| 2 months ago :: Sep 30, 2009 - 10:31PM #191 | |
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After having the demo, oh, I don't know, maybe just over thirty times now, I've noticed the following. (I do know the game is a work in progress and there probably are bugs present, but I'm not concerned as I know they will get squished during final production/ polishing. Good, Bad and the Ugly Uber boss fight... oh_my_gawd was that a rush the first time. Lots of wapon options Lots of grenade options Lots of VS options (the multi-seater VS are incredible for co-op!) Likewise, being able to ride on a VS by holding on is awesome as well. One concern, during hard landings, I noticed myself and others would fall off. Anychance we could "grapple"-link to the VS, so as to avoid falling off during a hard hit? Perhaps being "thumped" by a boss and falling off, that would make sense, but jumping and landing, anything to do about that? Music... don't even think about changing it, it's perfect; enrapturing. Even playing through the single boss fight demo time after time, the music that kicks in during the "Cat-G's" appearance never fails to resound a ominous feeling of possible impending doom. Amazing work to get that feeling every time during a scene I've played out over and over! Sound effects seem great enough. So long as we continue to get "voice, sound effects, music and ambient" volume levels, I don't see any issue with something drowning out the important stuff. Generally I turn sub-titles on, so I don't have worry about what someone is saying to me. As I noticed, there are always tell-tale signs of some event going to occur or a change in a scripted NPC's behavior through sound. Most great gamers rely heavily on sound to give away foot steps, power-ups, etc... So glancing at subtitles throughout live-action play is no issue for me and many others. Controls... I'm happy with them, just keep the config option available for buttons, targeting reticule, stick speed, etc... **Running, however, didn't seem snappy. It actually seems a little too slow, or looks/ feels sluggish, for how the character appears to move physically when he/ she starts to run. Options... show me a gamer that doesn't like options incorporated into the menu, controller, game-play...and I'll show you have to control a comet streaking into a black hole. Keep the options a-plenty. Single player campaign shouldn't incorporate anything different than multiplayer. I'm hoping all cut-scenes unlocked during SP are also available during MP. Since I know a great many of us are going to start this game for the first time, co-op and grind it all the way through. It's impressive, in a time when once people played through single player campaign before loading the multiplayer aspect.... now, everything has changed. Multiplayer comes first, especially if it's campaign co-op. Multiplayer. Someone mentioned something about being kicked back in the game menu too far. I agree, if we can't connect, please don't boot us back to the "single player, multiplayer" screen. Instead, just refresh the host list if we are "looking for a game to join". Customization. Didn't notice any for the game. However an option for more outfits, or to choose an outfit would be nice. 8 would be sufficient, as having only 4 is going to force people that want to look different, to take what is left that the host didn't choose. Color choices would be great too, for the outfits and the glow of the harmonizer, if possible. Any glowing, shinning color, or gear aspect that already has a "stand out appearance", to change the color of said items would be great to better help players identify who is who amongst all the scripted NPC's we are sure to see running around. Female characters too. Any chance we can get characters with/ without helmets as well? Preffered weapon(s) and grenade(s). Any chance, we don't have to hit a button to bend over and pick up a weapon we are currently using/ have equipped? Could you, maybe, set an option that we can select or just make it round-robin for all, that if we "run over" a weapon we have in our inventory, we get the ammo for? Grapple hanging. I haven't been able to shoot the grapple and just hang in place. It seems every time I shoot it, my character automatically ascends along the wire to the top, as in the first LP. Any way to fire the grapple and ascend on our own speed? Such as, firing the grapple hook to a ledge and using the "movement stick" to draw ourselves to the top. Up on the stick would draw us up where-as down would descend (which I noticed it does if you're going to fall off a ledge and it auto-shoots to save you), left and right could swing perhaps? The stick movement would be pressure sensative, meaning, pushing the stick all the way up would increase ascend speed towards the top. You would then have to "jump", using the jump button to get onto the ledge. Rather then all that be automated, more control over the grapple would make for more interesting combat. If not, no foul, always LP3, right? Right?! That's it for now. Just keep your chins up and coffee mugs full! Remember smoke breaks too.
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| 2 months ago :: Sep 30, 2009 - 11:28PM #192 | |
First of all, you will never have to worry about looking the same as other people in LP2. There is a ridiculous amount of character customization. Instead of preset outfits like LP1, you can acually choose different body parts to customize. (Helmet, Backpack, Arms, Legs, Torso, etc...) The way people hang is by grappling to a horizontal surface, like the ceiling or a flat overhang. It doesn't work if you hit the edge. Once you are hanging, however, you can move up and down, or even swing. (If you do it right) |
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| 2 months ago :: Oct 02, 2009 - 1:25AM #193 | |
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Please make the swinging mechanic/animation look either more realistic or just give it some character. As it is now, it looks really bad compared to how well done all of the other animation are done. The rope could behave better, as when you stall at the top of a loop it still stays completely taut, but I can imagine that in the future there's a material that can coil like a rope but be as strong as metal or something when straightened.
Best hunter to step into Pokke. Immortal slayer of Rathalos.
Masiki ~ HR1 ~ Genprey Armor ~ Snow Gunlance MK. II |
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| 2 months ago :: Oct 02, 2009 - 11:56AM #194 | |
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Is it supposed to be that hard to move inside the giant salamander?? The animations for when an akrid's body is destroyed need to be better. On the PS3 version, when you are in a room there needs to be a button that shows the selected user's info. It's bothersome having to bring up the XMB, and then go to players you have met. When you unlock a trophy and the message is displayed, pressing the PS button should show you the trophy. I am just saying this because when you get a message and you press the PS button it takes you to the XMB instead of showing you the message like in XBL. But maybe this is a console "feature." I thought the demo was good, when I remember more things I will post.
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| 2 months ago :: Oct 02, 2009 - 10:03PM #195 | |
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When we're in the lobby awaiting other players, we need something to do. All there was in the demo was to look at other player's gamertags, will there be something where we can look at other player's stats while we wait? Or something like this at all? Someone else told me they had a problem with the friendly AI. Obviously this game is only a demo, but this person was saying just how stupid the friendly AI were, they just run around in circles shooting. What I found was that the friendly AI don't know when to fight, and when to run, they're about to be crushed and they just keep shooting awaiting the inevitable.
I agree, Capcom has put all this brilliant work into the game but it felt like they just made a shortcut when it came down to the Salamnder dieing. It just stopped and burnt up, like the bosses do in Zelda: Ocarina of Time. The death scene could be a lot better rather than just taking a shortcut and making it burn. |
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| 2 months ago :: Oct 03, 2009 - 6:08AM #196 | |
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I don't mind the Akrid burning up once it's unable to hold in t-eng. But in Lost planet one, once they were crispy, you could punch them for a little extra t-eng. Now with the online co-op, they tend to be out of place due to lag or whatever. Hopefully that is either cleaned up, or they provide that extra whenever someone gets close and punches from their perspective.
Also, thanks to someone decided to reduce the quality of play, he was shooting us to knock us down as often as he could, threw grenades at us, in general was being a waste of space. Then he just goes afk for the rest of the round. He left in the middle of second round. Luckily the rest of us can cross the red barrier and drag him along to the next level. As if I ever want to do this for anyone. The story continues. He stays afk, and we go and fight the salamander. Come a little while later, we've done the job, salamander dies, and level ends. When the scores come up, he gets 1200 points. It's a D. I'm sorry, but he did nothing. He didn't shoot, he didn't move, he didn't die amazingly, but that should mean he gets 0 points. Now I certainly didn't want to deal with him wasting our time by shooting us or grenading us, and I didn't want to drag him along, but now I just earned him 1200 points. Hopefully those points are just a record of how well you did that time, or they don't help people get anything. But if they are ever used towards items, or status in any way, then there should be a way to stop freeloaders, other then quit and retry. |
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| 2 months ago :: Oct 03, 2009 - 7:16AM #197 | |
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Idea: Perhaps some stats achieved in the Co-Op demo can be transferred over to the full game, once the full game's servers are operational? Things such as the max amount of points you've gained in a round, the highext amount of boxes you've gotten towards a streak, and possibly some of the awards you've gotten in the demo, such as finding the inner core in the salamander. Just some things to motivate people to play the demo more, until the full game where people would be trying to beat the scores they achieved in the demo. |
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| 2 months ago :: Oct 03, 2009 - 1:51PM #198 | |
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I think the Akrid died just fine...picky sobs. I thought the demo was very impressive. Good: Everything Bad: Those damn signs that give you tips...i got stuck behind two of em and instead of poppin me out it just killed me. And i agree wit the one guy talkin bout being killed in mid air ur weapons stay..lol.. u can tell this is just a rough draft...maybe just make them fall where ur body lands..thats how you've always had it so i dont know why im even telling u. so i guess just the signs..lol hate those things. Ideas: I agree with the guy talkin about not really havin much to do in the lobby...im not too concerned with it...but if its possible to fit it in..stats and stuff would be cool to view. But again i rather the time and effort be spent more into the rest of the game..this idea would be somthing to throw in when everything is done :0 |
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| 2 months ago :: Oct 04, 2009 - 12:46PM #199 | |
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This is my first time playing Lost Planet, and I have to say the Demo is dope, I'm on it everyday. I don't get bored with doing 3 stages lol... I'm REALLY looking forward to the full release.
PSN ID: KingJBlaze
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| 2 months ago :: Oct 05, 2009 - 11:22AM #200 | |
Just to be clear, I am not against they turning crisp, it's just that when you punch them (I love doing that), the proportion of the shattered remains and number of them don't seem to be in accordance with the actual size of the akrid. Oh, and that new akrid that does like a rooster standing up it's very annoying, it moves too fast and sometimes it's hard to follow and before you know it the akrid is behind you. |
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