W_D 2 actually broke from the Ubi formula a bit. No towers, the whole map was open from the start, and all the collectibles actually did something, like give you new clothes, unlock special abilities, or give you new car paint jobs. Many of them were hidden behind puzzles that made you use all your tools to get them, which were quite fun.
One time I used my steam account share and it somehow fucked up my uplay in a way that it thought all my games belonged to my friend. It took me like 3 weeks of back and forth emails to get my uplay games playable again.
W_D 2 actually broke from the Ubi formula a bit. No towers, the whole map was open from the start, and all the collectibles actually did something, like give you new clothes, unlock special abilities, or give you new car paint jobs. Many of them were hidden behind puzzles that made you use all your tools to get them, which were quite fun.
W_D 2 was surprisingly good. Gameplay was fun, the writing was (one crappy, painfully telegraphed misstep aside) generally between OK and kinda great and they managed to make a leet hacker with an emoji LED mask into a relatable and fun character.
+1
BroloBroseidonLord of the BroceanRegistered Userregular
also apparently the pc version just has a hard crash after the third stage?
seems apparent that they're shifting to unity as well
0
masterofmetroidHave you ever looked at a worldand seen it as a kind of challenge?Registered Userregular
Laying off 1/4th of your company is a pretty terrible thing to do
I know somebody will say something about Telltale's in-house engine being shitty (Which is true) but if that's a result of people being incompetent and not Telltale's breakneck approach to getting new licenses i'll eat my hat
Yeah, people have been telling Telltale for years that their engine was a problem that needed to be fixed and if the best way they could come up to fix it was "fire everyone and switch to Unity" then that is a shitty plan
+2
Donovan PuppyfuckerA dagger in the dark isworth a thousand swords in the morningRegistered Userregular
At the very least could they not at least go to Unreal Engine 4? Or is the licensing for that so much more prohibitively expensive?
0
turtleantGunpla Dadis the best.Registered Userregular
At the very least could they not at least go to Unreal Engine 4? Or is the licensing for that so much more prohibitively expensive?
There doesn't appear to be anything concrete about their tech plans except Klepek musing that the CEO of Unity is on Telltale's board.
Dontnod IMO has matched or beaten Telltale on the episodic narrative game game using Unity already anyway, so it's not like it's a terrible fit.
edit: derped out, original Life is Strange was Unreal while the prequel, which I'm thinking of, is Unity.
Prequel isn’t by Dontnod iirc
Yeah, I know, hence the edit. Before the Storm is by Deck Nine, which already had their own extensive work and tools done on Unity, which is why it wasn't Unreal.
So really, the tooling and experience with the platform is more important than having something that's new and shiny.
okay, I had zero interest in warhammer fantasy until I started research the lizardmen and skaven
y'all weren't kidding when you were saying they were the two most interesting factions in the game
like, all the 'monstrous' factions in warhammer fantasy are totally up my alley, I wont be able to resist a purchase if they release a skink legendary lord (oh boy, there are a lot of good candidates for one!)
gonna be sacrificing all little rat men for sotek
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I think the skaven lore is super stupid, but I still like the faction. not sure how that works I guess I just like giant rats. they were kind of a pain in mordheim though, you got rat ogres and they ruled but you had to keep a grey seer around so they wouldn't stand around confused all the time and it was a bit tedious.
I was trying to look through their screens and videos for any hint of that level of character creation but I couldn't see anything related to this customization that they are talking vaguely about in the descriptions.
Their summary is "Good cop, bad cop, fascist cop, socialist revolutionary cop, criminal mastermind disguised as a cop – you can play any kind of cop you want." and if they missed 'lady cop' in that mix then they fucked up.
I like that the Skaven origin story is basically a tarot inspired matter of fact story. One day there was a big tower, the people of the tower effectively put themselves above God (not that Warhammer has "God" but whatever they did was the equivalent of Babel) and then the Skaven turn up and destroy everything.
I'd guess that the story has been developed or added to since, but the original had that nice mythical tone that some of the other Warhammer fluff lacks. Warhammer is usually stories told by a chronicler, they might be heavily biased stories, but they're somewhat factual. But the Skaven story is more like an fable told to kids to keep them quiet at night.
Sigmar also fell into that lovely mythical stuff but he's now a bit more developed beyond being a hero of yore. He's lost a lot of the mystery that made him mythical, and he's become more historical like the rest of Warhammer fluff but he's still pretty cool.
all hard-boiled noir stories are incapable of imagining non-gritty male narration
See I disagree. Bioshock Infinite: Burial at Sea episode 2 had a female protagonist and it was great.
Game developers need to get with the program. However, I do cut indie/small devs some slack. I imagine (i'm not a game dev) that creating multiple player characters is lots more work?
all hard-boiled noir stories are incapable of imagining non-gritty male narration
See I disagree. Bioshock Infinite: Burial at Sea episode 2 had a female protagonist and it was great.
Game developers need to get with the program. However, I do cut indie/small devs some slack. I imagine (i'm not a game dev) that creating multiple player characters is lots more work?
It's always a balance in video game RPGs between how much freedom to give character creation and how personal you can make the narrative. The devs seem to reference Planescape: Torment a lot so they are probably going that route.
0
BroloBroseidonLord of the BroceanRegistered Userregular
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It's amazing how they consistently do that, for years now.
Yo but have you considered filling in this map and collecting 713 of these orbs, some are hidden on top of buildings or behind waterfalls
You get a sweet cheevo if you do.
gotta admit i love shit like that
i can see why it would give people hives tho
Ok, but if we call them moons and you can possess people.
Steam
W_D 2 was surprisingly good. Gameplay was fun, the writing was (one crappy, painfully telegraphed misstep aside) generally between OK and kinda great and they managed to make a leet hacker with an emoji LED mask into a relatable and fun character.
also apparently the pc version just has a hard crash after the third stage?
This was an intentional design decision. Focus tests found that players enjoyed the game more after that point if they were unable to play it.
"We realized that if the player only imagined what the game could be like, it was a more satisfying experience than anything we could provide."
seems apparent that they're shifting to unity as well
I know somebody will say something about Telltale's in-house engine being shitty (Which is true) but if that's a result of people being incompetent and not Telltale's breakneck approach to getting new licenses i'll eat my hat
The secret best thing about this picture is a dude with a Kingdom Hearts user name calling out Sonic fans.
one of their boardmembers is the CEO of unity
There doesn't appear to be anything concrete about their tech plans except Klepek musing that the CEO of Unity is on Telltale's board.
Dontnod IMO has matched or beaten Telltale on the episodic narrative game game using Unity already anyway, so it's not like it's a terrible fit.
edit: derped out, original Life is Strange was Unreal while the prequel, which I'm thinking of, is Unity.
C'mon dude furries ain't that bad
Try to meet them halfway
the fact that a LOT of shit games have been released on it doesn't change that fact
those layoffs, tho? fuck that noise
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Switching to a new engine can be an absolutely massive undertaking, in man-hours alone.
Prequel isn’t by Dontnod iirc
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Yeah, I know, hence the edit. Before the Storm is by Deck Nine, which already had their own extensive work and tools done on Unity, which is why it wasn't Unreal.
So really, the tooling and experience with the platform is more important than having something that's new and shiny.
y'all weren't kidding when you were saying they were the two most interesting factions in the game
like, all the 'monstrous' factions in warhammer fantasy are totally up my alley, I wont be able to resist a purchase if they release a skink legendary lord (oh boy, there are a lot of good candidates for one!)
gonna be sacrificing all little rat men for sotek
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Isn't that just a catgirl?
I swear to god this game better let me at least pick my character's gender
this is a super important thing for me, and I get frustrated when a game I would otherwise play doesn't have it as an option
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Their summary is "Good cop, bad cop, fascist cop, socialist revolutionary cop, criminal mastermind disguised as a cop – you can play any kind of cop you want." and if they missed 'lady cop' in that mix then they fucked up.
I'd guess that the story has been developed or added to since, but the original had that nice mythical tone that some of the other Warhammer fluff lacks. Warhammer is usually stories told by a chronicler, they might be heavily biased stories, but they're somewhat factual. But the Skaven story is more like an fable told to kids to keep them quiet at night.
Sigmar also fell into that lovely mythical stuff but he's now a bit more developed beyond being a hero of yore. He's lost a lot of the mystery that made him mythical, and he's become more historical like the rest of Warhammer fluff but he's still pretty cool.
See I disagree. Bioshock Infinite: Burial at Sea episode 2 had a female protagonist and it was great.
Game developers need to get with the program. However, I do cut indie/small devs some slack. I imagine (i'm not a game dev) that creating multiple player characters is lots more work?
It's always a balance in video game RPGs between how much freedom to give character creation and how personal you can make the narrative. The devs seem to reference Planescape: Torment a lot so they are probably going that route.