I'm lazy, so I'm going to copy/paste what I wrote about this in the Greenlight thread. I'm not sure how much traffic that thread is getting these days and I think this game deserves it's own thread anyway. Don't worry, I've spruced this up a bit with some videos, cleaned up the text and added a bit more information. I'm not
that lazy.
http://www.youtube.com/watch?v=NmqterXyc-w&feature=relmfu
So I've been playing this game
Receiver the last few days. It's really something else. It's a FPS with some roguelike qualities and the most detailed handgun mechanics I've ever seen in any game. You start out somewhere inside a complex of modern industrial buildings within a city. You will have one of three firearms, a Glock 17 with a full-auto fire select switch, a Smith & Wesson Model 10 Revolver, or a Colt 1911. Each one of these firearms has their strengths and weaknesses which comes down to stopping power and ease of use. The Glock 17 has the least stopping power for instance but groups shots very well and has a high ammo capacity. Every part on each weapon is fully modeled and interactive. You can even spin the cylinder on the revolver, though there is no real reason to do so. Your weapon starts in a random state. You will have to determine how much ammo you have, how much is loaded in the gun, whether or not a round is chambered or if the safety is on, and more. You will have to check your weapon manually. This means pulling back the slide halfway on one of the automatics and looking into the chamber, or swinging the cylinder out from the frame of the revolver. Or ejecting your magazine and visually confirming how much ammunition is loaded into it.
http://www.youtube.com/watch?v=GCThInmzjXw&feature=player_embedded
Once you have your weapon in a satisfactory state, you must explore your surroundings. You will be searching for more ammo, flashlights, and audio cassettes. The last of these are your goals, the tapes contain information about your weapon, your situation and the enemies you face. The story that I've uncovered so far is like some kind of schizophrenic nightmare from Philip K Dick, I was surprised at the tension these tapes add to the atmosphere. There are eleven of these tapes scattered about this complex and you will have to comb the entire place to locate them. This will not be easy though, as there are two types of enemies you'll face. Stationary gun turrets and flying tazer drones. Both enemies are quite lethal, able to take you out in one hit. Tactics and situational awareness are key. Both enemies make great use of visual and audio cues to clue you in on their locations and status. When one of these murderous devices detects you it will sound a loud beep for instance. They also emit light which you can use to determine their facing or if they are currently aiming at your location. All enemies have various components that can be destroyed by shooting the component. Destroy an enemies battery pack and it ceases to function. Take out the motor and it can't track your movement, but will still attack if you enter it's field of fire. Earlier while I was playing I shot out a Tazer Drone's camera. This hovering enemy started flying erratically around the doorway that I'd used to ambush it, firing off its tazer non-stop. It was still an effective threat that was blocking my progress, so I had to expend more ammo on a target that was difficult to track and hit.
http://www.youtube.com/watch?v=M-XyvgqXwZs&feature=relmfu
As for the roguelike qualities I mentioned, you have permadeath, the randomized state of your weapon and gear at your start, and the entire complex is created procedurally from pre-constructed set pieces and then populated with furniture, items, lighting and enemies. All of these mechanics come together to make a very intense experience, where death can come quickly and most likely often. If you die, the game rerolls the level and your start, wipes the progress you've made on collecting tapes and you start from scratch again. There is a restart key you can use if you don't like the start you're given. This is quite the amazing indie experiment, especially considering that it came out of a seven day competition for FPS development. There's more good ideas in this thing than an APC loaded with AAA blockbuster manshoots. Be warned though, it's currently not well optimized. Some users have reported bad performance. Optimization is on the way though, as well as more features. For five bucks you may want to take a chance if this sounds like it may be your thing.
http://www.youtube.com/watch?v=KGFlU4jftZQ&feature=relmfu
TL;DR: An amazing indie experiment in procedurally generated atmospheric cyberpunk ultra-gunporn First Person Shooting and urban exploration. Hit the
Greenlight page, watch some vids and vote this thing up. Once again, performance is problematic on some PCs. Optimizations are on the way, as well as more content.
Posts
More people need to play this thing.
As it is at the moment I can't play anything else. It hits so many of my favorite design principles, from the realism of the firearms to well thought out systems interactions. This thing just keeps revealing more depth as I peel back the layers. The subsystem damage modeling on the Kill-Bots really makes for some interesting moments. I'll put a few experiences down in a spoiler if people want to save these kinds of little emergent surprises for themselves.
In a later session I had a Tazer Drone drop down almost directly in my face from a position over a door. I panic and reflex fire, pretty sure that this thing has got my number. Amazingly I survive its attack but it's buzzing around me like mad as I backpedal around trying to get away. It takes me a moment to realize that I shot its tazer unit, disarming it. I still had to kill it as it was a major distraction to say the least, killing my situational awareness and generally harshing my vibe. I ended up spending five more precious rounds to take it out.
Guess $5 isn't that bad to try this out. Will they add multiplayer later on? It's the sort of game that would benefit from something like 4 players matches, maybe it's just me.
I found this TODO list and it implies multiplayer is at least a possibility that they are considering.
I'll put the whole list down here in a spoiler too.
- fix chamber-check round eject at low framerates
- fix wobbling gun at low framerates
- fix possible inaccurate gun mechanics
--- can slide move with safety on?
- randomize falling damage?
- indicator that cheat code is needed for slow motion
- indicator on screen that cheat code has been used
- investigate jump-higher-by-crouching, possibly add to help
- add "stop aiming to run" to help
- problem dropping two mags in the same place?
- inventory markers
- spawn empty mags on ground
- fix taser sound falloff
- "night vision" light? (small blue point light that follows camera)
JoShadow: http://forums.wolfire.com/viewtopic.php?f=13&t=15610#p167485
Medium:
- in-game help shows remapped keys
Hard:
- background loading of new tiles
- occlusion culling
- new guns (maybe H&K USP Tactical, Beretta M9, Colt Detective Special?)
Really hard:
- Multiplayer?
Control ideas:
http://forums.wolfire.com/viewtopic.php?f=13&t=15610&start=45#p167548
RC6:
+ added flashlight
+ added S&W Model 10 revolver
+ added Glock 17 with auto mod
+ added option to bring guns closer to eye
+ added a small chance to disable robots with non-vital hits
RC5:
+ fix sight picture for 1911 (sights should be level)
Options screen:
+ mouse sensitivity slider
+ mouse invert toggle
+ music/sfx/voice volume options
+ gun aim leeway options
+ brightness option
+ option for hold/toggle crouch
RC4:
+ fix non-colliding floor in room 6
+ respawn button ( if stuck )
+ make hover bots louder?
+ fix problem running with gun holstered but aimed
+ disable gun/bullet/mag shadows
+ framerate cap?
+ make mouse cursor disappear when tabbing back into game
+ remove round from magazine (for combining etc)
+ menu correctly fades to black on start
Excellent, this is entirely workable on my connection.
Will be giving this a shot tonight -- need things to distract me until XCOM.
Also: I'm loving the revolver; basically the fact that I can reload it without the whole "remove magazine, put down gun, refill magazine, put up gun, load magazine."
"Man, I've got plenty of ammo, a spare maglite and I've absorbed five tapes. I am an unstoppable BADASSZZZTtTtTtTt"
Thank god they are so fragile. Most hits will at least take out a subsystem if not outright killing it. But if you drop your awareness for just a moment, if you fail to scout out an area properly, that sumbitch will be there.
WHO'S THE SADISTIC FUCK THAT PUTS A FUCKING KILLTURRET IN THE FUCKING BATHROOM? I MEAN HONESTLY.
Steam // Secret Satan
That feeling you get when you start a new game and your revolver has 5 rounds. 4 of them are empty casings
That feeling you get when you start a new game with the 1911, 3 clips and a flashlight. The only downside being 3 bullets.
Because while it's fun just moving from room to room, I feel like finding all the tapes will probably require a slightly more methodical approach.
That feeling when you get the Glock and 3 magazines, mostly over half-full.
And you round the corner into flying-bot-death.
Steam // Secret Satan
That's the one. That's the one that gets me.
Also, if you don't like your start, get stuck, or want to play with a particular gun you can hold down the L key to restart the game.
Also, I'm dreaming about this game now. It's not really a big surprise, I've had a recurring dream about wandering around in environments much like this for pretty much as long as I can remember. But now the dream is populated with Kill-Bots.
So far my record is five tapes. Once I hit five tapes that's the signal for a tazer drone to attach himself to the back of my head.
I doubt I'd be able to play it till November though. I think it's been like 2 months since I played a game on the PC?
Recently I was fighting one of those drones with a glock, and I ran out of ammo in my magazine. I did however, have bullets to put into the magazine, so what followed was me running around in circles with the drone buzzing by my face while I fumbled with my gun for a solid 5 seconds.
And then, when I was done, the drone flew away. It flew away. It wasn't even what killed me, I rounded the corner into a killturret. But shit, the thought of that drone waiting in some corner to latch onto my skull when I walked in was terrifying.
If you don't know this technique it works like this; As you approach a door do it to one side of the door and take cover by the door frame. Before you enter, strafe from one side of the frame to the other, while looking through the door with your handgun up and ready to fire. You shouldn't engage unless necessary at this point, unless a Tazer Drone is making a beeline for you. After you complete this sweep you should have a good idea of any threats in the immediate room. Use this mental picture to get a plan together for clearing the threats visible from the doorway. Once this is done advance into the room, ready to back out at the sound of a beep. Even if Drone doesn't enter threat mode that doesn't mean it's not there, so don't drop your awareness. Pick a close corner and verify that it's threat free, then turn 180 degrees to check the other close corner. In Receiver you'll probably want to do this with your weapon down so you can sprint if necessary.
Approaching corners you use the same principle but it's a much simpler execution. Hug the wall the corner is on, as you approach the corner, sweep out from the wall while aiming just past the corner, if you see a threat fire or retreat to the wall as the situation demands.
Turning the music down or off is a big help in this game too, as some of the soundtrack's more dramatic crescendos can mask the sound of enemies.
"Yeah, lined up just right... squeeze don't jerk..." *BRRRRT* "shit..."
To go fuck itself.
Like maybe I grab an empty bottle from one of those kitchens, then I shoot down a fly-bot and salvage just a bit of some flammable fuel from it, maybe after I do that three times I've filled the bottle up, then I close the bottle and roll it around the corner at a turret to give me something easy to hit that will kill the damn thing, rather than trying to snipe one of the three pixels that will magically disable it.
They have put the source code out though. Who knows what modders may come up with. I'd like to see a parkour system, personally. Some of these sets just beg for it.
Whereas if there was a little bit of a crafting, scavenging system, it would feel more organic and potentially create more interesting decision-making.
Crafting makeshift weapons from enemies would be a cool thing that I'd welcome to the game too.