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File: e3d28316f243dbf⋯.mp4 (6.32 MB, 640x360, 16:9, Overload - Release Date Tr….mp4)

83c874 No.14685663

>Overload full release is May 31, 2018 on Steam and GOG for PC, Mac and Linux

>Overload is a six-degree-of-freedom shooter from the creators of Descent with intuitive controls, amazing lighting and graphics, and the best zero-G robot-blasting combat ever devised.

>Overload features:

<Single-player story campaign with 15+ FULL-SIZE atmospheric levels

<12+ Challenge Mode levels with tons of replayability

<Multiplayer! This was originally planned as an add-on, but will now be available with the full release.

<Upgradeable player ship and 16 weapons with multiple upgrade options

<20+ terrifying robot types and 3 massive bosses

<Story by the writer of FREESPACE 2

<Epic soundtrack by Dan Wentz (DESCENT 2), Allister Brimble (DESCENT 1 REDBOOK), and Jerry Berlongieri (DESCENT 3)

Notice how people are always pining for the release of an actually good FPS with a proper singleplayer campaign for once instead of randomly generated nonsense or horde shooting? Well here's a proper one

It's also got a playable demo (for those of you who have played it before, this is the updated version closer to the actual full version of the game) available on Steam for free (https://store.steampowered.com/app/450220/Overload_Playable_Teaser_30/) or through their website (https://playoverload.com/playable-teaser/)

I've played the Early Access version, and it's actually pretty gud. The level design is very much on point with labyrinthine secret-filled dark passages, the AI is still highly capable in combat and is able to lead their shots and actively dodge yours (much like in FEAR the AI can also react to your flashlight), the explosions and enemy models look pretty, the soundtrack is bangin', and most importantly the controls feel suitably fluid with tons of options for control customization and input methods. The upgrade system doesn't slow down the game at all since you can only upgrade your shit inbetween levels, and you can't spec into everything possible, for weapons you have to permanently choose one between two given weapon variants and can't respec. You can also ram into enemies now to stun them, which also gives you a little bit of extra shield

faba92 No.14685679

YouTube embed. Click thumbnail to play.

Two questions, hows the OST and does it have those fucking annoying Vulcan enemies?


83c874 No.14685699

>>14685679

It's mostly done by the guy who did the MIDI tracks for Descent 2, and though I don't find them as good as the MIDI tracks they still deliver quite nicely and do a good job at setting the atmosphere

>does it have those fucking annoying Vulcan enemies

No, the closest Overload has to them are Ogres, but they can only attack with their pseudo-hitscan weapons if you let them get too close, so they can't instantly snipe you across the map. The ones which can are called Guardians which behave more similarly like the brown hulks in Descent 2, though they're appropriately treated as high level endgame enemies, are rather inaccurate beyond a certain range, and are more easier to dodge here since their weapons are pseudo-hitscan instead of actual hitscan like in Descent


a56526 No.14685863

File: e9127cfc5286032⋯.gif (784.75 KB, 499x281, 499:281, WAIT WHAT.gif)

I've been waiting patiently despite having funded the kickstarter so the Early Access version wouldn't taint my vision and I could judge the game on its own. I'll be sure to update the Descent copypasta if its any good.God, please be good.


a56526 No.14685889

Also on a related note, apparently the console versions got delayed.


7c4e8d No.14686542

File: 5821e0fc5949b72⋯.png (594.48 KB, 878x900, 439:450, your new home.png)

>trichording is back

You know where it belongs.


83c874 No.14686611

File: 1dc8f973f048bde⋯.png (1.06 MB, 1920x1080, 16:9, ov_01.png)

>>14686542

You can choose to compensate for it here, m8


7c4e8d No.14686627

>>14686611

Everyone's still gonna be forced to do it if they wanna win in multiplayer. Unless there's a server option to disable?


83c874 No.14686664

>>14686627

Don't think so, though beside that there's nothing wrong with trichording


7c4e8d No.14686679

File: c54f9175a2e5012⋯.jpg (26.9 KB, 400x396, 100:99, hotpockets.jpg)

>>14686664

>there's nothing wrong with staring at the ceiling or floor to move around fast


83c874 No.14686815

>>14686679

that's what happens when rookies try to trichord and can only trichord in a straight line, consider this within the context of Descent

Turning speed in Descent was limited, so you can't twitch snap at a target as you would be able to in a normal FPS, meaning always keeping your ship faced towards the opponent and not letting him flank you is one of the keys to survival. Trichording in turn allows you to gain extra speed at the expense of not being able to keep your target in your cone of vision as well because you're kind of gimping your aim by turning away from the enemy, though the real masters could land accurate shots while trichording without letting themselves get flanked. Trichording is a complex skill, it's easy to perform but hard to actually use to its fullest benefits, much like how average Quake players bunnyhop to get from A to B faster but pros can bunnyhop at sanic speed with ease during combat while landing constant rails

Trichording added a lot in depth and skill ceiling to Descent multiplayer, and whenever a Descent-like would pop up people would ask whether trichording would be present in the game, it's like what bunnyhopping or rocketjumping is to Quake, more would be lost without trichording. It's not the end-all-be-all skill, but certainly one of the most important tools in the toolset of any skilled pilot, such as dodging alongside three axes at all times rather than just two.

Ultimately, what makes trichording important isn’t the speed-boost to get around the level anyway. What makes it important is consistency in dodging due to vector independence. If you dodge left, you get the same amount of leftward motion regardless of what else your ship is doing. That feels *good* in flight. Whereas if you have normalization, if you dodge left, it behaves differently based on how fast you’re moving forward or up, and that feels *sloppy* and *inconsistent* in flight. Eliminating the trichording speed-boost doesn’t remove the skill curve, it just replaces it with an alternate skill of getting really good at stopping forward motion in order to boost dodging.


d42dd6 No.14686872

Fuck yes this is good


7c4e8d No.14686922

File: 84d49bcd7a6a87e⋯.jpg (52.8 KB, 433x594, 433:594, hoooootpockets.jpg)

>>14686815

The lengths people will go in order to excuse stupid unintuitive exploits. You know what also added a lot of depth and skill ceiling to Descent multiplayer? The afterburner in Descent II. There's ways to add depth and skill ceiling without unintuitive game design. Trichording is far from the only way to enhance maneuverability depth.

>Eliminating the trichording speed-boost doesn’t remove the skill curve, it just replaces it with an alternate skill of getting really good at stopping forward motion in order to boost dodging.

Great! Sounds like we don't need this stupid crap them.


83c874 No.14687025

>>14686922

>The lengths people will go in order to excuse stupid unintuitive exploits

Given the length to which other people clamor for the implementation of trichording and the actual implementation thereof in Overload, it's about as much of an exploit as juggling is in DMC. It may have started as an unintended feature, though it has been certainly adapted by the community and honed to mastery by the aces.

>unintuitive game design

There's nothing unintuitive about moving alongside three axes simultaneously, moreover it's the opposite of unintuitive. Trichording is a trick you can pull off using the basic controls without having to use any additional unnecessary buttons or inputs. Heck, it's barely any different than bunnyhopping in Quake where you gain speed by jumping and slowly turning your aim back and forth at the same time, are you going to call that unintuitive as well?

>Great! Sounds like we don't need this stupid crap them.

You think moving at three axes simultaneously is unintuitive but canceling forward motion to increase sideways movement speed isn't? I don't know whether you're arguing from a point of view that trichording is unfair, because the notion that trichording is unintuitive is incredibly vague and the first time I've ever seen it.

Besides, have you ever played Sublevel Zero? A 6DoF control model with normalized vectors just feels sluggish and wrong, partially for reasons I've already outlined above. To me it's more about feeling than having a speed advantage.


d5e573 No.14687356

Joystick support?


626f3f No.14687662

File: 4bb365843306cca⋯.jpg (87.41 KB, 657x527, 657:527, 4bb365843306ccad2f347e5b7b….jpg)

somebody bought this for me like 6 months ago and i havent once fucking played it


83c874 No.14690485

>>14687356

Controller support, joystick support, VR support, twin-joystick support, it supports about anything


ffa84c No.14690512

>>14687662

Apu is shit and so is your post




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