chk772 on 13/2/2022 at 11:14
Well... they only just begun with that rogue like (or whatever it's called) gameplay with the Mooncrash add-on for Prey, so. Just an example. They never did a shooter before either, IIRC.
Of course, for the peeps today, it's all the same. Tomb Raider is still the same as in 1996 too. And, the Splinter Cell's are still hardcore stealth as well. Right?
Anyway. I wish then the best of luck with what they're doing. Maybe, one day, there is a slight chance they do something genius like Dark Messiah, Dishonored, or Prey again. Maybe even a Arx Fatalis too. :) Although that, as many genius games, was a commercial failure.
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scumble on 13/2/2022 at 11:42
Having watched the GMTK video - he described exactly what happened when I played it. I enjoyed it and got into it in a way that I struggle to these days with any game, but by the time I'd accumulated all the clues and the whole solution was laid out, I completely lost interest in finishing the game and still haven't. My son was disappointed with it for a similar reason although he finished it - for him it didn't have any replay value.
For me the repetition in the main game gave me no particular desire to do everything again at the end. This was despite it being generally fun otherwise.
Jason Moyer on 16/2/2022 at 20:38
Quote Posted by chk772
Still wondering though how people cannot see that Deathloop is very different to their other games.
Other than Dishonored 2, which of their games was like their other games? Dark Messiah was nothing like Arx. Dishonored was nothing like those two. Prey was nothing like Dishonored/Arx/DM. IMO Deathloop is more like previous Arkane games (particularly Dishonored) than any other game they've made.
Renault on 22/2/2022 at 16:34
Wasn't exactly sure where to put this, it covers so many topics and games, but here's a podcast I ran into that interviews TTLG's own Digi, aka Dana Nightingale. Great listen, she talks about how she got into the industry, early roots here, TTLG is mentioned, Thief is mentioned, and then all the relevant games are covered that she's worked on, all the way up to Deathloop.
I thought it was quite cool too that she states that a mansion she designed in Deathloop was "designed as a Thief map, like I always do."
[video=youtube;KoIdzzMcIRs]https://www.youtube.com/watch?v=KoIdzzMcIRs[/video]
(We even get Infra and Outer Wilds mentions near the end).
Jason Moyer on 23/2/2022 at 04:19
Dana and the rest of the folks at Arkane are amazing and it makes me so happy that they're still chugging away making the only types of games that really excite me still.
demagogue on 23/2/2022 at 05:09
Cool timing to see that. I just started making a new map (in the Unreal Engine) for the first time in a long time, not just aimlessly noodling around. So it's fun to listen to talk about level design.
Arkane is kind of the last bastion of holistic level design, where you're playing the whole environment, at least the way the games in our tradition do it. But nice to see the DNA of our FMs in it explicitly mentioned. I'm really proud of our own little sliver of legacy in game design.
scumble on 1/3/2022 at 16:06
I watched the interview she did with GMTK on the Clockwork Mansion having no idea she was Digi - though I remember the getting hired by Arkane years ago. My excuse is rather sporadic forum reading...
Jason Moyer on 13/5/2022 at 02:28
Big update today which adds photo mode and, more importantly for me, what they call "accessibility" options but as far as I can tell amount to the tweakable difficulty stuff that is in their other recent games.
Quote:
Gameplay accessibility options
- Number of Reprises
Players can now choose between 0, 1, 2, 3, 4, or infinite reprises (Single Player only)
Increase or decrease the difficulty of the game by choosing how many times Colt can die before the loop is reset. For example, zero reprises means that the loop will reset the first time Colt dies.
Online or Friends modes will always require the 2-reprise default setting
- Aim assist lock
Full aim assist lock on NPC, Camera, and turrets is now available when enabling this setting (Single Player only)
When this setting is enabled, using the controls to aim a weapon (for most weapons) will cause the crosshairs to snap to the target and lock on. This can improve targeting enemies during in gameplay and is disabled by default.
- Hacking mode
Players can now change the input for hacking from a Hold (default) to a toggle
When set to a toggle, pressing once will begin the hacking and will auto complete after the timer has completed. Pressing a second time before it completes will cancel the hack.
- Aim mode
Players can now change the input for aiming down sights from a Hold (default) to a toggle
When set to a toggle, pressing once will enter aiming down sights and pressing a second time will stop aiming down sights
- One shot kills
When this new setting is enabled, all enemies (NPC, cameras, turrets) are killed instantly when hit with a weapon shot, machete or grenade (Single Player only)
- Combat difficulty
Three preset combat difficulty options are now available: Lenient, Default and Harsh (Single player only)
On higher difficulty settings, enemies attack more often and are more accurate
Only the Default setting is available for Online or Friends modes
- Lock loop stress
Enabling this new setting will remove the difficulty increase linked to the loop stress augmentation system
When this option is disabled, the game will automatically adjust difficulty based on the player’s success in killing visionaries, leading to increased difficulty when multiple visionaries have been killed in the same loop. This setting is set to disabled by default.
- Adjust Game Speed
This new setting will reduce the speed of the game, from default (100%) to either 75% or 50% speed (Single Player Only)
Combat, player movement and enemy animations are all impacted by this setting
- Adjust Game Speed mode
When the Game Speed is set to either 75% or 50%, this new setting allows players to choose whether the mode is set to Always or Toggl
View the binding for this toggle in the Controls menu for both keyboard and controller
- Pause game while wheels active
Enabling this new setting will cause the game to pause when a player activates the weapon wheel (Single Player Only)
- Tag multiple enemies
Enabling this new setting will tag multiple nearby enemies in a radius around the player or in line of sight (Single Player Only)
When this setting is disabled, only the targeted enemy will be tagged
demagogue on 13/5/2022 at 03:34
I saw Digi posting a screenshot of a massive Steam download on Twitter, and I was wondering why anyone would ever post that. Now I understand it's like a parent posting her kid's school photo, except it's a root commit.
Aja on 21/9/2022 at 04:45
Deathloop got a giant update today: crossplay over all platforms, new weapon and power, new trinkets, a new area in Karl's Bay, lots of bug fixes and accessibility options, and, maybe best of all, an extended ending! I admit I went to YouTube to watch it, and for me it felt like a more satisfying conclusion although I still wish we'd have been able to get to know all these interesting characters in a context other than violence.
That said, in firing it up to check out the other changes, I'd forgotten how great the controls feel, how beautifully designed the levels are, and, really, how I missed being in that world. I suppose story expansion DLC is off the table, but I'd buy it day one. Meantime I might spend a few days on the PVP — it's still fun and there should be an influx of new Xbox players to torment.