Dead Island was a game where the bugs and glitches and all the issues worked for the game. Only big issues were the save losses. Everything else worked well with the game. I loved the bugs and the exploits.
Riptide feels like a mess tho. I don't have the same feel that I need to explore the lands while playing as i did with DI. So riptide is worse in that aspect.
I only played first 30 minutes of Zeno Clash and it was cool. Will pirate this.
My first impressions (~10 min, including tutorial) ain't very good. It looks very amateurish. ZC1 was NOT like this.
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Art wise the game is very good. Fighting feels a bit clunky but its okay. You can level up your character by assigning skillpoints. (Aquired by touching totems)
You can recruit "followers" who go in fight with you.
Moths as collectable items and some kind of cubes.
Played around 1,5- 2 hours and Im at chapter 3 (there are 13 or 14 chapters)
The game seems to be an evolution of the first one in terms of functionality and exploration with all the connected hubs instead of a linear progression, but somehow even if the combat system has been extended when it comes to the number of moves available, it doesn't feel as responsive as the first one did.
Even the characters/background story do feel a tad more 'generic', it's like if the game has partially lost its magic (though I'm still at the beginning, so things could change).
The low FOV is really unbearable though, especially when locking-on an enemy since it gets even lower..borderline puke-worthy really.
This partially fixes it, but also makes it extremely eye-fishy when not in combat:
Quote:
1. Navigate to C:\Users\<insert your windows username here>\documents\my games\UnrealEngine3\ZC2Game\config
2. Open ZC2Engine.ini
3. Find the line "AspectRatioAxisConstraint=AspectRatio_MaintainXFOV" and replace it with "AspectRatioAxisConstraint=AspectRatio_MaintainYFOV"
The only issue is that the FOV is now way too large when not in combat.
I agree with it being "unmagical" and I played for 30 minutes and nearly fell asleep (like I did with Dead Island Riptide).
But why oh why didn't they just use the "Source" engine like the first one used. It certainly worked better than the UE3 engine (I mean for this game).
Plus why bother making a story if it's sooo cheesy.
The game seems to be an evolution of the first one in terms of functionality and exploration with all the connected hubs instead of a linear progression, but somehow even if the combat system has been extended when it comes to the number of moves available, it doesn't feel as responsive as the first one did.
Even the characters/background story do feel a tad more 'generic', it's like if the game has partially lost its magic (though I'm still at the beginning, so things could change).
The low FOV is really unbearable though, especially when locking-on an enemy since it gets even lower..borderline puke-worthy really.
This partially fixes it, but also makes it extremely eye-fishy when not in combat:
Quote:
1. Navigate to C:\Users\<insert your windows username here>\documents\my games\UnrealEngine3\ZC2Game\config
2. Open ZC2Engine.ini
3. Find the line "AspectRatioAxisConstraint=AspectRatio_MaintainXFOV" and replace it with "AspectRatioAxisConstraint=AspectRatio_MaintainYFOV"
The only issue is that the FOV is now way too large when not in combat.
Thanks,I tried to make this work on multimonitor earlier,but couldn't find the proper command line. This kinda works,but it makes the HUD disappear...maybe it can be tweaked.
As for the game,ya it's not as good as the first but at least there is a bit more exploration and I still feel like I'm roaming the bizarro world so I'll reserve my final score until I have finished it.
I went through it in a few hours last night. I wouldn't call it a disaster/failure as I had thought I would, but it is definitely a bland game. The art and atmosphere are good, but the rest is generic beyond belief. Not a game I will go back to when I feel the need to play something bizarre and strange.
nice and a lot of stuff is promised to another patch next week
and LOL at reviewers
[ACE] cbordeu wrote:
A similar thing goes for the targeting system. Some people and reviewers hate the auto-lock on system. I prefer it. Much easier to aim punches with it. And you auto-unlock at any moment with the run or lock key. It is super comfortable.
I'm pretty upset to see some reviewers of some major gaming websites that went through the whole game and then complained about the targeting system and they never thought to disable it in the controls menu. Facepalm... did we have to even tutorialize that!?!
TWIN PEAKS is "something of a miracle."
"...like nothing else on television."
"a phenomenon."
"A tangled tale of sex, violence, power, junk food..."
"Like Nothing On Earth"
Frame-rate Challenge Mode:
In this unique challenge, surreal wireframe enemies begin spawning with increasing frequency. The enemies still require skill to beat, but the waves are only limited by one thing: the PC’s performance. Eking every last ounce of computational horsepower will be the key to surviving as long as possible in this highly unusual challenge.
Coliseum Challenge Mode:
50 waves of enemies to defeat, with increasing difficulty. True mastery of Zeno Clash 2’s first-person combat system of deadly combos will lead brawlers to victory, but there is some respite between rounds as players will have access to the store to buy weapons, power-ups, even allies. Unlike the game, there’s no restriction on the number of allies either, so get ready for the most intense, all-out, battle royale in all of Zenozoik.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum