I loved the game, spent so many hours driving around, looking at the day/night cycle and experimenting with the game mechanics. It was buggy and janky but the experience was still there. But this only worked within the small timeframe when it was released. 2005 was a time between the last-gen and next-gen, it was the last time that games evolved very quickly and much was new and experimental. You HAD to play this at exactly THAT moment in time. A year or two later, other games had done it better already.
The other games from the studio, Precursors and White Gold had similar mechanics but were already hopelessly outdated when they eventually released.
Clint Hocking took notice of this game during development of Far Cry 2. I thought it was funny, because this is not exactly a game that i imagined being influential to other devs. Broken beyond absurd and ran abysmall on everything out there.
Quote:
"I think the idea of only the twelve hour game, and you don't have a choice about it, is maybe a bit antiquated. I think, or I hope anyways, that people want to choose a little but about how long they want to engage a game for and if they want to play it aggressively and quickly in ten hours, they can. I think the main design challenge is that if people that are classic linear hardcore shooter players who want to play a game in a line and be taken on a really, heavily guided experience that's fun and has a powerful story with really strong pacing, if they try to play it that way, one of the risks is that they start to feel like they're missing something so they feel some kind of conflict, so it makes them unhappy about the content balance. Going into that without knowing how it's going to work out is, I guess, the price you have to pay. We said when we started this game, we told our bosses "first, true open world shooter." But now there's Boiling Point, there was STALKER; so we didn't end up being first. And the feedback on those games was pretty positive. Even Boiling Point, which was terribly, terribly broken, a lot of people said, "This game is so good, if only it didn't have bugs."
• was never finished
• was running like shit
• was overambitious
• was never optimized
• was lost in time
• was overdue
• was revived in the exactly same state as 100 years ago...
Got reminded of this one just a couple weeks ago, it was so fun because there were so many mechanics in the game I had not seen before, jank but memorable jank!
Haha yep, that sums the game up quite nicely
I enjoyed it as well back in the day despite...everything, but I never got around to finishing it because the main quest bugged out at some point and several random crashing messages from Hell started to pop up alongside the usual pseudo-paranormal bugs.
It's worth mentioning that the same guy behind Bloodline's Unofficial patch (Wesp5) has made one for this game too, trying to fix the unfixable: https://www.moddb.com/mods/boiling-point-road-to-hell-unofficial-patch
I tested it out of curiosity some months ago and there's still nasty stuff going on with the scripts, but at least the game is playable on modern systems with it (kind of!)
Remember quitting after a flying mission where you were supposed to fly under a bridge.
Absolutely impossible to do with the stuttering i got at the time.
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