Neotokyo released

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Comments

  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited July 2009
    <!--quoteo(post=1717142:date=Jul 13 2009, 06:39 PM:name=Quaunaut)--><div class='quotetop'>QUOTE (Quaunaut @ Jul 13 2009, 06:39 PM) <a href="index.php?act=findpost&pid=1717142"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, probably. Making art assets is just too difficult these days, and while programmers would love to make changes, your mod doesn't get noticed without separate art assets.

    Just kinda sad such great art got wasted on something like this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's ironic. I usually criticize most indie/mod games on their failure in the art department and commending their innovative gameplay. Sometimes the gameplay is still pretty rough as well, or I complain about the GUI.

    Funny that NeoTokyo apparently is taking flak about gameplay but everyone loves the art. Still have to play it....
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    Look at the bright side, it gets people noticed to the industry Quaunaut.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Finally got a bunch of rounds in and I really enjoy it.

    There's some serious UI issues that should be addressed, but otherwise I feel it's fairly solid.

    I love the graphics, most of the popular maps are detailed and iconic and decently laid out, and the mix of gameplay can be really interesting.

    That being said, I didn't realize how to properly choose classes until my 5th game. I figured out I was merely choosing from the 3 different models for the same class. Also, some of the default binds are unintuitive and the in-game help doesn't teach you quickly enough. And of course, the weapon unlocking system is horrendous. CS at least gave you a chance to save up and go on a buying spree. In NT if you keep losing, you'll never win because you're stuck with the lower level weapons.

    Lastly, sniper weapons kinda kill certain maps and make them stupid.
  • steppin'razorsteppin'razor Join Date: 2008-09-18 Member: 65033Members, Constellation
    <!--quoteo(post=1716086:date=Jul 7 2009, 10:21 AM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Jul 7 2009, 10:21 AM) <a href="index.php?act=findpost&pid=1716086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Played it last night for about an hour. I'm an experienced FPS gamer and the chatter I heard in-game was "so what's the actual difference between classes? I can't really see it"

    Took me about 45minutes to really get the hang of how the classes work more (I prefer the Support Class - use the vision = WIN at long range!) Seriously... you can see that TINY bit of heat signature poking around the corner the TINIEST little bit. Aim at wall and SPRAY! Enemy be dead... (I love wooden walls on maps).

    :)


    But overall gameplay is a little weird to pick-up, I like the "tips" when you first start up they certainly make you go "ohhhhhhhhh" from time to time :)

    Some maps need balancing, and more fall damage in my opinion.
    Falling 5 or 6 floors to then be able to shoot through glass, jump on down another 1 1/2 floors and still take out 1/2 a team... yet they die from 1 or 2 shotguns to the chest seems a little bizarre.<!--QuoteEnd--></div><!--QuoteEEnd-->
    do you still play worm? Are there any populated aussie servers
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