I received this game as an epic b-day present from Raul Bugner (shoutout thaaaanks!) on my 17th. It was aamazing! I remember how I had some close friends over and we played some Worms Armageddon but then everybody left in the evening and I was left alone with this gem. The next thing I remember is semi-trembling from cold/lack of sleep happily watching the credits roll (with exploding bunnies?) around 6-7am, noticing that the sun had risen on the window to my left and that it had become light outside. What a night!
PS: sooo cool when he says they were inspired by Another World / Out of this World! So much respect for that tiny but huge game old game.
It is the year 1912, and you’ve somehow found your way aboard the largest man-made mobile structure on Earth. Naturally, because it’s a plague-free couple of years, you find time to wander around the ship, bask in its beauty, and overall enjoy the view.
Oh, wait, all of this is about to be on the ocean floor in a matter of hours (spoiler alert).
The dedicated people at Vintage Digital Revival LLC are hard at work recreating the Titanic, down to every last watertight[citation heavily needed] bulkhead. Seriously.
The project is still in its infancy (the game engine seems to be at default settings based on some glitches caused by detail culling in UE4), and at this stage (much like Cameron’s “Titanic”) is devoid of characters. Gameplay should feature both a ship exploration mode, and a story mode.
It is estimated to be available for purchase somewhere in 2018, so sit tight.
There are 2 demos available for download on the developers’ website (alongside a beautiful gallery of in-game shots). The devs recommend having a whopping 8 GiB of system RAM, but it’s worth it.
I find that this game has taken a brilliant game design choice to invite the players to admire the good looking environments, which are at times quite beautiful. Often times I see games which have in fact fantastic art assets, but because they have no gameplay associated to seeing them many twitch players miss them. This simple gampley (could just as well have been collecting points) combined with the challenge of gliding invites me to go close and go into a mood of calm and observation paying attention to the surroundings.
Are all these video game (and movie) reboots making you feel left out? Don’t worry! Chances are you’ve enjoyed the first two games set in The Old Republic times, and maybe even had a daydream about them being remade.
Dream no more; a small, independent team decided to step up, and treat KOTOR to a nice shine and polish, featuring modern models and shaders, and a first-person mode, among many other goodies.
Don’t forget to check their progress over here.
At the time of writing (August, 2016), Apeiron has not yet received a cease & desist. Good for them.
Very interesting talk. As a lover of history it was particularly interesting to me the tweaks, bends and compromises that have to be made on history to make it more entertaining/commercial. I particularly found interesting the story at 21:30 as I happened to have known a bit about the subject from a T. Sowell historical book where he argued against the mainstream view of exploitative colonialism saying it just wasn’t profitable to trade with undeveloped nations. The story about religious schisms was also very interesting, as well as the tough decision to cut out some aspects of the simulation.
These games some I’ve played, the others I I always feel guilty I haven’t played yet as I know i’d love them, I just get so much more tempted by others. I guess I’m also waiting for “the one” that will draw me fully back into the genre. I’m hoping for a new trade simulation, with more historical scope, maybe Patrician 5++. At times I thought it might be something like a new Anno game, but then I’m put off by exactly such compromises on historical or reality as he talks about when he brings in silly propagandist marxism, as when I got the impression the game was geared towards the most advanced energy source being the oh so very politically correct solar power or such things. I hope more and more this genre will do what Game of Thrones did for the movie industry which is go into the territory of tough choices with some plausibility even if they’re not so “pretty”… but that of course would harm profitability so I kinda doubt it. From what I’ve been seeing with civilization 6 too I get the impression they went into the kiddy/simplify/mainstream direction. Hope I’m wrong, but It turned that way with 5 too, and they abandoned a lot of the more complex mechanics they pioneered in the 4 addons. Still watching the genre hopefully…
This bridge is one of the places that sticks in my memory among the strongest in the wonderful world of Dying Light. It’s a testimony to Techland’s amazing masterpiece that it isn’t even part of the main questline but encountered in a few (awesome) secondary stories, should you find them, and should you feel like doing them, or simply like going there because it looked interesting. I love the feeling of discovery to find something so big and interesting inviting but not forcing you to explore (and in multiple stages of “secret”)… how amazing!
I can only hope that the new Assassin’s Creed will learn from this and make the leap into first person on this level of quality, and whenever I think of the Mirror’s Edge games, which i should’ve so loved (first person, exploring worlds!!!) I think what a shame they haven’t managed to create worlds nearly as beautiful or intricate or alive or open or inviting to explore as this. And since I’m already making “enemies” of fans of other games, I should also mention that the much praised new Doom game which is so praised for secrets and exploration has not just a much worse environment navigation system with many surfaces that seem climbable being invisible walls and the world not being nearly as interesting (although it should, being an original world as opposed to boring old contemporary reality!) but also having to lamely point out “you found a secret” and give counters and numbers to motivate, while Dying Light invites exploration with aristocratic elegance, with visual cues, with stories, with curiosity, and having whole huge amazing areas as “secrets” yet not feeling the need to brag about it.
So much respect for Techland!
happy somebody is raising such questions from inside the industry. We’ve got to mature and have less meaningless fillers. I’m fine with the content, but it could be much more dramatic with more meaning in my opinion.
Not excited about VR but this talk has some quite interesting insights about both the human body and mind as well as game design decisions so I thought I’d quickly post it.
Maaaaaaaaaaaaaaan this project is so amazing!!!! I really hope these guys manage to bring it to completion!!! It would be sooooo cool to walk the lands of Morrowind again with this much love given!
A funny game to play for Christmas, I know, but I was so excited to find it released on the ps3 as a collection I had to buy it and play it a bit, and one thing lead to another, great fun ensued for days… and i finished it again. So, this is interestingly enough a review… 20 years later.
+ very interesting game designs, variety in level designs
-, – some puzzles feel a bit arbitrary, and some I found totally unreasonable, being about as hidden as a secret level, except being mandatory for the main game
+ original puzzles making use of gradually built up previously introduced elements. One example that comes to mind is the original tunnel of barrels level which forces you to think of a quick and alternative solution to not be caught in the chains of explosions
-,- obviously very aged graphics for somebody who’s never lived those times
+ i would say the game aged pretty good, still being fun in 2015, of course if one is willing to look over the huge graphical changes in these years
+, – I didn’t remember the game had so many puzzles. I mean i remembered the shooting, but not how often i got stuck and wondered around either aimlessly or trying to figure out things. This is a plus as it creates pacing, moments of quiet to emphasize those of action, but can also be a minus as some puzzles are in my opinion a bit too hidden
+ pretty decent midi music
-, – inconsistent use of visuals: some textures sometimes signified they can be triggered/would move, while at other times the same things didn’t do anything and were just decorative. I understand the need but it was confusing.
+ a lot of content to explore. I didn’t remember there was so much to explore, even stuff that felt optional, and alternate routes! Impressive!
+, + something that i miss in modern shooters, i loved that all through the game there was a lot of advancing and exploration, covering huge distances. (yeah, i feel there’s a drought in such shooters, i’d love to play more FPSs)
All in all I’ve had great fun replaying it, of course largely due to the memories, but to my surprise I found that having forgotten >60% of it i also had a large feeling of discovery and surprise, which was very enjoyable. Compensating for the huge time elapsed since launche and/or with some nostalgia sprinkled on top i’d give it a 2.5 on a -5 to 5 scale. Those who are willing to give it a chance might have some fun.
My fear is that in catering to the wishes of PvP players they will alienate world exploration and storytelling and atmosphere players like me & my friends. I play for the deep world, the mature story, and the feeling of exploration, and i’m afraid such a focus on invasions will destroy the atmosphere of solitude and alienation in a strange world taht souls games have traditionally given, and result in the kind of time wasting that the MMOs create. What i see in this video is very mmo-ish, with a lot of time wasted from my point of view, not advancing or exploring the world, not getting new story, just going back and forth playing multiplayer. The fear of this in review videos is what had me delay trying out Dark Souls 1 for many years, and now i’m having the same fear with DS3. Not that long ago i went back after DS2 & before Bloodborne to Demonsouls, and although it felt it’s difficulty balancing brokend due to the empty servers, at the same time that gave it so much atmosphere. I’m fearing that with every iteration i’ve seen the souls games have gone more and more from a singleplayer game with a bit of ghost messages to increase the “purgatory” feeling, to destiny style obligatory 3 player co-ops and multiplayer grinding, which i find to be a huge shame. My wife has recently gotten the courage to play a whole new DS2 character from the beginning all by herself and there too i see the same thing: whenever she’s exploring the world, and slowly (and paranoically carefully) advancing there’s joy and fulfilment from the game, while the invasions are frustration creators and feel like cheats from tha game just to have you waste more time or to force you to play multiplayer even if you hate it as taht’s the only way to adjust the difficulty curve.
In addition to all the things said above, the reasons for those of us appreaciating story and lore immersion with atmosphere, there’s the health percentage you mentioned. I feel 70% of health is waaaay too much for an invader of an already insecure and afraid player. If it was only on players who want it, sure, but i know people like myself who just want to play through the game, and they’re mostly more on the rookie side, already having needed persuasion to give this punishing game a try on the promise of exploration big world. What i mean to argue is that here is a self-selection problem: the invaded are the meak/shey/world explorers, likely on their first playthrough, while the invaders are likely veteran bloody players, on their 3rd + playthrough, and while the invaded are barely figuring out the controls and the basic weapons the invaders are using game exploit type tricks, having had gathered all the items in the game and mixing fatal combos of different items. So in my opinion 50% would be the maximum the invaders should have since they are actively trying to destroy the game experience of somebody else and i hope the developers will be smart enough to protect their customers from such experience destroyers, just like in general one assumes on social sites and netwroks/forums that spammers and those who insult others will get admin punishment. Don’t get me wrong, i don’t have anything against consenting adults invading eachother, they can have all the multiplayer fun they want… but they have to be for people who want that, the difference between sex & rape is the consent, and i hope From Software will be careful or risk creaing a world more inviting to the rapists and discouraging those who just want to explore an interesting universe and hear some deep and moving stories with interesting characters and well thought out world-background.
Wow, I can’t believe we finished it. It came so close to never getting finished… a couple of times. But so very happy we did. Quick thoughts:
+, +, +, + aaaaaaaaaamazing level design, the connections, the locations, the secrets
+, +, + very interesting world
-, -, – the difficulty is sometimes wildly impossibly hard. Theoretically this could be fixed by some summoned friends, but that system is also broken in design because as the game ages, the servers are more empty and you are left to yourself often when you would most need help. The community is still surprisingly active, which is how we actually ended up finishing it, but not necessarily the ingame one but the online resources. Ingame also there’s a lot of messages and good stuff, but game is very restrictive where it allows to place summon points and thus discourages it
+, +, + some truly truuly fascinating locations, and the variety and surprises are just amaziiing!
-, -, – I had to do quite a bit of grinding until things got more manageably doable
+, +, + greeeat value for money, you could spend a year or two in this fantastic universe
+ pretty good and fitting music
+ quite interesting characters along the way
+, – there are easily stuff you could HUGELY miss forever, your only (reasonable) chance is looking online for guides. This is a plus because it shows depth, but a minus because … well, you could easily miss awesome stuff if you don’t spend hundreds of hours trying out random things. For example there was a major interesting character, a witch, which you would have never met unless you wore a certain specific hat in a certain specific quite secret place which was not obvious to find even after acquiring a quite secret key & character friend.
-, -, + very unexplained and cryptical, though that is sometimes was also interesting
+, + very touching story moments
– there were a few creatures/enemies that were a bit ridiculous/silly
+, + the architecture is quite amazing
+, +, + very deep and interesting system for weapon developments, major choices to be taken, deeply thought out resources and requirements that force you to think hard about what you do
Conclusions: All in all an aaaamazing game if you are willing to put up with it’s insane difficulty curve. It has a lot to offer and hides a HUUGE world under the surface… but one that is quite had to dig out. If you do it though you’ll be left with one of a kind memories. 4 (on a -5 to 5 scale).