It's a small dev of fans that wanted to play the original when there was no way of doing so. They just got bought by Atari for their remaster work. Idk what kind of message you're trying to send to a small team that love old games especially since tencent own right to any sequel release while nightdive own rights to the first two
@@RADIANTRAIN5 I was there in 2016 as a backer when they took the $ and said 2017 delivery!. Once you take the $, then deliver the goods. That was seven years ago. Let's not even mention the console port cash grab and the parking of the project to work on other projects etc...
@@sheldonkerr there's a reason most Kickstarters fail. This looks much better overall than what the shenmue guys got. Idk, hard to fault a team for their first real game when they had to start from scratch. Porting is a different beast than learning the bloated unreal engine and trying too hard with the relatively small team. I'm pretty sure they were trying to keep it an immersive sim and tbh triple a game studios don't have the teams for that *cough cyberpunk 2077 cough*
I think the only spot where the textures bother me are the cyberspace jack interfaces because it looks accidentally ugly and you have no choice but to look at them this close, while the rest looks like a stylistic choice if you put your face up to it. I think it's pretty unique in general and a pretty clever homage to the fact that deep down (or up close in this case), it's a really old game if you put your face right up to it. These textures in the context of this project are almost like en ever present self-referencing easter egg.
I loved this remake. It's not perfect, but it's close. The chess minigame is one of the things I didn't like. The melee combat is another - the feedback when you hit an enemy is almost nonexistent. And cyberspace? Well, it's better, but I didn't like it in the original either. I'm probably an oddball, but I like the slow pace of this game, the exploration and navigational challenge. It's pretty unique in that regard.
I figured the pixellated look was down to them just not finishing it, so that's real? Interesting... Maybe it's part of their attempts to rework the graphics after they got so much flack when they changed to Unreal engine and sucked the life out of it, but they need only look at what Alien Isolation did with filters to give it a more "vintage" look, some subtle grain looks better than deliberately lo-fi textures.
I agree with you on the vintage texture idea. I understand what they were going for with the official pixelated look, but it still hasn’t grown on me. Hopefully the official release does well, I still enjoyed my time with the demo despite the weird graphics
Have the devs said anything about improving the melee combat yet? I personally think that melee strikes should be able to stagger the enemies for a moment when you attack their critical parts. For example the head of the humanoid mutant.
@@AmateurGameReview Hopefully so as melee should feel powerful and impactful because it requires you to close in on your enemy and therefor giving your enemy the chance to punish you.
ปีที่แล้ว +3
I want to believe we will see this game by the end of march but realistically I doubt it. I think it will be delayed again.
Ngl I've tried to play the first one countless times and have never beat it I get to the same section and the eye rape just makes me sick lol 2 was a much easier experience but I've always wanted to beat the first one now will be my time...I hope at least
I really hope this remake does well. They are only charging 40 dollars for the game. And if this game is as lomg as the original. That's an amazing deal
Must have been six demos by now, and finally! I actually could play it! I actually could edit and I and I file and get my resolution changed, and for the first time in several releases and two engines, I can rebind my controls, even if I still have to use an auto key script for mouse buttons, and I have to rebind them every time I start the game up... But I can actually play it now and I did,! And it was kind of scary, I'm a little worried for the project.. I mean I was worried when they kept releasing functionally broken demos that had these menus that would say they did things and and didn't, and I was really worried when they said it was the final demo and none of it did things.. although in all fairness to the final demo it almost detected my resolution automatically, something that had not been done on any of the previous demos.. but still the final demo was not the one, alas.. my champion my conduit would be the steam next fast beta demo updated with intro sequence.. or whatever they're calling it lol since it's not the final demo clearly, as that was a long time ago.. And I probably have 60 hours on it I'm not going to lie, I opened it up last night just cuz I needed an unreal engine game cuz I was messing around with some i&i commands to try to make motion blur not suck, and it just happened to.. probably been to the worst choices I could have cuz I had to restart it every single time I would make a minor change but next thing I know 3 hours have passed and I'm running through the demo again.. and I really thought I wasn't going to be able to do that again, like I had explored every option and there weren't that many options LOL.. but there was exploring slightly new options and enjoying it.. What really terrifies me, is that all of the things that don't bother me to the point of a deal breaker, especially in lieu of all of the deal breaker things this game has that others don't.. but watching people play this demo when the next fest and everybody was streaming things, really and clearly made me worried, cuz the choices they've made in the design as to what they've simplified and restricted, and how much more complex it makes mechanically, well not really actually providing a modern alternative that people would expect. And many of which just don't comprehendably answer the lexicon of these generations of gamers that are completely raised within the bubble of game designs driving towards QuickTime events with extra steps.. and even for someone of the old days, yes crouch jumping is natural for me, I'm not a RGB Skittles on it loser with a 2/3 keyboard, I use control for crouch, rebind my keys for optimal intuitive interactivity.. I have many of them the whole keyboard plus a little bit more, and I strive to come up with strange solutions to dumb problems, and I struggle when not being able to have simple solutions but only curated ones for dumb problems and being told that it's a feature, like removing the jump button from the assassin's Creed series, the parkour platforming series.. where's the crouch button from Mass effect, or all the buttons from kalisto protocol.. the purest form of the modern yearn for quick time with extra steps.. there's a melee animation that seems to be raycast but the raycast calculations are made before the animation, and there's no successful hit animation, just reverting to a stagger, leaving a glowing hole where you missed but.. when you were swinging it didn't seem like you were going to miss.. and maybe if they had connected the two together you could figure out where you went wrong but instead, if you hit the ground or an object that's not supposed to be hit.. you have failed and should just take it as such.. you can try again but sadly the deduction process will be frustrating at best given that successes seem like successes and failures have no input on the matter rather than the final judgment that was predetermined LOL.... There's no blocking, and despite what seems like a good Ray cast, and clearly there's some sort of Ray cast like thing as I can take a big swing and land it to the left and right of me in freeform the way all melee should be.. I have no control over the direction of that swing save that I can swing once and as long as I don't fail the swing by way of mysterious wall or non-hittable object, then I can reliably swing from the other side as long as I hold the button down long enough and swing long enough and succeed long enough.. Calculations to be made to avoid their extremely quick hit, and attempts are made I do attempt of course I attempt and it feels like at every time I'm just about to nail it, and get it feels like the calculations are gaslighting me, because sometimes they seem perfect and sometimes they return no data failure, and sometimes they just return no data.. clearly I can correct the direction of the swing clearly when it lands it lands and I can guide it to its landing point.. or is it clear and is this just some false ruse to pretend like it's being guided, only giving away by the unhittable objects like wall, vanilla wall not light bulb wall which will act like hit.. and maybe I wouldn't even have even found this thread of a theory where it not betrayed.. it would be really weird and dumb to do it that way, but that kind of seems like it's a common theme for a lot of things here in weird ways... Most people don't even get to the point where they think about what just happened with the melee they just don't like it, they don't understand it and it kind of antagonistically tries not to be understood if you did anyways and these are people that don't even understand there's an options menu anymore in the first place LOL, is countless times I've seen people just helpless not even understanding there's an options menu with key Vines for what the key is to do a thing and we'll just keep going.. unless the key prompt is clearly on the screen for every action.. like games on the console side have basically been trained to play themselves and make it seem like you're helping as a design feature and core function of the dual analog controller Time Warp we've been living in where peripheral has not improved on that side and now game design is beheld to it which means game design is dead or at least in a coma till.. and at this point I don't really have hope cuz you have an entire generation that have grown up with this and don't understand that you should probably be able to use your camera controls while hitting all of your buttons at the same time.. and dust the trick of modern game design of how do we make that gameplay for you while making it seem like you're helping.. Like this is not for the old schoolers, but it feels like it was done with them in mind begrudgingly.. and they talk about how they changed all these things because people didn't like it and I'm like you've kind of not really changed anything but added pixel art LOL.. other than maybe trying to fully carbon copy the original layout and design which I don't mind because it's good, but it's kind of like why would you do it that way it's this is the remake not the remaster, you had options you have options there are options, and clearly improving was a goal.. it's very confusing, and I just think people are not going to like this on a level that I wish they would and could have with nothing but positive benefit to the core game design and experience rather than restriction like usual streamlining and this is not streamlining even in fact maybe it's too streamlined 33. Because in the act of simplifying the full analog mixing board graphing calculator Arma controls before Arma ever existed, they have somehow managed to make everything harder to do, well not everything but a lot of things that you wouldn't think LOL and yet still managed to lose all of the benefits that they would have brought, even if in its original form.. and no one was saying it had to be in the original form cuz that would have been dumb lol all of these things can be achieved in other forms, ARMA 2 was more achieved than Arma 1, Arma 3 more than ARMA 2, not big steps but really more specifically not regressive ones.. and for an audience that didn't mind, you could do all of that in like a mechanically reasonable way.. Albiet be it the idea of adjusting minor muscle memory the standard for this has significantly lowered, given the above statement and problems.. But at least you could say objectively it can be done and and would be doable if given the chance.. in this case it's more like working around it for the other things and it's still stupid and should not be done that way or should have the thing or the basic thing because then it would not be antagonizing, to me not personally antagonizing or maliciously but certainly incredulously, and I'm somebody that really likes funky controls and messing around and optimizing and coming up with new ways to do things as manual as possible the polar opposite of the modern gamer...
The 2d pixel textures make me want to play this so much more.
dang, i love how you made this review D: keep GOING! i also am anxious to play System Shock!
Looking forward to this game and I hope it's great. But I'm going to wait 7 years after the release before I buy it. A message needs to be sent.
Hahaha yes!
It's a small dev of fans that wanted to play the original when there was no way of doing so. They just got bought by Atari for their remaster work. Idk what kind of message you're trying to send to a small team that love old games especially since tencent own right to any sequel release while nightdive own rights to the first two
@@RADIANTRAIN5 I was there in 2016 as a backer when they took the $ and said 2017 delivery!. Once you take the $, then deliver the goods. That was seven years ago. Let's not even mention the console port cash grab and the parking of the project to work on other projects etc...
@@sheldonkerr there's a reason most Kickstarters fail. This looks much better overall than what the shenmue guys got. Idk, hard to fault a team for their first real game when they had to start from scratch. Porting is a different beast than learning the bloated unreal engine and trying too hard with the relatively small team. I'm pretty sure they were trying to keep it an immersive sim and tbh triple a game studios don't have the teams for that *cough cyberpunk 2077 cough*
I think the only spot where the textures bother me are the cyberspace jack interfaces because it looks accidentally ugly and you have no choice but to look at them this close, while the rest looks like a stylistic choice if you put your face up to it.
I think it's pretty unique in general and a pretty clever homage to the fact that deep down (or up close in this case), it's a really old game if you put your face right up to it. These textures in the context of this project are almost like en ever present self-referencing easter egg.
I loved this remake. It's not perfect, but it's close. The chess minigame is one of the things I didn't like. The melee combat is another - the feedback when you hit an enemy is almost nonexistent. And cyberspace? Well, it's better, but I didn't like it in the original either.
I'm probably an oddball, but I like the slow pace of this game, the exploration and navigational challenge. It's pretty unique in that regard.
I figured the pixellated look was down to them just not finishing it, so that's real? Interesting... Maybe it's part of their attempts to rework the graphics after they got so much flack when they changed to Unreal engine and sucked the life out of it, but they need only look at what Alien Isolation did with filters to give it a more "vintage" look, some subtle grain looks better than deliberately lo-fi textures.
I agree with you on the vintage texture idea. I understand what they were going for with the official pixelated look, but it still hasn’t grown on me. Hopefully the official release does well, I still enjoyed my time with the demo despite the weird graphics
God tier review! Keep on doing what you’re doing king, you’ll get far with this much quality!
Thank you so much!!! ❤
Have the devs said anything about improving the melee combat yet?
I personally think that melee strikes should be able to stagger the enemies for a moment when you attack their critical parts. For example the head of the humanoid mutant.
So far, the devs haven’t mentioned anything other than the new release date. Hopefully the combat is improved!
@@AmateurGameReview Hopefully so as melee should feel powerful and impactful because it requires you to close in on your enemy and therefor giving your enemy the chance to punish you.
I want to believe we will see this game by the end of march but realistically I doubt it. I think it will be delayed again.
I’m beginning to think this myself :(
Ngl I've tried to play the first one countless times and have never beat it I get to the same section and the eye rape just makes me sick lol 2 was a much easier experience but I've always wanted to beat the first one now will be my time...I hope at least
I really hope this remake does well. They are only charging 40 dollars for the game. And if this game is as lomg as the original. That's an amazing deal
And the preorder bonus is the enhanced edition of 2 when it's released. Imagine an entire game as a preorder bonus
@Alix Wells which is why I need to stop watching TH-cam and gift the game to a friend that has it on their Steam wishlist.
did they updated the demo again?
Now do freelancer the remake
This May not March
2 more days
Must have been six demos by now, and finally! I actually could play it! I actually could edit and I and I file and get my resolution changed, and for the first time in several releases and two engines, I can rebind my controls, even if I still have to use an auto key script for mouse buttons, and I have to rebind them every time I start the game up...
But I can actually play it now and I did,! And it was kind of scary, I'm a little worried for the project.. I mean I was worried when they kept releasing functionally broken demos that had these menus that would say they did things and and didn't, and I was really worried when they said it was the final demo and none of it did things.. although in all fairness to the final demo it almost detected my resolution automatically, something that had not been done on any of the previous demos.. but still the final demo was not the one, alas.. my champion my conduit would be the steam next fast beta demo updated with intro sequence.. or whatever they're calling it lol since it's not the final demo clearly, as that was a long time ago..
And I probably have 60 hours on it I'm not going to lie, I opened it up last night just cuz I needed an unreal engine game cuz I was messing around with some i&i commands to try to make motion blur not suck, and it just happened to.. probably been to the worst choices I could have cuz I had to restart it every single time I would make a minor change but next thing I know 3 hours have passed and I'm running through the demo again.. and I really thought I wasn't going to be able to do that again, like I had explored every option and there weren't that many options LOL.. but there was exploring slightly new options and enjoying it..
What really terrifies me, is that all of the things that don't bother me to the point of a deal breaker, especially in lieu of all of the deal breaker things this game has that others don't.. but watching people play this demo when the next fest and everybody was streaming things, really and clearly made me worried, cuz the choices they've made in the design as to what they've simplified and restricted, and how much more complex it makes mechanically, well not really actually providing a modern alternative that people would expect. And many of which just don't comprehendably answer the lexicon of these generations of gamers that are completely raised within the bubble of game designs driving towards QuickTime events with extra steps.. and even for someone of the old days, yes crouch jumping is natural for me, I'm not a RGB Skittles on it loser with a 2/3 keyboard, I use control for crouch, rebind my keys for optimal intuitive interactivity.. I have many of them the whole keyboard plus a little bit more, and I strive to come up with strange solutions to dumb problems, and I struggle when not being able to have simple solutions but only curated ones for dumb problems and being told that it's a feature, like removing the jump button from the assassin's Creed series, the parkour platforming series.. where's the crouch button from Mass effect, or all the buttons from kalisto protocol.. the purest form of the modern yearn for quick time with extra steps..
there's a melee animation that seems to be raycast but the raycast calculations are made before the animation, and there's no successful hit animation, just reverting to a stagger, leaving a glowing hole where you missed but.. when you were swinging it didn't seem like you were going to miss.. and maybe if they had connected the two together you could figure out where you went wrong but instead, if you hit the ground or an object that's not supposed to be hit.. you have failed and should just take it as such.. you can try again but sadly the deduction process will be frustrating at best given that successes seem like successes and failures have no input on the matter rather than the final judgment that was predetermined LOL....
There's no blocking, and despite what seems like a good Ray cast, and clearly there's some sort of Ray cast like thing as I can take a big swing and land it to the left and right of me in freeform the way all melee should be.. I have no control over the direction of that swing save that I can swing once and as long as I don't fail the swing by way of mysterious wall or non-hittable object, then I can reliably swing from the other side as long as I hold the button down long enough and swing long enough and succeed long enough..
Calculations to be made to avoid their extremely quick hit, and attempts are made I do attempt of course I attempt and it feels like at every time I'm just about to nail it, and get it feels like the calculations are gaslighting me, because sometimes they seem perfect and sometimes they return no data failure, and sometimes they just return no data.. clearly I can correct the direction of the swing clearly when it lands it lands and I can guide it to its landing point.. or is it clear and is this just some false ruse to pretend like it's being guided, only giving away by the unhittable objects like wall, vanilla wall not light bulb wall which will act like hit.. and maybe I wouldn't even have even found this thread of a theory where it not betrayed.. it would be really weird and dumb to do it that way, but that kind of seems like it's a common theme for a lot of things here in weird ways...
Most people don't even get to the point where they think about what just happened with the melee they just don't like it, they don't understand it and it kind of antagonistically tries not to be understood if you did anyways and these are people that don't even understand there's an options menu anymore in the first place LOL, is countless times I've seen people just helpless not even understanding there's an options menu with key Vines for what the key is to do a thing and we'll just keep going.. unless the key prompt is clearly on the screen for every action.. like games on the console side have basically been trained to play themselves and make it seem like you're helping as a design feature and core function of the dual analog controller Time Warp we've been living in where peripheral has not improved on that side and now game design is beheld to it which means game design is dead or at least in a coma till.. and at this point I don't really have hope cuz you have an entire generation that have grown up with this and don't understand that you should probably be able to use your camera controls while hitting all of your buttons at the same time.. and dust the trick of modern game design of how do we make that gameplay for you while making it seem like you're helping..
Like this is not for the old schoolers, but it feels like it was done with them in mind begrudgingly.. and they talk about how they changed all these things because people didn't like it and I'm like you've kind of not really changed anything but added pixel art LOL.. other than maybe trying to fully carbon copy the original layout and design which I don't mind because it's good, but it's kind of like why would you do it that way it's this is the remake not the remaster, you had options you have options there are options, and clearly improving was a goal..
it's very confusing, and I just think people are not going to like this on a level that I wish they would and could have with nothing but positive benefit to the core game design and experience rather than restriction like usual streamlining and this is not streamlining even in fact maybe it's too streamlined 33. Because in the act of simplifying the full analog mixing board graphing calculator Arma controls before Arma ever existed, they have somehow managed to make everything harder to do, well not everything but a lot of things that you wouldn't think LOL and yet still managed to lose all of the benefits that they would have brought, even if in its original form.. and no one was saying it had to be in the original form cuz that would have been dumb lol all of these things can be achieved in other forms, ARMA 2 was more achieved than Arma 1, Arma 3 more than ARMA 2, not big steps but really more specifically not regressive ones.. and for an audience that didn't mind, you could do all of that in like a mechanically reasonable way.. Albiet be it the idea of adjusting minor muscle memory the standard for this has significantly lowered, given the above statement and problems..
But at least you could say objectively it can be done and and would be doable if given the chance.. in this case it's more like working around it for the other things and it's still stupid and should not be done that way or should have the thing or the basic thing because then it would not be antagonizing, to me not personally antagonizing or maliciously but certainly incredulously, and I'm somebody that really likes funky controls and messing around and optimizing and coming up with new ways to do things as manual as possible the polar opposite of the modern gamer...
delayed to may 30
Hopefully we get a better quality game out of it
I doubt it. I think it will be cancelled again because people said it's not the original.
I stopped wtaching when you said "heavility dated". Games do not age, they are not milk.
This comment has already not aged well