I hope it will give us the option to be so arcade-y just like in Project Wingman where you can flippity flap with that flappy option instead of picking the beta cuck flair.
Combat and movement look fun and satisfying, graphics look amazing. So many moody areas, from gritty snowscape to colorful caves. Mojang could learn a thing or five from this trailer.
I do hope there will be more breadth of gameplay especially on the creative side so those promising exploration mechanics do not feel stale after a few hours of running around and blasting skeletons. That’s one thing mojang does get right, if anything they have too much breadth and not enough depth.
Not sure about the ease of movement when scaling multiple blocks. Figuring it how to get from point A to point B with the limited movement options is a core part of most Minecraft gameplay loops, especially when caving and/or fighting. Seems they made up for it with good fighting mechanics, but they will have to make up for it in the other gameplay loops as well.
Either way I wish them the best and hope they light a fucking fire underneath mojang’s ass.
EDIT:
This is the original legacy engine from the 2018 trailer, running on a four-year-old build as we push Hytale forward again.
Now hold the fuck up. What do you mean this is the 2018 engine? What the fuck have they been doing the past 7 years? Did they rewrite a whole new engine for no good reason? It looks fucking beautiful and seems to run great! I’m sure they had their reasons, and I don’t think we can draw accurate conclusions by speculating, but the insider perspective on the development cycle must be absolutely wild.
EDIT2: Okay their blog post explains quite a bit more. Seems to paint a picture that Riot wanted the engine to be cross-platform (makes sense for consoles) and they could not make it work with a full rewrite away from their otherwise functional Java/C# engine. Kind of a crazy play on Riot’s part to make Java/C# devs and former minecraft modders write a modern game engine from scratch in C++ if that’s the case. Probably a tough lesson to learn for everyone involved. If only they could learn from an incredibly popular voxel-based building/aventure game that went through the exact same engine rewrite away from a GC VM language and faced similar struggles.
As a PC player, great news that they’re sticking to .NET and Java. It will make modding much easier.
I haven’t seen this youtuber’s videos before. Do they normally drop 40 minutes of spoilers for a game that came out just 6 months ago? I thought this was going to be a review and it turned into a walkthrough less than 10 minutes in.
Yes, pretty much all of his videos sit somewhere between review, narrative let’s play and walkthrough. Add to that some eastern-European/Russian culture inserts as well as an obsession for slavjank, and you have Warlockracy in a nutshell.
I loved the lore of the original and the asymmetric play-styles were really unique, but I think I’ve just outgrown my 4X phase. Still hope the game does well
Really fun watch. I probably am more aware of this than most so most of the contextual information was “common sense” or “open secrets”, but never really saw anyone put it that clearly or blatantly before. And the technical segments (building a frankenboard) were awesome.
Although one thing me and a few buddies keep wondering but are too afraid to ask legal about: Did Steve actually film himself committing a crime when he bought the card? Like, he as a US citizen is a party that can buy one of those and as long as he didn’t give it to anyone else, it is no different than buying and shipping a card from a less than reputable source. But it also raises every single export control flag in my head.
They already have comments disabled. Something tells me this will be AI slop, and that the game will be stupidly rushed. For it being an F2P game as well, the macrotransactions are going to be stupid, and knowing how Quad A works from a casual perspective, I likely suspect that it will become P2W.
Edit: I stand corrected. Since I use Invidious, the comments don’t seem to be working right now.
I didn't expect this, but I honestly don't even care about this game anymore.
I feel like they've squandered any hype I had by just totally disappearing for like 5+ years.
all that said, if you're still into it, I hope you have fun!
Honestly, the delays have increased my hype more than decreased it. I’m not one to obsess over a release, I’ve played other things and enjoyed them in the interim, so I really have no resentment for the long dev cycle.
Lately my habits have been to try to avoid games for a couple months to let them get polished up anyway (I recently regretted picking up DOOM TDA at launch after they reworked combat across the whole game, and that would’ve been a better first playthrough experience). Team Cherry is a team I know can use time well like that, in fact, HK did get broad balance overhauls before I discovered it. They also added an astounding amount of well integrated post-launch content, so I’m excited to see just how much they’ve managed to create and polish Silksong with all this time, and will feel comfortable playing at or close to launch now due to these delays.
Its more that Arcsys just know how to make VERY varied fighting games in general. Like, Strive streamlined a lot (mostly for the better) but it is still one of the more technically complex fighting games out there. Sure you have some bog standard shotos and grapplers but a shocking number of characters don’t only play very differently but have completely batshit insane systems that other studios would build entire fighting games around.
French Bread (?) gets an honorable mention for getting a lot of those vibes with their Under Nite games but, because of the streamlined controls, most play as Shotos with an extra meter.
But yeah. When you are used to just going completely crazy to add a random character with some art you like, making new mechanics for a guest character isn’t a huge lift.
True! I get what you mean. To be fair, Lucy is also at least a “curious” choice; we can’t really say the same about SNK & Capcom basically exchanging their most famous fighters in a desperate hope of selling more to each other’s playerbase.
I’m a little sad about Under Night because I can’t fully get into the vibe of that game… which is weird, since I love the art direction of melty blood. Just something about those big chunky pixels animated at 60fps.
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