A singleplayer and co-op action adventure game set in a dynamic desert world, which can be shaped by the player's magic
Son of Nor Features
Shape the desert using your natural terraforming and telekinetic abilities.
Create new spells by combining different types of magic.
Play with up to 4 players in cooperative mode, online and / or via split-screen
Define your unique Son of Nor style - There are several paths leading to success! Achieve the same outcome using raw power, sneaking, traps or magic spells.
All powers are useful in defeating enemies and solving puzzles.
Noshrac is a new, original world with rich backstory and lore.
Cool, the campaign is up as said by Chris from the dev team. I promissed them I would make a thread on a forum I frequent, as that's the only thing I can help them with, but since I wasn't home on time, I'll just keep this one up to date. I've been following the game since it was a prototype and I love what they've done with it so far.
Really? It looks very bland, limited and their animation system looks rigid. Even Gothic's wooden animations look like hollywood productions compared to son of nor :/ Also the setting sounds very ... uninteresting :/
I guess that's a way too look at it, but not being the way I see the game, I guess it makes me wonder why it's not doing that well. I for one, find the setting really interesting, as well as the concept of the game, which is why I've been following these guys since the days they had nothing but a prototype. As for animations... I really couldn't care less, but a lot of people do as seen in various game threads it seems. I see in this game something oldschool (from most points of view) and that's a very good thing for me. It also helps me in supporting them (not with money sadly) that the team behind the game is really damn cool!
Yeah I know what people think about it, I used to like the constant releases and tried all sorts of games but quality and continued support does vary pretty wildly from project to project so I'm trying to be a bit more careful now with which games I support or how to call it.
It's like Kickstarter sort-of, there's no guarantee how the final release will turn out so you should only really back developers you trust, ideally after having gathered various reviews and other information like previews and the like from both the Steam forums and elsewhere. (Or IndieGoGo perhaps in where you won't get refunded if the project fails, which is also easy to miss or at least it seems so going by the Steam forum discussions for a few of these games.)
(It's comparably easier to whip up some intriguing concept art and a interesting summary but turning that into a full game is another thing entirely or how to say, which I guess is why so many games now pass Steam Greenlight only to get trashed in reviews and such when it's actually released.)
EDIT: The state that early-access games is delivered in can also differ greatly from developed and focused beta tests to very limited alphas or near pre-alpha tech demos, or worse.
(And of course some developers manage much better than others with communicating with fans and setting up clear guidelines and milestone goals or release dates.)
well with Early access i most of the time just Try the EA version and those who interests me enough i wishlist and wait for full release before properly playing. For Example Lichdom, Broforce, PAs (Prison Architect and Planetary Annihilation), Kerbal, NCG, Grim Dawn, Suness Sea, -nuclear Throne,...
Some games which went through Early Access ae pretty good now - DivinityOS, Enemy Mind, Don't Starve,Mercenary Kings,...
but yeah the majority is crap in crappy state
Julian walks you through all the little details we optimized in the tutorial level the past couple of weeks. There's so much we improved!
After integrating all the voice-overs, all translations, backer characters, credits, names, there's not much left to do. We looked for an optimal release date and hope we finally found it on March 31st.
It's extremely hard to find a release date for an indie project. We have ONE SHOT at getting a little press brouhaha and it's important not being drowned by AAA titles that will surely take away journalist's attention. We spent 3 years developing this ambitious title and it would be pretty stupid rushing it at the cost of nobody noticing. It seems March 31st is a calm week.
Having said that, we're pretty much done with Son of Nor and use the time to improve small things here and there and looking into some last bug reports!
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