Schopenhauerian
Member
Is there any patches in the pipeline? Any advice on settings or gameplay before jumping in?
What's the status of the missing bot? I hope they don't charge for it...
The latest on the Tank Frame is here, some feedback on the most recent patch (from 10/5/16) here, and some good advice for beginners: Link 1 / Link 2 / Link 3 / Link 4
Nothing much in the way of news since the 10/5/16 patch (best places to check for updates: here and here). The latest post at the official web site is dated 10/12/16, and while it does refer to both the 30-minute demo and the 10/5/16 patch, it does not indicate anything specific about future updates: "Also, thanks to our great ReCore community, weve received a lot of helpful feedback on the game and will be releasing several key updates. You can read about them here. Were committed to making your ReCore experience even more enjoyable, so stay tuned to our social channels and ReCoreGame[.]com for future ReCore news. Until then, happy adventuring in Far Eden!"
There are also two or three dungeons that I couldn't get the cellbots required to open. I don't like looking into guides, but is there any hint? I noticed that they change in colors, are the colors some distance based code?
...Most of [the cellbots] are in the general vicinity of the dungeon they unlock, but some of them can be way off where you'd expect them to be.... It would help if you could unlock some way of getting a general clue as to their location...
For folks going for 100%, the TrueAchievements forum thread is a good place to look, or to just ask for advice. For the optional side dungeons in the Shifting Sands section of the Overworld (just checked, there are 6 of them), my recollection is that when you come across 3 of them (this happens pretty naturally, while exploring the area), you only need Prismatic Cores to enter. The other 3 require Cellbots to enter:
Armory Flux: Yellow-Color Cellbots
Cellbot Locations: https://www.youtube.com/watch?v=pH36C0kks5w
Forsaken Hall: Green-Color Cellbots
Cellbot Locations: https://www.youtube.com/watch?v=PfM1fsdayE4
Pit of Oblivion: Red-Color Cellbots
Cellbot Locations: https://www.youtube.com/watch?v=nCuZKY3EzSE
I didn't have too much trouble with either Armory Flux or Forsaken Hall: my recollection is that the Cellbots were within a reasonable distance from the dungeon itself. But for me, finding the Red Cellbots (for the Pit of Oblivion side dungeon) was distinctly more challenging than any other set of Cellbots in the game: they are spread across the full range of the Shifting Sands map. Other than recommending the YouTube video, not sure I know how to give good spoiler-free advice!
The last two that I found were in the
northwest
-- flier --
southeast
I know that many other folks in this thread (skilled players!) have commented on the high difficulty level of the Shifting Sands 'Cellbot Challenge' (Link 1 / Link 2 / Link 3), so you could hardly be blamed/shamed for checking the guide in this one case! I also think that naitosan and outsida eventually got all the cores in the game, so perhaps they have better advice. I'll also try to edit this post later, if I can think of anything more useful.
...only makes it harder for reviewers to keep in mind the game's constraints (smaller team, smaller-budget, lower price, Unity engine), when coming upon those aforementioned technical shortcomings. On the other hand, they could have put out stuff like this earlier, which would simultaneously highlight the game's constraints (Unity engine), its ambition (aiming for things that haven't been done in Unity before), and accomplishment (achieving many of those things within Unity, sometimes at the unfortunate expense of longer-than-AAA loading times)...
I think you've hit on a number of good points there. For me, I think they probably went about the marketing for ReCore a bit backwards. The people who like the game the most have often been seen describing it as kind of a retro experience; something that evokes PS2 games or even the earlier "collectathon" platformers like Banjo Kazooie. It's pretty much the definition of a AA game. Then you've got the original unveiling at e3 2015, where the game is announced at the very start of the Microsoft conference with a lavish pre-rendered trailer that evokes not only a legendary creator, but also an all-time fan favourite Nintendo franchise. Phil Spencer gets up in front of the crowd and pimps it as a brand new, XBOX-exclusive IP. Right off the bat, people's expectations are set at the highest level. Had they sold this game to people as a smaller title, perhaps even one small enough to not merit a physical release, I think folks would've been kinder to it. There clearly wasn't a AAA budget available to Armature, so I've no idea why anyone thought that treating it like a AAA property was a good idea.
Great post, agree completely. From the August 2015 info release: ...Microsoft has big plans for the game and the IP over the coming year...work with the Game Director to develop the creative vision and high-level narrative for a brand new AAA IP... The problems with this were pointed out immediately, well before any actual/real-time footage was released:
...Even talented devs like Obsidian, Red Thread Games, Inxile, etc struggle on the [Unity] engine. If a game is halfway ambitious it tends to have performance issues...
I can only echo the sentiment that Unity engine games feel like they are put together with tape, have bizarre performance on hardware that should crush them...
...Armature is not a big studio... and [they] have more ports in the pipeline. So I question the spring release date, because they are wearing too many hats it would seem to deliver all those ports and this game for X1 with as small of a studio they have. I get the feeling some people think this is going to be a AAA title and I just don't see how, at least not by spring 2016...
In the blog it does say AAA
If that's the case it will be very interesting to see the gameplay reveal for this. I am sure they have some talent there, but they have a lot going on and are a small team as well...
...I had no idea they were using Unity before skimming through this thread today. That's bad news IMO...
[In May 2016, on the subject of Yooka-Laylee's use of Unity] The problem isn't their programmers, rather, Unity itself. The developer is ultimately limited by the engine and its flaws. I understand threading was improved in March but I'm skeptical that a game with large open levels will run well on consoles using Unity.