Flux on 22/9/2015 at 15:51
Quote:
Humble Store actually has DRM free downloads for some games. Just wanted to make sure.
Didn't know that, will ask the publisher but I guess the whole market is happy with steam keys only, because it is much easier for publishers to track steam keys
Quote:
Doesn't surprpise me, we had to add maps and quest arrows because people kept getting lost in our much smaller karaski too.
That doesn't surprise me either:P
And making quest arrows or similar mechanics optionable also doesn't make sense to me. You either make a game that requires careful exploration or not.
I don't know why or how they did it, it was so fun to get lost in thief levels but similar to your bioshock abuse, I kept pressing for the blue-quest tip lines in dead space all the time, even though dead space maps are fairly linear.
On a side note, in a game like Kholat, as I saw in some youtube videos, people get lost easily but don't mind it at all. Game is received well in general.
I guess it's a matter of how you present you game. If your game really has to rely on non-linear level tracking, be open about it and show the middle finger to everyone who want "quest arrows".
Thirith on 22/9/2015 at 16:09
Quote Posted by Flux
And making quest arrows or similar mechanics optionable also doesn't make sense to me. You either make a game that requires careful exploration or not.
That's too one-sided IMO. For instance, in
Karaski, I was very grateful for the map because the level of detail in the environments didn't help with navigation. I never minded, because the game wasn't a triple-A title where you could put more resources into a single room than were put in all of
Karaski, but it does make it considerably more difficult to tell the difference between one corridor or another. There's a reason why
Doom and its like had automaps.
heywood on 22/9/2015 at 21:46
Quote Posted by Flux
Truly agree but here is the problem we had: For instance any of the original Thief levels have much more layers, depth and complexity and multiple paths when you compare to Solarix's chapter 3, just to compare. (Supposedly our "Chapter 3" is a bit "open-world" and have multiple paths)
You wouldn't believe how many of the testers, youtubers and twitch broadcasters got completely lost in that chapter and complained about it.
Just for the sake of experiment, one should port some of the Thief FMs around here and ship it on PS4 and Xbox1, just to see players' reaction about "complexity and getting lost in a level"
Chapter 3 was a really big level and it was a little hard to correlate what you see when walking around that level with the map. But I never got lost or confused, and I liked the way you guys made the maps.
eastgate2 on 5/12/2015 at 15:28
I just picked it up on the last autumn sale and finished it. Great mood and story, somewhat absurd pacing but, it took me more than 6 hours to reach the end, which was a bit obscure, I mean the ending.
Has some design flaws, which stealth game doesn't have, so that can be forgiven. btw, stealth works exactly like in thief, it made sense for me to be a medieval thief and hide in darkness, douse of torches etc, but shooting lights to create darkness on a space station didn't make sense from that perspective.
Yet, the game is a gigantic effort for an indie team. What baffles me most really why ttlg is having a blind eye on this one. There is so much to discuss about Solarix from story to presentation, from level design to funny bugs, I'd thought the game would have more followers/haters around here.
I liked it, great value for money if you are looking for solid sci-fi experience, even if stealth is not your thing.(If stealth is not your thing why the heck you are here anyway)
icemann on 5/12/2015 at 17:05
6 hours of gamplay? :eek:
I'd have hoped for atleast 2 days worth.
Manwe on 5/12/2015 at 18:13
That was more or less the length of one playthrough of System Shock 2. Of course it had so much replay value you could multiply that tenfold. Still 6-7 hours is standard for a semi-realistic, real-time survival horror (see also the original Resident Evils).
Sent from my XT1022 using Tapatalk
heywood on 5/12/2015 at 19:17
The first time I played SS2 way back when, I spent at least 25 hours in game, probably more like 30 hours. Subsequent playings were probably 12-15 hours. The first time I played Solarix, it was maybe 8-10 hours, but I wasted a lot of time pointlessly walking around exploring the maps. Solarix has some relatively big levels but they're sparse. There is way more to do and way more to find in SS2. It's at least double the content & gameplay.
Yakoob on 5/12/2015 at 20:44
How much Stealth is in Solarix? I've been wanting to pick it up for a while, mainy for the story and setting, but concerned about gameplay. I am not a huge stealth fan (had take 2-3 breaks when playing Thief to beat the whole game) and the AI and bugs criticisms I've read make it sound like it could be extra frustrating.
icemann on 6/12/2015 at 04:40
Quote Posted by Manwe
That was more or less the length of one playthrough of System Shock 2.
Really? One play through for me, is about 2 nights worth. So about 12 hours-ish.