause problems. You can dig through the autoexec.cfg to change anything else.
Thanks a bunch!
 
New update and a free DLC (long awaited PvP) are coming. Love these guys.

Battle Royal:

In this round by round competition, the last man standing wins. All other participants are enemies!
You start each round with a random weapon and armor. Your aim is to finish the game with the most possible points.
You get points when you kill an enemy and also, when you are the survivor of the round.
You are free to use one of your existing Avatar, including one from the solo.
Some of your PSI and cyber powers are deactivated in this game mode.

Team Artifact:

Team competition. In this mode, Jians confront Culters for the artifact control. To do that you need to:
Take the artifact and carry it to the enemy area.
If the artifact is in the enemy area, the round ends. A new one will start and players will return to their initial positions.
Each team starts with an amount of resurectors. You win the round when the other team runs out of resurectors. There are several ways to do it:

- Carrying the artifact to the enemy area.
- Killing an enemy.
- Hacking special interfaces.

At the beginning of the game, choose your team and character class.

Full changelog can be found here.
 
Just started replaying this game with a buddy again. Forgot how much I enjoyed this game. I hope Deathwing turns out well. Really looking forward to it and hope it goes well for Streum On.
 
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