
and there we go, I finished up Dread. Despite my hangups with the game I can say I enjoyed it a lot more than Samus Returns.
They went all out for that ending sequence, jesus christ.
Well I got to another area and was treated to a cutscene with some exposition, and I gotta say they handled Samus having a speaking role really well here, she said what was needed to say and left it at that. Having both character speak in Chozo was a good call too.
Zeos posted:
I haven't seen much use for it other than to get an E tank shortly after picking it up, but I haven't had much need for it in combat, with everything else I've fought you can either just move normally out of the way to avoid attacks or just counter whatever's trying to hit you. It doesn't grant you any I-frames either so I haven't felt any incentive to use it, and I have the speed booster now if I want to get around in a real hurry.
edit:
Spoke just a little too soon, there was a long corridor you have to climb along the ceiling and avoid flame jets, the dash got me past that a hell of a lot quicker, I didn't think they'd let me cling to the ceiling after dashing... The dash is ultra useful in both combat and exploration???
I'm feeling real lukewarm about Dread so far. It's not horrible by any stretch of the term, but it has all the same things that Samus Returns had that annoyed me. I also feel like that Area 2 boss was just them going for fan service points, kinda like the same fucking thing they did in Samus Returns.
The new abilities I've gotten so far kinda suck too, the explodey charge shot and the dash feel really flaccid. Though I will say the speed booster feels nice, and this game probably has the most intense shinespark I've seen in a Metroid game, Samus just fucking ROCKETS in the direction you aim her, that's cool.
Tuskin38 posted:
Been keeping tabs on this project for years. One day it'll see the light of day, and it'll be fucking awesome.I came across this, it's a WIP Super Metroid Hack to turn it into a reimagining of Metroid Fusion. Last blog update was in January, but it's possible there's more teases and stuff on the discord server
Link
That bit in post game chapter 2 where you can just sit in front of the lake quietly with Susie was really nice.
So, I finished chapter 2. Also read about the alternate stuff
and now we may have to wait a few years before we get any more info. Toby has left me feeling like trash and I kinda like it.
Yellowoboe posted:
Okay?I've got good news for both of you.
I love GamingGargoyle's vids, and his editing keeps getting better.
How you feeling now?
That part in Black Mesa's Xen where they essentially give you infinite Gluon Gun ammo succeeded in doing something I didn't think was possible:
They made the Gluon Gun boring.
RaikohZX posted:
This makes me a LITTLE concerned that Mercurysteam might potentially go off the rails like they did with the Castlevania Lords of Shadow series. I'm not condemning them or Dread, it just makes me a little nervous.Can I just say it's weird as hell that while Fusion left on a plot hook of the Federation after Samus for what she did and the Metroid DNA in her body and all, a lot of what Dread seems to be picking up is instead lore bits from their remake which is like forever ago in the timeline? Sure the two-frame flashes towards the end show the Fusion intro stuff and they really seem to want to pick up the slack where that left off but that's like Metal Gear or Kingdom Hearts story progression logic.
I think you're fine with knockoff controllers, the worst thing that's gonna happen is it'll feel like shit to use or they'll break on you pretty quick.
chipsnapper posted:
Don't jinx it.Sooner or later this is gonna end up being something stupid like Epic buying Godot Engine.
I like hitscanners when they're used in moderation to help compliment a well rounded monster roster. The modern trend of like 6 different variants of hitscanner, 1 melee dude, 1 big armored melee dude, suicide bomber, and then some gimmick enemies? That fucking sucks.
You could also try Metroid Dreadnought, the Doom mod where the first person assets for Vanguard came from
I'll also shill my own mod I made a few years back that's heavily inspired by Metroid 1 for the NES

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Oh and any games using BFXR to make sounds. That shit drives me up the wall.
I'm tired of seeing dodgerolls everywhere. Along with this, I'm tired of seeing characters with an art style where they have blob torsos, featureless faces, and either pixel-thin limbs or limbs that taper off so their feet are like little pegs.
RaikohZX posted:
This was one of my biggest gripes with Returns: Between the new aiming and the counter system, the game had a terrible flow, you were always stopping from the most minor greebles getting in your way. This only got worse when you got the Screw Attack only to find out it was massively nerfed. I still have my doubts about this game but I'm still gonna pick it up at launch, if only to see how well they fixed all of the annoying shit of Returns.I do like that not every single common enemy takes way too much damage without counters now unlike Samus Returns, not to mention the Counter is able to be done on the fly and doubles as a solid attack option for weaker foes too. It basically fixes one of the main problems of constantly pausing to counterattack every single thing in your way since it simply did more damage and common enemies were too beefy for their own good otherwise.
I went through ITT tech as well, I need to see if my debt is wiped clean too, I only had like 1100 bucks left to pay.
Edit: Just returned a call I had gotten from these guys back on monday, through the automated service they ask if your loan is under 10,000 bucks it just automatically disconnects you. So at least with whatever company contacted me, if the loan's under 10,000 they essentially told me to fuck off.
Oh well.
I have my doubts about Dread. I didn't care much for the new stuff Mercurysteam tacked onto the Metroid formula. Though expanding on the concept being pursued by the SA-X and making it a more constant threat wherever you go with the form of the EMMI is pretty great. Making the counter less awful is appreciated too, from what we've seen, besides being able to move while doing it, it looks like it just kills weaker enemies.
I still want more info on BotW2, they've been really tight-lipped on that, but taking the Sheikah Slate and turning it into a robotic arm is cool, and the flame thrower arm cannon is also cool as shit. It looks like they're incorporating some of the concept art stuff they had with that old man Link with the robot arm.
Phantomime posted:
They show the morph ball during the short trailer and in the 6 minute development video.The only even mild concern I have is that there might not be a morph ball since small gaps and climbable walls are done with the normal suit now.
Man I really don't like this new game's enemy designs with its fucked up Oni Clown Circus theme. The addition of the hookshot thing is kinda cool though.
I use Tweetdeck so I don't have to look at trash, only posts from people I follow.
I'd still like a home console variant, but I know that's such a niche market that they'd never do it.
It's been a long time coming, but I finally got that big 2.0 update out.


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Combined_Arms by Combine_Kegan
(woops, I forgot to add the proper formatting)Doom gameplay mod featuring slightly strange weapons, and monsters.
https://combine-kegan.itch.io/combined-arms
25/05/2021 08:00
That logo redesign is pretty nice, and some of those games look pretty fun, though I did a doubletake at the start of the gameplay showcase because I thought they were showing Days Gone.
I still think Serious Sam 2's design was at his best. I love him as a big chinned palooka, he's always been a cartoon character, and 2's design captured that perfectly.
Chucko Kokos posted:
Understandable enough, though I think a savvy operative can handily drop a Hell Knight with an SMG and a shotgun alone, seeing as 9mil absolutely destroys shields.While the initial encounters may not seem challenging or thrilling, you're supposed to start with a loadout with no armour and with limited weaponry and a stimpack or two, the map is being balanced around these loadouts. The best equipment you can leave the level with is green armour, SMG/either shotguns and a grenade launcher + you can pick up a Vulcanette during the final fight if you're fast enough, and the strongest enemy is a Hell Knight. The sort of backstory that I had in mind while making the level, is that you're some nobody who somehow got a piece of information about on-going drug deal, and so decided to get some of that share for themselves and kill some hoodlums and mobsters while they're at it.
Chucko Kokos posted:
I kinda hope you have spicier encounters further on there, half the fun of HD is tangling with the higher tier demons.I'm making an UDMF map for Hideous Destructor. It's practically finished, so right now I'm doing small adjustments here and there.
I've been plugging away at that big update for my mod, I've finished up with one of the last major hurdles: HUD faces
https://twitter.com/Combine_Kegan/status/1366637180991401988https://twitter.com/Combine_Kegan/status/1373519138316906496https://twitter.com/Combine_Kegan/status/1377213710461063183
Sorry for the big block of tweets. Hopefully I should have this damn thing out sometime in April.
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I do. I've spent the past 7 years working on pretty much just two Doom mods, improving them and myself with every year. I've improved as an artist and I've learned a few things about game design. When I was a kid I wanted to make video games, but my old man convinced me I wasn't cut out for that cus it'd be too hard between having to make assets or do code work. But when I first started Doom modding stuff, I was like "Wait, I CAN do this."
So here I am right now, hellbent on finishing my Doom mod stuff so I can move onto making small, but proper standalone games in the future.
Good. Fuck cancer.
I understand WHY they did it, it's all towards emphasizing resource management seeing as in Doom 4 you could double tap melee and instantly kill weaker enemies. So they want to make sure it's a constant game of spending resources to get resources.
But it still sucks a fat one. Doom Eternal is overtuned.
I watched a friend play through this game, what a fucking fever dream. There's a lot of cool mechanics at play though, so that's pretty neat. My friends have taken to calling the game's setting "BoogerPunk" and I think that's a good way to describe it.
People have already mentioned the Grappendix, but one of the other mobility upgrades you can install is a pair of vents in your feet that violently expels waste to give you a double jump. You get literal shitheels to double jump.
Oh good you're still working on this, that AAAAAAAAAA machine gun is still amazing.
I wouldn't mind a standalone little console variant of the switch. I don't care about 4k but something that has better performance all around would be nice. Though you'd start running into the issue of games just running better on different versions of the same console. Admittedly Sony and Microsoft are doing the same goddamn thing. It sucks there too.
The REALLY weird thing is setting aside the bizarre nature of the game, it's pretty mechanically sound. It was also made in Godot, which I think is really neat.
Nitronik posted:
it's definitely gotten more saturated, really I'm sick of people just trying to copy Doom or Quake 1 : 1 but do it worse. I'm also pretty sick of the phrase "Boomer shooter" cus it was first used in irony but now it's just more hip marketing lingo to hashtag on twitter posts. Mind you, I'm a cynical asshole. I DO like it when I see people make some weird and interesting first person shooters, DUSK did some really interesting things with some of the levels, and Ultrakill looks fucking nuts, I really should play the demo, been spending too much time under my rock modding Doom.do you guys feel the boomer shooter scene has become a bit oversaturated lately? We used to have pretty much nothing and now they're popping up left and right
Agree
Funny
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