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	<title>Comments on: ExcitingCapitalisation: NeoTokyo</title>
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	<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/</link>
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	<lastBuildDate>Sun, 22 Nov 2009 22:22:05 +0000</lastBuildDate>
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		<title>By: Chips</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-245300</link>
		<dc:creator>Chips</dc:creator>
		<pubDate>Sun, 16 Aug 2009 06:07:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-245300</guid>
		<description>I just tried this game and I didn&#039;t like it mostly due to the community.  They are very rude and began tking and harrassing me when I said I came from Dystopia.  I&#039;d like to try this mod but this has happened on many servers.  Also why is it that everyone is so defensive about this mod?  Any site i go to where someone critiques it they go into rage.</description>
		<content:encoded><![CDATA[<p>I just tried this game and I didn&#8217;t like it mostly due to the community.  They are very rude and began tking and harrassing me when I said I came from Dystopia.  I&#8217;d like to try this mod but this has happened on many servers.  Also why is it that everyone is so defensive about this mod?  Any site i go to where someone critiques it they go into rage.</p>
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		<title>By: Mjolk</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-229159</link>
		<dc:creator>Mjolk</dc:creator>
		<pubDate>Wed, 29 Jul 2009 18:15:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-229159</guid>
		<description>My favorite FPS ever. The reason I call it my favorite fps is because I get bored of most fps games after an hour or two of playing, but this.. I can play it for many many hours in a row and it just doesn&#039;t get boring.
I love that it&#039;s based on teamplay and tactics.</description>
		<content:encoded><![CDATA[<p>My favorite FPS ever. The reason I call it my favorite fps is because I get bored of most fps games after an hour or two of playing, but this.. I can play it for many many hours in a row and it just doesn&#8217;t get boring.<br />
I love that it&#8217;s based on teamplay and tactics.</p>
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		<title>By: Crispy</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-227347</link>
		<dc:creator>Crispy</dc:creator>
		<pubDate>Sun, 26 Jul 2009 09:12:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-227347</guid>
		<description>It&#039;s more like &lt;i&gt;Hostile Intent&lt;/i&gt; than &lt;i&gt;Counter-Strike&lt;/i&gt;, but most people have probably never heard of the former.</description>
		<content:encoded><![CDATA[<p>It&#8217;s more like <i>Hostile Intent</i> than <i>Counter-Strike</i>, but most people have probably never heard of the former.</p>
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		<title>By: Derpa</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-225890</link>
		<dc:creator>Derpa</dc:creator>
		<pubDate>Thu, 23 Jul 2009 04:41:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-225890</guid>
		<description>Every time I see someone mention &quot;CS&quot; in their comment makes me wonder why they are stealing our oxygen.</description>
		<content:encoded><![CDATA[<p>Every time I see someone mention &#8220;CS&#8221; in their comment makes me wonder why they are stealing our oxygen.</p>
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		<title>By: hooray</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-225367</link>
		<dc:creator>hooray</dc:creator>
		<pubDate>Wed, 22 Jul 2009 08:03:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-225367</guid>
		<description>it should be called weeaboo counterstrike. style does not make up for shit gameplay.</description>
		<content:encoded><![CDATA[<p>it should be called weeaboo counterstrike. style does not make up for shit gameplay.</p>
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		<title>By: FcukFace</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-225350</link>
		<dc:creator>FcukFace</dc:creator>
		<pubDate>Wed, 22 Jul 2009 06:06:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-225350</guid>
		<description>This game is obviously not made for the learning-impaired and/or autistic</description>
		<content:encoded><![CDATA[<p>This game is obviously not made for the learning-impaired and/or autistic</p>
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		<title>By: PoopParapoo</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-225244</link>
		<dc:creator>PoopParapoo</dc:creator>
		<pubDate>Tue, 21 Jul 2009 22:47:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-225244</guid>
		<description>Honestly, comparing this to Counter-Strike is not that clever. Counter Strike has quite a different scenario- they just similar aspects. They both have a a wait-till-you-die round. Amazing point. Hell, lets make it Battlefield 2 style, so whenever you die, you spawn right back, and who the hell cares that you just died right?
Oh damn, CS and NT both have guns. The difference is that NT uses a unique type of &quot;ironsights&quot; (that are similar to Farcry&#039;s). CS Uses a regular crosshair in the middle of the screen. And oh yeah, they both have grenades (OH SHIT).

Overall, its their first release and it&#039;s damn good. The learning curve is a little high (as you can see from people commenting here) but after you reach the top (in 1-2 days), you should be pretty good.</description>
		<content:encoded><![CDATA[<p>Honestly, comparing this to Counter-Strike is not that clever. Counter Strike has quite a different scenario- they just similar aspects. They both have a a wait-till-you-die round. Amazing point. Hell, lets make it Battlefield 2 style, so whenever you die, you spawn right back, and who the hell cares that you just died right?<br />
Oh damn, CS and NT both have guns. The difference is that NT uses a unique type of &#8220;ironsights&#8221; (that are similar to Farcry&#8217;s). CS Uses a regular crosshair in the middle of the screen. And oh yeah, they both have grenades (OH SHIT).</p>
<p>Overall, its their first release and it&#8217;s damn good. The learning curve is a little high (as you can see from people commenting here) but after you reach the top (in 1-2 days), you should be pretty good.</p>
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		<title>By: Crispy</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-224459</link>
		<dc:creator>Crispy</dc:creator>
		<pubDate>Mon, 20 Jul 2009 16:43:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-224459</guid>
		<description>Here&#039;s my review: http://www.unknownworlds.com/forums/index.php?showtopic=106902&amp;view=findpost&amp;p=1715859

Sorry I&#039;m too lazy to reformat it for the comments here but I suspect I&#039;d hit the word limit in any case. It&#039;s worth reading the entire thread for arguments on both sides of the fence.</description>
		<content:encoded><![CDATA[<p>Here&#8217;s my review: <a href="http://www.unknownworlds.com/forums/index.php?showtopic=106902&amp;view=findpost&amp;p=1715859" rel="nofollow">http://www.unknownworlds.com/forums/index.php?showtopic=106902&amp;view=findpost&amp;p=1715859</a></p>
<p>Sorry I&#8217;m too lazy to reformat it for the comments here but I suspect I&#8217;d hit the word limit in any case. It&#8217;s worth reading the entire thread for arguments on both sides of the fence.</p>
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		<title>By: KindredPhantom</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-3/#comment-222698</link>
		<dc:creator>KindredPhantom</dc:creator>
		<pubDate>Thu, 16 Jul 2009 14:41:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-222698</guid>
		<description>YawnTokyo.

Needs respawns as CS style did and you wait out the round is  tad tedious.</description>
		<content:encoded><![CDATA[<p>YawnTokyo.</p>
<p>Needs respawns as CS style did and you wait out the round is  tad tedious.</p>
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		<title>By: seras</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-2/#comment-221646</link>
		<dc:creator>seras</dc:creator>
		<pubDate>Tue, 14 Jul 2009 16:41:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-221646</guid>
		<description>been playing it for 3 days and really loving it.  I&#039;ve always been a huge fan of tactical shooters(played TacOps for 8 years) and GITS so this was naturally right up my alley.

the production value and design is very impressive, especially for an indy mod. The gameplay does take getting used to ...figuring out the flow, teamplay, ballistic mechanics. 

Obviously ppl that don&#039;t like the genre will hate this, it&#039;s not for the twitchy quake folk....but anyone that appreciates tactical shooters really owes it to themselves to bite the bullet on the learning curve and give this game a real chance....the more you play the more you&#039;ll realize there&#039;s actually quite a bit of finesse going into it.</description>
		<content:encoded><![CDATA[<p>been playing it for 3 days and really loving it.  I&#8217;ve always been a huge fan of tactical shooters(played TacOps for 8 years) and GITS so this was naturally right up my alley.</p>
<p>the production value and design is very impressive, especially for an indy mod. The gameplay does take getting used to &#8230;figuring out the flow, teamplay, ballistic mechanics. </p>
<p>Obviously ppl that don&#8217;t like the genre will hate this, it&#8217;s not for the twitchy quake folk&#8230;.but anyone that appreciates tactical shooters really owes it to themselves to bite the bullet on the learning curve and give this game a real chance&#8230;.the more you play the more you&#8217;ll realize there&#8217;s actually quite a bit of finesse going into it.</p>
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		<title>By: Daniel</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-2/#comment-220576</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Sun, 12 Jul 2009 01:07:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-220576</guid>
		<description>This game is not horrible. It needs some work. It&#039;s a rather tactical FPS overall, using a lean system (allowing you to pop yourself and your gun out from a corner), no inherent crosshair system (requiring you to by default right click to bring up a crosshair, slowing your speed). You can fire from the hip though, and in tight quarters it&#039;s proven very effective for me. The lean system needs a decent bit of work.

&lt;b&gt;Overview:&lt;/b&gt;&lt;b&gt;
The game breaks down into a three class system, each in varying size from the smallest and most mobile, to the biggest and least mobile. Per round, each play gets one life. The objective of the round is to kill all enemy players, or capture the ghost. It&#039;s like a tug of war in a way. Some weapons have a secondary function, though at this point and time have proven rather useless for me (a good start though, honestly.)

&lt;/b&gt;&lt;b&gt;Recon&lt;/b&gt;&lt;b&gt;
Recons are fast, having an unlimited amount of sprint and a super jump which when done right can zoom you around quite fast; recon also has a pretty strong cloak time of 13 seconds and a quick recharge. Their night vision is rather useless to me (I don&#039;t play recon though), and their weapons are rather weak. They get a few sniper rifles that other classes can&#039;t get, and some silenced SMG&#039;s, a remotely activated det-pack with a HUGE blast radius, and a pistol with a reasonably high rate of fire. The class relies on it&#039;s high mobility and fast cloak recharge for survival.

&lt;/b&gt;&lt;b&gt;Assault&lt;/b&gt;&lt;b&gt;
The Assault class has the broadest range of weaponry. They get a HE grenade, semi auto shotgun, the most potent sniper rifle in the game, and a pistol that can be semi/auto with a high rate of fire. The have a sprint ability that depletes at a decent rate, and regenerates quickly enough. They have a cloak time of 8 seconds, with a fairly slow recharge time. They can take some damage, they&#039;re an all around good class. Their special vision is motion sensing, which makes them better at dealing with cloaked threats, but useless against targets that are not moving.

&lt;/b&gt;&lt;b&gt;Support&lt;/b&gt;&lt;b&gt;
The support class has no sprint,nor a cloak function, 2 smoke grenades (they can see through with their thermals) but they can eat some lead now. They&#039;re slow, large, and have access to the exclusive machine gun which is lethal as hell at medium to close range in the right hands, along with a .45 revolver. This is my class of choice, their vision being the best overall; it cannot however detect cloaked entities.

&lt;/b&gt;&lt;b&gt;Pro&#039;s&lt;/b&gt;&lt;b&gt;
Beautiful game, with a HDR that isn&#039;t over done. Very customized style

Tactical game play requiring a decent amount of teamwork and strategic understanding.

Each class has it&#039;s own diverse applications and strengths.

Maps very greatly and over all are done very well, with no side having any huge advantage from the start. It mostly plays out with skill.

Each of the 3 classes have 3 different skins to choose from.

&lt;/b&gt;&lt;b&gt;Con&#039;s&lt;/b&gt;&lt;b&gt;
The lean system needs fine tuning, it&#039;s a little too blocky, and when a play is inside or too close to you, you can&#039;t lean. It could use a tweak and give another 5-10 degree of lean in my opinion. Over all it does work though, you just have to get used to it.

High learning curve for people who have never played tactical FPS games, which end up with 3-5 minute wait times per death depending on the server.

The special function of certain weapons is almost useless. The pump shotgun has a slug feature, but you can only have one slug in the shotty at a time, and it does crap damage in my experience. This function needs work but has good potential.

Strafing people have nearly as much accuracy as immobile crouched people; this is totally bullshit. It may just be a misunderstanding in my brief time playing, but it feels this way so far.

&lt;/b&gt;&lt;b&gt;Overall&lt;/b&gt;&lt;b&gt;
Graphics: 8/10
Sound: 8/10
Diversity: 6.5/10
Performance: 7.5-8/10
Gameplay: 7.5/10&lt;/b&gt;</description>
		<content:encoded><![CDATA[<p>This game is not horrible. It needs some work. It&#8217;s a rather tactical FPS overall, using a lean system (allowing you to pop yourself and your gun out from a corner), no inherent crosshair system (requiring you to by default right click to bring up a crosshair, slowing your speed). You can fire from the hip though, and in tight quarters it&#8217;s proven very effective for me. The lean system needs a decent bit of work.</p>
<p><b>Overview:</b><b><br />
The game breaks down into a three class system, each in varying size from the smallest and most mobile, to the biggest and least mobile. Per round, each play gets one life. The objective of the round is to kill all enemy players, or capture the ghost. It&#8217;s like a tug of war in a way. Some weapons have a secondary function, though at this point and time have proven rather useless for me (a good start though, honestly.)</p>
<p></b><b>Recon</b><b><br />
Recons are fast, having an unlimited amount of sprint and a super jump which when done right can zoom you around quite fast; recon also has a pretty strong cloak time of 13 seconds and a quick recharge. Their night vision is rather useless to me (I don&#8217;t play recon though), and their weapons are rather weak. They get a few sniper rifles that other classes can&#8217;t get, and some silenced SMG&#8217;s, a remotely activated det-pack with a HUGE blast radius, and a pistol with a reasonably high rate of fire. The class relies on it&#8217;s high mobility and fast cloak recharge for survival.</p>
<p></b><b>Assault</b><b><br />
The Assault class has the broadest range of weaponry. They get a HE grenade, semi auto shotgun, the most potent sniper rifle in the game, and a pistol that can be semi/auto with a high rate of fire. The have a sprint ability that depletes at a decent rate, and regenerates quickly enough. They have a cloak time of 8 seconds, with a fairly slow recharge time. They can take some damage, they&#8217;re an all around good class. Their special vision is motion sensing, which makes them better at dealing with cloaked threats, but useless against targets that are not moving.</p>
<p></b><b>Support</b><b><br />
The support class has no sprint,nor a cloak function, 2 smoke grenades (they can see through with their thermals) but they can eat some lead now. They&#8217;re slow, large, and have access to the exclusive machine gun which is lethal as hell at medium to close range in the right hands, along with a .45 revolver. This is my class of choice, their vision being the best overall; it cannot however detect cloaked entities.</p>
<p></b><b>Pro&#8217;s</b><b><br />
Beautiful game, with a HDR that isn&#8217;t over done. Very customized style</p>
<p>Tactical game play requiring a decent amount of teamwork and strategic understanding.</p>
<p>Each class has it&#8217;s own diverse applications and strengths.</p>
<p>Maps very greatly and over all are done very well, with no side having any huge advantage from the start. It mostly plays out with skill.</p>
<p>Each of the 3 classes have 3 different skins to choose from.</p>
<p></b><b>Con&#8217;s</b><b><br />
The lean system needs fine tuning, it&#8217;s a little too blocky, and when a play is inside or too close to you, you can&#8217;t lean. It could use a tweak and give another 5-10 degree of lean in my opinion. Over all it does work though, you just have to get used to it.</p>
<p>High learning curve for people who have never played tactical FPS games, which end up with 3-5 minute wait times per death depending on the server.</p>
<p>The special function of certain weapons is almost useless. The pump shotgun has a slug feature, but you can only have one slug in the shotty at a time, and it does crap damage in my experience. This function needs work but has good potential.</p>
<p>Strafing people have nearly as much accuracy as immobile crouched people; this is totally bullshit. It may just be a misunderstanding in my brief time playing, but it feels this way so far.</p>
<p></b><b>Overall</b><b><br />
Graphics: 8/10<br />
Sound: 8/10<br />
Diversity: 6.5/10<br />
Performance: 7.5-8/10<br />
Gameplay: 7.5/10</b></p>
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		<title>By: unique_identifier</title>
		<link>http://www.rockpapershotgun.com/2009/07/06/excitingcapitalisation-neotokyo0/comment-page-2/#comment-219423</link>
		<dc:creator>unique_identifier</dc:creator>
		<pubDate>Thu, 09 Jul 2009 15:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=14252#comment-219423</guid>
		<description>this is interesting. played for about an hour or so... initially very, very confusing, especially with the claustrophobic landmark-less indoor maps, and the changing spawn points.

as commented above, it would be nice if the aim and lean controls were more fluid. the sights need to come up as soon as you touch right mouse, not when you release the button.

it might grow on me though. the ghost-walkhack mechanic is refreshingly new. the music is lovely. and the programmer nonsense in the lower left hand corner before each round starts is a cute touch. i need to try playing this with my friends, with voice.</description>
		<content:encoded><![CDATA[<p>this is interesting. played for about an hour or so&#8230; initially very, very confusing, especially with the claustrophobic landmark-less indoor maps, and the changing spawn points.</p>
<p>as commented above, it would be nice if the aim and lean controls were more fluid. the sights need to come up as soon as you touch right mouse, not when you release the button.</p>
<p>it might grow on me though. the ghost-walkhack mechanic is refreshingly new. the music is lovely. and the programmer nonsense in the lower left hand corner before each round starts is a cute touch. i need to try playing this with my friends, with voice.</p>
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