I don't know, it looked very good to me. Not Cyberpunk quality for example, but I didn't expect that. The first game was also very clunky, but it was big fun. That's what I expect from this.
I too liked what I saw despite the mandrill trying to hold the controller. It's rough (the melee combat especially looks like the wonky version of Condemned) but it shows potential in terms of world-building and dynamics. Dialogues seem a bit generic, hope it's just an impression.
Mediocre gfx with some failed effects, like lens flare and the dude decloaking. Lazy as fuck. Lip syncing is totally OFF and the dialogue is standard fare gamey stuff, very generic. Forget about the original's characters, I guess. It looks like "Generic Hipster Lady A" trying to sound badass with weak dialogue is gonna be a theme.
Masquerade Area and the player just casually spidermans around, noone gives a fuck.
Combat is as generic as it gets, wonky hits, some random magic farting, player is a tank, enemies firing bb guns and alternating between casual strolling towards you and going for a superman punch when the canned animation triggers. Player doing some random gymnastics. Canned as fuck, Deus Ex style.
FoV is low as fuck, player hugs walls and navigates like a rat in a maze. UI is standard console stuff, we are lucky the player didn't open any inventory or character screens, I can only take so much disappointment.
I don't know why they allow retards from IGN to release gameplay footage, the devs should have released their own carefully selected footage. Preferably footage that isn't LAGGY AS FUCK.
Aquma wrote:
But superhero games use a completely different scale and level structure - you can't enter 99% of buildings, for example. I wouldn't mind a car driving around now and then, tho.
In this one you won't be able to enter 99.9% of the buildings
"pre-alpha" is the new BETA it seems... shadows of war for example (which i, for some reason followed) was pre-alpha and alpha almost up until the release day. Fantastic
But sure, that's a really great way for devs to defend shoddiness. "Well it's pre-alpha dude, what do you expect?"
Just watched that gameplay trailer and the combat does look pretty bad but hopefully they can tighten that up within a year. The HUDs could use some auto fade option and hopefully this game ends up easy to mod as it could have potential. The main problem is that it will never live up to the hype of the name Bloodlines so they probably should have not made it an actual sequel but just a Vampire The Masquerade game.
Same demo from gamespot. What the heck is it with game journelists and being bad at aiming and moving the camera? It's like they expect games to use one stick only and aim by itself..
Seems all the flack they are getting with these videos forced them to post this on their Discord.
"Hi @everyone today just a couple of notes, firstly from our Prince Konbendith in regards to our gameplay demo footage you may have seen floating around.
```Hey people, I got some precisions from our team in LA about the setup of the press demo you've seen shared since this morning (full gameplay demo of ~20 min). Those demos are hands-off, it's a Paradox person playing the game, the journalist is making the decisions like choosing the thinblood discipline or dialog options, but not holding the pad (despite some claims I've seen that people actually played the game). I'll ask you to assume all lack of skills or bad melee gameplay is caused by our team on the floor of E3 being super exhausted On a more serious note, as soon as we have time to do and publish one, we'll have our own clean recording of the demo shared on the official accounts, and we promise it'll be played by someone who's good at punching people while remaining in front of them ```
I have an impression there's something wrong with horizontal sensitivity (it's too low) and the demo doesn't have settings yet so it can only be fixed from dev console or something like this. And they can't do it onsite perhaps even due to bureucratic/security reasons.
Today I didn't even need to use my AK. I gotta say it was a good day. (c) - Ice Cube
It would pretty much be all Paradox flunkies there (i.e., PR types), not developers. At best they'd have someone like Mitsoda there, but not an actual programmer.
I think the actual developers are extremely busy working on the game and management wasted their time by making them create a playable demo of pre-alpha stuff. I think the developers would need until fall 2020 to have time to polish the game before release. They're most likely being ridden by a "riding boss" that puts negative pressure on the team.
That's what's going on with Obsidian if you believe Chris Avellone, one of the co-founders of Obsidian who left the company due to various issues (like upper management cancelling all health insurance and other stuff). He's now a freelance writer for games like Dying Light 2 and Star Wars Jedi - Fallen Order (which bodes well depending on how much input he had):
Quote:
“I wouldn’t work with senior management” at Obsidian ever again, says Chris Avellone
Wut, he also worked on Conquest of the New World.
Loved that game (even though buggy, simplistic and oh yeah: ugly too). Still have the original game I bought back in le days.
Just a hunch. It happened with the original VtM:Bloodlines and it's happening with a lot other games as well. A game like VtM:B2 should realistically take 3-5 years to produce from writing stage to release but in reality there's always crunch time coming from upper management who are more concerned with the quarter reports than realistic time frames for development of a game (which is a rather complex thing to put together).
And the gameplay demo looked rough. Walking around looked very stiff to me and NPC's all had poor animations etc. My conclusion is that there's a lot left to do in order to make it break even and then some.
They of all people should know why we didn't have a VtMB sequel for so long in the first place. Better delay this for as long as they can then to rush it out. What the fuck would be the point if we ended up repeating the same mistakes from 15 years ago.
The game seems pretty far ahead in development, but unless they can dish it out in early 2020 (meaning January, February at worst), I wouldn't be surprised if it gets pushed to late Q2 or even Q3, if for reasons having little to do with actual game development. One of the worst mistakes made in VtM:B's case was releasing it alongside Half-Life 2. And now, suddenly, first half of 2020 has become really crowded with high profile games. Cyberpunk 2077, FFVII Remake, Dying Light 2... there's a lot of stuff coming out and Bloodlines 2, while looking nice, isn't necesarilly on the same level as at least some of these releases.
The game seems pretty far ahead in development, but unless they can dish it out in early 2020 (meaning January, February at worst), I wouldn't be surprised if it gets pushed to late Q2 or even Q3, if for reasons having little to do with actual game development. One of the worst mistakes made in VtM:B's case was releasing it alongside Half-Life 2. And now, suddenly, first half of 2020 has become really crowded with high profile games. Cyberpunk 2077, FFVII Remake, Dying Light 2... there's a lot of stuff coming out and Bloodlines 2, while looking nice, isn't necesarilly on the same level as at least some of these releases.
Didn't Troika get a beta build of the source engine as well?
Yeah. They were repeatedly screwed when Valve sent them a new beta of the source engine that broke all kinds of stuff and they were running out of money toward the end (which is why they folded shortly after release). It ends on a positive note though by getting a successful and deserving re-release in 2016.
Quote:
Using an early version of the Source engine, development was finished in October 2004. Due to contractual obligations with Valve Corporation, Activision was not allowed to release the game before Valve released Half-Life 2, scheduled for release in November 2004. Troika Games used the interim period to code a patch into the main program. Bloodlines was released on November 16, 2004 (the same day as Half-Life 2).
Critics praised Bloodlines' visual, audio and story but warned about a bug-ridden game. It got a rating of 80% on Metacritic, and sold merely 72,000 units on original release. With the addition of the game to the digital distributors Direct2Drive and Steam in 2016, a significant number of units were sold digitally. For instance, approximately 550,000 people own the game on Steam as of March 2017.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum