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ReCore |OT| Rock Your Core for a Prime Bot

Zedox

Member
I'd say a Steam Release is extremely likely. The IP is handled similarity to Quantum Break, Microsoft will be wanting to expose it as much as possible to build a healthy franchise.

QB wasn't a Play Anywhere title and they gave ReCore more time (it was supposed to come out in the spring) whereas QB they moved because of too many games in the holiday season. I don't think it will come to Steam, but not saying that it won't ever.

Anyone know if the progress from the trial will carry over with a physical copy of the game, or will I have to buy it digitally?

It should cross over no matter what, your progress is saved to the cloud.
 
Anyone know if the progress from the trial will carry over with a physical copy of the game, or will I have to buy it digitally?

If I had to guess, I'd say if you played on Xbox One, your progress will carry over. If you only played on PC and don't have an Xbox then it won't obviously because XPA is for digital only and physical Xbox games won't work in a PC.
 

Izuna

Banned
If I had to guess, I'd say if you played on Xbox One, your progress will carry over. If you only played on PC and don't have an Xbox then it won't obviously because XPA is for digital only and physical Xbox games won't work in a PC.

There won't be a difference been physical and digital when it comes to save files.

Why would you think so?
 

Izuna

Banned
That's the dumbest fucking thing I've ever heard. How do I uninstall this POS? It's not showing up in Programs & Features and I can't find an option in Windows store.
Is this for real? This can't be right can it? How is it a real demo if I don't even know how it should look and run on my PC

http://www.neogaf.com/forum/showthread.php?t=1290197

This is the problem

a fix is in the thread but you're not going to like it

--

To uninstall right click the app
 
Do I really need 45 fucking cores to get to the top of the E-Tower? I only have 24 currently and don't really want to go back and start looking for them all. Ugh.
 

EmiPrime

Member
I really enjoyed my time with the trial, both the shooting and the platforming feel really good. I think I will buy it after a couple of price drops as by then the tank bot will have been added and hopefully some game balance and QOL changes will have been made.
 
Finished the game finally.
Did people really not like the Eden Tower? I thought it had the best platforming and fights in the entire game. Sure the final Victor battle was pretty lame (I actually instant extracted him pretty early on lol) and the story was bad, but I liked the Tower.
 
So do you wobble the right stick back and forth to extract or do you kind of pull the right stick towards you? I feel like I am doing it incorrectly, lol. I am pulling the stick towards Joule, btw.
 

PaulloDEC

Member
So do you wobble the right stick back and forth to extract or do you kind of pull the right stick towards you? I feel like I am doing it incorrectly, lol. I am pulling the stick towards Joule, btw.

Took me a while to work it out, but the way it worked best for me was to hold the stick down when the line wasn't red and to only briefly hold it up when it was. Generally you'll only be switching to the up position for a second or two tops in my experience.

As far as I can tell there's no benefit to waggling madly or even moving the stick in any direction other than up or down.
 
You pull it so long as the wire isn't red.

Took me a while to work it out, but the way it worked best for me was to hold the stick down when the line wasn't red and to only briefly hold it up when it was. Generally you'll only be switching to the up position for a second or two tops in my experience.

As far as I can tell there's no benefit to waggling madly or even moving the stick in any direction other than up or down.

Thanks guys. Was thinking I was crazy or something.
 

nicoga3000

Saint Nic
So the game felt awesome from the demo, but I'm a BIT worried about the bits I've heard and read regarding collecting cores around the world. It sounds like it's incredibly cumbersome and the lack of in-game documentation means you have to resort to an external source for finding the cores. Is it as bad as people make it sound?

Also, is there some "end-game dungeons" or anything like that to explore?
 
Took me a while to work it out, but the way it worked best for me was to hold the stick down when the line wasn't red and to only briefly hold it up when it was. Generally you'll only be switching to the up position for a second or two tops in my experience.

As far as I can tell there's no benefit to waggling madly or even moving the stick in any direction other than up or down.

You always push the RS down, no mater your relative position, when the line becomes red you can still push, but it's a warning, when it becomes white than it's about to break and you should stop momentaly. (Or you could use the red as a warning to stop too and risk less)
 
C

Contica

Unconfirmed Member
So the game felt awesome from the demo, but I'm a BIT worried about the bits I've heard and read regarding collecting cores around the world. It sounds like it's incredibly cumbersome and the lack of in-game documentation means you have to resort to an external source for finding the cores. Is it as bad as people make it sound?

Also, is there some "end-game dungeons" or anything like that to explore?

I found all the cores I needed to finish the game by doing perfect runs on some dungeons, and basically just looking at the wasteland and thinking "I wonder if there's something over there, I'm gonna check it out".

Also, many core locations will show on your map. Go there first.

So I found everything I needed before the game even got a chance to become cumbersome. It helps if you like traversal challenges, for sure.
 
So the game felt awesome from the demo, but I'm a BIT worried about the bits I've heard and read regarding collecting cores around the world. It sounds like it's incredibly cumbersome and the lack of in-game documentation means you have to resort to an external source for finding the cores. Is it as bad as people make it sound?

Also, is there some "end-game dungeons" or anything like that to explore?

I'm at 50 prismatic cores. Haven't gone to external sources to find them. Just doing side dungeons and exploring. If you're not the type to just follow the main story path, then you'll enjoy this. :)
 
So the game felt awesome from the demo, but I'm a BIT worried about the bits I've heard and read regarding collecting cores around the world. It sounds like it's incredibly cumbersome and the lack of in-game documentation means you have to resort to an external source for finding the cores. Is it as bad as people make it sound? Also, is there some "end-game dungeons" or anything like that to explore?

Just to get an idea of how stuff works, you could probably take a quick look some videos online (like IGN's here). Starting at 1:41 they show you the in-game map, then zoom in on the location of a core (it's also marked on the in-game map) within the open/overworld, then proceed to grab it. The next one that they pinpoint (starting at 3:31) is not marked on the in-game map, but the one after that (starting at 4:53) is marked. I've gotten up to 46 without getting bored/frustrated, also haven't needed a guide. Once I got into the mid-30's, I did wish for the ability to switch to a 3rd/4th Corebot ability/frame while out and about in the open/overworld, but that really wasn't a big source of irritation for me. You could also take a look at some example runs through some dungeons, if you're curious (this person uploaded Cavern Rush, Repository Blitz, Armory Flux).
 
Though I will expect it to feel a bit repetitive, the trial sold me on the game. I'll probably buy it after I finish axiom verge. I enjoy the gameplay a lot more than most reviewers seemed to, which makes backtracking relatively painless. Hopefully the trial helps sell more copies because I want Microsoft to take more chances on these smaller games
 
Just to get an idea of how stuff works, you could probably take a quick look some videos online (like IGN's here). Starting at 1:41 they show you the in-game map, then zoom in on the location of a core (it's also marked on the in-game map) within the open/overworld, then proceed to grab it. The next one that they pinpoint (starting at 3:31) is not marked on the in-game map, but the one after that (starting at 4:53) is marked. I've gotten up to 46 without getting bored/frustrated, also haven't needed a guide. Once I got into the mid-30's, I did wish for the ability to switch to a 3rd/4th Corebot ability/frame while out and about in the open/overworld, but that really wasn't a big source of irritation for me. You could also take a look at some example runs through some dungeons, if you're curious (this person uploaded Cavern Rush, Repository Blitz, Armory Flux).

great post, thanks!
 

Sydle

Member
Finished the game finally.
Did people really not like the Eden Tower? I thought it had the best platforming and fights in the entire game. Sure the final Victor battle was pretty lame (I actually instant extracted him pretty early on lol) and the story was bad, but I liked the Tower.

I liked it a lot outside of the number of combat segments. I am hoping that if DLC comes along that it builds upon some of the things introduced in there.
 

cireza

Member
So the game felt awesome from the demo, but I'm a BIT worried about the bits I've heard and read regarding collecting cores around the world. It sounds like it's incredibly cumbersome and the lack of in-game documentation means you have to resort to an external source for finding the cores. Is it as bad as people make it sound?

Also, is there some "end-game dungeons" or anything like that to explore?
I had a blast exploring the world and got perfect runs in all dungeons, which pretty much gave me all the orbs required. So if you really like the gameplay and platforming, this will not be a problem.
 

RedSwirl

Junior Member
So I heard about how the game has backtracking towards the end and how that kills the pacing. It reminds me of the backtracking towards the end of Metroid Prime 1. Some are telling me it's stuff you can explore and do while you're playing through the game, that it's basically optional... until it isn't, which would really change the pacing depending on how you play it.

How does that shake out?
 
So the game felt awesome from the demo, but I'm a BIT worried about the bits I've heard and read regarding collecting cores around the world. It sounds like it's incredibly cumbersome and the lack of in-game documentation means you have to resort to an external source for finding the cores. Is it as bad as people make it sound? Also, is there some "end-game dungeons" or anything like that to explore?
Just to get an idea of how stuff works, you could probably take a quick look some videos online (like IGN's here). Starting at 1:41 they show you the in-game map, then zoom in on the location of a core (it's also marked on the in-game map) within the open/overworld, then proceed to grab it. The next one that they pinpoint (starting at 3:31) is not marked on the in-game map, but the one after that (starting at 4:53) is marked. I've gotten up to 46 without getting bored/frustrated, also haven't needed a guide. Once I got into the mid-30's, I did wish for the ability to switch to a 3rd/4th Corebot ability/frame while out and about in the open/overworld, but that really wasn't a big source of irritation for me. You could also take a look at some example runs through some dungeons, if you're curious (this person uploaded Cavern Rush, Repository Blitz, Armory Flux).
great post, thanks!
So I heard about how the game has backtracking towards the end and how that kills the pacing. It reminds me of the backtracking towards the end of Metroid Prime 1. Some are telling me it's stuff you can explore and do while you're playing through the game, that it's basically optional... until it isn't, which would really change the pacing depending on how you play it. How does that shake out?

Glad my earlier post was helpful! It's tough to answer this type of question without specifics, so I spent some time (with help from the IGN Wiki) to create an outline of the structure of the game:

Open/Overworld – 38 Cores Are Collectable
Area 1:
Granite Steps
6 Cores Collectable
Demonstration (IGN): https://www.youtube.com/watch?v=fJTbeth6hZ0
Area 2:
Lonely Basin
12 Cores Collectable
Demonstration (IGN): https://www.youtube.com/watch?v=kO4cyinjgl4
Area 3:
The Cradle
10 Cores Collectable
Demonstration (IGN): https://www.youtube.com/watch?v=H_px1-_q-Tw
Starting at 1:41 they show you the in-game map, then they zoom in on the location of a Prismatic Core (a core that is also marked on the in-game map), then they proceed to grab it. You'll see that the next core that they pinpoint (starting at 3:31) is not marked on the in-game map, but the one after that (starting at 4:53) is marked. So from the in-game map shown in these videos, you can see that a great many of the core locations are marked on the in-game map.
Area 4:
Shifting Sands
10 Cores Collectable
Demonstration (IGN): https://www.youtube.com/watch?v=k_Rf0qmnAV0

Story Dungeons – 6 Cores Are Collectable
Story Dungeon 1:
Pylon 512
4 Cores Collectable [You Need 1 Core to Enter This Dungeon]
Demonstration (IGN): https://www.youtube.com/watch?v=5S2XN22PtFc
Story Dungeon 2:
Core Foundry
1 Core Collectable [You Need 6 Cores to Enter This Dungeon]
Demonstration (IGN): https://www.youtube.com/watch?v=2YxBBJIrWsY
Story Dungeon 3:
The Warren
1 Core Collectable [You Need 15 Cores to Enter This Dungeon]
Demonstration (IGN): https://www.youtube.com/watch?v=2Wpq643xQH8 & https://www.youtube.com/watch?v=PiQyI4hjNUk
Story Dungeon 4:
Eden Tower Floor 1
[20 to Enter]
Demonstration: https://www.youtube.com/watch?v=iGXf55sbw0s
Story Dungeon 5:
Eden Tower Floor 2
[25 to Enter]
Demonstration: https://www.youtube.com/watch?v=6ZZ_5aWZXIM
Story Dungeon 6:
Eden Tower Floor 3
[30 to Enter]
Demonstration: https://www.youtube.com/watch?v=lm50NBUIOIo
Story Dungeon 7:
Eden Tower Floor 4
[35 to Enter]
Demonstration: https://www.youtube.com/watch?v=jZnHvE45ccY
Story Dungeon 8:
Eden Tower Floor 5
[40 to Enter]
Demonstration: https://www.youtube.com/watch?v=VyEWUaSoaYg
Story Dungeon 9:
Eden Tower Boss Fight
[45 to Enter]
Demonstration: https://www.youtube.com/watch?v=X_wYM78TU84

Optional Side Dungeons – 38 Cores Are Collectable
There are 15 optional dungeons. Six of them require less than 10 cores to enter. Ten of them require 15 or fewer cores to enter. Thirteen of them require 20 or fewer cores to enter. There's also a good amount of gameplay variety here: the Traversal dungeons focus on platforming, the Arena dungeons focus on combat, and the Adventure dungeons involve some combination of platforming, combat and exploration.
Traversal (Platforming) Dungeon 1:
Cavern Rush:
2 Cores Collectable [4 to Enter]
Demonstration: https://www.youtube.com/watch?v=apfPdOvHbXk
Traversal (Platforming) Dungeon 2:
Repository Blitz:
2 Cores Collectable [8 to Enter]
Demonstration: https://www.youtube.com/watch?v=Fiy8l7F-20k
Traversal (Platforming) Dungeon 3:
Armory Flux:
2 Cores Collectable [9 to Enter]
Demonstration: https://www.youtube.com/watch?v=MSDD7NREH6M
Traversal (Platforming) Dungeon 4:
Obsidian Run:
2 Cores Collectable [11 to Enter]
Demonstration: https://www.youtube.com/watch?v=mHiX802ecdI
Traversal (Platforming) Dungeon 5:
Quicksand Rally:
2 Cores Collectable [45 to Enter]
Demonstration: https://www.youtube.com/watch?v=4SlyJygscAU
Adventure Dungeon 1:
The Brood Hive:
2 Cores Collectable [4 to Enter]
Demonstration: https://www.youtube.com/watch?v=rYh9nFS21NI
Adventure Dungeon 2:
House of Steel:
3 Cores Collectable [10 to Enter]
Demonstration: https://www.youtube.com/watch?v=Ee4hBphp3_8
Adventure Dungeon 3:
Pit of Oblivion:
4 Cores Collectable [20 to Enter]
Demonstration: https://www.youtube.com/watch?v=egPb9I18n9I
Arena Dungeon 1:
Assembly:
2 Cores Collectable [8 to Enter]
Demonstration: https://www.youtube.com/watch?v=hLfoNtLB_dU
Arena Dungeon 2:
Crucible:
3 Cores Collectable [8 to Enter]
Demonstration: https://www.youtube.com/watch?v=xOFm9BjKEII
Arena Dungeon 3:
Forsaken Halls:
3 Cores Collectable [16 to Enter]
Demonstration: https://www.youtube.com/watch?v=KLvzBT94VSA
Arena Dungeon 4:
Proving Grounds:
3 Cores Collectable [15 to Enter]
Demonstration: https://www.youtube.com/watch?v=f0ggNRTr6vM
Arena Dungeon 5:
Acid March:
3 Cores Collectable [17 to Enter]
Demonstration: https://www.youtube.com/watch?v=Bqjai57CDt4
Arena Dungeon 6:
Coliseum:
3 Cores Collectable [12 to Enter]
Demonstration: https://www.youtube.com/watch?v=hYSXIzGKQRE
Arena Dungeon 7:
Tyrant's Forge:
2 Cores Collectable [75 to Enter]
Demonstration: https://www.youtube.com/watch?v=3euMEvlLjis
 

DJKhaled

Member
Can't really get a reading from this thread or reviews on whether the game is actually good or not but fuck it, it's downloading right now. I guess I will find out if it is good.
 

PaulloDEC

Member
Great work on your above post Schopenhauerian! Very detailed.

Can't really get a reading from this thread or reviews on whether the game is actually good or not but fuck it, it's downloading right now. I guess I will find out if it is good.

It's about as much of a "won't be for everyone" game as I've ever seen. Some people love it right away, some people hate it right away.

I hope you're in the former category like I was!
 
Not sure if this is a bug or not, but I happened to notice that Pylon 512 in my game now says I have 2/5 Prismatic Cores. The map doesn't show anything for them. Are there three more in them? Before the latest update, I recall it saying there were 2/2 found.
 
Great work on your above post Schopenhauerian! Very detailed.

Thanks! Yeah, the videos linked above illustrate the process of acquiring cores within the different parts of the game: the Overworld, the Story Dungeons, the optional Traversal (platforming) Dungeons, the optional Adventure Dungeons, and the optional Arena (combat) Dungeons. I don't think it would spoil too much to click a few of the videos, to get a better idea of the gameplay. Also, since the question of whether or not this game has too much 'grinding' is bound to come up often (given the reviews), it may also be helpful to quote some older posts in this thread. Some of the posts that match my own experience with the game:

The grinding thing was never an issue for me because I took my time with exploring and playing the dungeons. I literally never encountered a point in the game where I had to grind to be able to go somewhere or do something...

How is it a "grind" just doing the different caves and stuff that you haven't even been to yet?...I haven't felt like I've had to "grind" for anything yet. I've been exploring like I would normally do in an open world like this, and completing those trial/speedrun caves (I guess that's the closest thing to "grinding" since I've had to retry them a few times?). Still plenty of places I've yet to visit...

[In response to Hexer06's 'How is it a grind?' question, above] No story progression I guess? Not sure. I don't think it's felt grindy at all.

...As far as I can tell, the lack of story content in the later game is the source of the idea that there is 'grinding' in this game, since the core gameplay itself seems to maintain a good level of variety throughout...

In my review I talked about how the game feels and it works... The gating isn't too dissimilar from Mario 64 or Galaxy or any of these types of games. Seems weird to complain about that. It actually seems like the complaint people have if they are trying to rush through it for review. It's not like it's fetch quest or repetitive, the challenge dungeons are all pretty different.

I haven't had any trouble with the lack of signposting, but that's down to my habit of venturing off the critical path. It's clearly been an issue for some players, though. But I agree: the game is a bit rough around the edges, and I'm not just talking about bugs or load time. The story is probably where it shows most clearly; it's haphazardly and intermittently told...

I reached the end with all the cores I needed. I don't know, maybe I just "got" the game, but I went out there and explored the world, and it's been some of the best gaming moments I've had in recent years. This game is just a pure joy to play, it has its problems with bugs and load times, but outside of that, I had an absolute blast. The end game was insane, and I really hope we get a sequel. The reaction this game has gotten from a lot of reviewers pisses me off. This game is just so good, and deserves better.

That's the most difficult dungeon. I completed it recently. It does not unlock until the last part of the game. If you love platform games that require some good skill, Recore has a lot to offer.

Nothing gets worse gameplay wise... Think of it like this, the first half is the story and exposition, the second half is literally exploring, adventuring, and finding cores, the game. This is what your doing the whole game but now there is no more story exposition in this half. People kept telling me they loved it then hated it later. Never happened here. Having as much fun finding new dungeons or exploring as earlier if not more now that I can reach most places...
...To me [the endgame] was a culmination of taking everything I learned from the game and using it. I think there was a tad bit too much cheap fighting but the platforming I was absolutely loving.
I had a blast exploring the world and got perfect runs in all dungeons, which pretty much gave me all the orbs required. So if you really like the gameplay and platforming, this will not be a problem.
 
The platforming is an absolute joy. It's precise, epic, tense and exciting. It should get more praise. Respawns in one or two dungeons pre-patch aside...
 

Shpeshal Nick

aka Collingwood
I think I'm permanently blocked out of a dungeon in the cradle.

I randomly went back to the cradle once I got Duncan and happened to find a final little key bot out of 4 to unlock one of th dungeons in there and after finding him he started following me to the last lock and he seemed to then disappear.

I'm fucked right?
 

Creamium

shut uuuuuuuuuuuuuuup
The platforming is an absolute joy. It's precise, epic, tense and exciting. It should get more praise. Respawns in one or two dungeons pre-patch aside...

Yes, the controls for the platforming sections are amazing. Not sure 'epic' is a word I'd use to describe them, but I love the jump and dash combinations. The only thing that annoyed me in the jump-heavy sections was respawning mid-air to your death, but that's been patched? Good.
 
Yes, the controls for the platforming sections are amazing. Not sure 'epic' is a word I'd use to describe them, but I love the jump and dash combinations. The only thing that annoyed me in the jump-heavy sections was respawning mid-air to your death, but that's been patched? Good.

Some of the scenes were pretty big and grand and OTT, which is what I was getting at.

Well, I say 'pre-patch' but tbh I don't know if they have been 100% fixed. I'd assume so... I'd hope so... you'd think... ;D
 

munroe

Member
I think I'm permanently blocked out of a dungeon in the cradle.

I randomly went back to the cradle once I got Duncan and happened to find a final little key bot out of 4 to unlock one of th dungeons in there and after finding him he started following me to the last lock and he seemed to then disappear.

I'm fucked right?

Have you either tried a, going to the lock and seeing if it suddenly appears of b, going back to where you originally found it?
 
Just started the game on Xbone today, played about four hours straight. The patch must have done a damn good job with the loading times because they haven't bugged me at all. Speaking of bugs, I have encountered two. One, an enemy turned invisible all of the sudden and didn't appear until it was dead. The other bug had a room that failed to load and I just fell into nothingness. Thankfully I respawned with zero load time and the room loaded properly. There is an overall jankyness to the game, but generally movement and combat feel pretty good. Music and art direction are quite good as well. I'm not far yet but I am definitely enjoying myself. The game would be MUCH better if the framerate wasn't so atrocious though.
 
I think I'm permanently blocked out of a dungeon in the cradle.
Have you either tried a, going to the lock and seeing if it suddenly appears of b, going back to where you originally found it?

Also, you're sure it was the last of 4? I've never had one disappear on me, so just to make sure, I would try revisiting each of the 4 cellbot locations. I'd also probably look up a video on YouTube to make absolutely sure I'm double-checking at the correct locations. If you're still coming up with nothing, I'd try tweeting at @RecoreGame & @Xboxsupport (the former is pretty responsive, and the latter will definitely respond) to see what they say, or at least submit the bug at the support web site.

EDIT: This video shows the locations of the 4 cellbots. After you tag the cellbots, they immediately fly away from you and settle into the dungeon door (right where they're supposed to go). So if a cellbot suddenly disappeared on you, there's a chance that it simply flew off to its destination. In which case, there might be one more cellbot out there that you haven't found yet (note that you have to dig with Mack for one of them). But if you double-check the 4 locations in this video and you're still not able to enter the dungeon, that would definitely be worthy of a bug report.
 

naitosan

Member
Finished ReCore. Spent over 40 hours playing, got 80 Prismatic Cores, maxed out all three cores and leveled up all Corebots. Despite some glitches but man, I did have a lot of fun. The controls, gameplay, art direction and design of open world and most dungeons are great and the loading times are much better after update. I wish they could develop the story a bit more since I did enjoy reading the audios (especially Joule's dad). Too bad, game ended too quick with crappy credit roll. A little surprise after credit roll was pretty cool. Hope rumored DLC with 5th Corebot (T8-NK) with new area (currently inaccessible ship launcher area in The Cradle and other dungeon) will come soon.

I really want ReCore 2 to happen... seriously. Joule is awesome heroine. This game is underrated and reviewed way too harsh by critics IMO.
 

Zach

Member
Played the trial. Not bad. Felt snappy, if a little rough. I like the art design and protagonist and dogbot. I'll probably buy it for $20 down the road. Is the story halfway worthwhile?
 
...I have to say that this might be the best 3D platforming I've played in a long time. The design around the platforming sections is absolutely great...

...In terms of controls, I think Recore is excellent... only rivalled by Sunset Overdrive this gen for core movement...

The platforming is an absolute joy. It's precise, epic, tense and exciting. It should get more praise...

Yeah, amidst all the talk about this title's technical shortcomings, it's also worth pointing out that for a Unity game, ReCore is apparently very ambitious, really pushing the engine in some respects:
Dave Bierton of Digital Foundry said:
[0min59sec]...The environments here are largely beautiful with accomplished lighting and some very well done surface shaders and effects work. In fact the visual aspect is what really stood out for me when I first picked out this particular title. For one this is a game that's using [the Unity engine], and most Unity titles out there aren't that impressive. But not ReCore: combined with a solid soundtrack and decent voice acting, the game doesn't take long to really get you immersed in the experience... [7min04sec] ...although performance really could be better, it's not a complete dealbreaker, and combat still comes across as pretty exciting, just not as polished as it perhaps could be... [8min40sec] ...Overall, I really enjoyed ReCore, the Metroid-style gameplay and the beautiful aesthetics with the visuals, something I simply didn't expect from a Unity engine game. ReCore definitely looks like a big-budget AAA title. It's not a perfect game by any means, and the performance could be improved on Xbox One, but overall it's a decent-looking title that has several captivating elements to it... [YouTube - Digital Foundry Analysis]
https://blogs.unity3d.com/2016/10/11/building-for-reuse-mecanim-on-recore/
...ReCore presented a host of interesting animation challenges that pushed Mecanim, Unity’s [animation system], further than it had gone before. We have been working closely with the team at Armature and Microsoft Game Studios to overcome the challenges presented by this novel scope, and make the best use of our built-in tools...

Joule is a highly dynamic player character... jumping, running, and jetting around with her rocket boots... all of the above while aiming, firing from the hip, or with her gun at her side... a set of mechanical companions... follow her through the world, engage in combat, and have a host of special attacks and environmental abilities... While the Humanoid rig is quite powerful... A dog, an ape, and a spider do not fit in those requirements. Even Joule doesn’t run on the Humanoid rig due to all the extra bones she has in her spine... They all need to move, fight, follow, and idle in a charming fashion...the Runtime Override Controller quickly got too complicated... ReCore solved this by alphabetizing their Runtime Override Controllers in code... they finally wrote a tool to go in a remap animation clips based on user defined patterns...

Due to the tireless efforts of the teams at Armature and Microsoft, we have been able to track down several performance issues. We are currently looking into improving the way animations allocate memory... Even with all of the core engine improvements, Armature’s data needed to be set up as efficiently as possible... Armature needed to ensure... Armature also needed to avoid... every little bit of frame time matters on a big console game. In an attempt to speed up loading, Armature created pools of all their AIs rather than spawning new instances... The aim is to keep deactivated Animators from taking up runtime memory... Working with Armature to get Joule and her Corebots running, fighting, and jumping provided a perfect case-study. By working with such an ambitious team, we were able to improve the quality of the engine and let Armature get to their vision. Keep checking the blog for more on our partnership with Armature and the development of ReCore...
https://blogs.unity3d.com/2016/10/04/global-illumination-in-recore-our-work-with-microsoft-armature/
...Armature wanted a global illumination system that had short bake times and didn’t have the added memory overhead of baked lightmaps... using Unity’s light probe system to provide the GI for large environmental objects can result in lighting inconsistencies between objects. This blog post will discuss the process of fixing this issue in ReCore using the new Unity 5.4 feature Light Probe Proxy Volumes (LPPVs)...

...Attaching a different LPPV to each renderer was not practical as it would use too much memory, and might result in inconsistent lighting between objects. Instead, ReCore used single LPPV to cover large areas of the level with many renderers sharing the same LPPV.... The lighting in ReCore is static so the update cost of the LPPV is limited to when they are loaded. This keeps the CPU cost of using LPPVs minimal... Unity 5.4 and LPPVs made it possible to ship ReCore’s custom GI solution without sacrificing quality...

COMMENTER: Really nice to see that more and more developers are considering Unity for their games, and the results are unbelievable. Show how much the engine has come from the v4 days. One thing that got my attention is load times as they talk about it in this video and some other reviews of this game... My guess is that it’s caused by loading all the baked lighting data and seems to be CPU-limited and not an IO problem. I wanted to know if this is something you’re aware of and/or looking into improving? Or is this can be improved by optimizations from the dev’s side?

So ReCore's ambition apparently came up against some of the technical constraints imposed by the engine: in some cases improving the engine itself, in other cases perhaps resulting in some of the technical shortcomings (relative to many contemporary high-budget, AAA titles) that we've seen (load times, perhaps also the limitation to 2 corebots at once).
 
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