It’s exclusivity from one place instead of to another, which is pretty wild. Not the first time they’ve done it either, because they had that deal with Ubisoft.
Its currently on sale. Recent reviews haven’t been as good as initial ones though. People are mentioning it has wait mechanics like mobile games where it takes like an hour of real time to do something. I’m still interested in it, but will probably wait for it to get out of early access.
I bought the game on release purely to support the studio and I would definitely recommend waiting.
It’s an excellent game being made but you can really tell that they didn’t quite know where to go with this game. They pulled together mechanics from various genres that don’t fit together that well.
The waiting mechanics are a non-issue since you are usually playing “the real game” while side stuff is happening in your town.
Graphics, art and music are all fantastic, as expected from a game by Moon studios, but performance is an issue. Greatly improved since launch but still not where it should be.
They are listening to feedback though and I’m sure they can get everything in proper order in a year or so.
They’re just using Gog as a CDN essentially. They have instructions to grab the downloaded files and zip them into a normal mod format so you can install them however you want.
This is a really interesting video. My first question would be why this issue wasn’t caught early by the devs. The Id Tech 4 engine at the time was considered absolutely cutting edge stuff, and (as the video identifies) even it had to be constrained to interior environments. Halo 2 was using an iteration off of Halo:CE’s engine, so unlike Doom the engine wasn’t specifically built to do those shadow tricks. Who thought that they could rework an existing engine to do shadows like this, get it to work better than Id Tech 4 at doing outdoor spaces, and then get it optimized enough that not high end computers but X-Boxes could run it? And do all of that on top of actually just making the game itself inside of a market driven timeline?
Laid out like that, it looks like a crazy idea. I wonder if the art style was developer or management pushed, and who allowed it to get far enough that models were made with it in mind.
Apparently the games that did use that technique, like idtech games and splinter cell, generally all had small environments that were within the limitations of the hardware, where as halo 2 had massive environments that stressed it too far with the lighting active.
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