pakmannen on 24/11/2003 at 13:21
About this whole reload/ammo thing. I don't see why it's "unrealistic". I mean people, it IS taking place in the future. And the weapons are all used with some biowhatever. So why would they need to reload a gun that isn't using traditional bullets?
But I agree that it sucks to realize that you used up all you ammo fireing with one gun. Bleh.
buglunch on 24/11/2003 at 15:36
Well, it's like all your guns suck ammo out of a straw in your fanny pack or you load one gun fully and the rest can fire; it's stupid.
juveli on 24/11/2003 at 15:40
Good thing that I read the comments made here and in the Ion Storm forums before testing the demo - so it managed to give me a happy surprise. :D
Firstly, there has happened a serious improvement at the sound department. DX: IW is a joy to my ears. Nothing whatsoever to complain here.
Then to the movement issues: Some people have been complaining that the movement is too fast. I myself started searching for run button at the beginning of the demo, since the only two options I'm having seem to be "walk" and "creep". Then again, nobody in the game is any faster than I, so I guess we're having a Thief situation here (FYI, Garret can outwalk everybody in Dark Project). It even sounds like walking/creeping, the pacing is so slow. :confused:
The lack of leaning is also popular thing to complain about. Yes, it would've been useful in certain places, but I can't say this would be really an issue for me.
I don't know about the mouse lag... Looking aroung does feel a bit sluggish. Perhaps I'll try editing that INI file. Other than that, there's no performance problems with my system (Athlon 2400+, 512 Mb, Radeon 9600 Pro), the game runs smoothly at 1024x768, with Bloom on.
Oh yes, I did have problems with multisampling. I got strange white holes on the character models with more than 2x multisampling. I guess I have to try it without Bloom.
I do agree that the game feels like a console game with big font size, small areas and underpowered weapons (ok, ok, these are crude generalizations, forgive me). Weapons especially are a disappointment. I shoot a guy in the head with the pistol, and - well, he doesn't die. So I shoot again. And again. And again. The pistol in DX:IW seems to be a hollow shadow of the ultimate laser-sighted pistol of doom we had in the first game. And the riot prod... My god, what they've done to my riot prod? I hit a guy, expecting to get instant, silent knockdown, but what do I get? A good 15 seconds of screaming before the man's finally down. It seems that the prod is completely redundant in this game. I even have official backup from the (
http://66.193.119.177/index.php?showtopic=100293&st=60) Ion Storm forum :
Quote:
[Krypt - Ion Storm designer] I will be honest though, I agree that the stun prod totally sucks. I wish we could have tuned that a little more, because it ended up being mostly useless. I much prefer the riot baton for close-quarters non-lethal takedowns.
Then again, the baton feels more fun than in the original. It has a nice feeling of furious beating going with it. Take THIS! WHACK! WHACK! :ebil:
Shotgun's ok, though more damage would be much appreciated. That machinegun - SMG or something - was ok. I didn't test the flamethrower on people, but it burned nicely some junk, and I was impressed how it made the surface of the wooden crate to go black. It is odd, though, how there's no marks on wall after a fight. Spiderbomb was nice too.
Unified ammo isn't a problem per se, but they sure better give player ammo more abundantly than is done in the demo. Otherwise, one will have empty weapons all too easily.
And of course there's the HUD & Inventory. I don't mind the HUD at 0% setting, but the inventory is clumsy. There are two buttons I really miss: Drop item and Unequip item. It is unnecessarily complex to go to inventory screen and select "drop item" if you could do it with one push of a button. And if I have equipped an item which isn't in my toolbelt, I have to unequip it by selecting an item from the toolbelt and then unequipping this item. Not the smoothest possible solution, IMHO. And why the game assumes as a default that when I select an item from the inventory, I want to change its place with some other item? This, too, is mildly annoying.
But despite the obvious problems, Invisible War still has a chance to be good, perhaps even great game. We'll see in a few weeks! :cool:
And as what comes to some of the present issues, (
http://66.193.119.177/index.php?showtopic=100359&st=45) there's still hope :
Quote:
[Chris Carollo] We'll be looking at the interface issues -- there have been a lot of good suggestions made.
GayleSaver on 25/11/2003 at 03:56
Chris Carollo is a Looking Glass alum...
Tarren on 25/11/2003 at 09:16
Hey, how do you put away your weapon? Is there a key you can map to that? I can only do the next best thing and take out a lockpick or something.
David on 25/11/2003 at 09:19
Press the same hot key again. Eg press '1' to bring out pistol and press '1' to put it away again.
Tarren on 25/11/2003 at 09:23
Quote:
Originally posted by David Press the same hot key again. Eg press '1' to bring out pistol and press '1' to put it away again.
Hmm. I play with the numpad, so 1 is way across the keyboard. I was kind of hoping there'd be a button to put away whatever you have in your hands, no matter what it is.
Fred Chook on 25/11/2003 at 10:40
What can I say?
I don't think you can say anything more about
Leaning
The entire interface
Especially the inventory (arrgh!)
The removal of the skill system
And of remembering conversations and notes and the like
The simplified use of keypads/computers/so on
The ammo system
than "valuable if not essential features removed to sell to consolers". And "realism?" It's pretty terrible.
As for the physics... ragdoll needs work. Lots and lots and lots of work. As does the animation. And the models. And the voice acting. I do NOT want to listen to that character all the way through the game. Weren't the two leeches at the Lucky Money hated enough? Come to that, your infolink contact was pretty awful too.
Anyone else think.. it just doesn't feel like the same world? Whenever they mention concepts from DX it feels like they're struggling to make it seem like a sequel. There's none of the "real world in a few years". It's someone else's world, so we're disinclined to care about it. Unbelievable.
twisty on 25/11/2003 at 12:32
Cool! Looks like they must have hired Romero for the sequel (DeusKatana).
Inline Image:
http://www.io.com/~dork/pics/recpics4/teenage3.jpg The kids will dig this streamlined approach.
I guess I should be a bit more optimistic as I will probably (hopefully) like this game one day
jstnomega on 25/11/2003 at 14:13
Quote:
Originally posted by twisty Cool! Looks like they must have hired Romero for the sequel (DeusKatana).
Inline Image:
http://www.io.com/~dork/pics/recpics4/teenage3.jpg The kids will dig this streamlined approach.
I guess I should be a bit more optimistic as I will probably (hopefully) like this game one day
Desus Exbox