Jump to content

Recommended Posts

Posted

Come on guys, let me have some hope, don't be like that. ;(

Hope just leads to disappointment.

  • Like 2

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Posted (edited)

Who's raging? I'm having fun with this. I buried Sierra, as a company, in my heart and my mind a very long time ago. I have literally zero expectations from this revival of the brand, if it does indeed come to pass. Much like with Interplay, Atari, Black Isle, and BioWare, I've made amends and moved on, the wounds are healed... Okay, that's not exactly true, the BioWare wound is still kinda fresh.

The idea of a Justin Bieber F2P iOS game (presumably complete with microtransactions) coming from venerable old Sierra seems to me to be the kind of angry statement made by people who think the existence of such a game is an affront to gaming and illustrates the soulless nature of a rebadged company that only exists to "ruin" an established company's former glory.

 

Apologies if I misread the statement.

Edited by Amentep

I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man

Posted

The idea of a Justin Bieber F2P iOS game (presumably complete with microtransactions) coming from venerable old Sierra seems to me to be the kind of angry statement made by people who think the existence of such a game is an affront to gaming and illustrates the soulless nature of a rebadged company that only exists to "ruin" an established company's former glory.

Apologies if I misread the statement.

 

No apology necessary.  I thought the grinning devil emoticon would make it clear I was messing around.  

sky_twister_suzu.gif.bca4b31c6a14735a9a4b5a279a428774.gif
🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Posted (edited)

Probably more likely to get a QTE driven Police Quest game.

 

Also, the new logo sucks. http://www.sierra.com/

Edited by Malcador

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Posted

Probably more likely to get a QTE driven Police Quest game.

 

Also, the new logo sucks. http://www.sierra.com/

If Activision, under the Sierra banner, winds up funding and publishing the game Jim Walls wanted to make with his failed Kickstarter, not a FPS bastardization of it, I'll take back every single one 50% 25% 10% 5% of the bad things I've said about Activision over the years.

;)

  • Like 1

sky_twister_suzu.gif.bca4b31c6a14735a9a4b5a279a428774.gif
🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Posted

 

Come on guys, let me have some hope, don't be like that. ;(

Hope just leads to disappointment.

 

 

Ah yes, but  " hope springs eternal in the human breast "  :geek:

"Abashed the devil stood and felt how awful goodness is and saw Virtue in her shape how lovely: and pined his loss”

John Milton 

"We don't stop playing because we grow old; we grow old because we stop playing.” -  George Bernard Shaw

"What counts in life is not the mere fact that we have lived. It is what difference we have made to the lives of others that will determine the significance of the life we lead" - Nelson Mandela

 

 

Posted

Probably more likely to get a QTE driven Police Quest game.

 

Also, the new logo sucks. http://www.sierra.com/

I don't think the stylized mountain is as attractive as the yellow logo (its kinda chunky looking). The font is similar but thicker. I wouldn't say sucks so much as not as good personally though.

I cannot - yet I must. How do you calculate that? At what point on the graph do "must" and "cannot" meet? Yet I must - but I cannot! ~ Ro-Man

Posted

 

 

Come on guys, let me have some hope, don't be like that. ;(

Hope just leads to disappointment.

 

 

Ah yes, but  " hope springs eternal in the human breast "  :geek:

 

 

As does acid reflux... erp.

"It has just been discovered that research causes cancer in rats."

Posted

 

 

 

Why couldn't he have announced his departure before ME3 was completed?  Thanks for making a career move AFTER the starchild, Casey.

 

Is his name in some way attached to the new ME project? Otherwise I believe that he was gently let go and just kept long enough to assist the new project manager in the transition.

I mean, I doubt someone would leave a lead position on a major studio without a good reason.

 

 

As far as I know from all mentions of the new ME game, Hudson had the exact same role he had for the previous trilogy.

"Console exclusive is such a harsh word." - Darque

"Console exclusive is two words Darque." - Nartwak (in response to Darque's observation)

Posted

Nothing will beat the harshness of the DMC3 points system. Though I'm still sad I never got to play Bayonetta .

  • Like 1

"because they filled mommy with enough mythic power to become a demi-god" - KP

Posted

Nothing will beat the harshness of the DMC3 points system. Though I'm still sad I never got to play Bayonetta .

I only played Bayo1 briefly at a friend's house on his 360.  Bayo2 comes with Bayo1 included so I'll get to play both.  I'm pretty freakin' excited, so much so that I committed the cardinal sin of pre-ordering the game.

:blush:

  • Like 1

sky_twister_suzu.gif.bca4b31c6a14735a9a4b5a279a428774.gif
🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Posted

I only played Bayo1 briefly at a friend's house on his 360.  Bayo2 comes with Bayo1 included so I'll get to play both.  I'm pretty freakin' excited, so much so that I committed the cardinal sin of pre-ordering the game.

:blush:

 

I'm jelly as heck, I love these kinds of games. The more ridiculous they are the better.

"because they filled mommy with enough mythic power to become a demi-god" - KP

Posted

Gotta love the high heel guns. :thumbsup:

Enemy.jpg

:biggrin:

sky_twister_suzu.gif.bca4b31c6a14735a9a4b5a279a428774.gif
🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Posted

Some Civ V Beyond Earth stuff from an interview with Gamestar.

  • Terrain & Terraforming: SMAC - SMAC had real 3D terrain, each tile had exposition, heigh and inclination, with an impact on gameplay. Tiles could be raised and lowered or the player could plant forests.
  • Terrain & Terraforming: BE - Since BE uses the CIV5 graphics engine, the terrain is "flat". The terrain has a clear structure and each tile consists of a fixed terrain type and cannot be changed. Terraforming is gone, so interaction is limited by building farms, mines and the like.

    Terrain & Terraforming: Why it was changed - (David McDonough) - "Like many other players I have found memories of SMAC's terraforming. But in BE we used another approach because we don't think that this level of micromanagement is really necessary. Instead you can now influence the terrain with units, like satellites that can create or remove Miasma."

  • Governments: SMAC - Instead of premade governments (like "republic"), we were allowed to create our own state from 16 predefined policies like "police state" or "mind control". That had different pros and cons, could be changed at any time and had significant impact on diplomacy.

    Governments: BE - Culture gained from buildings increases culture levels and unlocks "virtues". There are 4 differnt trees (Might, Growth, Science, Industry).

    Governments: Why it was changed - (David McDonough) - "The virtues act like the SPs from CIV5. We like that because it allows you to shape the identy of your people. Now we also have quest decisions and affinities. That adds a lot more character than a simple "form of government".

  • Diplomacy & Espionage: SMAC - Next to direct negotiations we had the planetary council, some sort of UN to make important global decisions. Espionage was handled via a CIV2 like system with on-map units.

    Diplomacy & Espionage: BE - There is no longer a planetary council, so we have only direct negotiations with other players. Espionage, however, was improved: Instead of on-map units we assign spies in a special menu.

    Diplomacy & Espionage: Why it was changed - (Will Miller) "You can interact a lot more with the other parties than you could in CIV, since we have more than just alliances and the like. We removed the planetary council because it was not really necessary anymore. In SMAC it was one of the victory conditions, but now we have different ones."

  • Story & Quests: SMAC - As the game went on the planet became increasingly hostile. The told the story via text: The planet was alive - and allergic against humans.

    Story & Quests: BE - There is no story. Instead the player can start quests via surveying artifacts that tell little stories. The play can, for example, look for clues about the precursors that lived on the planet - but he doesn't have to.

    Story & Quests: Why it was changed - (David McDonough) - "We think CIV players want to experience their own story - many write down their experience and publish them in forums. We don't want to ruin that with a strict storyline. Instead quests will give the player some cool SciFi bits that they can weave into their story."

  • Cities & Expansion: SMAC - Founding cities in SMAC worked like in every CIV game before. Except for one thing: We could also settle the seas with special colony ships.

    Cities & Expansion: BE - No more ocean cities, the player can only settle on land. Colonists are costly and outposts need 10-15 turns before they turn into real cities. Until then they are defenceless and must be protected and supplied.

    Cities & Expansion: Why it was changed - (Anton Strenger) "We thought about adding ocean cities but refrained to add them in, because we want the player to focus on land. Outposts were added to prevent rapid expansion and allow early game border clashes. The player should focus on the alien enviroment instead of the other factions during the early game."

  • Combat System: SMAC - Combat is like in CIV2. An unlimted amount of units can be placed on any tile. A new mechanic allowed to bombard tiles and damage all units on it. This made bigger armies more vulnerable.

    Combat System: BE - BE uses the CIV5 combat system: 1UPT, so the formation of the units is very important. Satellites add a new level of strategic depth.

    Combat System: Why it was changed - (Dennis Shirk) "We added hexes and 1UPT to CIV5 to remove the doomstacks from CIV4. Instead of just massing units in cities battles should be fought on the world map. Initially the AI had some trouble, but it got better after a few patches." [indeed, now they just suicide their armies most of the time...]

  • Units & Upgrades: SMAC - Instead of researching CIV-like prebuild units the player unlocks parts. From these the player can create whatever unit he desires. Old units could be upgraded for an energy cost.

    Units & Upgrades: BE - Premade units, all units of one category (e.g. Infantry) can be upgraded for free once the player has reached a higher affinity level. Each upgrade offers 2 perks, but only once can be chosen. Veteran units increase their combat power like in SMAC, but don't learn new special abilities [from promotions] like in CIV5.

    Units & Upgrades: Why it was changed - (Will Miller) "Our first prototype actually contained a SMAC-like unit editor. However, that required too much micromanagement and was quite tedious. So we decided to go with a more linear upgrade system that made more fun and felt more like CIV."

  • Factions: SMAC - Factions with ideologies, pros + cons, impact on AI behaviour

    Factions: BE - Nationality + Colonist Professions + Equipment. AI behaviour depends on nationality, but may vary: Brazilian AI is usually more aggressive than Franco-Iberia but doesn't have to.

    Factions: Why it was changed - (Will Miller) "We want to give the player more choise when selecting a Faction. Instead of repeating the same strategy over and over again they should try new things. Ai doesn't follow a fixed strategy but reacts to it's situation.

  • Espionage is available from the very beginning of the game and has even bigger impact on relations.
  • The longer a spy is assigned to a city and the more spies are assigned to a city [so it seems you can have multiple spies per city, unlike in CIV5] the more points are added to the local "Intrigue" value. The intrigue value has 5 levels that determine what espionage actions are available for that city. The first 3 levels are rather harmless (e.g. tech stealing), while the last 2 levels allow nasty stuff.
  • High level espionage options include: flipping the city [not clarified if that is instant or with rebellion over time] or luring "Alien Siege Worms" to the city that destroy tile improvements and kill units. If a city has a high Intrigue level the owner will receive a warning. A player can assign spies for counter-espionage.
  • Health works like happiness in CIV5. Too many and too big cities make people "ill", certain buildings and ressources increase health. It is a global variable.
  • If health drops too low culture and science suffer, if it drops even lower industry and food production are affected.
  • Too rapid expansion can thus have dire consquences for the player.
  • Firaxis has slowed down expansion sinificantly. Colonists [equivalent to the CIV5 settler unit] are very costly. New cities start as outposts and require 10-15 turns to become a "full city". This was done to prevent early border clashes and instead make the player to focus on the planet and its wild life.
  • The player can build terrain improvements like farms and mines. Roads are also available, but cause upkeep cost like in CIV5.
  • To make more money the player can trade with foreign cities or "Stations" [who are equal to the City States of CIV5]. "Stations" are founded from time to time. The player gets a pop up where two different companies (example: a mining company and a weapon manufacturer) request clearance to settle near his territory. He can select one of them that will then create a station near his territory.
  • If the player creates a trade route with that city via a game menu, he receives benefits in return. Military Forts, for example, grant free units [like Military City States in CIV5]. Trading with a station near another AI player can lower relations with that AI
  • Each affinity has 4 super units for very high affinity levels: Harmony - "Xenotitan" (a giant alien colossus), Purity - "Flying Battleship" (can move over land, sea and mountains). Due to these "super units" each faction should be quite different during late game.
  • Neighbors with different ideologies don't get along very well [like CIV5 ideologies?].

    Satellites offer a new level of strategy for BE. Once they are build in a city they can be put into orbit. Some possible effects: More research, bombard enemies, increase combat power of nearby troops.

  • Satellites can usually only be placed near own cities. Satellite influence areas must not overlap. Hostile Artillery [AA?] can shoot down the "flyers".
  • Satellites only last for a limited amount of time. Economic-type satellties usually last longer than military ones.
  • Affinities can influence satellite effects. For example, Supremacy players can place satellites over any Fireaxite ressource on the map (Firaxite is used for high-tech units). If they use a "Teleport-Satellite" they can quickly move units across the globe.
  • Another mechanic for customization are "Virtues". Virtue lelves are gained via culture, which is produced by buildings. The game offers 4 different virtue trees: Might, Growth, Science, Industry. These are like CIV5 SP trees, but with much more advantages. In addition to these "Virtues" each tree gives a "Snyergy" bonus if the player unlocks "a lot" of virtues within it. Example: "Growth" improves food production and health of cities.
  • There are 7 different unit types: soldiers, tanks, planes, battle ships. Each unit type can be upgraded three times and the first upgrade is always the same and does not require an affinity, but the last two tiers do. Example: Purity infantry units get thicker armor, while "Harmony Hippies" use fast and flexible troops.
  • The player can only select one of the two available perks of each upgrade level. This means troops of the same Affinity can be developed quite differently.
  • "After selecting an upgrade all units of this type are upgraded for free" On the other hand units do no longer have experience promotions [like in CIV5]. They can still level up, but are only able to upgrade their combat strength a bit or fully heal once [this seems to imply that special promotions like "Blitz" or "March" are GONE!]
  • Different unit types can be upgraded at different paces. "Infantry" only needs "Affinity Level" 9 for tier II upgrades, while "Light Vehicles" need level 13 for tier II, "Artillery" and "Carriers" are even more costly.
  • It is possible for the player to level several Affinites, but then he won't be able to get the max tier for these Affinities
  • There are "7 regular unit types" [presumably Infantry, Artillery, Tanks, etc. he doesn't go into details, but see (38) below].

    Example for the "Infantry" upgrade path [includes the 3D model for each unit]:

    "Soldier" - basic melee unit that can be trained from the very start. The "stone age warrior" of BE.

    "Marine" - improved grunt. Perks: Faster healing OR +20% combat strength.

    "Harmony Tier I: Brawler" - Perks: +40% defence vs. ranged attacks OR damages all adjacent enemies upon death.

    "Supremacy Tier I: Diciple" - Perks: +20% firepower [probably combat strength] bonus when next to an allied unit OR +40% combat strength when alone

    "Purity Tier I: Sentinel" - +30% defence OR +10% offensive firepower [probably combat strength] for each unused movement point.

    "Harmony Tier II: Marauder" - Perks: +40% combat strength while in Miasma OR requires only one movement point regardless of terrain [like CIV5 scouts].

    "Supremacy Tier II: Apostle" - Perks: +10 HP per adjacent ally OR +50% combat strength when flanking the enemy.

    "Purity Tier II: Centurion" - Perks: +1 movement per turn OR full heal at the beginning of each turn.

  • Purity doesn't like to get anything close to it. Uses high firepower and ranged attacks.
  • Supremecy are the robot and cyborg guys. They are reliant on formations because units give/receive benefits when next to each other.
  • Harmony uses troop masses to overrun enemies. They also use terrain to their advantage, for example Miasma heals harmony units instead of damaging them.
  • The player also starts with an "Explorer" unit which he can use to scout the map.
  • It is advisable to leave "Alien Hives" alone, same for "Coastal Areas" where "Sea Dragons sometimes devour careless passerby".
  • During exploration his unit stumbled upon a "Bonus Crates" full of gold/energy. He also found "Giant Skeletons" and "Ruins".

    These artifacts can be surveyed, the Explorer unit has to hold his ground for a few turns to do so [so like a worker/archaeologist in CIV5].

    The Skeleton rewarded him with a "Controllable Alien Unit", while the ruins gave him a "Quest".

  • There are different kinds of quests. Some are straitforward ("Find two bonus crates") others are complex, like in his case: He found a human skeleton in the ruins that was several thousand years old. He has to build a lab to progress. The quests can lead to one of the 5 different win conditions: (a) Contact the precursors who live/lived on the planet (b) conquer all enemy capitals © special victory condition for each affinity.
  • Affinites are like Ideologies from CIV5. They are mostly influenced by the player's tech choises.
  • Possible combinations: 8 leaders + 5 colonist types + 5 cargo types + 5 ship types = 1000 potential combinations for the player CIV/Faction. Unlike with the CIV5 Civilizations the differences between the factions are rather small, because only the national bonus is unique, the remaining choises only affect the early game.
  • Factions do not provide Unique Units or Unique Buildings. This is "done later"
  • The first city can be founded within a limited area (red colored borders). This area is bigger if the player selects the "Counter-Impulse Thrusters". After the starting hex is selected a drop pod is sent to the surface and you have the very first "foothold" on the planet.
  • Very first in regards to AI opponents are arriving one after another in the following 10 turns [sounds like AI spawn is staggered]. The first few turns can be used to improve the city, watch "Alien Hounds".
  • Like 5

Why has elegance found so little following? Elegance has the disadvantage that hard work is needed to achieve it and a good education to appreciate it. - Edsger Wybe Dijkstra

Guest Slinky
Posted

 

  • Factions do not provide Unique Units or Unique Buildings. This is "done later"

 

 

Haw haw, I just bet.

 

Did the three billion dlc for Civ V ever get a good steam sale at any point? Still debating should I just wait for the complete edition as I don't really think much of dlc spamming.

Posted

Just pledged to this - looks like it could be a nice, memorable thing, at $5 a pop.

 

https://www.kickstarter.com/projects/462029764/fritz-a-video-game-about-world-war-one

 

 

Fritz is a German soldier in the trenches of WW1. Bond with trenchmates and fend off the French in this PC game. Every choice matters.

 

 

What is Fritz?

 

Fritz is a narrative RPG with brutal real-time combat about life in the trenches of the First World War. You play as Fritz, a German soldier on the Western Front. Most of the gameplay is comprised of everyday activities like guard duty, getting food, and talking to your fellow soldiers. Attacks are sparse, but deadly and challenging.

 

The main aspect of the game is character development, both of Fritz and of his comrades. Each of them is shaped by interaction with others and the things they're going through. Your comrades can die practically randomly during attacks, but the longer they survive, and they closer they get to Fritz, the better their chances of survival as everyone helps each other.

 

59304e3bce40ac5f19ffbc395d39db3a_large.p

 

 

 

 

 

 

 

Details of Gameplay

 

Each playthrough of the game will last between 4-6 in-game weeks, with content for each game day. This time was chosen to reflect the amount of time a German soldier was expected to stay on the front before being sent back into reserves.

 

At the end of that time there will be multiple endings available, completely dependent on how you play the game, and then you will be sent back to the main menu, where you can play a "new game" with your stats, skills, and experiences completely reset, or you can play "new game +" with the same stats, skills, and experiences, making the game progressively harder on each playthrough.

 

13d12d141200c65e23312c94c42844bd_large.p

 

Planned Main Gameplay Elements:

  • Dialogue with fellow soldiers
  • Daily routine (i.e. guard duty, mail, equipment maintenance, deliveries)
  • Battles with the French
  • Dynamic, random events that play out differently depending on the player's previous actions and affect stats for Fritz and NPCs.
 

Planned Atmospheric Elements:

  • Soldiers with personality and stats
  • Branching dialogue options
  • Interactive character development that takes the stats and relationships of NPCs into account
  • Skill development based on learning from NPCs
  • Fritz's thoughts change and flash on the screen with events and stats
  • Inventory (can be used by the player, or as gifts or bribes)
  • Stats for illness, trauma, hunger, loneliness
  • Letters to and from home, with care packages that affect stats
  • All of the above dynamically integrated and dependent on the situation and the player's actions.
  • Multiple endings
44abcc040ad4257945eb6d50b37817a7_large.g

 

Base Goal

  • The game will be playable on PC and Linux.
  • We will be creating 10 major NPCs (with fully fleshed-out storylines of their own and complex interaction with Fritz), and you will get the opportunity to interact with 3 of them per playthrough.
  • There will also be 25 minor NPCs (who interact minimally with Fritz), of which there will be about 10 per playthrough.
  • For combat, the player will either be shooting in a desperate charge across the battlefield or in close combat in the trench. The player can control the character in cardinal directions (WASD) and stand, crouch, or lie down. The shooting mechanic will be basic---aim with a crosshair and fire---but accuracy will be a challenge, as Fritz's aim and speed will be influenced by his stats and health.
  • The game will feature at least three different interactive settings: the trench, the battlefield, and the hospital.
  • There will be at least 21 different endings.
 

 

 

Funding goal: $15,000

Thanks for the tip! The setting and approach looks really unique.

"Things are funny...are comedic, because they mix the real with the absurd." - Buzz Aldrin.

"P-O-T-A-T-O-E" - Dan Quayle

Posted

 

Probably more likely to get a QTE driven Police Quest game.

 

Also, the new logo sucks. http://www.sierra.com/

If Activision, under the Sierra banner, winds up funding and publishing the game Jim Walls wanted to make with his failed Kickstarter, not a FPS bastardization of it, I'll take back every single one 50% 25% 10% 5% of the bad things I've said about Activision over the years.

;)

 

This is 100% if what I want from the new Sierra logo.

 

I assume the first game will be the GK remake though, which can't be a bad thing, right?

  • Like 1

You see, ever since the whole Doritos Locos Tacos thing, Taco Bell thinks they can do whatever they want.

Posted

I assume the first game will be the GK remake though, which can't be a bad thing, right?

 

I think that's pretty much a given since we already know Jane's got a deal with Activision to do the remake/remaster.  

sky_twister_suzu.gif.bca4b31c6a14735a9a4b5a279a428774.gif
🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Posted (edited)

I am not an expert so I am just going to ask: is 400 million dollars a lot(in this case specifically)?! 

 

 

...and some sad news for Sacred fans.

Edited by Cat Food

There used to be a signature here, a really cool one...and now it's gone.  

Posted

I am not an expert so I am just going to ask: is 400 million dollars a lot(in this case specifically)?! 

 

For a company the size of Microsoft?  Not really.  Plus, companies expect to either lose money or make less money at launch, because, as stated in the video, launching a console costs a lot of money.  Still, while this is nothing to panic over, it's not a good figure and undoubtedly putting all their eggs in the Kinect basket proved to be a definite mistake, one they have recently, thankfully, rectified.  The far more worrying thing for Microsoft than this reported loss is that even after the separation of the XBone and Kinect and the price drop that accompanied that move, the XBone is still getting outsold 2:1 to 3:1 by the PS4, and is even getting outsold by the Wii U, albeit not by a large margin, consistently.

sky_twister_suzu.gif.bca4b31c6a14735a9a4b5a279a428774.gif
🇺🇸RFK Jr 2024🇺🇸

"Any organization created out of fear must create fear to survive." - Bill Hicks

Guest
This topic is now closed to further replies.
×
×
  • Create New...