<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Charlie being interviewed! <a href="http://t.co/bvJRsxoD" target="_blank">http://t.co/bvJRsxoD</a><!--QuoteEnd--></div><!--QuoteEEnd--> Can somebody recognize the logo on the microphone? Can i watch it from europe via some stream?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you Like us on Facebook during PAX, you'll see extra photos (+ videos?) of the booth-making and the team.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm sure there was no ill intention behind the Facebook campaign. Forcing people to 'like' a Facebook page however in order to access content is cheap and exploitative. I hate that so many brands do this now. Reminds me of when airlines try and put a branded sticker on me after I get my boarding pass. That goes straight in the bin!
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->@therealcliffyb OMG you came by the booth and I missed ya?! Feel free to come back - we'll give you a key! -Charlie<!--QuoteEnd--></div><!--QuoteEEnd--> Cliffy B? Guys, ask him if he's interested in a programmer job at uwe ;)
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->PAX is done. What a show! Now we are ripping apart our lovely creation. <a href="http://t.co/UaWwPdHe" target="_blank">http://t.co/UaWwPdHe</a> #fb 7 minutes ago<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1923305:date=Apr 8 2012, 05:20 PM:name=Pampelmuse)--><div class='quotetop'>QUOTE (Pampelmuse @ Apr 8 2012, 05:20 PM) <a href="index.php?act=findpost&pid=1923305"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i want that big ns2 sign for my living room<!--QuoteEnd--></div><!--QuoteEEnd-->
That would make an awesome contest prize, depending on how many 'cons the devs want to use it at. :3
They tweet about aliens having a alien (lol) that can move fast and one hit... guess what the fade can do currently? You guys should also fix stab lol.
Guess by 1 hit kill stuff they mean this finisher move, tho it has a downside since it will freeze you in place until the marine is dead/the animation is finished => other marines might be able to kill you while doing this.
Speed seems way slower than ns2 also gameplay doesnt seem to have any depth... get crusher alien after X minutes and get smartgun for marines after X minutes or whatever - so its pure team-deathmatch.
Tho Grahpics seem a bit nicer (love the effect on lights, and this smoke trails of nades or bullets)
There are many similarities with ns2 also i see a lot of features a few ppl suggested in our forums at some point tho got smashed by ppl that didnt have any imagination how it could work in a game like ns.
i.e. aim down sight can work fine, you get higher accuracy while aiming down + a little zoom, tho if aliens are close you can still shoot from the hip and get a added bonus => little more spread. So its a pure design decision and has nothing to do with how fast lifeforms move to make it useful or work right. (not that i want it, just saying)
all in all nothing ns2 has to worry about, but still cool and inspiring - guess it might be worth to buy for the coop singleplayer.... we ll see.
edit: It doesnt replace shooting from the hip, its just the addition of a toggle zoom >_>. but whatever.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Back to the office after PAX! We have a new office addition too!<!--QuoteEnd--></div><!--QuoteEEnd--> what is it?
@Koruyo: Well, I really like the atmosphere in that trailer. Natural Selection 2 definitly has to work on its atmosphere part. Especially the sound(-system) in that trailer seems much better than in NS2. And the lighting, of course. That moment when that big thing attacked also looked really nice.
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/xLCmh-Sa2pg"></param><embed src="http://www.youtube.com/v/xLCmh-Sa2pg" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center> <a href="http://www.youtube.com/watch?v=xLCmh-Sa2pg" target="_blank">http://www.youtube.com/watch?v=xLCmh-Sa2pg</a> I really like some of the stuff shown in this video, here are some stuff that NS2 maps should make use of more often
1.sparks from a broken panel or damaged wires
2.water drips
3.areas with fog maybe? or atleast fog covering the ground.
4.more broken stuff like doors, windows etc I mean imagine a whole corridor only accessable by skulks because the door is shut and not working and one of its corners is broken/bent just enough for a skulk to go thru.
5.more animated lights like lights that rotate, flicker, broken light hanging down by its wire from the ceiling swinging in different directions, ,I feel like specially this one is not used as it should I mean one of spark's strongest points is the dynamic lights right?
I feel like the overall look of ns2 maps right now is somewhat clean and new ( not all rooms ofcourse ) and too light, I mean there are a couple of areas where marines need to use their lights and ofcourse when the power is gone but that is it, mappers got to make more use of darkness and place props in a way to show that aliens have actully been there and messed up some of the rooms and have all sorts of stuff knocked around and such.
Allso one of the stuff that I really like in some games that I dont see alot of now is rooms that you can't access but are there for you to see ( I am not talking about huge areas outside the map but smaller rooms inside the play area ), you can see them thru glass for example but the door is shut and you can't get in, it gives the levels a new layer wich gives you the player a sense that the world you are being part of is more real and breathing.
Allso and this is not related to the above but right now one of the things in NS2 that really turn me off every time I see it is how the bodies disappear, now I understand that this is not on top of the to do list but please do something about it.
And finally after watching alot of the recent footage of Aliens: Colonial Marines I feel disappointed yet again for a franchise I care about, I had higher hopes for this game so no day 1 buy for me but out of curiosity I will keep my eyes on it untill and after release.
Comments
Anyone nervous? Excited?
Can somebody recognize the logo on the microphone? Can i watch it from europe via some stream?
I don't like the sound of this.
Agreed, I'm not going to create a facebook account now. How about someone creates a gallery somewhere with all the PAX pictures?
<a href="http://web.stagram.com/n/frintern/" target="_blank">http://web.stagram.com/n/frintern/</a>
...same gallery as on FB! (proof by triforce :) )
  ▲
â–² â–²
is that what i think it is???
is that what i think it is???<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes gorge pinatha! ... cute one :D
Cliffy B? Guys, ask him if he's interested in a programmer job at uwe ;)
He's one of the most important persons in the game industr...oh I see, he's a designer...well
i want that big ns2 sign for my living room
That would make an awesome contest prize, depending on how many 'cons the devs want to use it at. :3
<a href="http://www.youtube.com/watch?v=o7zIRMckLZY" target="_blank">http://www.youtube.com/watch?v=o7zIRMckLZY</a>
Guess by 1 hit kill stuff they mean this finisher move, tho it has a downside since it will freeze you in place until the marine is dead/the animation is finished => other marines might be able to kill you while doing this.
Speed seems way slower than ns2 also gameplay doesnt seem to have any depth... get crusher alien after X minutes and get smartgun for marines after X minutes or whatever - so its pure team-deathmatch.
Tho Grahpics seem a bit nicer (love the effect on lights, and this smoke trails of nades or bullets)
There are many similarities with ns2 also i see a lot of features a few ppl suggested in our forums at some point tho got smashed by ppl that didnt have any imagination how it could work in a game like ns.
i.e. aim down sight can work fine, you get higher accuracy while aiming down + a little zoom, tho if aliens are close you can still shoot from the hip and get a added bonus => little more spread. So its a pure design decision and has nothing to do with how fast lifeforms move to make it useful or work right.
(not that i want it, just saying)
all in all nothing ns2 has to worry about, but still cool and inspiring - guess it might be worth to buy for the coop singleplayer.... we ll see.
edit: It doesnt replace shooting from the hip, its just the addition of a toggle zoom >_>. but whatever.
especially in a game with dynamic lighting.
i really want to see the popularity of a darker map like this once the game is balanced
That map was waaaaay too dark. With the aliens black it's very hard to track them properly.
The Sprinting speed is hardly quicker than walking speed.
Oh, and the main rifle gun sounds terrible.
what is it?
Map design is poor, very undeveloped and basic like a game from 10 or 15 years ago.
It does have nice AA I noticed that :D
<a href="http://www.youtube.com/watch?v=xLCmh-Sa2pg" target="_blank">http://www.youtube.com/watch?v=xLCmh-Sa2pg</a>
I really like some of the stuff shown in this video, here are some stuff that NS2 maps should make use of more often
1.sparks from a broken panel or damaged wires
2.water drips
3.areas with fog maybe? or atleast fog covering the ground.
4.more broken stuff like doors, windows etc I mean imagine a whole corridor only accessable by skulks because the door is shut and not working and one of its corners is broken/bent just enough for a skulk to go thru.
5.more animated lights like lights that rotate, flicker, broken light hanging down by its wire from the ceiling swinging in different directions, ,I feel like specially this one is not used as it should I mean one of spark's strongest points is the dynamic lights right?
I feel like the overall look of ns2 maps right now is somewhat clean and new ( not all rooms ofcourse ) and too light, I mean there are a couple of areas where marines need to use their lights and ofcourse when the power is gone but that is it, mappers got to make more use of darkness and place props in a way to show that aliens have actully been there and messed up some of the rooms and have all sorts of stuff knocked around and such.
Allso one of the stuff that I really like in some games that I dont see alot of now is rooms that you can't access but are there for you to see ( I am not talking about huge areas outside the map but smaller rooms inside the play area ), you can see them thru glass for example but the door is shut and you can't get in, it gives the levels a new layer wich gives you the player a sense that the world you are being part of is more real and breathing.
Allso and this is not related to the above but right now one of the things in NS2 that really turn me off every time I see it is how the bodies disappear, now I understand that this is not on top of the to do list but please do something about it.
And finally after watching alot of the recent footage of Aliens: Colonial Marines I feel disappointed yet again for a franchise I care about, I had higher hopes for this game so no day 1 buy for me but out of curiosity I will keep my eyes on it untill and after release.