It is my pleasure to reveal to you now not only that HEAVY AS STONE has partnered with CRITICAL REFLEX, but also this insane new key art done by none other than @cds_art_
Check out the new trailer below CR's post!
MORE BIZZARE, UNAPOLOGETIC AND OUTRIGHT WEIRD GAMES JOIN CRITICAL REFLEX
you didn't think we were done with new games, did you?
Burden Street Station by @iodine_x64 and Heavy As Stone by @_joy_net join our line-up starting now.
learn more about your future obsessions below
Oops, @MarathonDevTeam the Bio-Research key room windows are breakable and you can go in and even close the shutters and hide lol. Can't loot anything though.
@DamianSchloter The way a game massively transforms how it feels to play and how it starts to feel like a "real" polished game once audio is in cannot be understated.
@DamianSchloter I think it's good to add audio per feature. I tend to add it last, I like to base it off the visuals. But I do it per feature and I don't consider the feature implemented/done until audio is in. Audio shouldn't be an afterthought, it should be considered integral to gamefeel!
PSA to all Rooks: if you pledge allegiance to the team and kill all other rooks YOU WILL BE REWARDED GRACIOUSLY!! If you do not you will be stabbed, shot, or exploded to death in the dark.
A New Experimental mode called 'Sponsored Survival' will be coming to S2. It is more of a PVP-lite, low-risk way to play Marathon. #Marathon
• Sponsor Kit Loadout.
• One Squad
• Infill Rooks
• Final Exfil only!
More details can be found here: https://t.co/0YHIZaYSOz
My hottest gaming take is that I actually dislike PC game save systems where you can just save/load wherever and whenever. It feels sort of like the equivalent of leaving a debug feature in a game, except it’s extremely normalized
@drydon3 Fascinating. First time hearing this. The game is explicitly about irreversible decisions and fate in the story and the gameplay, so it's just a little joke/prank in the tone of the game to reinforce those themes, while also notifying the player of the perpetual autosave system.
@updog_osaka@PyotrAlexRoma It wasn't you who I spoke to by chance...? If it was that's so funny. We both follow each other but didn't think to check if that was the case.
For the flashlight, I wanted the ultra-crisp shadows of Doom 3, built with modern tech but without its drawbacks: no multiple render passes, no temporal blurring, no smeared edges - and more importantly: optimized to run on a potato. Took me a couple days, but I think I got it!
@BrickOnGasPedal Very happy you think so! One of the bigger inspirations I think! It wasn't really even intentional, I think the original Pathologic just left such a big impression on me that when I started making this game it naturally came to be.