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Author Topic: Warhammer 40000: Space Marine  (Read 26781 times)

Ahra

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Re: Warhammer 40000: Space Marine
« Reply #105 on: August 21, 2011, 02:12:02 pm »

acctually they troll you and teleport back to base where they are rebuilt, phylacteries are for lords methinks?
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Strange guy

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Re: Warhammer 40000: Space Marine
« Reply #106 on: August 21, 2011, 03:54:05 pm »

Lords have an option called Phylactery, which means when they are badly damaged they may be repaired by scarab like machines. I don't know about about whether phylacteries of the more regular description exist, but there's probably something binding the whatever is left of the Necrontyr to the necron bodies. Exactly what is left is unclear, as souls are a warp thing and the c'tan abhor the warp, and I don't know if they can be dislodged or anything.
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Chattox

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Re: Warhammer 40000: Space Marine
« Reply #107 on: August 23, 2011, 06:25:16 pm »

I just played the demo for this, it made me dribble.


In my pants.
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timferius

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Re: Warhammer 40000: Space Marine
« Reply #108 on: August 23, 2011, 06:49:42 pm »

I dont get it. Bolters are supposed to essentially be semi-auto mini rocket launchers. This concept is 100 times cooler (trust me, I did the math) than a machine gun... Why do they keep making them machine guns? Even the Guard dont use ballistic weapons like that...
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Chattox

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Re: Warhammer 40000: Space Marine
« Reply #109 on: August 23, 2011, 07:07:39 pm »

I dont get it. Bolters are supposed to essentially be semi-auto mini rocket launchers. This concept is 100 times cooler (trust me, I did the math) than a machine gun... Why do they keep making them machine guns? Even the Guard dont use ballistic weapons like that...

It's been a long time since I played 40k, but don't the bolters roll like 2 or 3 dice per shot? It sounds like you're talking about Stalker bolters, which are in the game and appropriately rocket-like.
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The setting of Half-Life 2 Episode 3's release: "It is the 41st Millennium. For more than a hundred centuries the Gabe has sat immobile on the..."

Capntastic

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Re: Warhammer 40000: Space Marine
« Reply #110 on: August 23, 2011, 07:11:04 pm »

I dont get it. Bolters are supposed to essentially be semi-auto mini rocket launchers. This concept is 100 times cooler (trust me, I did the math) than a machine gun... Why do they keep making them machine guns? Even the Guard dont use ballistic weapons like that...

Bolter rounds are gyrojet bullets that are heavy as heck and some of them explode on impact.  This means they're basically auto-stabilized explosive bullets, rather than heavy duty explosives.
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Cthulhu

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Re: Warhammer 40000: Space Marine
« Reply #111 on: August 23, 2011, 07:55:03 pm »

Also, the Guard does use traditional ballistic weapons.  The heavy stubber uses regular cartridge ammo like what today's military would use.
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Wayward Garden

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Re: Warhammer 40000: Space Marine
« Reply #112 on: August 23, 2011, 09:53:49 pm »

I just played the demo and thought I'd add my 2 cents. The game looks great and feels good and heavy. Production values it has in spades. Unfortunately, that's where I end my praise. The camera works well enough when you're shooting stuff, but it's pretty bad when you inevitably find yourself in melee. Speaking of melee; I did rather enjoy it for a few minutes, but quickly got tired of performing the one and only combo again, and again, and again. There are a few different execution animations to break things up, but you see them often enough that a few is far too few. The game employs a Halo-style recharging shield system (despite space marines not wearing energy shields of any sort that I'm aware) with a persistent health bar underneath. There aren't health packs or the slow regeneration you might expect from a space marine's implants. Instead, you regain health by performing melee executions. Maybe it isn't a health bar, but a morale bar; getting shot just makes a marine sad, and they can only feel better about it by singling out and gutting one opponent. Hacking down hordes at a time just isn't satisfying, I guess. I thought things might get more interesting when I moved on to the assault pack portion of the demo, but, if anything, they got less interesting. Why bother shooting or gutting things when you can repeatedly jump, then land with more force and blast radius than the wimpy grenades you have, with no recharge time whatsoever? Okay, I think I'm done ranting. I just think this could have been an amazing game if they spent as much time and effort on gameplay as they did making it look pretty (in a grimdark sort of way). As it is, I, for one, will be saving my $50 for something that can hold my attention longer than 5 minutes.
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Anvilfolk

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Re: Warhammer 40000: Space Marine
« Reply #113 on: August 23, 2011, 10:56:57 pm »

I'd be interested in hearing what people who have played have to say about what Wayward Garden said.

It certainly looks cool, but is that it? I mean, I'm sure the feeling of shredding orks apart is great... for the first half-hour. If it's just clicking the mouse or holding it, meh. What intricacies does it have?

Thexor

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Re: Warhammer 40000: Space Marine
« Reply #114 on: August 23, 2011, 11:25:27 pm »

Well, first answer: Download it yourself and see. The demo is now available for everyone, at ~2.1 GB.  ;)


For a more detailed answer, I'll go over what Wayward was talking about:

I just played the demo and thought I'd add my 2 cents. The game looks great and feels good and heavy. Production values it has in spades.

More or less true. I saw one comically-bad instance of lip syncing on Tidus, but the rest of the game looked shiny. Er, well, dirty, but a shiny kind of dirt. The kind with gratuitous blood everywhere.

Unfortunately, that's where I end my praise. The camera works well enough when you're shooting stuff, but it's pretty bad when you inevitably find yourself in melee. Speaking of melee; I did rather enjoy it for a few minutes, but quickly got tired of performing the one and only combo again, and again, and again. There are a few different execution animations to break things up, but you see them often enough that a few is far too few.

I didn't have any major issues with the melee camera, really. It takes some getting used to the turn speed, but otherwise I felt it served admirably at showing your immediate surroundings.

The combos, though, felt visually-repetitive. There is one melee button (right-click), and pressing it repeatedly triggers a single combo of 4 slashes. Which is always the same combo. It gets a little bit more interesting when you realize that F (the stun button) can be used at any point in a combo to trigger a different stun-based move (kicking the foe, shoulder-bashing them, etc), but even then, there's a painfully-limited number of possible moves with each weapon.

The game touts 4 different weapons, and while only 2 seem to be in the demo (chainsword and a brief moment with the power axe), the in-game combo list confirms that they all follow the same basic pattern: one main combo, with a few ways of finishing it with a stun.

Execution moves make life a touch more exciting... but, I dunno, maybe Arkham Asylum spoiled me, but there seemed to be only a handful of different executions. Plus, the 'cinematic camera' often clips through the wall... or you clip through the wall... obscuring the carnage.

The game employs a Halo-style recharging shield system (despite space marines not wearing energy shields of any sort that I'm aware) with a persistent health bar underneath. There aren't health packs or the slow regeneration you might expect from a space marine's implants. Instead, you regain health by performing melee executions. Maybe it isn't a health bar, but a morale bar; getting shot just makes a marine sad, and they can only feel better about it by singling out and gutting one opponent. Hacking down hordes at a time just isn't satisfying, I guess.

I think the health system deserves a little more love, TBH. You've got some kind of top health layer that regenerates when out of combat, and a second health bar that regenerates when you messily dismember opponents with so-called 'Execution' moves. Flipping through the dev diaries, we discover that regenerating health in combat is one of the game's main features - Space Marines don't cowardly retreat when injured, and so turning enemies into your health source is an exciting-if-canonically-retarded idea.

I thought things might get more interesting when I moved on to the assault pack portion of the demo, but, if anything, they got less interesting. Why bother shooting or gutting things when you can repeatedly jump, then land with more force and blast radius than the wimpy grenades you have, with no recharge time whatsoever?

I also had to complain about the assault pack, but for different reasons. First, the devs were totally lazy with the "equip the jumppack" cutscene - seriously, guys? That's the best you could do? Okay, enough pettiness.  :P

My main complaint, rather, was that it's bloody tough to track. Jumping into the air isn't a particularly smooth transition, and between Tidus and the massive flare from his jets, it's nigh-impossible to actually spot your targets, let alone the reticule that lets you target your landing. The actual impact was satisfying, but didn't feel overpowered - enemies are still perfectly capable of shooting you out of the air, and between the time necessary to jump up, then land, then finish off the stunned opponents, it probably would've been faster to just slash them.

Okay, I think I'm done ranting. I just think this could have been an amazing game if they spent as much time and effort on gameplay as they did making it look pretty (in a grimdark sort of way). As it is, I, for one, will be saving my $50 for something that can hold my attention longer than 5 minutes.

I don't know if this is worth $50, but it's definitely worth some money. I'd wait for a sale - I don't expect multiplayer to take off, so it should be on sale shortly. (Multiplayer: "Oh, goodie, another single-player game with multi-player tacked on. Oh, what's that? There's only one melee button and no block? Welp, guess this isn't a melee-focused game. Oh, so all that's left is a third-person shooter with a handful of generic weapons? Oh goodie indeed.")
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Ahrimahn

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Re: Warhammer 40000: Space Marine
« Reply #115 on: August 23, 2011, 11:33:33 pm »

I liked it it was pretty fun and made me a little happy to have a shooter that wasnt heavily cover based for a change.

NewsMuffin

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Re: Warhammer 40000: Space Marine
« Reply #116 on: August 24, 2011, 03:19:25 am »

suttap u guise dis gaem is best gaem evarr!!!11!11
/fanboyism

I did rather enjoy the demo, I felt it did the setting justice, and everything felt polished and well made. The health system felt amazing, and unique. The melee did feel a little lacking if you were looking for something to criticize, but it was perfectly fine for me. I didn't really care that I did the same combo and execution moves several times in a row, it still looked and felt amazing on-screen.
I think the multiplayer will actually be rather popular. It looks to be balanced, for the most part, and rather enjoyable. The lack of maps and game modes is rather disappointing, but I will most likely enjoy it all the same, especially with DLC.
I'll be preordering this game, for sure.
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Toady Two

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Re: Warhammer 40000: Space Marine
« Reply #117 on: August 24, 2011, 04:27:29 am »

TB's first impressions video from the demo.

You can tell that he is having a blast. He does admit he is a 40k fanboy though.
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Robsoie

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Re: Warhammer 40000: Space Marine
« Reply #118 on: August 24, 2011, 05:07:08 am »

*oops wrong thread*
« Last Edit: August 24, 2011, 05:32:19 am by Robsoie »
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Digital Hellhound

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Re: Warhammer 40000: Space Marine
« Reply #119 on: August 24, 2011, 11:49:44 am »

The demo finally arrived on PSN, yay.

I must say, it was better than I expected. The camera was a bit wonky and I spent ten minutes at a door because an Ork didn't die earlier (::)), but overall it felt quite enjoyable. I hope this is a success, so they can make even better 40k games in the future. Player-as-inquisitor RPG anyone? I know for a fact I'm not the only one dreaming of that.
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