Colkate said:I managed to force AA using the 0x000100C5 compatibility in Nvidia Inspector, can't help if you're on ATI though. It seems to do a fairly decent job, with 32xCSAA the jaggies are mostly gone.
Colkate said:That sucks, DX11 mode seems to be working ok for me. Even on 16x the AA still isn't fantastic, but it's far better than nothing.
Micerider said:Did you have to force it or is it detected automatically by the game?
Turnstyle said:I purchased this on XBLA after watching the GiantBomb first look.
Really enjoyed it, finished it last night. The last 'boss' is great!
My only gripe is that it's a little too easy. Maybe I'm just brilliant at rolling rocks down hills, but I rarely failed a level. In fact, towards the end I didn't even bother setting up defences, as I knew I could always out-roll the opponent and reach the end of the level before them. Three times.
Also, I got the impression it was impossible to die on the boss stages?
I feel guilty pointing these things out, because I did really enjoy the game. I'm looking forward to any DLC that comes out.
Ok, question about the keys. Do you have to win the level to keep the keys you pick up on a level? Or can you pick up the keys, lose/quit out, and keep the keys?
Yeah it is. I like howDascu said:The scene with Da Vinci is simply hilarious.
Not only that but you can actually quit the match right after you find a key and it'll record it being found (even though it gives you a scary message about losing your progress.)Volcynika said:Keys you only need once. I remember losing a battle, and I didn't have to get keys I had already gotten on that stage.
Turnstyle said:My only gripe is that it's a little too easy. Maybe I'm just brilliant at rolling rocks down hills, but I rarely failed a level. In fact, towards the end I didn't even bother setting up defences, as I knew I could always out-roll the opponent and reach the end of the level before them. Three times.?
Placing your own defenses tend to be fairly pointless but I know one level in particular I was actually behind the AI and as a last ditch effort I went nuts in one area with defenses and it slowed the AI so much I easily caught up and won the match on the third ball.flkk said:Agreed..
After the first 2 levels I throught 'hmm these defences seem kind of pointless, wonder how far I can get without ever using any again' and now I'm at Paris, never had to restart a level so far.
What's the point of them anyways? To add a couple seconds to the enemy's clock? So what?
And what does it matter how hard you hit the enemy's doors... seems like no matter what, the match is always over after 3 boulders, regardless of whether they were 3 ultra-fast or average speed boulders.
Feels poorly balanced.
Yeah, in the short amount I played, it gave me some pretty good pointers on where to place stuff.Wibblewozzer said:Have to say the AI is fantastic at being an asshole at placing its units, though.
Weenerz said:Well worth the $10, bravo whoever made this game.
Yeah after this and Zeno Clash, they're forever going to be on my radar. They're wild and crazy guys!Sinatar said:ACE Team. Remember that name, they are destined for great things.
In 1999 ACE Team released its first official mod Batman DOOM for Doom II. [2]
Slightly after Edmundo Bordeu created the mod ZanZan for Doom II. [3]
In early 2002 ACE Team released the only single player mod created for Quake III named The Dark Conjunction. [4]
During 2002 ACE Team was created as a legal company and entity. During this year and 2003, ACE Team worked on a never released demo of a game named Zenozoik using the Jupiter System formerly based on Lithtech. This demo was the predecessor and starting point for the creation of ACE Team's game Zeno Clash. [5]
In 2004 key members of ACE Team, Andres Bordeu and Carlos Bordeu were hired by Wanako Games and helped develop the company until Vivendi Universal acquired Wanako in early 2007.
In mid-2007, Andres Bordeu, Carlos Bordeu, Edmundo Bordeu and David Caloguerea independently reinstated the company. These four members were the founders of ACE Team as it began operating as a functional independent game studio.
On 21st April 2009, ACE Team released its Source engine powered game: Zeno Clash
On 19th May 2009, ACE Team announced Zeno Clash 2, a sequel to their popular game Zeno Clash
The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Fixed crashes in online game sessions and when creating and joining matches.
- Updated the 'Quick match' option so that it searches for games for 20 seconds before timing out.
- Updated the 'Custom match' option so that it searches for available games in real-time.
*** Unfortunately due to a technical issue we had to re-cook a lot of data (this is an Unreal Engine thing) and the patch is around 500mb... ...sorry about that guys - we shouldn't have this problem again in future updates.
Next week we will start working on 1.02... this should include the Steam Cloud saving problem (people losing their progress) and other stuff. Our updates will not necessarily only be bug fixes (they can also include new feature or improvements), so stay tuned!
Cyrillus said:I'm still on the fence about getting this game. I'm certainly intrigued by it. I mean, I really don't know what it's about or what it plays like, but it looks like a Monty Python skit threw up all over it, and that kind of turns me on.
Isn't it ordinarily only 800 points? That's not that big of a difference. $10 is a small price to pay for what I can pretty safely bet will be the strangest video game experience of your life.JesseZao said:I regret not biting on the 600pt sale of zeno clash. Hopefully it goes on sale again.
Basically it's Terry Gilliam style cutscenes + Super Monkey Ball/Marble Blast controls and gameplay + light tower defense + racing.Cyrillus said:I'm still on the fence about getting this game. I'm certainly intrigued by it. I mean, I really don't know what it's about or what it plays like, but it looks like a Monty Python skit threw up all over it, and that kind of turns me on.
I found defenses got a little more useful later on as you get more toys, and there's more narrow passages and shortcuts you need to block off. But yeah, it definitely doesn't feel very balanced.flkk said:Agreed..
After the first 2 levels I throught 'hmm these defences seem kind of pointless, wonder how far I can get without ever using any again' and now I'm at Paris, never had to restart a level so far.
What's the point of them anyways? To add a couple seconds to the enemy's clock? So what?
And what does it matter how hard you hit the enemy's doors... seems like no matter what, the match is always over after 3 boulders, regardless of whether they were 3 ultra-fast or average speed boulders.
Feels poorly balanced.
Pad works as it should in-game, just not in menus (yet). No rumble though, which is a bit disappointing, I think that would add a lot to the feel.AEREC said:So what's the verdict on platform...PC or Console?
This game seems like it would be better with pad support but Ive read the PC version doesnt fully support the 360 pad.
AEREC said:So what's the verdict on platform...PC or Console?
Actually I don't think it has been, but no. :lolMinamu said:Probably asked a million times, but is Def Leppard in the game somewhere at all?
Yeah no spoilers but the last one is pretty amazing looking.Ionic said:I love how incredibly good every single boss looked. Damn, they have such fantastic modelers and animators.
Oh But that's kinda cool as well. Didn't know that existed!Neuromancer said:Actually I don't think it has been, but no. :lol
It's a playful use of the name of a 200+ year old hymn.
It's been a few weeks or whatever since I got it but from what I recall it was a matter of rolling as fast as I could towards the right lifted section of ground at the very base of the ramp and jumping at precisely the moment of hitting the edge of that little lifted section to pop me up really high. Now I could be wrong and it might have been the left ledge I used but I do know that the method is pretty much the same regardless. You can try buying the wings to help with height/location but I don't believe I actually used it the time I finally got the key.OnPoint said:Fed up with trying to get the last set of keys. Maybe someone can point something out I've overlooked.
The oneon the last stage is the one specifically that I could use a tip on.floating above the ramp
All in all it was a fun game. Unique in every regard.