@jaydotjayYT @LynnV7777777 @Fextralife Would definitely enchance the aesthetic. However, don't think it'll be implemented due to performance concerns. Given it's a mech combat game with fast paced action, launching on last/current gen, prioritizing smooth frame times and motion clarity will create a better game exp.
@AntonHand Wouldn't exactly call it relaxing, but have you considered Barotrauma? Deep submarine diving on Jupiter's moon teeming with alien life is perfect for scratching that thalassophobia itch.
@RFreutel@ChrisRighteous Having the bomb fused on there gives him a quick way to respond to groups as well as giving him a height advantage. You could just dodge the enemy attacks and then just hit them when they're not attacking you, but this way takes care of them much cleaner.
@AntonHand Definitely the way I feel about looter shooters now. So many similar guns with just slight stat differences.
That's what made me fall in love with the weapons of games like Deus Ex. No weapon dps nonsense, just a selection of the right tools for the right job.
@everplay3@nathie I kinda dig it tho, like the pillar button puzzle on LongRun. Most people pushed the pillar over to the button, but I used a trash lid. Jimmied a small opening on the gate, and pushed it open just enough to squeeze through. Felt a lot cooler than being restricted to doing 1 thing
@nathie I don't think so, but I was disappointed in the content offering for the campaign. Had quite a few varied offerings for levels, but none that you really felt like you could sink your teeth into and explore every nook and cranny. Felt more cramped than the Boneworks campaign.
@garfieldstoess@Gunburd@nathie Dontcha know, tech demos nowadays include 6 seperate modes, a 5 hour campaign, and collectibles dotted all about the place?
@AntonHand If tech artists manage to nail virtual muscle and fat on 3D characters, that's when we're gonna see a huge fidelity jump in what's possible for detailed animations. We're able to fake this stuff now, but having a procedural system to add those details would be gamechanging.
@AntonHand I'd love to see the pistol slide articulate in a more physical and realistic manner, but I'm guessing there's some limits as to what Source is capable of in VR. At least a tweened transition between locked back to forward would do wonders.
@OweeeeenDennis Read through the newsletter, I quite enjoyed the written section about piracy. Projects like yours and others I enjoy aren't gonna keep getting produced without the financial backing of us consumers. Picked up the 3rd Season on Youtube, hope the recent attention helps the show!
@AntonHand Hard disagree, love seeing those as a showcase for what is possible nowadays. There's definitely instances that it can look weird, like with the Pascal Gilcher reshade screen space technique. But the native implementations have looked super cool, and I'll always like to see more.
@alex_deluge @xavierck3d I am a big believer that physics kinda peaked around the 360 era, in its inclusion in video games. Seems like interactivity with the environments has only gone downhill since.
@xavierck3d I disagree, specifically because of Hunt: Showdown. The high detail environments actually contribute back to the gameplay, with you and the enemies constantly fighting to get a good line of sight on each other. All those high detailed wooden walls with small gaps have a purpose.
@AntonHand Was shocked how engaging I found Deus Ex to be. Started giving it a serious go this year, and something about how the game treats you like you have an actual brain pleases me. No objective markers, just use your wits to find and complete your objective.