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Author Topic: Satellite Reign  (Read 18993 times)

LoSboccacc

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Re: Satellite Reign
« Reply #30 on: August 27, 2013, 06:58:54 pm »

This game wennt completely under my radar but it shows a lot of interesting features

I will watch it closely evolve. (no backing until I see a demo)
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dennislp3

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Re: Satellite Reign
« Reply #31 on: August 27, 2013, 11:39:57 pm »

PTW
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SharpKris

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Re: Satellite Reign
« Reply #32 on: August 28, 2013, 12:27:24 am »

i've got too many games backed already but i'll be keeping an eye on this!
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nenjin

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Re: Satellite Reign
« Reply #33 on: December 11, 2014, 08:04:52 pm »

This now available on Steam Early Access. All backers should be able to get their keys redeemed from the Humble Bundle Store.

I've been sort of keeping up with this, and I don't expect the EA release to have a ton of content. Especially not when it currently clocks in at under 1 gig of HDD space. But I'm excited to check out what's there so far.
« Last Edit: December 11, 2014, 08:09:22 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
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Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
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nenjin

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Re: Satellite Reign
« Reply #34 on: December 11, 2014, 10:18:56 pm »

So.....not bad!

It's a pre-alpha and it shows pretty much everywhere, but it's generally a solid package. Already feels a lot like Syndicate. The map is HUGE. Gnarly. Stairwells twisting everywhere, joining terraces of the city together. Gorgeous cyberpunk advertisements. Neon. Dank alleys. People with mohawks and pointless neon jewelry.

All very cool. Also very sandboxy feeling, to a fault at this moment, but that's understandable. There's citizens walking around and secure areas with guards patrolling and cameras. Some loose objectives. Very little character development hooked up and....what I see so far implies a very bland "spend a skill point, get tougher, do more damage, make your class skills better." Hope there'll be a little more meat on it than that.

UI is pretty basic in the menus and such. Again, probably will look nicer later.

Performance is a little spotty but pretty good for a pre-alpha. Combat already feels semi-satisfying. Putting all your guys in cover, waiting for a corp-sec to walk by, everyone drawing their weapons and unloading on them.

The writing comes across a little....casual? Maybe it's all filler text for the most part, just so there's something, but someone has already put a decent amount of time into it. The "narrator" talking at you through the text blurbs under the map section sort of sounds like your friend the GM talking to you in a Shadowrun game. I guess what I'm trying to say is, I expected something a little more flavorful, thematic.

As I said, the map is huge. I don't know if that's the whole game map or if there are more districts to be had. If there are more, or even just side-areas you enter and leave to do missions...holy shit. This will be a very large game. It already feels very sandboxy, with objectives you can set up markers for under the map menu. But you can just run off and go do whatever. Doing missions or objectives feels very shallow right now and I imagine most of them amount to the same thing in the pre-alpha. But when more scripting goes in, it's gonna be nice. This is shaping up to be more like the kind of game I wished Shadowrun Returns had tried to be.

I wouldn't run out to buy it now but if you're interested do check out some LPs. I was very pleased with all the visuals. There's a just a hint of a cell-shaded look to them, but that quickly passes when the whole ambiance comes together.

Plenty of bugs, to be sure. But it's a pretty solid start to the playable game.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Parsely

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Re: Satellite Reign
« Reply #35 on: December 11, 2014, 10:55:42 pm »

The plot looks very standard which bothers me, but the game is very pretty and well put together which is great. I haven't seen any gameplay yet but I get the feeling it won't live up to expectation.
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nenjin

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Re: Satellite Reign
« Reply #36 on: May 16, 2015, 03:38:11 pm »

Jumped back into this after a big update came through.

« Last Edit: May 16, 2015, 10:40:02 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Vortex Rikers

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Re: Satellite Reign
« Reply #37 on: May 16, 2015, 06:27:46 pm »

Thanks for the massive write up, seems like something I'll definitely pick up once it leaves early access.

The biggest selling point for me was how they went on and on about a 'living and breathing' city, but from what I gathered there doesn't seem to be much of that, citizens just wander aimlessly with no destination or schedule. How deep does the city simulation itself go?
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nenjin

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Re: Satellite Reign
« Reply #38 on: May 16, 2015, 08:04:58 pm »

In short, I wouldn't call it a living breathing city simulation.

I find myself beginning to associate this game with Assassin's Creed style of design. BIG levels, a lot of unique visual detail, big crowds, lots of traffic. Objective areas making up a large part of the map, and having recurring objectives be part of every map. (So like, every district has its CSA building, just like every district in AC had its Templar Dens, etc...) How large these objective areas are isn't clear necessarily until you get inside a compound and start looking at your movement tactically. The city is such a clusterfuck of walled compounds, stairs and neon that it's not always easy to get a sense of the layout until you're inside it. But looking back I realize that a lot of area in each district is given over to restricted compounds. And what's not in those restricted compounds amounts to some interaction points for hacking ATMs, doors, mission nodes and that's pretty much it.

There's things going on to add life to the city. But not a lot that I've seen so far. People lounging around on benches and stuff, lying in trash. The occasional animation of a group of cops shaking down someone. Saw some sort scripted thing where a couple of regular civilians went charging into a restricted compound to be gunned down by guards. Again, sort of like Assassin's Creed where those details are there to breathe a little life into things, but it's not like a DF-level simulation, not even in the same ballpark.

Every NPC is supposed to have a bio on them once you've identified them through World Scan and click on them. But all that's there is just placeholder text, still. And the pathing AI so far is still pretty buggy, especially when it comes to guards who like to get stuck sprinting in loops or into a wall, instead of being on their patrol route. Traffic works, although huge traffic jams for seemingly no reason are common.

So if it's going to get better than this, it'd be a fair amount of work to script out all those peds into doing something more life-like such as having schedules, instead of just walking in big crowds and doing canned animations. Which is too bad, because there's enough unique visual details in the world to support that. Like, at least in the first area, I think I've seen one duplicated bit of building and signage. Otherwise everything else is unique signs, posters, businesses....

It's not perfect, but aesthetically I have no problems getting immersed. But if you're looking for "Follow a dude around and see what his daily life is like" kinda thing, you'll be disappointed. But I'll give the caveat that there's 2/3rds of the game left to see (and I think one more zone they haven't released.) Could they be lazy and just rubber stamp each district's design on the next? Remains to be seen.
« Last Edit: May 16, 2015, 08:12:56 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Gabeux

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Re: Satellite Reign
« Reply #39 on: May 17, 2015, 12:03:20 pm »

Interesting nenjin. I've been kind of following this for a while too but I haven't backed it yet.
I really want them to do what they're proposing, and from what I gather it's still too early to have any sort of sense of what direction the devs are really taking (I could be wrong, given that this is based only on what I've read and not from experience).
It'd be so cool, and at least it seemed to me that they were really going for it.

I felt a different vibe from Spacebase DF-9 for instance, and that thing went downhill (or, went "meh") fast.
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nenjin

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Re: Satellite Reign
« Reply #40 on: May 17, 2015, 01:29:06 pm »

I don't think this is another Spacebase DF-9, it's already a more complete game than that.

But someone writing thinks it needs to be funny. For example, a lot of weapon/item descriptions are actually pop culture references. Like the XL12 Boomstick's text is literally the Army of Darkness quote about S-Mart's shotgun. An otherwise thematically awesome game for some reason is fucking it up with humor. And not just a little humor. Quite a bit. And the friendliness of your handler continues with mission completion texts being like "Good job!" and "Great work!" and "That showed 'em!"

Again, the entire rest of the game is in lockstep with the Cyberpunk theme from top to bottom.....except whoever is doing the writing.
« Last Edit: May 17, 2015, 01:41:43 pm by nenjin »
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

sambojin

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Re: Satellite Reign
« Reply #41 on: May 17, 2015, 03:42:49 pm »

Here's about an 11 part playthrough if you want to get a better idea of what you're in for. The player (Steejo) has a few UI issues and it's from a version or two ago, so descriptions are fairly sparse, but it should give a vague idea of general gameplay.

Just think, "It's like this, but a bit better and more polished, with more descriptions and functionality" in its current state. The let's play is from December 2014, so a fair bit has been done in the six months since, no doubt.

https://m.youtube.com/watch?v=lGHU1OKt_BE
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monkey

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Re: Satellite Reign
« Reply #42 on: July 12, 2015, 03:12:25 pm »

Release date 28th of August 2015
https://www.youtube.com/watch?v=5L3AeCib1F8
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lordcooper

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Re: Satellite Reign
« Reply #43 on: July 12, 2015, 04:53:00 pm »

Huh.  I'd have assumed there was at least a year of dev time left.
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Graknorke

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Re: Satellite Reign
« Reply #44 on: July 12, 2015, 05:19:10 pm »

Interesting in buying, PingTW.
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