Critique from some guy on the internet: Ok now the 3d art isn't too bad in this one. (except for the animations...) Most of the stupid looks are located in the shaders. But whoever created the UI.... I wanna find him, and I wanna make him look at his STUPID font for EVER. It's clear that this title had a few 3d artists that were not too bad (even if some of the textures and models are really amaturish (streched n' stuff)) but the programers were awful, as you first can see on the Cable that has a collision box. Even if you desperately want to make a collisionbox for the cable, let the character WALK over small obsticles... Same with the AI, it's just awful... It's obvious that the artists never made organic material bevore, thats why the aliens and these... green egg thingies look so bad. But the walls and everything are okay for indies. But they absolutely took alot of gaming ideas from other games... The little chamber with the gas: outlast. The staircase: SCP-087 Some of the monsters: Deadspace. The Violin - music thingy: outlast (maybe ripped) But whoever programmed this game fucked up. I'd really like to know on what engine this thing runs. Could even be the fucking blender game engine (which is SHIT) If someone doesn't have enough postprocessing shaders or shaders in general, they should just try to make some kind of artstyle... Like for example Guise of the Wolf. That game was awful yes, but you atleast could look at it because of the cheap Cell shading effects. I mean imagine if the quests and gameplay were awesome. It would be a good game for 10 bucks, even if the graphics sucked. Cell shading is really not hard to do, and if you see that the endresult doesn't look good, try it. you could atleast get the "awww it's so indie" effect... So: Animations: Absolutely dreadful. 3D modelling: For indies, okaay, but they should add cell shading. Sounds: need more bass. AI: just give up... It's stupid that so many indies try to make horror games. Horror games are some of the hardest to make because the sound, triggers, 3d art and everything has to play together to create a creepy atmosphere. The chance to be the next slender is just too small.
0:43 - "you're ship", should be your ship. 9:42 - "recinded", should be rescinded. 18:54 "your", should be you're. Oh dear. I don't usually do that kind of thing, but you really tend to expect better from someone who can make a game. I have seen movies with spelling mistakes in them as well, but again, they tend to be drizzling showers of diarrhoea as well. At least it lets you move faster than the other version of the game did...but it also makes you collide with everything on the floor as well, upping the frustration as you constantly stick to crap. And the animations....oh, that little creature stuttering down the corridor towards Jim at 6:01 had me rolling. They can't possibly have looked at that and thought "Yup, that's the image of terror that I was going for". £9.99 for this. Just.....no, who the fuck would ever buy this for that price? Hell, at any price?
It honestly looks like it could be a good game with some improvements. I'm not buying it however, early access is too risky as it is and this will probably never get any better.
Hayden Roberts Same here. The environment doesn't look terrible. The guns and such seem to work. Heck, it looks like it plays better than 3/4 of what Jim has played in his squirty plays. But it does still need a LOT of work, and I doubt all of that work will be put into it.
This game has been done by one person upto now, everyone has their limits. The story mode is the most WIP game mode at the moment. Onslaught and challenge mode as well as simulation mode are much better, but it just goes to show who likes to show the worst part. If i can get enough funds to get some help then the game will improve a vast amount. Thanks for your support :)
They'd have to change basically everything...and the same thing could be said about literally anything bad that's ever been made. "The Room could have been a great drama, if only it had a different director, script, writer, editor and cast".
Wow they actually don't know the difference between you're and your. In the pilot's description: "you return to you're ship..." Written on the wall in blood: "They know your here" Jayzuss
Thank you Jim for this "Squirty Play" series. These videos are so entertaining for both the good and bad games. :) I don't get to peruse the Steam store very often and though these videos only provide a glimpse into that vast world, it's still greatly appreciated to see a smattering of what's out there. :)
To be fair, maybe the antagonist is Your. They're coming for Your and they know that Your is on the ship. Makes as much logic as the rest of the video.
I've seen some of the names people came up for their children online that they thought was "clever" or "cute" or "funny" or whichever which made me feel completely sorry for the child knowing that there's a 90+% chance they will have to change their name legally when they're older so... Someone naming their child Your or There or even something as stupid as Hello is not unbelievable to me anymore.
The moment I saw the hangar, I thought, "this looks like the kind of game where you shoot giant bugs." I don't know, just something about the general presentation led me to expect that.
In all seriousness, though, it seems like these gentlemen have talent, but they really don't seem to have put any thought into their game at all. "You're on a ship full of xenomorphs! Go to the bridge? Why? Shut up! Oh, all the doors are locked! Why? Why didn't the computer voice say that earlier? Fuck you!"
Genseric This video is totally a review. After all, it says so in the title. Also, WHY DIDN'T HE MENTION THAT THERE ARE GRAPHICS!? AND THAT YOU CAN MOVE BACK AND FORTH!? AND THAT YOU CAN PRESS BUTTONS TO DO THINGS!? WORST VIDEO EVAR!!!!!
Getting stuck on dubious sections of the scenery makes me think they just bought some environmental assets on unity asset store, threw on some mesh collisions without properly modifying them for the first person game template they're using. The enemy models getting stuck all over everything make this kind of obvious. Could be a fun game after some serious work.
Glanced at the previous video and this is an improvement, bu in a way that they've merely removed a particularly toxic layer off the shit they were attempting to polish. Also, Jim Sterling I would love to see you do a squirty play of Don't Starve, recently got back into it what with the new expansion and I think a blind run in game could be a lot of fun to watch. Its survival-like and has horror elements, its very charming and I think you might even like. If this has come across very odd, remind yourself and those around you never take slaeeping tablets before writing an important thing. Thanks if you read this!
that burping noise you hear there mr Sterling is the default jump noise in the UDK, unreal development kit clearly there were no other sources of free sound available on the internet (sarcasm)
Look at 5:27 , is anybody else seeing the old magnum from Halo, with some derpy ass red dot sight stapled on top? They have two different colours and textures for one. Oh, and the ammo counter looks changed too.
Don't know if anyone else pointed this out yet, that pistol at 5:17 is just a low poly magnum from Halo with a sight and ammo counter lazily slapped on it.
Jim, admit that this is not the same sort of travesty that wannabe zombie game was. There is *obviously* the *idea* of a neat indie game here. Hypothetically, this game's developer could team-up with some other people and redo this with better monsters and animation. I'm just sayin'.
The ability Jim has to notice things makes me want to slam my head into my desk... I swear he should be wearing glasses or contacts.. Something... That said. Oddly reminds me of really old HL1 mods.
This game actually made me kind of sad. The sound design is great and the station itself is very well designed. But of coarse the "Ghostship" has no ghosts x_x
Maybe Because a Ghost Ship isn't like a Ghost Town? Ok then. But by your logic the Ghost Ship is still poorly named. Ghost Towns are called such because they are so deserted it's eerie. The ship is far from deserted. There's remains of people everywhere and crazy, writhing, grunting monsters. Not to mention a ship-board ai that constantly talks. What I was really trying to point out was the fact that this game could have been REALLY horrifying if not for the terrible enemies. Good sound and level design is key for good horror and the game has both. All they would have had to do is throw in some creepy lighting filters at the right time or suddenly change a corridor around. BAM! Instant atmosphere without having to program any enemies. But no... Instead we have wriggling, wobbling, living clip art that gets stuck and broken on world physics. You can even tell by the blurry textures that the bugs they used are meant to be used as tiny, environmental objects but they blew them up.
tarrker I'd agree except that I only liked the sounds themselves, not how they were used. Everything sounds threatening, which is good for building tension, except that it sounds threatening all the time. the pacing's all off, there's no silence for your ears to strain against there's just a constant barrage of stuff. The level design too, they managed some decent atmosphere there but it's a little too easy to get confused as to where you are. It also suffers from the same problem as the audio, virtually every wall is covered in blood and grammatically incorrect messages, it loses any shock value it could have when you're constantly seeing it. They need to dial it back a couple notches because having it at 11 all the time is bad for any survival horror game, hence why deadspace is only "meh" instead of epic.
18:54 On the wall, painted in dreaded,bloody and terrifying letters, the youtube grammar Colonial Defence Force marine gives you advice: They know YOUR here. It would be equally satisfying if you could dip your finger in their entrails and write *YOU'RE with their blood.
I don't understand why you'd add a loading screen when the whole point of that pressurization shit seems to be that you can load the next section seamlessly. Oh well, the atmosphere seems pretty cool but the monsters are just ridiculous.
Seen a few other subscriptions play this, and the developer was looking for feedback. Think its made by one guy, from what I heard, but he focused more on the challenge stuff in the game so if you bought into it, you had challenges to play instead of the story. But they've starting to work more on the main story I think. Premise is there, just needs better execution.
Sounds and music were pretty good - but that doesn´t save a game with utterly broken mechanics. Seeing the lacking damage feedback, the idiotic "jumping over cables", the jittery enemies that can take 30 shots from any gun, the confusing layout of the level, the 2005 graphics and textures, this seems like something someone made as a mod to a preexisting game from the last decade. And even then, the modding community would´ve ridiculed this piece of work.
This makes me wonder if there'll ever be a place for throwback 90's era FPS's as a genre in the same way we nowadays see eight and 16-bit style games, or games that at least try to be evocative of those tittles. I mean if somebody basically came up with a one man developed Deus Ex or System Shock quality game, or perhaps keeping in theme with what this game wants to be, how about something matching Aliens vs Predator 2 in graphical fidelity as well as atmosphere and gameplay, in 2014 would people take to it the same way they do things like Spelunky or Shovel Knight? Or will the dated visuals simply hold such a thing back.
CDF Ghostship was made by 1 guy with zero budget, he has put in into early access last week to get some funds and some help on improvement before it hits final release next year. The onslaught and challenge modes are what have been polished up for the early access first release, story mode is very WIP as on the steam forums. How far did you get in onslaught mode? The first update (1.12) is due later today which fixes a lot if issues in the game and more content. SO be sure to check it out.
For some weird reason, this game gives me flashbacks to the FPS opening levels of Jedi Knight II: Jedi Outcast. It's obviously crap, but that nostalgia for JO endeared this game to me.... a little bit.
That half-squatting, blade-armed mutant from the beginning reawakened fond memories of long nights playing System Shock 1, pummeling mutants with mah lead pipe. This video has actually made me want to replay it once again. I'd rather play that - unmodified, with its original input scheme and in all its neon-coloured splendour - than CDF. Kinda makes me sad. I love the being-alone-on-hostile-station/spaceship trope. I wish there were more games of that kind that are actually enjoyable.
I remember Yahtzee Crosshaw played this for one of his Let's Drown Out Series on his youtube channel, maybe you two can play this for your Civil War show.
I was thinking the same thing until I realised that Yahtzee and Gabe actually played ghostship aftermath. The games are so identical that it took me a good ten minutes to work that out. I know they are made by the same person but even the text in blood on the walls is the same (in both font and content). Maybe if the developer put the time and effort into making one game finished and worth playing they'd have something decent to show instead of two buggy clones.
You know it's really a shame, this game looks like it really has potential to be a good space horror shooter. It's got a good atmosphere, good gun models, and good sound effects. All that really needs improvement is the enemy AI, enemy models, spelling/grammar errors, and the whole jump over the smallest thing deal.
Good atmosphere? I'm not really seeing that at all. It takes more than making things look dark and gloomy to create an atmosphere. I agree that some of the sound effects are OK, but some of them are aggressively loud and obnoxious in a way that just doesn't match what the enemy actually is. Fleas shouldn't really be roaring that loud. The music doesn't fit either, and often doesn't match what's going on on screen, so any atmosphere is immediately killed. The work that's needed might be beyond the dev.
Paul Dennett The atmosphere was close to being good, he just painted every wall in blood so that it lost any kind of impact. "Dark, cramped corridors with plenty of branches filled with a bunch of silhouettes that look suspiciously threatening" is pretty much the same atmosphere as alien and this is actually kind of close if you can look past the textures from 1999. Of course the ridiculous enemies and mistimed music ruin that fairly effectively but there's the bones of a decent action-y horror game here.
If I ever build a space station, I'm going to make sure everyone has adequate pens and paper. There needs to be a handy, low-tech way to leave messages that doesn't require you to smear human blood on the walls.
Although this isn't on par necessarily with "air control" it is still what I would imagine drinking a bucket of cold sick to look like where it to be digitized. What a load of toilet.
Don't know how this was made, but I know that the Unreal Engine does third/first person movement for you, and automatically treats any physical objects as barriers. I assume the creator of this used an engine like that and didn't think to change that option...
In the first video for their other game or whatever I did not really get to see much of the enemies but what I saw of them had me worried and now in this game it is obvious they don't know what the hell they are doing. My goodness ... :S
I made Ghostship Aftermath my first video and fuck-a-doodle doo how in the hell did they find the enthusiasm and even fathom that the world needed this. fuck sake
The only plus I have is the computer doesn't speak/vomit as much dialog as Aftermath. Aftermath was a horror and not a good one in anyway shape, form or spirit.
One of the modellers has obviously played "Pathways into Darkness" -- but couldn't nail the surreal look of that game. Come to think of it, Pathways into Darkness is dues for a remake -- kickstarter anyone?
They made a shooter where neither the enemies nor the guns look/feel good. More time and effort could make this a fun experience, but i'm not holding my breath.
I'm sorry Jim, but I believe that's read as; 'There's no escape poos left'
Yeah, and I'd certainly fucking believe it! All my shits for the game left even before it started.
Actually I'm pretty sure it said: 'There is no escape. Poos left'.
Juliusz Horst Actually, it says "DON'T DEAD, OPEN INSIDE".
WAKE ME UP INSIIIIDEEE
VegaArchAngel h
"The bugs are hilarious".
Oh, yes they are, Jim. In a number of senses.
"The bugs are hilarious!"
Was waiting for you to say "... and the insects are funny as well!"
Critique from some guy on the internet:
Ok now the 3d art isn't too bad in this one. (except for the animations...)
Most of the stupid looks are located in the shaders.
But whoever created the UI.... I wanna find him, and I wanna make him look at his STUPID font for EVER.
It's clear that this title had a few 3d artists that were not too bad (even if some of the textures and models are really amaturish (streched n' stuff)) but the programers were awful, as you first can see on the Cable that has a collision box.
Even if you desperately want to make a collisionbox for the cable, let the character WALK over small obsticles...
Same with the AI, it's just awful...
It's obvious that the artists never made organic material bevore, thats why the aliens and these... green egg thingies look so bad.
But the walls and everything are okay for indies.
But they absolutely took alot of gaming ideas from other games...
The little chamber with the gas: outlast.
The staircase: SCP-087
Some of the monsters: Deadspace.
The Violin - music thingy: outlast (maybe ripped)
But whoever programmed this game fucked up. I'd really like to know on what engine this thing runs. Could even be the fucking blender game engine (which is SHIT)
If someone doesn't have enough postprocessing shaders or shaders in general, they should just try to make some kind of artstyle...
Like for example Guise of the Wolf. That game was awful yes, but you atleast could look at it because of the cheap Cell shading effects.
I mean imagine if the quests and gameplay were awesome. It would be a good game for 10 bucks, even if the graphics sucked.
Cell shading is really not hard to do, and if you see that the endresult doesn't look good, try it. you could atleast get the "awww it's so indie" effect...
So:
Animations: Absolutely dreadful.
3D modelling: For indies, okaay, but they should add cell shading.
Sounds: need more bass.
AI: just give up...
It's stupid that so many indies try to make horror games. Horror games are some of the hardest to make because the sound, triggers, 3d art and everything has to play together to create a creepy atmosphere. The chance to be the next slender is just too small.
0:43 - "you're ship", should be your ship.
9:42 - "recinded", should be rescinded.
18:54 "your", should be you're.
Oh dear. I don't usually do that kind of thing, but you really tend to expect better from someone who can make a game. I have seen movies with spelling mistakes in them as well, but again, they tend to be drizzling showers of diarrhoea as well.
At least it lets you move faster than the other version of the game did...but it also makes you collide with everything on the floor as well, upping the frustration as you constantly stick to crap.
And the animations....oh, that little creature stuttering down the corridor towards Jim at 6:01 had me rolling. They can't possibly have looked at that and thought "Yup, that's the image of terror that I was going for".
£9.99 for this. Just.....no, who the fuck would ever buy this for that price? Hell, at any price?
Maybe the people on the ship had terrible spelling and grammar, eh?
No?
>0:43 - "you're ship", should be your ship.
Maybe the twist is that you ARE the ship? :)
Marked....as spam?
i see it well Worth to give to any veteran from the fps games and show them that not all enemys behave the same way across games :D
DownForwardPunch He's not charging $9.99 to see his comment. ; )
It honestly looks like it could be a good game with some improvements. I'm not buying it however, early access is too risky as it is and this will probably never get any better.
Agreed 100%.
Hayden Roberts
Same here. The environment doesn't look terrible. The guns and such seem to work. Heck, it looks like it plays better than 3/4 of what Jim has played in his squirty plays. But it does still need a LOT of work, and I doubt all of that work will be put into it.
This game has been done by one person upto now, everyone has their limits. The story mode is the most WIP game mode at the moment. Onslaught and challenge mode as well as simulation mode are much better, but it just goes to show who likes to show the worst part.
If i can get enough funds to get some help then the game will improve a vast amount. Thanks for your support :)
They'd have to change basically everything...and the same thing could be said about literally anything bad that's ever been made.
"The Room could have been a great drama, if only it had a different director, script, writer, editor and cast".
Paul Dennett Oi, don't you slag off The Room, that movie was fucking great!
Wow they actually don't know the difference between you're and your. In the pilot's description: "you return to you're ship..." Written on the wall in blood: "They know your here" Jayzuss
Thank you Jim for this "Squirty Play" series. These videos are so entertaining for both the good and bad games. :)
I don't get to peruse the Steam store very often and though these videos only provide a glimpse into that vast world, it's still greatly appreciated to see a smattering of what's out there. :)
"They know your here" - whoever wrote that was scared for "they're" life!
Marine and Pilot "Core"... Well, that gives me a big indication of how much detail went into this game.
IGN 9/10 "Like Dead Space with guns."
18:54 must...not...arrrrghhh! It's "you're" not "your"! arghh...
To be fair, maybe the antagonist is Your. They're coming for Your and they know that Your is on the ship.
Makes as much logic as the rest of the video.
So if someone says "there" intent, instead of their, it's someone named There? You know what? Their parents were fucking assh*les. XD
I've seen some of the names people came up for their children online that they thought was "clever" or "cute" or "funny" or whichever which made me feel completely sorry for the child knowing that there's a 90+% chance they will have to change their name legally when they're older so...
Someone naming their child Your or There or even something as stupid as Hello is not unbelievable to me anymore.
You know what? I forgot a "celebrity" named their child "North." I'm sad thinking of it.
The moment I saw the hangar, I thought, "this looks like the kind of game where you shoot giant bugs." I don't know, just something about the general presentation led me to expect that.
I love how they have the setup for an immersive load system (the decontamination chamber) and then pop up a loading screen in the middle.
In all seriousness, though, it seems like these gentlemen have talent, but they really don't seem to have put any thought into their game at all.
"You're on a ship full of xenomorphs! Go to the bridge? Why? Shut up! Oh, all the doors are locked! Why? Why didn't the computer voice say that earlier? Fuck you!"
I love how some of the text written in blood is so high up whoever wrote it must've used a ladder.
Precision aiming of arterial spray.
Box quote for the dev: "This is certainly the most fun I've had [...] in a while."
love how entertained Jim was at the double jump noise. so was i lol.
"Theres no escape poos left"
Is it just me or did that second gun look EXACTLY like the pistol from Halo with a dot sight on top and a digital ammo readout on the back?
Yup, noticed that the second he picked it up.
That flashlight though 😂 love these vids Jim!
That second pistol is almost lawsuit inducingly similar to the Halo magnum.
WHY DIDN'T YOU MENTION THE HEALTH BAR >:-(
WHY DOES THAT MAKE YOU ANGRY!?! LOUD NOISES!!!
BECAUSE THE HEALTH BAR IS A VERY IMPORTANT PART OF THE GAME. THIS IS A TERRIBLE REVIEW. >:-(
Genseric This video is totally a review. After all, it says so in the title. Also, WHY DIDN'T HE MENTION THAT THERE ARE GRAPHICS!? AND THAT YOU CAN MOVE BACK AND FORTH!? AND THAT YOU CAN PRESS BUTTONS TO DO THINGS!? WORST VIDEO EVAR!!!!!
I AGREE. JIM FUCKING STERLING SON IS THE WORST REVIEWER ON TH-cam. I AM GOING TO WRITE A POORLY WRITTEN COMMENTARY IN PROTEST
Genseric THIS ISN'T A REVIEW :/
Getting stuck on dubious sections of the scenery makes me think they just bought some environmental assets on unity asset store, threw on some mesh collisions without properly modifying them for the first person game template they're using. The enemy models getting stuck all over everything make this kind of obvious. Could be a fun game after some serious work.
Glanced at the previous video and this is an improvement, bu in a way that they've merely removed a particularly toxic layer off the shit they were attempting to polish. Also, Jim Sterling I would love to see you do a squirty play of Don't Starve, recently got back into it what with the new expansion and I think a blind run in game could be a lot of fun to watch. Its survival-like and has horror elements, its very charming and I think you might even like. If this has come across very odd, remind yourself and those around you never take slaeeping tablets before writing an important thing. Thanks if you read this!
The floating foot and the "Burp Jump" made me lose it :'D
that burping noise you hear there mr Sterling is the default jump noise in the UDK, unreal development kit
clearly there were no other sources of free sound available on the internet (sarcasm)
Pilot core. Huh. Marine core. What.
Corps. It's spelled Corps.
"you play the part of a pilot sent to investigate an ANOMOLY"
anomoly, holy moley!
That portrait or whatever in the bottom left looks almost exactly like a Borg drone from Star Trek in an alcove.
Look at 5:27 , is anybody else seeing the old magnum from Halo, with some derpy ass red dot sight stapled on top? They have two different colours and textures for one. Oh, and the ammo counter looks changed too.
Don't know if anyone else pointed this out yet, that pistol at 5:17 is just a low poly magnum from Halo with a sight and ammo counter lazily slapped on it.
Jim, admit that this is not the same sort of travesty that wannabe zombie game was. There is *obviously* the *idea* of a neat indie game here. Hypothetically, this game's developer could team-up with some other people and redo this with better monsters and animation. I'm just sayin'.
Where does he say it's anywhere near as bad as anything else? The only one making an equivalence is you, so what exactly does Jim have to admit?
Why would my saying that be an admittance? I never claimed otherwise.
But this is already a redo. Ghostship Aftermath (or whatever) came before this.
***** They did incorporate the loading screen in the airlock sequence at least, that's progress!
this is a blatant dead space rip and a bad one at that.
Well... at least there were no crossbow wielding leprechauns.
"They know your here!"
The ability Jim has to notice things makes me want to slam my head into my desk... I swear he should be wearing glasses or contacts.. Something...
That said. Oddly reminds me of really old HL1 mods.
USS Darkstar maybe? www.moddb.com/mods/uss-darkstar
This game actually made me kind of sad. The sound design is great and the station itself is very well designed. But of coarse the "Ghostship" has no ghosts x_x
Maybe Because a Ghost Ship isn't like a Ghost Town? Ok then.
But by your logic the Ghost Ship is still poorly named. Ghost Towns are called such because they are so deserted it's eerie. The ship is far from deserted. There's remains of people everywhere and crazy, writhing, grunting monsters. Not to mention a ship-board ai that constantly talks.
What I was really trying to point out was the fact that this game could have been REALLY horrifying if not for the terrible enemies. Good sound and level design is key for good horror and the game has both. All they would have had to do is throw in some creepy lighting filters at the right time or suddenly change a corridor around. BAM! Instant atmosphere without having to program any enemies.
But no... Instead we have wriggling, wobbling, living clip art that gets stuck and broken on world physics. You can even tell by the blurry textures that the bugs they used are meant to be used as tiny, environmental objects but they blew them up.
tarrker I'd agree except that I only liked the sounds themselves, not how they were used. Everything sounds threatening, which is good for building tension, except that it sounds threatening all the time. the pacing's all off, there's no silence for your ears to strain against there's just a constant barrage of stuff. The level design too, they managed some decent atmosphere there but it's a little too easy to get confused as to where you are. It also suffers from the same problem as the audio, virtually every wall is covered in blood and grammatically incorrect messages, it loses any shock value it could have when you're constantly seeing it. They need to dial it back a couple notches because having it at 11 all the time is bad for any survival horror game, hence why deadspace is only "meh" instead of epic.
11:41 I'm pretty sure this is a 3D asset/model of a cat flea scaled up
your laugh is very contagious.
18:54
On the wall, painted in dreaded,bloody and terrifying letters, the youtube grammar Colonial Defence Force marine gives you advice: They know YOUR here.
It would be equally satisfying if you could dip your finger in their entrails and write *YOU'RE with their blood.
I don't understand why you'd add a loading screen when the whole point of that pressurization shit seems to be that you can load the next section seamlessly.
Oh well, the atmosphere seems pretty cool but the monsters are just ridiculous.
The second pistol looks like the magnum from the Halo games xD
Those brown flat insects look like fleas... There must be some really big dog around :)
Seen a few other subscriptions play this, and the developer was looking for feedback. Think its made by one guy, from what I heard, but he focused more on the challenge stuff in the game so if you bought into it, you had challenges to play instead of the story. But they've starting to work more on the main story I think. Premise is there, just needs better execution.
4:40 - that's the exact same breath sound effect from the first unreal game.
Nice to see an entertaining game on this channel every now and then :)
I can't be the only person hoping that this Squirty Play gets a "couter-review", like Slaughtering Grounds' one did...
Sounds and music were pretty good - but that doesn´t save a game with utterly broken mechanics.
Seeing the lacking damage feedback, the idiotic "jumping over cables", the jittery enemies that can take 30 shots from any gun, the confusing layout of the level, the 2005 graphics and textures, this seems like something someone made as a mod to a preexisting game from the last decade.
And even then, the modding community would´ve ridiculed this piece of work.
Jim, thats not a doublejump, thats farting in low gravity enviroment!
That pistol you picked up is a really rough looking magnum from Halo... *Sighs*
the music had some serious Bioshock going on there
This makes me wonder if there'll ever be a place for throwback 90's era FPS's as a genre in the same way we nowadays see eight and 16-bit style games, or games that at least try to be evocative of those tittles.
I mean if somebody basically came up with a one man developed Deus Ex or System Shock quality game, or perhaps keeping in theme with what this game wants to be, how about something matching Aliens vs Predator 2 in graphical fidelity as well as atmosphere and gameplay, in 2014 would people take to it the same way they do things like Spelunky or Shovel Knight? Or will the dated visuals simply hold such a thing back.
CDF Ghostship was made by 1 guy with zero budget, he has put in into early access last week to get some funds and some help on improvement before it hits final release next year.
The onslaught and challenge modes are what have been polished up for the early access first release, story mode is very WIP as on the steam forums. How far did you get in onslaught mode?
The first update (1.12) is due later today which fixes a lot if issues in the game and more content. SO be sure to check it out.
I don't think this game's hopeless. 1-2 years of good hard work and it can be decent
Juodas Varnas Yeah, I thought it wasn't so bad as well... Then the "enemies" appeared.
Lol that fast running zombie was hilarious
This actually looks more fun than most of the games you endure. Seems like a simple, low-budget DOOM 3, but with crickets.
Low budget DOOM 3? That game was released 10 years ago, and had functioning animations / AI. This has nothing.
5:16 Tut, tut, tut. "Borrowing" the Magnum from Halo Reach I see, game developer. Adding a sight and an ammo counter doesn't make it any less obvious.
Yeah, that steal will definitely be the downfall for that game.
It's like a mix of aliens and dead space with zero budget...
5:25 why does that look like a modified version of the pistol from halo with an untextured optic
For some weird reason, this game gives me flashbacks to the FPS opening levels of Jedi Knight II: Jedi Outcast. It's obviously crap, but that nostalgia for JO endeared this game to me.... a little bit.
That half-squatting, blade-armed mutant from the beginning reawakened fond memories of long nights playing System Shock 1, pummeling mutants with mah lead pipe. This video has actually made me want to replay it once again. I'd rather play that - unmodified, with its original input scheme and in all its neon-coloured splendour - than CDF. Kinda makes me sad. I love the being-alone-on-hostile-station/spaceship trope. I wish there were more games of that kind that are actually enjoyable.
I'm looking forward to Ghostship 3: Ghostshiping harder. Such a great series
I remember Yahtzee Crosshaw played this for one of his Let's Drown Out Series on his youtube channel, maybe you two can play this for your Civil War show.
I was thinking the same thing until I realised that Yahtzee and Gabe actually played ghostship aftermath. The games are so identical that it took me a good ten minutes to work that out. I know they are made by the same person but even the text in blood on the walls is the same (in both font and content). Maybe if the developer put the time and effort into making one game finished and worth playing they'd have something decent to show instead of two buggy clones.
This game REALLY wants to be Dead Space...
13:07 every time you take out/reload that fucking gun, it sounds like a Proton Pack/Wand.
You know it's really a shame, this game looks like it really has potential to be a good space horror shooter. It's got a good atmosphere, good gun models, and good sound effects. All that really needs improvement is the enemy AI, enemy models, spelling/grammar errors, and the whole jump over the smallest thing deal.
Good atmosphere? I'm not really seeing that at all. It takes more than making things look dark and gloomy to create an atmosphere. I agree that some of the sound effects are OK, but some of them are aggressively loud and obnoxious in a way that just doesn't match what the enemy actually is. Fleas shouldn't really be roaring that loud. The music doesn't fit either, and often doesn't match what's going on on screen, so any atmosphere is immediately killed.
The work that's needed might be beyond the dev.
Paul Dennett The atmosphere was close to being good, he just painted every wall in blood so that it lost any kind of impact. "Dark, cramped corridors with plenty of branches filled with a bunch of silhouettes that look suspiciously threatening" is pretty much the same atmosphere as alien and this is actually kind of close if you can look past the textures from 1999. Of course the ridiculous enemies and mistimed music ruin that fairly effectively but there's the bones of a decent action-y horror game here.
If I ever build a space station, I'm going to make sure everyone has adequate pens and paper. There needs to be a handy, low-tech way to leave messages that doesn't require you to smear human blood on the walls.
Although this isn't on par necessarily with "air control" it is still what I would imagine drinking a bucket of cold sick to look like where it to be digitized. What a load of toilet.
I like the premise. If executed well this could be a great game.
...and if frogs had wings, they wouldn't bump their arse every time they jumped.
"This game would be good if it wasn't bad".
BugPope Hahaha. This, exactly this!
Lol, pretty much
The pistol is literally a Halo: Reach Magnum with a sight slapped on it.
Greenlight is the worst thing to ever happen.
4:40 I recognise that unreal sound effect
Don't know how this was made, but I know that the Unreal Engine does third/first person movement for you, and automatically treats any physical objects as barriers. I assume the creator of this used an engine like that and didn't think to change that option...
They aren't red weeds! They're spicy tentacles!!!
God those fucking roaches sound exactly like the bloody brushtail possums in my roof.
Those default zombie walking animations tho
Why do I get the feeling that Jim enjoyed this more than Colonial Marines?
It looks like they actually put effort into this game. I hope they fix a bunch of stuff and actually make something good out of it.
I want Jim to be a butcher selling BAG OF MEAT!
So uh, at 5:17, that gun design is the magnum from Halo. I'm not saying they stole the model itself, but Goddamn.
In the first video for their other game or whatever I did not really get to see much of the enemies but what I saw of them had me worried and now in this game it is obvious they don't know what the hell they are doing. My goodness ... :S
I don't know if the Aftermath game Jim talks about is made by the same people.
18:00 so how exactly did someone write a message in blood that high up the wall?
I like how they managed to make UE3 look like Unity, like basic shading overly ambient flat low res textures is in style right now
looks like a fair improvement on Colonial marines
I made Ghostship Aftermath my first video and fuck-a-doodle doo how in the hell did they find the enthusiasm and even fathom that the world needed this. fuck sake
The only plus I have is the computer doesn't speak/vomit as much dialog as Aftermath. Aftermath was a horror and not a good one in anyway shape, form or spirit.
These guys actually took the effort of putting freaking hitboxes on cables and corpse parts? Wow.
DEAD EFFECT MASS SPACE, now with new and improved Destiny's Guns
Reminds me of that 3D revamp of Project Firestart with sprinklings of Doom 3 and Dead Space.
"They know you're here"*. Getting disemboweled by giant space bugs is not an excuse for poor grammar as my old English teacher would often say.
eh, I'd buy it. It has a good atmosphere, and the graphics are ok (Ps2
A wild Jonathan Holmes appears 6:00!
OMFG.. at 11:08 the bugs are having an orgy
What the fu- the aliens are just ants and lice scaled waaaay up?!
I have to thank you yet again. I had this game on my wishlist and now that I have seen it in action, I quickly removed it.
Jim FUCKING Sterling - any chance on a reboot of the Skyrim by Committee videos? :)
He's still doing those no worries.
I could swear it said, "escape poos". But hey, I'm not versed in blood writing.
One of the modellers has obviously played "Pathways into Darkness" -- but couldn't nail the surreal look of that game.
Come to think of it, Pathways into Darkness is dues for a remake -- kickstarter anyone?
Either that or they're going for the "System Shock 1" look. come to think of it.
cygil1 I never played pathway to darkness but i did get some inspiration from system shock, doom, AVp etc. :)
What is up with those enemy movements? Did they not code the game at all?
They made a shooter where neither the enemies nor the guns look/feel good. More time and effort could make this a fun experience, but i'm not holding my breath.
Isn't that "burp" the default jumping sound in unreal?