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ReCore |OT| Rock Your Core for a Prime Bot

TheKeyPit

Banned
After finishing Watch Dogs 2 I finally got around to fire this game up. Damn.

I love it. It's beautiful. I've only played for ~2 hours, but the game is already a lot of fun. The adventurer in me is happy.

Edit: I can't describe it, but the game reminds me of Super Mario 64 and that's good.
 

BTM

Member
lol there are several dungeons that are far more demanding than it. My biggest issue with that dungeon was the placement of respawn points.

Yea I'm not too far into the game yet but man that dungeon was starting to piss me off lol. And yea I'm sure there's some much tougher ones still to come, which I can already envision myself screaming at the tv for like an idiot.
 
Was AF a combat one?

Move like a lunatic, use your Corebot abilities all the time off cooldown, switch when necessary, and roll, roll, roll!

Loved the combat.
 
What type of dungeons are there and how do they differ?

Exploration - Longer, chaining combat arenas and some mild puzzles/platforming.
Combat - Short, usually one arena, fight a series of enemies then a boss.
Platforming - All about jumping and dashing.

Combat and Platforming are the best for me. All share an objective system of a) completion, b) collecting a yellow key, c) shooting 8 red switches and d) beating the par time. If you do all 4 you get all the rewards from the dungeon (max 4, although there are other pickups in some too).
 
Ah, of course! Love it.

ReCore is a great game for showing your skills improving. Give the game more time, play it more, and you'll ace the platforming eventually. It's so precise. Can do AF all objectives now, whereas at launch I was 'wtf no chance'. Respawn fixes helped too...!
 

Sanpei

Member
Wow...
This game is a gem...Very addictive and lots of fun...

Gameplay mechanics and controls are so good...

Characters are good...Areas and dungeons are cool...

for $15, this game is a masterpiece....It took me to the old good dayz of games...
 

Maxwood

Oh rock of ages, do not crumble, love is breathing still. Oh lady moon shine down, a little people magic if you will.
Question: I just entered the E-Tower and
defeated Victor
.
However, there's still a ton of stuff out in the overworld I haven't done yet, and lot's of places to explore. Is there a point of no return or can I safely continue the main-objectives?

Surprise of the year, this is. The platforming is such a joy, and I haven't seen collecting done this well since Psychonauts.
I love it. :)
 
Question: I just entered the E-Tower and
defeated Victor
.
However, there's still a ton of stuff out in the overworld I haven't done yet, and lot's of places to explore. Is there a point of no return or can I safely continue the main-objectives?

Surprise of the year, this is. The platforming is such a joy, and I haven't seen collecting done this well since Psychonauts.
I love it. :)

Go and explore. There's no actual point-of-no-return, actually...
 
Question: I just entered the E-Tower...

To quote an earlier post (using tags to avoid spoilers), just to give an idea of the structure of the endgame, there are 9 major story segments in the game, and you've probably cleared the first 3 of them:
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
So you'll actually need at least 45 cores to finish the story.
...However, there's still a ton of stuff out in the overworld I haven't done yet, and lot's of places to explore. Is there a point of no return or can I safely continue the main-objectives? Surprise of the year, this is. The platforming is such a joy, and I haven't seen collecting done this well since Psychonauts. I love it. :)

Nice to hear :) Yeah, in ReCore you can finish the game's story and still go back and explore, collect more Prismatic Cores, and so on.

However, if you do not yet have 45 Prismatic Cores, you're actually not yet in a position to finish the game's story (to put it in a non-spoilery way).

But yeah, quoting the previous post again, there's definitely a lot to do, even after you've finished the story (82 Prismatic Cores in total):

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

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

Also, I've been collecting playtime/in-game time figures from folks who have completed the game's story here.
 

Maxwood

Oh rock of ages, do not crumble, love is breathing still. Oh lady moon shine down, a little people magic if you will.
Go and explore. There's no actual point-of-no-return, actually...
To quote an earlier post (using tags to avoid spoilers), just to give an idea of the structure of the endgame, there are 9 major story segments in the game, and you've probably cleared the first 3 of them:So you'll actually need at least 45 cores to finish the story.

Nice to hear :) Yeah, in ReCore you can finish the game's story and still go back and explore, collect more Prismatic Cores, and so on.

However, if you do not yet have 45 Prismatic Cores, you're actually not yet in a position to finish the game's story (to put it in a non-spoilery way).

But yeah, quoting the previous post again, there's definitely a lot to do, even after you've finished the story (82 Prismatic Cores in total)
Thanks for the replies. :)

In that case i'm going back to explore some more on my own pace. The E-Tower feels real end-gamey, but it seems i've got a lot more to do before the credits roll. Great news!
Some of those time-trials in the optional dungeons are really tough, btw. :/

Got like 30 Prismatic Cores, those things are everywhere.
 
Exploring is the heart of the game. Nice to see people enjoying it, it's tragic some bugs and undercooking damaged what is a bright, lovely game in wider, ever cynical circles.
 
I did the challenge this morning using the Xbox app on my PC (first time, have to say it works quite seamlessly with the Xbox controller). Take a look:
ReCore Community Time Challenge - "Cavern Rush"

Looks like they just announced the Repository Blitz challenge:
https://www.recoregame.com/community-challenge-repository-blitz/
Here’s our run below with the final dungeon time of 2minutes & 20seconds. The timer being used will be the official in-game timer so it’ll be super easy for you to track and below is how to enter. Remember you have to collect the Yellow Key and all Red Switches to qualify! Entries due by Tuesday 12/13 @ 11:59PM PT

They also confirmed that the Tank frame is coming (tweet below was 'liked' by Microsoft's Shannon Loftis), but no release date offered for the moment:
https://twitter.com/ReCoreGame/status/804058339537620992
11/30/16: @shannonloftis @ArmatureStudio @ReCoreGame any word on the T8-NK dlc?
11/30/16: @Purple_Gryphon @shannonloftis @ArmatureStudio no details today but can't wait to share more with our community!
 

ElRenoRaven

Member
So I picked this up the other day for 5 bucks after I got some credit. I have to say I'm enjoying it. Just got Seth. I have to say I'm enjoying the game. Without a doubt it feels like an interesting cross between Mega Man and Metroid.
 

EmiPrime

Member
The more I play this game the less I like it. If I die at the Foundry boss why do I have to sit through a lengthy load screen, do the extract mini-game at a door, travel all the way across a room, activate a console and watch a cut-scene before I can try again? There are a lot of examples like this of the game just out right wasting my time and it's ruining my enjoyment of it.
 

EmiPrime

Member
I beat Victor at the base of the tower and I think I am going to leave it there as I don't like the over-world enough to comb it for another 25ish cores and the loading times are maddening. IMO this would have reviewed really well if it had 4 or 5 more "story" dungeons, a much better over-world (I hate The Crucible section in particular) and not used cores to gate dungeons. It really needed another 6-12 months of development to do the core concept (pun intended) justice because the potential is obvious. Sadly they were given a shoestring budget (Unity...) so it was never going to be the game it should be. There's little doubt in my mind that they had story dungeons planned out for the glider and the tank but ran out of time and money.
 

EmiPrime

Member
Too little, too late. Should have given the developers the extra time needed to integrate it into the main game instead of just tacking it on 6 months later via DLC. Real shame that Recore wasn't allowed to become the really good game it could/should have been.
 

TheKeyPit

Banned
Seth climbing looks so cooooooool!

yZr6lMk.gif
 
Too little, too late. Should have given the developers the extra time needed to integrate it into the main game instead of just tacking it on 6 months later via DLC. Real shame that Recore wasn't allowed to become the really good game it could/should have been.

The game should have been given more time, but it's still a really good game as is.
 

Sydle

Member
I beat Victor at the base of the tower and I think I am going to leave it there as I don't like the over-world enough to comb it for another 25ish cores and the loading times are maddening. IMO this would have reviewed really well if it had 4 or 5 more "story" dungeons, a much better over-world (I hate The Crucible section in particular) and not used cores to gate dungeons. It really needed another 6-12 months of development to do the core concept (pun intended) justice because the potential is obvious. Sadly they were given a shoestring budget (Unity...) so it was never going to be the game it should be. There's little doubt in my mind that they had story dungeons planned out for the glider and the tank but ran out of time and money.

I think your feelings are justified, but wanted to point out that the tower has some of the best platforming in the game.
 
It looks like a souped-up ride-on lawnmower! Love it.
That's the one from the game cover, right? It looks like a lot of fun :)
Yeah, I'm pretty excited about it :)
I
beat Victor
at the base of the tower and I think I am going to leave it there as I don't like the over-world enough to comb it for another 25ish cores and the loading times are maddening...
The game should have been given more time, but it's still a really good game as is.
I think your feelings are justified, but wanted to point out that the tower has some of the best platforming in the game.

Would also want to mention: if there's anyone who's interested in ReCore, hasn't yet made a purchase, and is able to play on a PC, I would definitely recommend trying to get ahold of the digital version (Digital Foundry: X1 vs. 1060 vs 480). All load times were less than 15 seconds for me on PC (on an SSD), and it looks like PC folks using a regular HDD actually had exactly the same load times (less than 15 seconds). I don't have an X1, and while reports do seem to indicate that the three major patches (9/19/16, 10/5/16 & 11/15/16) have improved X1 load times, it still sounds like they're well-behind the PC version.

Also, would just note that beyond combing the overworld for cores, after leaving the E-Tower for the first time, there are a number of optional dungeons that require fewer than 20 cores to enter: 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. So if you have enough cores to enter the first part of the E-Tower, you also have enough cores to enter these 13 optional dungeons. They each yield 2-4 cores, for a total of 34 cores.

Of course, at least one of these dungeons (Pit of Oblivion) also requires Cellbots that are quite challenging to find (as noted in another post), and possibly the Cellbots for Armory Flux and Forsaken Hall could also pose a challenge, which still leaves 10 optional dungeons (25 cores) that are relatively easily accessed (if one is already able to enter the first part of the E-Tower), using the in-game map for navigation.

Of course, it's still a pretty simple calculation if the gameplay simply isn't rewarding enough for you... though even then, if there are particular types of dungeons that you enjoy (many of us particularly enjoy the platforming within the 4 Traversal dungeons, as well as the E-Tower itself, for example), might still be worth looking at video of the ones you haven't yet visited, to gauge whether one or two of them might be worth the visit :) But yeah, the game as it is now isn't going to click with everyone, and I'm sure we'd all welcome the type of changes/additions EmiPrime mentioned :(
 
John had an interesting comment in another thread, and I'm sure many of us here would agree:
ReCore has an amazing base game and is quite compelling but some of the design decisions made to extend the length of the game ultimately kind of ruin it. Still an interesting title but they made some bad choices.

But personally, I also think that two other posts, by Garlador and Phloxy, are relevant in this context:
[Prince of Persia 2008] was a bit weird with the "saving" mechanism. But I also thought that was interesting how people said it made the game "too easy". I wish I could find it, but it was a study at the time between Prince of Persia and Mirror's Edge on perceived difficulty.

Prince of Persia - you miss your jump, you fall, it triggers a canned cutscene that lasts a few seconds of Elika reaching out and saving you, and then placing you at the last platform before you attempted the series of jumps.
Mirror's Edge - you miss your jump, you fall, you die, it spends a few seconds loading your last checkpoint, placing you at the last platform before you attempted the jump.

Structurally, they were identical and even the time penalty was almost the same. But because one had a clear "failure" state, and the other just kept going and kept you in the action, one was perceived at times as being rather hard and at times frustrating, while the other was heavily criticized for being too easy, despite the fact the superficial penalties were nearly identical.

It was an interesting look at how we perceive difficulty in games, and how execution can alter the same penalty as either a positive or negative thing for players.

https://youtu.be/DIgtjXrh8kg
In my review I talked about how [ReCore] feels and it works, and why I can't understand modern reviews. The gating [in ReCore] 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'll also note that I've discussed elsewhere (one / two / three) why the widespread perceptions of ReCore's endgame do not quite ring true for me, personally.
 

TheKeyPit

Banned
The gating [in ReCore] isn't too dissimilar from Mario 64...

This!

You collect Prismatic Cores (Stars) in Dungeons(Courses) or the hub world(Castle grounds). More Prismatic Cores(Stars) unlocks more Dungeons(Courses).

It's the same concept and that's why I thought that the game reminded me of Super Mario 64.

Edit: I need a lot of Gaskets for my blueprints. Where should I go?
 
Edit: I need a lot of Gaskets for my blueprints. Where should I go?

Some advice from reddit:
https://www.reddit.com/r/recore/comments/54qcsb/where_are_the_valves_and_gaskets/
To circle back and answer my own question here, I'm finding that I still get very few gaskets as drops from killing bots [AP-3 bots are the most likely to yield gaskets], but there are a lot of good pickups in the shifting sands, especially around the edges of cliffs and outcroppings. Exploring the edges of the map in this game is very worthwhile for finding parts and blueprints. Shifting sands has a LOT of high level blueprints, and some really good hardware pickups to support them. You can stick to the edge of the maps and avoid confrontation most of the time, so if you can't beat bigger bots, try that.
 

Zombine

Banned
Man...remind me not to listen to anyone other than myself for my take on games, because last night I finally booted up Re-Core after picking it up for $15 on Black Friday, and it's genuinely one of the most charming old school platformers I've played in a while--right down to having to perform near perfectly timed jumps and dashes to hit secret spots. Would have loved this game during the PS2 era.
 
Man...remind me not to listen to anyone other than myself for my take on games, because last night I finally booted up Re-Core after picking it up for $15 on Black Friday, and it's genuinely one of the most charming old school platformers I've played in a while--right down to having to perform near perfectly timed jumps and dashes to hit secret spots. Would have loved this game during the PS2 era.

It was righty criticised, but it was unjustly savaged. It's one of my favourite games on Xbox, and of the past few years, precisely for that precision platforming (the combat being enjoyable for me helps too, I like the rhythm and challenge).
 

TheKeyPit

Banned
Man...remind me not to listen to anyone other than myself for my take on games, because last night I finally booted up Re-Core after picking it up for $15 on Black Friday, and it's genuinely one of the most charming old school platformers I've played in a while--right down to having to perform near perfectly timed jumps and dashes to hit secret spots. Would have loved this game during the PS2 era.

I like you.
 

BTM

Member
This game really could've used some more time in the oven for some polish but that hasn't really hindered my enjoyment one bit. Loving Recore quite a bit.

The Victor Reborn bug is getting annoying though.
 

Iceman829

Member
Okay, I'm not understanding this tug of war mechanic properly. I'm in the Pylon 512 boss fight and can't rip the stupid orb out of the bosses chest and I have no idea what i'm doing wrong.

I hold down on the RS and then the boss just rips the cable back to him after like 3 seconds and it releases. I've watched a youtube video and people actually get into a tug of war and it stays in the middle and if it turns red I guess they let up. I get none of that. The sad part about youtube is no one actually explains anything anymore they just post a gameplay video which is worthless
 
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)

It's like fishing, the red denotes over stressing the line, so back off when it's red.

Also: certainly possible you've come across a glitch, so probably good to check what happens when you quit and reload the game.

Some other tips for folks just getting started:

What Teggy said, first and foremost. Sometimes grab cores, other times just wreck your enemies for parts.

The things you'll be finding in the game are as follows:

Prismatic Cores - used to unlock doors and access dungeons
Cores - used to power up your Corebots' stats
E-Turner - a currency needed to assemble new Corebot parts
Parts - used to assemble new Corebot parts

As for a dodge move, your (B) dash can be used in any direction, and should be your best friend in combat.

Also recommend: Link 1 / Link 2 / Link 3 / Link 4. I would think it might also help to keep in mind the game's structure, as outlined this post: lets you know how many Prismatic Cores you'll need to advance to each of the 9 story segments, how many Cores are collectable within each of the 4 sections of the open/overworld, how many Cores you'll find in each of the 15 optional side dungeons, and so on...
 

Iceman829

Member
Thanks. I feel like it took forever but then magically one time I went into a slow tug of war and was able to rip the core out. Hopefully it was just a one time issue. Otherwise I haven't had any problems with the game so far and it's been fun.
 

Daouzin

Member
Got this game for Christmas. I was warned that I might want to wait for a patch to drop before I play it. Do we have a release date for that patch?
 
Revisiting a post from Sydle, from back in October:
...Even a week or so after completing it I'm still thinking how I wish MS had handled this better...
I thought some recent posts, from another thread, were nice:
Has anyone from MS talked to how releasing an unfinished game helps them achieve that goal? Or how pushing out one of the most technically unpolished games ever from a major publisher helps them build franchises? Would love to hear how those decisions made any goddamn sense.

I'd like to know this too. It's penny wise and pound foolish. Microsoft already had Forza Horizon 3 and Gears 4 for their Autumn lineup, pushing ReCore out of the door with cut content and serious performance issues was really stupid. If it ran at 1080p60 without the horrible load times (low and mid 20s fps during combat [on Xbox One] is unacceptable) and had twice as many story dungeons it would have been getting 8s and 9s in reviews and it wouldn't have needed a budget price. This should have been a cult-classic and the start of a franchise...

I think it's obvious at this point that the game needed a few more months of development given all the patches and content updates it's been getting. It's gotten the same "Get this game done by a certain deadline for sales purposes" treatment Microsoft gave the Master Chief collection which really hurt the franchise so it sucks to see them do it with ReCore. Granted the game is in much better form today than it was during launch but for a MS owned property it definitely shouldn't have launched the way it did if they wanted it to succeed. Still, I'm really happy to see the game get the support it needed even if later than I would have wanted.

Just because it's AA does not mean I should set my expectations for all the glitches. I've played indie games made by a single person with more polish than this game. I had the game from launch and experienced every glitch I've seen documented such as falling through the floor, platforms and geometry not loading forcing me to exit and reload, getting sent back to the beginning of the game, getting stuck in geometry, being respawned on platforms with moving obstacles only to knocked off repeatedly, crashing, etc. all multiple times.

Despite all that I am still very fond of it and that's what upsets me most. MS found a team to make something special and fun, something with a unique hook in a genre they lack, something they expressed interest in wanting to be a new franchise, and they handicap it worse than I've seen them do to any other game in a long time.

I'm glad they're adding in the bot, but they still have a lot to do to right this wrong if they truly want a new franchise out of it.

An older post on this subject:

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.

My own post on this subject:

Do folks have ideas about what they could have done better?

I think that, particularly in a post-No Man's Sky environment, one might expect the gaming press to have a heightened sensitivity to things like technical shortcomings, broken promises, and misleading hype. In that environment, probably not such a good idea to push ReCore out in a state that (as their QA personnel must have known) would need post-release patches. Especially unwise to push the game out using verbiage like “From the legendary creator Keiji Inafune...” (if the MN9 associations are already less than helpful, not sure 'legendary' makes it any better) or “...and the makers of Metroid Prime...” (widely perceived as a bit of an overstatement, although the makers in question -- Pacini, Keller, Matthews -- were certainly key personnel).

Stuff like that is not likely to earn much good will from the gaming press, and 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). This is all aside from giving the game a bit more time, which would have been ideal.

They could also have done a much better job explaining (within the game itself) the game's structure, to better help players avoid insufficiency of cores later in the game. Likewise, some pre-release demo videos (like Polygon's) showed players did not have sufficient awareness of the key game mechanics: even the Staten & Major Nelson stream could have chosen any number of sections that would have better demonstrated the range of ReCore's mechanics and gameplay.

Regarding the bolded point, on the marketing effort for ReCore:


So this gif has gotten to 1,000 points (91% upvoted) at reddit since yesterday. Naturally Polygon's 'preview' footage was never going to look like this, but it would have been nice if MS had shown off footage from someone who was actually good at this game, rather than what we got.
Polygon were the same people who released this footage from Doom :p
http://m.neogaf.com/showthread.php?t=1218735
Don't expect good play them.
Yup, exactly. With hindsight (knowing how good the gameplay can be) this thread [Polygon's ReCore preview thread] is painful.
 
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