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Everything posted by Sno
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I'm pretty sure it was originally pitched to players as a stand-alone expansion pack. I mean, it was a new campaign built up on all of JK2's assets.
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I have the SS3 add-on myself, but I don't think many of us do.
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See... No, I sort of figured that would be how it's supposed to "work", but the summon point still disappears for me after the first summon and never reappears, so it's broken in a totally different way than what you describe. Also, i finished the game. It was about 20 hours long for me, playing on hard.
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I defeated the robot death worm, killed a giant tentacle monster, and was then electrocuted to death by a swarm of nearly indestructable robots. This game is amazing, people should play it. The first parts of the game have you running around like it's a bit of an arcade shooter, it's a bit misleading about what it is. By the later levels, you're just creeping around with a gun drawn constantly, always checking your corners when you enter a room, playing it like it's a survival horror game. Then you happen upon a room with supplies and a narrow and easily defended entrace, you sit your ass in the corner and open up your crafting inventory and start making things, hoping that a roaming group of enemies doesn't wander in while you're preoccupied. There's so much tension and caution and planning for when these massive explosions of violence inevitably happen, where dozens of enemies, each deadly on their own, start swarming after you through the hallways of these randomly generated levels. You're not elegantly circle-strafing around these mobs of enemies, you're scrambling around desperately. Oh man, i love it. I love this game. What a great surprise this thing was.
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It becomes a common map feature in the second half of the game, you're probably still pretty early in the game.
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If we end up with a big enough crowd interested in doing Serious Sam co-op, would anybody be interested in going through Second Encounter HD as well? Do enough of us have it?
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The rigger is a really cool class, and i don't think any of these issues i ran into with them are actually game-breaking, but SRR does need some patching.
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Not really, seeing as it's a pretty recognizable variation on the JK2 logo. https://en.wikipedia.org/wiki/File:Jedi_Outcast_pc_cover.jpg
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... And now i'm in what i suspect is the final area of the game, and one of the characters that was assigned to my party does not seem to be able to use one of the spells his inventory says he should have. The game shows that it's equipped, but it also doesn't show up in any of the ability menus. Man, and riggers really are just sort of fucked. In addition to all the other issues, you're supposed to be able to send drones through vents to open up flanking opportunities, but many of the times i've had riggers along in my party, i've seen those vents be just straight-up impassable. Some random map tiles aren't laid out right or something, there's just no way to send the drone all the way through the vent, even though the vent is clearly connecting two gameplay spaces and clearly intended for that purpose. If it was just once, i wouldn't even think twice about it, but i've seen bugged vents on at least three missions. At least it doesn't crash.
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I think it's probably fair to assume that these are only in a loose sense all distinct, cancelled games. The cursory internet searches i ran suggest that Jedi Master was a different incarnation of the game that eventually ended up becoming Force Unleashed, and i'm also just going to make a wild guess that Rebel Jedi and Jedi Rebel might have just been different logos for the same game.
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I'll assume that by UI, you mean AI. So, i'm pretty sure the AI does utilize cover. Playing as a shaman, i have the ability to place down barriers that damage characters passing through them while also acting as cover points for characters adjacent to them. (The game makes it a little confusing, it won't show the cover icon when you mouse over adjacent squares, but once a guy is in place next to the barrier, he'll be marked as in cover.) So there's two ways you can use this barrier ability, you can set up traps to slow melee enemies that will race directly at you, or you can set up defensive points for your own team. The risk with the former is that, while melee enemies will charge through and take physical damage and ap damage, enemies with ranged weapons will run over and hunker down next to your barriers and use them against you. The AI, in general, isn't all that great, but it does have moments where it at least seems to be acting intelligently. Also, the shaman class is tons of fun.
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I was in the middle of a very, very long battle, much longer than most of the levels in the game tend to be, and a sound effect started looping. Can't reboot the game without losing all my progress in that fight, so i just kind of had to mute down the volume and deal with it. I'm enjoying the game, but it still needs a lot of work. The riggers seem very buggy in particular, i've consistently found myself retaining control of drones after spending all of their AP or shutting them down, making me able to move and act infinitely with them. That shit seems straight up broken. Also, with my shaman main character, as far as i can tell, one of my skill tree perks just flat out doesn't work. The thing about being able to summon multiple spirits from a summoning point, the game is either really obtuse about that in gameplay, or it's not working. I've also quite consistently ended up in situations where characters will stop just one square short of where i told them to go. (Which is pretty horrible if it means that guy isn't getting into cover.) It's happened enough that i'm certain it's not me misclicking or just a random one-time glitch. It always happens in narrow spaces around a lot of objects and at the edge of a character's movement range, it's like the way the game is calculating and displaying the range of movement isn't totally meshing up with the actual movement range of the character or something. Lots of crappy UI things too, like how it's hard to click on something immediately north of a character, and the pathfinding really, really wanting to send my guys through those shaman barriers i've set up. (There's no way to deal with that, not without simply spending a bunch of extra AP taking multiple steps around those barriers.) The perspective setting for the graphics also just creates tons of weird visual glitches. ALL OF THAT SAID. I think this game is loaded with potential, it feels like it's a few small patches away from being pretty amazing. The whole combat system starts out feeling like somebody thought that new X-com game was pretty keen, but once you get deeper into things, it manages to feel like its own thing. It's pretty damn satisfying when you're juggling a soldier and three other characters controlling six different summons across both reality and cyberspace. I also think the story is pretty alright, and it's probably one of the prettiest isometric games i've seen. l just hope they deal with some of these technical issues before they start putting out the other campaigns. (This one, the main one, is supposed to be a spiritual sequel to the SNES game. Jake was the protagonist of that game, if you didn't know. The next campaign is supposedly more inspired by the Genesis game, and so will be more open-ended and a little less story-driven, while featuring characters from that game.) Also, i've been playing on hard, i think i'd probably recommend that. I think i'd have become bored by now if i was playing on normal.
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It bums me out so much that the HD remake of Wind Waker is going to give the boat a motor and propeller upgrade that makes it move twice as fast and without the aid of the wind. Way to undermine your own game, Nintendo.
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I'm also noticing that their JK3 logo is used again for "Star Wars: Jedi Outlaw". Were there multiple attempts to make JK3?
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We finished up to and including The Dark Bride, so... more than half of the game, but only a few levels on from that boss battle with the space cruiser.
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I still see people calling the man a racist because of this exchange, it's really pretty absurd.
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So same time next saturday, and probably finish the game? The best stuff in the game is still ahead, i feel.
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Steam's community section seems to be down, so i don't know if i can add you right now.
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So, is anybody still interested in doing this?
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If you build it in the first couple levels and use it then, the nailgun seems like a good way to save up on other, better ammo for the mid-game levels.
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You don't have to waste explosives on those breakable walls, you can crack them open with just a couple shots from any gun. Also, if you don't already go for them, armor and personal teleporters should be your highest crafting priority. The armor is made from two metal plates, which in turn are made from... i think six empty cans? (Both crafting items can be found loose in the environment, but canned meat leaves behind empty cans too.) The personal teleporter is crafted from two microchips and either two 25hp med packs or one 50hp med pack. (It's an item that gives you a one-time respawn on death!) Speaking of canned meat, it can push you over the 100hp limit up to 150hp. The damage-dealing capability of certain weapons also just drops off dramatically after a point, you definitely have to cycle some of them out of use or you'll just get overwhelmed.
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The Business Side of Video (Space) Games EXCLUSIVELY ON IDLE THUMBS
Sno replied to Henroid's topic in Video Gaming
It seems odd to me that this man is so vitriolically indignant about sexism in a game that is also, and more centrally a game about glorifying gruesome acts of violence and dismemberment. This seems less like another horrible example of flagrant casual sexism in games and more like somebody being offended by something that is actively trying to be offensive.