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BeyondUnreal Previews Section 8
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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Dare I say : this sounds like what UT 3 should have been ?
![]() I have to admit that at first S8 sounded like yet another average fps with pretty pictures. After reading the preview it is starting to sound like what may be the real next-gen UT. I mean ... it's got bot-support ![]() The only thing I want to know is if there'll be maps, mutators, mods and an editor to build/create them. How were the bots btw ? Can we tell them what classes/equipment to use ? Do we get to command them in the off-line battles just like your own team in SP-mode ? |
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#3 | |
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The gameplay may (according to the reviews) be decent, but it looks like a poor man's HALO or something. Same old generic armored guys in the same old generic sci-fi environments. Bo-ring! Where are the scantily clad women and the crazy aliens? I bet it doesn't have brutal gore and realistic dismemberment, either.
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![]() Probably not (because war is peace, freedom is slavery, and no mod support is 'progress'), but if it does, and it manages to spawn an UT-ish modding community, I might actually buy it. Otherwise no frickin way. |
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#4 | ||
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The graphics may not be on par with Crysis et al, but they are sufficiently advanced and look good enough.
Besides ... gameplay > graphics ![]() And maybe this means the game will actually be playable on my laptop as well. What the pictures don't really show is the frankly awesome 'drop-sequence' and the effect this has on gameplay itself. The 'overdrive'/sprint-effect is a very fun solution for the age-old problem of getting somewhere fast. The only thing I missed on my first demo-run was a jump-button as the jetpack is a bit overkill for the smaller obstacles. // --- Quote:
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#5 | |
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As for bots? They're competent. You can't pick what loadouts they use or anything (as far as I know) but they know how to use everything. |
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#7 |
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I did notice that the loadouts get listed in the 'respawn'-screen, so you could check that prior to dropping in. Then again there are no real classes as you can switch between pre-selected loadouts at inventory-stations (or whatever they're called) anyway.
The gametype reminds me of ONS (and pretty much any similar domination-style gametype). What is interesting is the way they randomly add mini-missions. That definitely ensures that the map never ever plays the same. Any chance of a pc-demo ? |
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#8 |
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There's an open beta out... no idea if you can still sign up for it. I've heard the beta will end when the full game hits on September 4th... at least, in the US/Canada.
You'll need a Gamespy account to play it. |
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#9 |
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Graphics: Section 8 runs smooth, damn smooth. If a player has a rig that can handle 2k4 without any problem, they won't have any issues with Section 8
So whoopdidoo if it isn't photo-realistic, like JaFo said, gameply > graphics Gameplay: This game is not the "poor man's Halo." It's caviar compared to the tuna Halo sammich When it comes to comparing it to 2k4 gametypes, feels more like a combination of ONS and AS As far as I know, you can still sign up for it and if you already have a UT3 login, it should work with S8. Besides, Gamespy integration is only for another week. Timegate is going to switch over to GfWL |
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#10 |
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I don't want a beta ... especially if it has Gamespy instead of GfWL as part of its on-line/player-management.
I just hope the real game does not require the internet just to play the offline part of the game. the (360) demo said that there'd be a pc-server that would allow more than 16 players to play the maps, which makes me wonder if they're going to allow pc & console-gamers on the same server. Given that the stats are separated it probably won't be, but otoh the integration of GfWL does allow for the opportunity. |
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#11 |
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They stated on their forums that they are not allowing cross-platform play.
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#12 | |
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Well, the visuals kinda remind me of Halo, interbred with something grungy (GoW?). |
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#13 |
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The visuals aren't crap. It's not like you can't bust out UT2004 in this day and age and have fun with it without having the visuals bother you. It's not like this is a three-colored-vectors-on-the-screen shooter from the 80s.
Ok, the visuals won't wow anyone and no one will buy it for the visuals but other than that they are solid. I'm more concerned about what people find so great about the gameplay? I played the demo a tiny bit but so far it seemed like a pretty generic game overall. Just based on playing both game's demos I think Enemy Territory is still superior to this. If someone could go into what makes this stand out so much that would be nice. So far I don't see it.
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#14 | |
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And then there's the way they chose to drop in any extra support-items in the same way the players spawn ... |
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Yea you can use deceptor plates to get by them without damage, but you have to tack on all 4 for it to be worth it |
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#16 |
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I think you'd have a hard time with that, actually. I thought about that too not long after I started playing the game, but the AA range falls off at the edge of the circle, so you can easily drop out by the fringe of it and hardly even get hurt.
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#17 |
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Yea, I've floated in and out of AA ranges before. It's just that it seems the deployable AAs have a larger radius than the base ones
There's also a trick to nullify deceptor plates: lay multiple AAs in the same area Happened at CP4 on Orbital last night. These two guys set up a pair of AAs, 2 or 3 Supply Depots and a few mini turrets, plus themselves. You couldn't get near it from the air and even if you managed to take out a turret or two, those guys would mow you down and call in new turrets Not really whining, but taking out something like that takes a concentrated effort from at least 4 people to clear them out Last edited by Kyllian; 30th Aug 2009 at 03:23 PM. |
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#18 |
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It's nice that way, though, because of someone is devoting so much effort to that point, they are obviously slacking on another... go grab it
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#19 |
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Registered User
Join Date: Apr. 9th, 2008
Posts: 635
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I've played the Demo on my 360 and it convinced me to NOT buy that game. I rarely saw such poor controls for a FPS, the thumbsticks are terrible and auto-lock on is ridiculous...
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#20 |
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Yep like I said before, the Auto-Lock killed it for me. I'd rather see less armor/shields and the lock out.
At this point I would probably care about the game more. Weapon balance was smelly too. Otherwise the game had a lot of potential. Oh and Hyrage, thumbsticks works fine in Gears. It just doesn't for this particular type of game.
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Last edited by Kantham; 30th Aug 2009 at 08:50 PM. |
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