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No. 59423 ID: b09df8
  This came as a surprise to me this morning. Some of you might be familiar with Receiver from several years ago. It was a very crude game built in under a week that focused on gun handling mechanics. Instead of a reload button and a trigger, you have separate controls for bolt hold upon, magazine release, load magazine, etc. Revolvers have controls to load/unload the cylinder, draw the hammer, etc. The sequel is out next Wednesday and I am psyched.
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>> No. 59424 ID: b09df8
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>> No. 59425 ID: b09df8
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>> No. 59426 ID: b09df8
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>> No. 59427 ID: b09df8
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>> No. 59428 ID: b09df8
File 158646810258.jpg - (63.84KB , 1280x720 , turret_shadow.jpg )
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>> No. 59429 ID: 3efc75
>>59423
I don't put much stock in trailers, so lets see how it goes.

Interesting that it's not VR. Seems like a no-brainer.
>> No. 59430 ID: 3efc75
  Robbaz, King of Sweden, plays Receiver.
>> No. 59431 ID: b09df8
>>59429
Yeah, there's not much to learn in the trailer. I DO like the variety of guns they're supposed to be simulating. Can't wait to fend off killer drones with a Single Action Army. If the controls are what they say they are, I'm guessing you might be able to fan the hammer and let six loose in a hurry. Also operating with a Hi Point.
>> No. 59432 ID: b09df8
So I got it. There's a "leveling" system that ramps up the difficulty, which I appreciated. Once you're past the tutorial, you collect tapes to advance to the next "level." The levels are randomized every spawn and you spawn with one of the guns you've unlocked based on how far you've advanced. So far the first level spawns me with a S&W Model 10 or a Colt Detective Special. Simplest gun controls first but there's a separate control to eject the cylinder, eject, load rounds one at a time, close the cylinder, etc. The next level adds a Glock 17 with a full auto switch and a 1911 into the mix. Similarly, rounds have to be loaded into magazines one at a time. And because you only have two hands, you have to reholster to free your right hand to load magazines. Imagine my surprise the first time I ND'd myself by reholstering fast with the Glock or without applying the safety on the 1911.

They didn't get rid of the roguelike element. I've advanced to the second "level" after the tutorial and dying for any reason demotes you. You can still spawn with the Glock or 1911 at that point, which can make it easier to advance again.

My biggest gripe is that the default sprint keybinding is to sprint when you double-tap W. That's led me to accidentally sprint off ledges to my death when I was just trying to get to the edge to look for a turret on the level below. Holding Shift lets you sprint too, but I can't deactivate the double-tap.
>> No. 59433 ID: b09df8
Also, your reflection in-game really is a silhouette target. I think that's got something to do with the overall narrative and maybe some kind of message about games helping normalize violence or whatever. One of the tapes you pick up talks about how in WW1, they found only 25% of soldiers ever actually took aimed fire on the enemy. As a result they switched to human silhouette targets, made training more like combat, etc, so I can see where they're going with a video game that makes weapon-handling more "realistic." Hopefully they're not making some political statement there but whatever.


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