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Updated.
If it's not too much to ask, is there a way you could highlight updates? I'm assuming they're the last lines, but it's hard to know for which sections new ones have been added.
I'll include all added comments in update notes from now on.
9. Modding- There has been no sign of a release of modding tools yet. It would be (really) important to add (an) accessible, easy-to-use tool(s) to the game in order to keep the game alive for an extended period of time. A mod could maybe even support multiplayer co-op and other things, to make the game greater than it ever was!
8. Backer rewards- Also, the higher-tier pledges such as having an enemy or crewmember named after you sound very immersion-breaking. Other rewards simply don't make sense at all. At least keep the names reasonable and not too distracting if they are going to be added.- Make stretch goals more relevant to the original, existing game content, so people with less money will have more incentive to back the project. Very high pledges should not be rewarded with in-game content, so even the poorer chould be able to have an impact on the game on other ways than throwing cash at the project. [/list]
7. Music- The orchestral score generally is not liked, as it's overused to some, too cliché or dramatic to others, not very shock-ish and too bioshock/deadspace/etc-ish and others don't simply don't seem to be impressed by it. The violin, and how it's used to convey certain emotions, seems to be disliked the most, as it does not fit the game at all.- Instead, stick to the roots of the cyberfunk, colourful and less generic original soundtrack and just remix it to work with the reboot, which is easier and cheaper, while pleasing many existing fans of the series.- What also could be considered is fully ambient soundtrack - and have the original music available as an option instead. Just make sure there is no complete lack of music, unless it's done intentionally off course.- Some people seem to wonder what happened to Eric Brosius, and his imput on the game soundtrack. Any info on this?
6. DesignsCyborg Enforcer- The enforcer's mecha-arm seems to be very unrealistic andout of proportion. It's generally not what people expected it to be.- It seems like the Enforcer seems to have turned into some construction-working grunt, which was not the original purpose of this cyborg. People expected it to be some kind of SHODAN-cop instead, which was brutal and intelligent enough to interrogate people (Security level Interrogation room reference). She could be used to "force" people in submission in other ways than raw force but by more creative means, by possibly using shields on her robotic arm to protect herself while she gets closer to the Hacker.Cameras- Some people seem to liked how camera's used to explode in the original, and think they look too much like their portal/bioshock counterpart.Miscellaneous Design Compliments- The robot and mutant look generally is liked, The mutants' look really convey the experiments of TriOptimum on them, and how they tell a story while remaining creepy.- Weapons seem much more enjoyable and visceral than the original (to be expected of course).
5. VisualsArt Direction- The art style looks very similiar to the first game, and that's a good thing. Subtle and not-so-subtle changes here and there are good. Some of the art seems to be a bit too flashy, but nothing too serious.- significant upgrades to visuals while remaining an authentic look, and a streamlined control system.- I very much like the art in general. It feels authentic. Bit too flashy but tone that down and it looks very good IMO.- The way in which level design has been updated while still remaining minimalist is impressive. - Biggest problem with the visuals seems to be the deliberate omission of standard texture filtering. Strange choice when they're so intent on modernising the visuals.- Point filtering on textures seem to conflict with the current graphical effects of the game.Lighting & Contrast- Excessive usage of bloom, reflectivity and saturated lighting (colored lighting should be subtle for main lights). Poor lighting contrast in the bright and dark rooms. Some lights themself seem to be considered a bit too bright aswell by some. All these effects seem to overwhelm the player and distract from the game, and makes it more difficult to discern decals from actual items and switches. It needs to be a lot more 'soft and colourful'. Examples are floor lights, and sparks in general. This could also be turned into a configurable setting, for the people that do like this.- Effects like smoke and sparks could help bring atmosphere in the game, but needs to be taken with moderation. Rely on the general lighting and surroundings on themselves instead to tell a story.- People also don't seem to like the lightshow items like the medical bed and charging station seem to create. It feels out of place and unrealistic for a horror game.Effects- Nice to see the waveforms at the top of the screen. It was a nostalgic thing to see preserved.- Distorted graphical glitch effect when taking damage. This could get annoying over time. Perhaps only render if damage > some value, or only to certain damage types. - Some people don't seem to be too much of a fan of the blood effects when you get hit. Loss of contrast, temporary darkening or fuzz would make more sense after being hit in the head but nobody sees blood in their peripheral vision when you hit them.- Blue electricity effects need to be toned down a bit. Save the lightshow from the charge station for when you actually get zapped instead.- The Sparq beam looks pretty cool, but for a thing that sure makes such a lightshow, you'd expect it to have a bit more of a punch. Put that beam on a heavier weapon and give the Sparq beam something a bit less extreme.Ragdoll Physics- dead ragdolls for robots or heavy mutants moving and wobbling like they're made out of foam rubber is still in, please mess with the physics settings so things have proper weight.Blurring- It's also really strange that the inventory blurs out your entire view, but doesn't pause the game. The blur should be removed.Headbopping- Some people seem to get a bit nauseous from the head-bobbing effect, but does look cool. This should be turned into a toggleable effect.