Starpoint Gemini 3
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prudislav
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Location: The land of beer and porn
PostPosted: Thu, 21st Feb 2019 13:26    Post subject: Starpoint Gemini 3

https://store.steampowered.com/app/977720/Starpoint_Gemini_3/
RELEASE DATE: TBA 2019
DEVELOPER: Little Green Men Games
PUBLISHER: TBA
Quote:
Get ready for an open-world space action single-player RPG. Enter the cockpit of captain Jonathan Bold, a flippant hero traveling the vast universe of Starpoint Gemini 3.
Engage in action-packed space battles, visit amazing worlds and meet interesting characters to find the answers you seek.

For the first time in the franchise, Starpoint Gemini 3 brings 3D, animated NPCs that you can interact with and this time your path leads beyond Gemini as you get to explore two new planetary systems.

You are not alone on this journey. You have ADAH, a digital consciousness that runs your ship's computer and can download itself onto your drone. That way you can accomplish the tasks you wouldn't otherwise be able to do.

Buckle your seatbelt and immerse yourself in the world of a space adventurer. Visit diverse locations, from pubs with shady characters, through high-tech facilities, to sparkly and noisy nightclubs, pick your targets and choose your allies. Your journey awaits you.

Key features:

  • Adrenaline packed dogfighting combat
  • Brand new tri-system universe layout
  • Immersive gameplay and an engaging story with an abundance of encounter quests, characters and activities
  • Detailed visitable interiors
  • New out-of-ship drone control and exploration of space structures
  • Rich and versatile free-roam content
  • Modular ship upgrading system




http://i.imgur.com/SYIa3w4.png
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Sometimes i just want to see NFOHUMP burn \o/
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Thu, 21st Feb 2019 13:32    Post subject:
cool, previous one was really great.


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CptSpaceNinja




Posts: 24

PostPosted: Fri, 29th Mar 2019 18:00    Post subject:
The devs just released a new Dev Diary. Interesting read. Love the fact that they are addressing the controls.

https://steamcommunity.com/games/977720/announcements/detail/1718594147071469242
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 9th Apr 2019 14:43    Post subject:


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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CptSpaceNinja




Posts: 24

PostPosted: Wed, 10th Apr 2019 14:27    Post subject:
Not gonna lie, the gameplay trailer got me very excited for this game.
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GreatPlayer




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PostPosted: Sun, 25th Aug 2019 14:45    Post subject:
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raven_g20




Posts: 1282
Location: Greece
PostPosted: Thu, 5th Nov 2020 20:57    Post subject:
Starpoint Gemini 3-CODEX


Rig: i7-5820k, MSI X99 Plus, Corsair 16GB DDR4:3000, Inno3d GTX 1080, Samsung 850 Pro 512GB, Corsair 850i PSU, AOC G2460PG.
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Immunity




Posts: 5624

PostPosted: Fri, 6th Nov 2020 00:40    Post subject:
The textures and lip-synch (or lack thereof) are right out of the Freelancer era, for sure! Very Happy The main character VO is awful, but the ship AI ain't bad - got a bit of an attitude at least. Jury's still out on gameplay.

Thusfar it feels like a cheap Freelancer knockoff - which may not be all that bad all things considered.


I can never be free, because the shackles I wear can't be touched or be seen.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Tue, 10th Nov 2020 10:22    Post subject:
Quote:

First post release update - going to v1.002 and beyond
As promised, game continues to get upgrades and expansions
Greetings,

After release week we feel like a truck went over us, but no stopping here! As mentioned before, Starpoint Gemini 3 will continue to get updates, both because of required patches, as well as further improvements and expansions.

And the Saturday after release day sounds like a good day to make the first step... This first one includes several needed fixes, some enhancements we didn't yet introduce on release day, and an initial batch of tweaks requested by players to improve the experience.



You can expect updates to continue and a number of improved and expanded game features to increase in the coming days and weeks, starting with new cockpits for the freeroam mode, additional docking cutscenes, further improvements to capital ships and much more...We're starting the work on a new update later today!

Full list of changes is here:
CHANGES
ADDED: Cut engines mode can be toggled on the same button, movement forward and backward doesn't interrupt it anymore, as requested
ADDED: Mouse sensitivity options range increased
UPDATED: Timer prolonged for ISS interior mission during campaign on easy difficulty
UPDATED: Several docking/undocking cutscenes improved
UPDATED: Capital ships upgrades impact improved greatly
UPDATED: Capital ships weapon icons improved
UPDATED: Improved LOD with several Scaffolding structures
FIXED: Some encounter quests difficulty corrected
FIXED: Gunship derelicts now drop proper loot after destruction
FIXED: Derelict radiation corrected, occasional excessive radiation removed
FIXED: Drone loot corrected
FIXED: Ships don't spawn during sector loading anymore, causing possible crash
FIXED: Consoles on Cassini mission now work properly
FIXED: Blueprint issues during creation
FIXED: Incorrect light effects during interior missions now work properly
FIXED: Occasional hang of CSF effects in cutscenes eliminated
FIXED: Ships during cutscenes are now properly released, eliminating possible problems
TWEAKED: Additional improvements in the Japanese localization


We are monitoring your feedback, and thank you in advance for all responses and your support!

Have a nice weekend!
LGM Games team


Quote:

Update 1.003 - new cockpits, updates and bug fixes
Something added, something improved, something changed
Greetings everyone!

A couple of days after release, the race to improve the game continues! We're ready for post update No.2, meaning the new version will now be 1.003 ! You're sending us your feedback, and we're already trying to include whatever is possible in this early stage. Thank you for providing your reactions and experiences from play sessions!



We've made some modifications to the tutorial and hint system, resolved a number of bugs and we're also introducing additional cockpits for your ship! They can be accessed through the in-game customization panel, and will be unlocked either after the last campaign mission, or right away in freeroam scenarios.

Alongside more new game elements that will keep coming, we'll also be working on resolving issues you report. Some were already taken care of, so to avoid unnecessary wait, the update went live immediately, while we're already hands on the next one!

We'll be short in this announcement, as we need to go back and tackle thr next update. So much more can be made better...

List of change is here:
CHANGES
ADDED: Brand new 2 cockpit designs, available in the customization panel
ADDED: Farther LOD drawing for stronger machines
UPDATED: Tutorial hints system, no more overlapping with opened panels
UPDATED: Cut engines additional option – by default, moving forward will not disengage cut engines. If option is checked, forward moving will automatically disengage cut engines mode
UPDATED: Optimized axis aligned bounding boxes around structures and stations
FIXED: Ambient change in Dogon sector is now a seamless transition
FIXED: Possible black screen in the Prasad campain mission resolved
TWEAKED: Shortcut icon for cut engines, while using the controller, is now properly displayed
TWEAKED: Encounter quests will no longer appear near Boss locations


Have fun and stay safe!
LGM Games people
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Sat, 14th Nov 2020 08:15    Post subject:
Quote:
New toys for the weekend - update v1.005
New capital ship, cockpits in campaign and more...
Hi captains,

Before end of this first week following release, we've completed a third post release update. All of you will have access to version 1.005, just in time to have some weekend fun!

Main approach to this update is similar to previous two – adopting a few of your suggestions like making recently added new cockpit designs available in campaign too, then modifying of screen enemy target icon, more optimizations etc.

There is also a new toy for everyone to play with – battleship Krieger!



A number of additional bug fixes, fixed and upgraded Boss fights, improvements to borehole torpedo mining and corrected some achievements... you have a full weekend ahead to check it out!

CHANGES
ADDED: Additional rewards for Boss fights, including substantial amount of credits
ADDED: New options checkbox to allow the use of additional cockpits during campaign
ADDED: Battleship Krieger now available to players
ADDED: New docking cutscenes for stations that still didn't have them
UPDATED: HUD marker for enemy ship is now much larger if ship is out of screen
UPDATED: Seveal sectors have been optimized to run more smoothly
UPDATED: Borehole torpedo now awards experience points and counts as part of appropriate achievement
FIXED: Head hunter achievement now works properly
FIXED: Capital ship upgrade display now works properly
TWEAKED: Logging system now strenghtened in several places
TWEAKED: Additional loading and optimization procedures improved


Hope you'll like the changes, and we're off to next round of improvements!
Fly safe and be safe!
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scaramonga




Posts: 9800

PostPosted: Sat, 14th Nov 2020 08:21    Post subject:
Graphics in this game are bad, I mean, really bad lol. Stick with your 970, no need to upgrade for this Wink
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Sat, 14th Nov 2020 08:25    Post subject:
who?
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scaramonga




Posts: 9800

PostPosted: Sat, 14th Nov 2020 08:50    Post subject:
Voice acting is worse.
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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Sat, 14th Nov 2020 10:40    Post subject:
where?
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scaramonga




Posts: 9800

PostPosted: Sun, 15th Nov 2020 03:45    Post subject:
Sin317 wrote:
where?


That shit up ^there^.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 26th Nov 2020 11:47    Post subject:
Quote:
Update v1.010 - Early Christmas presents for player ship
New wing modules, new engines, new cockpit, new capital ship...
Greetings,

Before month is over, we're ready to push out another update, fourth since release. Ladies and gentleman, this update is about new additions you can play with. Numerous new modules for your ships are scattered around stations, another capital ship design, some new things to explore etc...



We also gave some attention to reported issues with Win 7 compatibility. Some tweaks have been made and log tool improved. If any of you still experience issues, please contact us and provide new logs so we can gather more information and iron this out completely. At this point we're unable to recreate the issue on our side anymore, but all additional data from you is welcome!

Hope new stuff will gave you some more diversity while playing, and we're proceeding to next things on our list...

CHANGES
ADDED: Liberland freighter capital ship for player to use
ADDED: Additional 6 different wing modules for player ship
ADDED: Additional 2 different engine modules for player ship
ADDED: Additional cockpit design for player ship
UPDATED: Additional large derelict to explore
FIXED: Number of small issues related to game performance
TWEAKED: Changes to Exploration achievement in order to count it correctly
TWEAKED: Drone initialization sequence modified in order to prevent falling through floors bug


Enjoy and keep safe!
LGM Games team
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Shinin




Posts: 1104
Location: The Netherlands
PostPosted: Thu, 26th Nov 2020 13:40    Post subject:
This shit any good?


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Sin317
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Posts: 24322
Location: Geneva
PostPosted: Thu, 26th Nov 2020 13:59    Post subject:
Shinin wrote:
This shit any good?


You obviously don't care about an actual answer.
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SpykeZ




Posts: 23710

PostPosted: Thu, 26th Nov 2020 14:39    Post subject:
Sin317 wrote:
Shinin wrote:
This shit any good?


You obviously don't care about an actual answer.


Ya know, I took a long ass hiatus from this board for my own reasons but it's funny in the absence, you still somehow found a way to remain a toxic cunt. I remember a thread long time ago about "sin coming back, MORE MATURE", whatever happened to that? Every post of yours reminds me of a Trump supporter. If someone doesn't coddle up to your views or agree with what you think or fit the narrative of what you want, you lash out or act like a child.

Maybe you should take a break for a while, figure your shit out.


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SpykeZ




Posts: 23710

PostPosted: Thu, 26th Nov 2020 14:43    Post subject:
Shinin wrote:
This shit any good?


Doesn't seem to be. I was going to try the Codex release but the reviews on steam are pretty scathing as of right now. The reivew that stuck out the most was this one

Quote:

POSTED: SEPTEMBER 1
Update: We have full release, but devs have ignored this review despite overwhelming support from the community (thanks). Nearly nothing in the review has changed, The devs have banned me for "attacking the game in every thread". In reality I have made a total of 6 comments in the past two months in their forum. Shameless.

I really tried hard to be on board with this game, because space sims are my favorite genre, and there has not been a single game since Freelancer to match its depth and content, despite recent resurgence. Sadly, that does not seem likely to change with this game. Despite being in early access, there are fundamental problems with how the developers are approaching this game. It suffers from fatal lack of ambition, depth, plausibility, and imagination.

The devs are a polite bunch. I hate to be harsh. But they are solely concerned with implementing a checklist of basic features, without ever considering how they should be implemented in a plausible and immersive way in this space sandbox setting.

Nonsensical mission generation system
A sandbox game needs a diverse array of procedural missions that capitalizes on the different activities available in the game such as trading, mining, combat, transportation, exploration, piracy etc. Games like Freelancer, ED etc, or even open world RPGs in general have already solved this design challenge. There are different factions in those games settled in different stations across the game world. You go to a mining base to speak to miners and get mining missions. You go to military bases, or talk to military reps to get military missions etc. Completing those missions cultivates your relations with those contacts and you get access to better missions, ships, perks etc. Its intuitive, fun, and sensible, and lets you decide what kind of activity you want to focus on.

Here all that precedence is thrown out. For some strange unfathomable reason, bartenders rule the galaxy. They are the only people you can contact, the only source of missions. There are a few random encounters that you come across while flying. There are no traders or crime lords or military leaders for you to communicate with. No faction representatives. No politicians. No unscrupulous businessmen. No contacts whatsoever. You will come across mining stations and military stations, and you cannot even land in them. Bonkers. Devs never asked themselves how mercs and freelancers operate in the real world, and how that should translate into a space opera setting.

Lacklustre ships and equipment designs and variety
A sandbox game needs a variety of ships and equipment customization. Ships in games like this are like private vehicles in the real world. Consider how it is in most space sim games. Usually there are dozens of ship and customization choices for you to experience. There would be a sense of progression as you move from a fragile little scout to a mighty war-machines, or to cargo-leaden space camel that complement your preferred activity and playstyle. Faction ships and equipment had distinct design languages. Remember how Liberty, Rheinland or Corsair ships in Freelancer had distinct strengths and weakness. Empire vs Federation ships in ED. Split / Teladi / Argon in X series. Faction or station exclusive ships and equipment give you a reason to explore the game world and build relations with different factions.

Here you have a handful of ship hulls that you mix & match them with other parts like wings, engines to create a few combinations. There are very few overall choices. There are no design philosophies or identity, cosmetic or otherwise, that distinguishes the ships from different factions or in-game manufacturers as seen in previous games You do not need to build relations with factions to get access to their high-end exclusive hulls or equipment, because there are none. The design of ships is also quite arbitrary - a collection of sci-fi shapes with some similarly abstract non-descript sci-fi names like Polaron or Hyperion. There is no sense of tiered progression or continuity or meaning to any of it. Without exclusives, there is no reason to build relations with factions. A major loss for the game.

Meaningless NPCs
An immersive open world needs believable NPCs to populate them. In game like this one might expect NPC traders, miners going about their business. Hail them and ask them where they are heading or if they have hot tips or goods to trade. The enterprising privateer might even request payment for protection from the dangers of space. Frisky police ships who might want to peek at or take a bite out of your secret stash. Military ships who you can join on patrol for bounties. Or pirates, who want to unburden your heavy load.

Here, NPCs are reduced to bots. They have no names or faces. No personalities. They do have voices, which seem to be nonsensical repetition of a handful of lines. Remember in Freelancer how ships used to report their actual destination on radio chatter? Here its all arbitrary. You can’t even hail ships. The only interaction you have with NPCs is the ability to shoot them down.

The other type of NPCs you might expect in games like this are crew and wingmen with personalities that accompany you on missions and contribute to gameplay. No such luck here. One character joined on our ship for a while, but they do not do anything. Another character apparently joined us as escort, but they never showed up in battle. In Freelancer we had story characters join us for missions. Even in procedural missions we had allied ships to support us. It made the player a part of an actual military force. Here it is typically always the player alone against an enemy horde.

Lack of attention to details
Stations have no people in them, except the bar where there are some pointless non-interactive 3d models, unlike Freelancer where you had characters in faction uniforms that provided missions, tips etc. Ships move from exterior to interior of station in an instant which is very jarring. A simple landing animation has been added at launch which is welcome. Equipping weapons happens in a disembodied text-based menu. You don’t preview the weapons on the hardpoints.

Flying itself is quite basic. There is no energy management. You can’t set throttle – just go fast / slow / stop. Destroying marked modules on enemy ships does not disable it (e.g. destroy engines to disable movement), just reduces its health. Another wasted opportunity.

Lack of strategic navigation
Fast travel is also treated like a checklist. You interact with a nav buoy and are immediately transported to another point in the region, to imitate the space lanes as seen in Freelancer or X Series. The thing is, space lanes in Freelancer made strategic contribution to gameplay, much like roads and railways do to land travel. Pirates (incl. a lawless player) could disrupt and raid space lanes and loot traders. As a player you had to consider whether to take the fast space highway through a dangerous location or take the longer route around it. All that is lost here. A wasted opportunity.

Lack of economic specialization
Many stations are not dockable. There is no concept of economic specialization. You can't, for instance, dock in a refinery station, and get mining related missions, ships or equipment. There is no concept of supply / demand guiding what goods are more profitable in specific type of station. Everything is arbitrary and nonsensical.

I could go on, but the wasted opportunities depress me. I brought these points up in the forums with the devs some time back and multiple times since but was ignored. The community’s only concern is going back to capital ships like previous SPG games, instead of improving the core gameplay of SPG3.

Just remake Freelancer, or Tachyon The Fringe, using a modern engine. That will be a far better game than any space sim released in the past decade.


Never the less, sad to see devs don't give a shit.

Their current player list pretty much sums up their success.
https://steamcharts.com/app/977720


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Shinin




Posts: 1104
Location: The Netherlands
PostPosted: Thu, 26th Nov 2020 15:08    Post subject:
Hmm guess i'm gonna give it a go. Tried gemini 1 and 2 but quit them both after around 10 hours,

@sin u a toxic cuck Laughing


i9 7500K, GTX980 Quad Frozr VI, 24GB RAM
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SpykeZ




Posts: 23710

PostPosted: Thu, 26th Nov 2020 15:49    Post subject:
Shinin wrote:
Hmm guess i'm gonna give it a go. Tried gemini 1 and 2 but quit them both after around 10 hours,

@sin u a toxic cuck Laughing


Well, first one had REALLY bad ratings so I never bothered with that one. 2nd one I think I tried and gave up on it. Doesn't seem like they learn much from past mistakes.

Let me know how it is. Read another review that everything is just bullet sponge dog fighting. Use energy blasters until shield gone. Switch to physical till go boom. Rinse, repeat.


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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Thu, 26th Nov 2020 16:27    Post subject:
I haven't played anywhere near enough to really form an opinion. I mean like less than 2 hours.

I knew this needed some more work before I will even consider properly playing.

The reason I replied the way I did, was, because of when people calling something "shit", to me that means they pretty much have already formed their opinion about the subject and hence are not actually interested to hear an actual answer, but are just trying to troll others.

Also, calling -me- toxic, in this cesspool of a forum, is a rather entertaining notion, to say the least.
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