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My Thoughts On... Wrath: Aeon of Ruin

  Рет қаралды 1,543

DWTerminator

DWTerminator

Күн бұрын

Пікірлер: 65
@StodgyAyatollah
@StodgyAyatollah 3 ай бұрын
I was one of the people arguing against the save system early on. Copying diakatana just seemed like it wouldn't end well.
@DWTerminator
@DWTerminator 3 ай бұрын
If you're going to copy something from a mess of a game like Daikatana... at least copy the cool stuff like some of the weapon designs or the multiple time periods with a good amount of enemy variety.
@StodgyAyatollah
@StodgyAyatollah 3 ай бұрын
@@DWTerminator At least we didn't get a grimdark Superfly with broken pathfinding to contend with.
@user-we1ri
@user-we1ri 3 ай бұрын
You can use quicksaves in this game
@StodgyAyatollah
@StodgyAyatollah 3 ай бұрын
@@user-we1ri Last I was aware there was at least one instance where they used a save item as a trigger so you actually hit a soft lock if you have it turned off. This was in the game for a long time after release and is probably still there. It was a bad design decision since it adds nothing to the game while also sucking up a huge amount of dev time to get working properly in their chosen engine when they had such a small team of essentially modders working on a project of this scope. There is already a save system hard coded in the engine they even tried to lock players out of in earlier builds but it was always accessible through console commands. They just chose to code an entirely separate system from the ground up. Lack of good prioritization imo.
@Jrdotan
@Jrdotan 3 ай бұрын
havent expected a video at this time of the night. i never heard of this game, making a retro shooter by literally using the quake engine in modern days seems quite cool ngl
@Vanilleschinken
@Vanilleschinken 3 ай бұрын
While I wouldn't call it a disappointment, I totally get your point. I really enjoyed the five levels of Hub World 1, and just played the third level in 2, and all three there seemed to overstay their welcome. Too long, kind of same-y in themselves, low on ammo... I'll play through it one map at a time. And I liked Quake and loved Quake 2.
@DWTerminator
@DWTerminator 3 ай бұрын
Thing is... Quake is about 4-6 hours long and Quake 2 is 6-8 hours long. Wrath is about twice as long as Quake 2. It far more than outstays its welcome.
@MasterSoto
@MasterSoto 3 ай бұрын
I was waiting forever for this one and still got a lot of enjoyment from it. Indeed a pity that some levels drag on and it does create a tedious experience in the long run. Luckily everything else is spot on.
@brickproduction1815
@brickproduction1815 3 ай бұрын
I remember Marathon having large maps as well
@DWTerminator
@DWTerminator 3 ай бұрын
Marathon's maps are large and labyrinthine. The level design is the main problem with all 3 of those games.
@XhumpersX
@XhumpersX 3 ай бұрын
@@DWTerminator This is why I have no idea why people liked Hedon so much. The gunplay and setting were cool, but dear lord they were some of the biggest most unintutitve mazes I've ever seen. For reasons I cannot comprehend boomer shooter devs often just make these absolutely massive levels that are impossible to navigate in a reasonable amount of time without looking up walkthroughs. Like massive levels are not inherently bad, but you need to be really good at level design to make them flow properly and most just aren't.
@SinaelDOverom
@SinaelDOverom 3 ай бұрын
Levels in Hedon have pretty well signposted areas with landmarks, many with distinct style. large maps are not the issue , but uninspired encounter design definitely is. Wrath's Combat just feels samy after a bit.
@jonasking9587
@jonasking9587 3 ай бұрын
This one broke my heart.
@KillerGoat86
@KillerGoat86 3 ай бұрын
The console version broke my spirit. $38.99cad for an incomplete, crappier version of a $32.50 PC boomer shooter... I'm done with 3DR and Fulqrum after this.
@pastichiorocker
@pastichiorocker 3 ай бұрын
I hate spawning enemies. It's lazy game design and as you said it becomes very predictable. "Oh, an entirely empty room with a chest inside. What will happen if I open the chest?" Not sure what game started this (Doom 3?) but in the newer Doom games you always knew when an enemy is going to spawn.
@Garcia1995
@Garcia1995 3 ай бұрын
As long as they spawn far away and not in close range yeah, that'd be more enjoyable.
@pastichiorocker
@pastichiorocker 3 ай бұрын
@@Garcia1995 I have to say that Prodeus had fair spawn points, but it's still predictable. Especially Doom 3 got on my nerves as they always made imps spawn right behind you.
@saisameer8771
@saisameer8771 3 ай бұрын
That sort of monster closet design as it's called has been around since the original doom. Doom 3 just over does it to an annoying degree. And the fact that doom 3's levels are very cramped really doesn't help.
@pastichiorocker
@pastichiorocker 3 ай бұрын
@@saisameer8771 Monster closets have been there since the original Doom, but spawning enemies is newer. I think Doom 3 started this trend, because before that enemies had fixed positions in the game.
@randomdaveguy
@randomdaveguy 3 ай бұрын
By the way, did you have a chance to try Project Warlock 2 yet? Because I have a feeling that this game would bewilder you to no end and I want a video about it.
@DWTerminator
@DWTerminator 3 ай бұрын
I picked up a copy of it but haven't gotten around to it yet.
@NoMastersNoMistress
@NoMastersNoMistress 3 ай бұрын
I came back to watch your stuff recently because you actually try to view game design more objectively than, and I say this with genuine sadness, Tim Cain, who seems to take a bland as dish water approach to criticizing designs, when he could offer some really incisive criticism, and he doesn't. Tim's high level programming and design thoughts are potentially useful at least, but his audience fauns on him in ways that turn my stomach.
@DWTerminator
@DWTerminator 3 ай бұрын
Tim's game dev stories are interesting and some of his takes on the design process are certainly interesting, but as you said he seems not to want to "rock the boat" and avoids criticizing things beyond a "lip service" approach. To be fair, he's more or less retired now, but still.
@Ghost_Of_SAS
@Ghost_Of_SAS 3 ай бұрын
I think the best way to limit save scumming while preventing annoyances is to have a combination of occasional autosaves and some kind of "save token" which you can spend to save anywhere (i.e. if you need to turn the game off and leave, or in the middle of a really hard section) and refills after you have completed enough game "tasks" (killing monsters, finding secrets, etc). Basically you will always have a "save token" when you feel like you need one, because you will have done enough stuff in-game to earn one, but you won't be able to break the game by save scumming.
@StodgyAyatollah
@StodgyAyatollah 3 ай бұрын
Having to earn a save just to exit a game without losing progress honestly sounds god awful to me. Save scumming never broke Doom, Quake, Blood, Duke3D etc. All of which will outlive games like Wrath.
@DWTerminator
@DWTerminator 3 ай бұрын
I'd argue that limiting saves is generally a bad idea to begin with, and simply anathema to retro FPS design. It's always been annoying that people think save scumming is a problem that needs to be "solved" by imposing limitations on the player rather than fixing the game design aspects that drive people to save scum in the first place.
@Ghost_Of_SAS
@Ghost_Of_SAS 3 ай бұрын
@@StodgyAyatollah Depends on how often you can earn one. If it's once every 10 minutes of gameplay it isn't that much progress to lose.
@Ghost_Of_SAS
@Ghost_Of_SAS 3 ай бұрын
@@DWTerminator Given the opportunity, players will optimize the fun out of a game. "Just don't do it." Not quite that simple: a lot of people are a bit compulsive about that: "I lost too much health/wasted too much ammo" and they load to do it better, breaking the flow of the game. Others quicksave after every enemy killed. I can see why game developers have been trying to come up with an in-between solution.
@StodgyAyatollah
@StodgyAyatollah 3 ай бұрын
@@Ghost_Of_SAS Why even have an arbitrary restriction instead of just letting the player save whenever they want then? It just seams like trying to re-invent the wheel to me.
@halsaufschneider1446
@halsaufschneider1446 3 ай бұрын
Boring game, with questionable design decisions. The level design is mediocre at best, nothing specially. Im also missing an overall theme for the levels and the world you are in, in general. And most weapons are just not fun to use. Also, why do we have a decicated melee weapon (wrist blade) instead of a melee button? Aren't we past this crapdesign already since two decades or so? A while ago i finished Ashen 2063 Episode 1&2. And that game on top of being completely free and standalone (portable) download, is in every way better and more fun than Wrath can ever hope to be. And Wrath cost money. Too much i would argue!
@pacmikey1763
@pacmikey1763 3 ай бұрын
Damn what a truth bomb
@XhumpersX
@XhumpersX 3 ай бұрын
Even ashes 2063 was medicore compared to blade of agony which was even longer, more diverse, and just as free.
@Mr_D_OG
@Mr_D_OG 3 ай бұрын
i like the game,saddly it takes forever to load on my stage coach despite that fact that it runs well.
@DWTerminator
@DWTerminator 3 ай бұрын
Load times weren't a problem for me, and I wasn't even running it on an SSD. Your hard drive might be dying on you.
@SinaelDOverom
@SinaelDOverom 3 ай бұрын
Theres actually 5 danger levels to each level with new monsters appearing depending on which levels you played prior. In theory it should add replayability, but in practice it just means that only the final level can throw everything st you.
@randomdaveguy
@randomdaveguy 3 ай бұрын
Played through the first episode and had fun but I tried a bit of the second and I feel like I'm done already. The non linearity is what killed this game for me just like You said - there's no sense of natural progression, everything feels like playing custom levels from a mod rather than actual campaign. This is also why I never finished the Quake 1 and 2 remaster campaigns - they had the exact same problem with cranking the action to eleven right from the start and having no room to increase the intensity anymore, which made the game feel stagnant after a while.
@michaelbuehler3897
@michaelbuehler3897 3 ай бұрын
"This is also why I never finished the Quake 1 and 2 remaster campaigns - they had the exact same problem with cranking the action to eleven right from the start and having no room to increase the intensity anymore, which made the game feel stagnant after a while." I been noticing that levels in mods and remasters have been getting too big and complex lately.
@user-we1ri
@user-we1ri 3 ай бұрын
Sounds like a skill issue
@randomdaveguy
@randomdaveguy 3 ай бұрын
@@user-we1ri no, because I could totally make it, I just got bored.
@user-we1ri
@user-we1ri 3 ай бұрын
@@randomdaveguy I get it. Dying on repeat would be pretty boring
@arkgaharandan5881
@arkgaharandan5881 3 ай бұрын
fun for a few hours but runs out of idea later on and gets boring.
@majav15mg
@majav15mg 24 күн бұрын
Are there any more modern first-person games with old school graphics or low-poly graphics that aren't photorealistic and don't try to be... and are nevertheless good and with good playability and mechanics?
@DWTerminator
@DWTerminator 24 күн бұрын
Ion Fury, Amid Evil, and Dusk all immediately come to mind. Prodeus is solid too. I can only speak for stuff I've messed around with myself, though.
@majav15mg
@majav15mg 24 күн бұрын
@@DWTerminator Thanks a lot brother.
@michaelbuehler3897
@michaelbuehler3897 3 ай бұрын
Between this and a few other titles, it seems the retro shooter trend is really starting to go downhill.
@halsaufschneider1446
@halsaufschneider1446 3 ай бұрын
Yeah, going downhill in the quality department. Especially when the lable 3DRealms is somewhere on it! Utter trash company! They are the new LJN.
@DWTerminator
@DWTerminator 3 ай бұрын
It's more that the trend started off with a few unusually strong titles, so it just seems like everything else is downhill from there.
@Always.Smarter
@Always.Smarter 3 ай бұрын
video starts at 3:37
@DWTerminator
@DWTerminator 3 ай бұрын
The video starts at 0:00.
@Always.Smarter
@Always.Smarter 3 ай бұрын
Not unless you had a better editor 😅
@NoMastersNoMistress
@NoMastersNoMistress 3 ай бұрын
Hit sponges are easily the laziest game mechanic, but not the easiest problem to solve. The alternative is having to constantly design new animations and mechanics for increasing variety and difficulty. That's got to be really taxing for indie devs but honestly I think it's more a problem with the tools available which in my experience are just obtuse. I've tried to wrap my head around stuff like Blender and IMO it's just awful. There's a fuck ton of neat stuff for Unity that's quite cheap, but if you want to port that stuff to a different engine, good luck.
@DWTerminator
@DWTerminator 3 ай бұрын
The solution to damage sponges in FPS games is usually to provide the player with a hard-hitting weapon with a limited amount of ammo - enough to deal with the spongy enemies but not so much that you can just liberally annihilate the lesser enemies with it. Problem is Wrath isn't structured in a linear way so you won't necessarily have one of those by the time they introduce the spongy enemies.
@NoMastersNoMistress
@NoMastersNoMistress 3 ай бұрын
@@DWTerminator That would certainly work for shooters in limited use cases, but there's a case to be made for variety in enemy design, and not just reskins and bullet sponging, for longer games.
@user-tm6ir7wy5s
@user-tm6ir7wy5s 3 ай бұрын
shity game/boring/not interasting at all. To even compare this piece of shit with Quake is like comparing a wooden leg with the real one
@unrealdevon
@unrealdevon 3 ай бұрын
Odd how something like this can feel kinda meh.. Tbh this boomer fps craze is more underwhelming than overwhelming. And thats saying a lot because there are like a billion titles out there all claiming to be this and that. But really more or less all of them don't understand what they are trying to emulate. Just a simple thing like the lack of texture filtering of games that emulate late 90s /early 00s is really annoying. Just look at the latest title phantom fury! Who of us who were there when the 3D acceleration became a thing thinks the games lacked bilinear filtering? 🤦‍♂️
@DWTerminator
@DWTerminator 3 ай бұрын
The big problem with the boomer shooter resurgence is that it started out incredibly strong with stuff like Dusk and Amid Evil, so everything else aside from real standouts (such as Ion Fury and Cultic) seems a lot worse by comparison. Phantom Fury seems to be something of a mess in general, so from what I can tell, texture filtering is the least of its issues. Certainly was when I played the demo, anyway.
@SinaelDOverom
@SinaelDOverom 3 ай бұрын
People forget that back then for every Doom we had about 10 "Corridor 7"s and "dr. Radiaki"s lost to the rose tinted glasses. Exact same thing happens now where for 1 good game we get a bunch of bad or "meh" games. It's normal.
@KillerGoat86
@KillerGoat86 3 ай бұрын
I just made a video today showing the tutorial sections of the PC and console (Xbox SX) versions... kzfaq.info/get/bejne/ot6cdttkv7mte3U.htmlsi=ErJiP7y45u_7JTfC The difference is obvious. The console version appears to be an older PC build that was moved over to the Unity engine and ported to console (The PC version runs on the Quake DarkPlaces engine). This resulted in numerous issues, including level keys not appearing, enemies killing the player through walls, level triggers not activating, among many others. The console version is utter trash and currently costs more than the PC version. On top of it, I've been in the 3DR and Fulqrum discords and neither one of them are willing to take responsibility or even show that they care. I'm so tired of us being taken advantage of by manipulative marketing (console release trailer using PC footage) and sleazy business practices!
@DWTerminator
@DWTerminator 3 ай бұрын
I see that the console version is also noticeably less bloody than the PC version, which probably explains why the console store pages for it show the T rating instead of the M it really should be. $25 US on PC vs $30 US for a clearly inferior console version... that's just depressing. Hell I picked it up during early access before they bumped the price up to what it is now and even that still doesn't really feel like it was worth it. I'd feel downright insulted paying $30 for the console version.
@KillerGoat86
@KillerGoat86 3 ай бұрын
@DWTerminator Yeah, I picked it up years ago on steam and feel completely burned by the console version. I'm sick of these greasy business practices. The 3DR and Fulqrum discords have been a bit of a mess lately too. 3DR keeps passing the buck to Fulqrum, and Fulqrum just seems to be ignoring most of the complaints. As for the blood, it seems to disappear within seconds, which makes me wonder if it's a performance issue and they just tossed the switch port onto the more powerful consoles? Or are they chasing a "T" rating on a boomer shooter where you can use teeth as ammunition? It's also funny to keep in mind that Fulqrum advertises the game as a "blood-drenched journey". While we're on the topic of advertising, would using PC footage in the console release trailer not constitute false advertisement? Considering the game we received is not the same as what was advertised. Sorry, I know I'm ranting, but I'm just sick of these greasy publishers. I was a fan of 3DR for a long time since the Duke days, but I'm not willing to give them any more of my money after this crap.
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