[ / / / / / / / / / / / / / ] [ dir / arepa / equis / ita / medpol / soyboys ]

/v/ - Video Games

Vidya Gaems
Email
Comment *
File
Password (Randomized for file and post deletion; you may also set your own.)
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Flag
Embed
(replaces files and can be used instead)
Oekaki
Show oekaki applet
(replaces files and can be used instead)
Options

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 16 MB.
Max image dimensions are 15000 x 15000.
You may upload 5 per post.


<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 26c416998ebb104⋯.png (454.79 KB, 640x640, 1:1, 2481864-box_receiver.png)

ffba87  No.15598851

This game is unfinished shit BUT it was a good tech demo for weapon handling in games.

What's your opinion on these kind of mechanics in greater games? Do you just want to press R to reload or do you want something more complex?

ec29e9  No.15598900

>>15598851

Hasn't it been unfinished for like 5 years? I tried it for a few minutes and it sucked.

Deeper gun mechanics belong to VR, flailing the mouse around isn't fun.


9752e0  No.15598910

>>15598900

Maybe you're not intelligent enough?


97b76d  No.15599081

The game sucks balls because the only enemies are robots that have perfect aim and need full mags to kill while bullets are rare.

spy videogame with the mechanics when


590e39  No.15599091

>>15598900

this

>>15598910

games don't require intelligence it's just not good, if you think they do you might be retarded


dd7ea9  No.15599099

>>15598851

I choose R to reload. I think RPG shooters do need a more complex recoil handling and reload mechanic though. They need to be automated, and different levels of weapon skill should trigger unique reloading animations with varying speed.

>>15598900

Even in VR it's shit because you don't feel like you're holding anything like a real gun.


a272e2  No.15599120

>>15599081

Not really, you just need to hit the turrets in one of the vital components (feed, camera, gun, mount). The problem is the levels are repetitive, the flying robots suck dick, the game shits itself when it loads a new area (resulting in death), and one stray shot is an insta-kill. It's a half-baked mess that's never been updated or improved upon, because the devs know they can sell the idea alone.


752e8a  No.15599496

>>15598851

R is fine. Real-life weapon handling is translated poorly in Receiver, as the player is forced to develop muscle memory for completely unintuitive and non-tactile keypresses. If we're talking VR with realistic peripherals, sure, go for it, but if it's just pushing buttons on your keyboard, nah, it's shit.


4671c8  No.15599924

File: 783b41ecbcbef7d⋯.jpg (49.46 KB, 740x543, 740:543, receiver underwater level.jpg)

Needs more underwater levels.


c30a2f  No.15601609

>>15598851

It's a gimmick. In real life you have muscle memory for actions you do repeatedly, such as walking, eating, picking up things, and so on. Those are actions you don't really think about, you just do them naturally. If you are trained in a skill (such as a mechanic using tools) you will be able to perform that action without thinking as well, even if a layman would otherwise struggle.

In video games these intuitive actions are abstracted away. There is no reason to move your legs individually, the game just assumes your character knows how to walk and abstracts it away with directional buttons. The challenge is not in the act of walking, it is in using your walking ability to walk around obstacles.

The same goes for gun handling. The game assumes your character knows how to use a gun and the challenge is in using the gun more efficiently than the enemies. It is not in the act of using the gun itself.

But this does raise an interesting point: what if your character does not know how to use a gun? Deus Ex had a very wide aiming range which would slowly shrink as you stand still and take aim. As you keep putting points into the shooting skills the window would get smaller and shrink faster, simulating how your character was getting better at it.

Gothic had something similar: when you start out your character barely knows how to handle a sword, so the animations are slow and clunky, but as you keep investing points into your combat skills the animations would actually change to be faster and more precise, reflecting how your character keeps getting better. He does not simply hit harder, he also swings better.


cf3f3a  No.15601627

File: 1e775943eb29713⋯.png (1.02 MB, 1030x1190, 103:119, 1537746929184.png)

>>15598851

I want a game where each weapon has a unique QTE and, without any lag between inputs, reload speed is entirely dependent on how fast the player completes the QTE sequence. Put in some sort of PVE mode as a boss run experience, it could be a lot of fun and it would literally increase dexterity and sleight of hand.


c07c50  No.15601664

>>15601609

>In real life you have muscle memory for actions you do repeatedly,

literally the point of the game is to commit the reload buttons to muscle memory


752e8a  No.15601707

>>15601664

See >>15599496

It's unintuitive trash, and nothing even remotely similar to operating a firearm.

t. hasguns


33e64b  No.15601712

Realistic reloading, ammo management and loading rounds into magazines in video games is pretty fucking cool, but none of that can save a depthless tech demo like that.


44fe41  No.15601717

I play this game every now and then, it's unintuitive but i have fun with it regardless.


2d5785  No.15601750

I'm fine with new takes. I still like Gears of War's reloading system and thought it a shame nothing else took on the idea of players being able out-load their enemies. Unfortunately it was a cover shooter where it's already fairly easy to just wait out a reload anyway. If you balanced it similar to games that use cooldowns for attacks you could have a game where a faster player can just keep landing hits when others get bogged down.


a1a2c1  No.15601772

It's a foundation for an amazing horror game. Complex reloading does a good job of making the player feel like someone who doesn't use guns very often, which makes some situations really intense (IE having to reload while an enemy is charging you).

This game just needs a good script and more interactable environments and it'd be a really fun horror game. Of course you have to remember they made the game for a weekend (24hr?) game jam, so being shallow and unpolished is a given. Needs more mods?




[Return][Go to top][Catalog][Nerve Center][Cancer][Post a Reply]
Delete Post [ ]
[]
[ / / / / / / / / / / / / / ] [ dir / arepa / equis / ita / medpol / soyboys ]