By Jim Rossignol on July 16th, 2010 at 2:04 pm.

I think I mocked this Source-engined oddity when it was announced, because it had a silly name. It still has a silly name: E.Y.E. but it now also has some fairly interesting game footage. Christophe from Streum On Studio got in touch to say that: “Our game takes place in a dark and futuristic universe and the video shows several ways to solve a situation.” That situation, given that this is an FPS with RPG elements, is killing several men, but you see that done with guns, hacked turrets, conjured soldiers, little hoverbots, and some – er – menus. Surprising, promising. There’s some more info on the main site, and some terrible screenshots. Oh dear.


Seeing the guy spend what felt like ten minutes clicking through some menus reminded me, why console games are so popular.
Apart from that: Yay, Shadowrun!
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Yeah I thought that hacking sequence was a bit over long and not particularly interesting too. I’m not saying every hacking sequence should be attached to a mini game, but if all you’re going to do is show a bar going across a screen, then you may as well make it short and sweet.
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Not a fan of Deus Ex then?
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Deus Ex’s menus were pretty short and easy to understand.
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I can’t believe how people are always talking about these stupid console ports and how 3rd person sucks and now at last ONE old school looking shooter shows up and still nobody seems to be satisfied.
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I never complained about stupid console shooters, I actually enjoy quite a few of them. And while I’d agree that there are a lot of things that classic pc games did really well and should be copied by modern day, clicking around in a menu for two minutes isn’t one of them.
Making things complicated isn’t the same as introducing complexity in your game. And making your player click twenty buttons instead of one doesn’t give him more control over the situation. I have no idea what the person playing the game was doing in this menu, but I don’t believe for a second that by deleting 99% of the clicking you’d make the game less enjoyable, less complex or lessened the ability of the player to have impact on the game world. This all just screams “BAD DESIGN!” at me.
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The UI needs a bit of work, I think, more than anything. It could be more exciting and streamlined.
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@ Okami: “there are a lot of things that classic pc games did really well and should be copied by modern day, clicking around in a menu for two minutes isn’t one of them”
There are whole games based around clicking on menus. It’s true that if it’s pointless it is just a pain but in some contexts it can be a lot of fun.
This game is based on a 1998 pen-and-paper RPG by the same company. Personally I love the idea of an “old school” French sci-fi RPG in the source engine self-published by genuine role-players far more than yet another identical, bland, highly-polished, “consolised”, big-name game.
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“Hi guys! We love Deus Ex! Does this footage remind you of Deus Ex? Deus Ex!”
Not that that’s a bad thing. It could even be an awesome thing if they’ve got more than one street scene working.
But then, like, the different combat choices just kept coming, and they all started looking the same, which bodes bad for cluttered or confused design, and then the hacker looked at a bunch of menus and then…shot the baddies like a normal fighter? Weird.
And are those descriptions ironically over written? With the dualist pan techno knowledge and the octuple disciplines oh my.
Still. Do you like Deus Ex? I like Deus Ex! Deus Ex!
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It looks more like a dungeon crawler from FPS perspective and a “dark future” setting, rather than anything you could call an “immersive sim”.
That said, FPS dungeon crawler with cyberpunk leanings sounds like it could be fun
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A Hong Kong-esque street scene that looks open plan rather than corridor-y and lots of ways to approach combat – i’m getting lots of deus ex-y stuff out of this. I guess you’re right though in that the RPG stuff is far more likely to be about levelling up loot. What a shame.
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Honestly – I thought the street scene looked exactly like a Left4Dead level, which is very much “corridor shooter” , sure quite wide corridors with a few ways through, but not open at all. Hence why I compared it to Dungeon Crawlers (the other reason for the comparison was the lack of anything to do or problems to be solved shown other than kill people, combined with a bunch of combat-centric character classes.
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I had to watch the higher-resolution video a couple times to figure out what the hacker was doing; they’re hacking one of their opponents, using them to shoot the rest, then shooting the guy they hacked. Then it appears that they shoot an enemy that avoided the bloodbath by turning invisible. Not a very explanatory video – a different scenario would have made the various characters’ abilities a lot clearer. (Actually there were a number of things that could have been clearer – adding some animations and particle effects would help indicate where these various characters that pop into existence are coming from, and at one point the viewpoint seems to move to the turret with no indicator that that’s the case.)
The “different approaches” seems to mean: shoot your opponent, stab your opponent, summon minions to shoot your opponent, or hack someone/something to shoot your opponent. That’s all very fine and good, but it’s hardly Deus Ex, where you had a number of choices, and killing your opponent was only one of them. Game levels have to be pretty carefully crafted to allow that sort of play, and most developers don’t really have the resources for that. I also suspect there’s a heavy multiplayer component to this game that restricts play to different ways of killing opponents.
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If it was a 3rd person shooter, I’d be more inclined to be interested.
However, another first-person shooter? Nah, the game would have to impress me somehow more than that trailer for me to spend money on it.
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I’m thinking exactly the opposite. Finally a promising first person shooter in this day and age of hundreds and hundreds of crappy 3rd person games.
Very much looking forward to learning more about this one.
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@Pinor I agree
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uh they need to work on the level design. the texturing is rather inept
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Damn I Failed texture
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That look cluttered, slightly incomprehensible and… bizzare, at times.
Also, how is it a choice when every outcome is the same?
Its like that ridiculous game show I keep seeing advertised “101 Ways To Leave A Gameshow” It’s not 101 ways if they all end up in a swimming pool!
Just to prove I’m NOT crazy: http://www.youtube.com/watch?v=Whaenx8w0XA
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Cool, reminds me of Requiem: Avenging Angel.
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I agree.
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“After an unending war with the metastreumonic Force…”
Well, someone’s been making up words. Unless “streumonic” is a real word, in which case, hey, I learned a new word.
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If you google the word you get a total of 7 hits all related to this game :+
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Also: After an unending war?
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Maybe the war involved a lot of time travel.
Or dictionary redefinitions.
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“Cette action prend place dans un futur sombre qui a vu se dérouler une interminable guerre entre la fédération, regroupement de plusieurs mondes, contre la force Métastreumonique, une mystérieuse et antique puissance.”
http://eye.streumon-studio.com/press/press_kit_fr.pdf
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Well you have to love a game with Dermal Stealth. I have been following this on and off since it was first shown as a mod, it looks ambitious, crazy, unique, rough, unpolished, inventive, derivative often badly translated and completely nonsensical.
…Sounds brilliant!
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ambitious, crazy, unique, rough, unpolished, inventive, derivative often badly translated and completely nonsensical…
Sounds like cyberpunk! and I love cyberpunk:)
I’ll keep an eye on this, hopefully it will be good.
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From their website,
“After an unending war with the metastreumonic Force, the powerful organization Secreta Secretorum you belong to is finally ready to undermine the head-strong federation, despite an intense struggle for power.”
‘Metastreumonic Force’? ‘Secreta Secretorum’? Really? Sure, it’s a little unfair to pick on them for their backstory, but I’m going to have trouble taking anything with organisation names like that seriously. And as AndrewC noted, all that octuple-whatsits and mystico-hermeticajigs is similarly bizarre.
And yes, the ‘cascade of menus’ combat style applied by the hacker character types was a bit unfortunate. I think the hacker described near the end was probably hacking the enemy combat suits or implants or whatever, to channel a little cyberpunk thought process. The multiple approaches thing is always good, of course, and I do like cyberpunk done well (see, as has been noted, Deus Ex). I guess this belongs in my ‘keep an eye on it but don’t keep your hopes up’ column…
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Maybe it sounds better in the original French?
http://eye.streumon-studio.com/press/press_kit_fr.pdf
Maybe you could suggest some more resonant english-language equivalents?
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I love how there’s so many people complaining that there aren’t enough games like Deus Ex, and then one comes along with some similarities and people act all cynical about it.
I feel inclined to buy this just because it has a mouse-driven menu and a lean function. How terribly old fashioned and excellent.
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I think caution is warranted. Some very circumspect flirting, perhaps. Maybe we’ll catch each other’s eyes as we find excuses to pass each other’s table. Maybe compliment each other on our shoes. But nothing more, just yet. My Phaelonic Pulzinor is moro-keenering near the zinco-trophic hemi-decapine at the moment.
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@John, AndrewC
Hey, is this chair taken? I think I found the comment thread populated with people of my point of view.
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I wonder if you can…
…dare I say it?…
…lie prone?
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My thoughts exactly…with Alpha Protocol.
*jumps out window and into waiting helicopter before the bullets start flying*
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No, no I would not like to know more. My brain is already dripping from my ears.
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This is what you get if all you do is feed your brain with roleplaying supplements, comics and franchise fantasy novels. It all collects in your brain, at first forming small puddles but as the years go on your whole brain is drowned in a sea of fantasy and scifi tropes until it all oozes out of your ears and nose in the form of black sludge. This black sludge is semi conscious and can slither around the floor and climb up chairs and desks. It will try to reach any pen, typewriter or computerkeyboard in it’s vicinity which it will use to procreate, spawning fan made fantasy/scifi universes such as this one…
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I have to say that the backstory is adorable in its own clearly confused way.
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Would you like to know more?
Remember – Service guarantees citizenship!
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In AD 2101 war was beginning. What happen? Somebody set up us the bomb.
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While it’s easy to knock the 2004 standard of graphics or the lack of accessibility, it does nonetheless manage to be more interesting than a lot of big budget games of late.
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I guess it’s a bit complicated… Let’s have a little French class here !
“streumon” is the “verlan” for “monstre” (which mean monster). What is “verlan” ? It’s “verlan” for “l’envers”, which means backwards (sort of). It’s a way of speaking where you rearrange every syllable in the words backwards, with a nice recursive name for it.
Thus, “metastreumonic” is basically a silly pun name for any uber evil force… Plus it sounds pretty cool.
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reminds me of the Gotan Project – same backwards-naming thing!
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Tyroll corporation. Hah.
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That’s the point I stopped the video. I mean really – either go for tongue in cheek humour and punnery or po-faced sci-fi seriousness, mixing the two just looks amateurish.
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It has lean. Game of the Year.
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Well, since they’re standing in the middle of a crossing I guess one way to kill the subject might be to wait for a bus to run them over.
Would that be the homeresque slowpoke’s way?
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SupraHuman reflex saved them !
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“You keep using that word. I do not think it means what you think it means.”
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That looked interesting to me, even though it looked unpolished. I just recently read a scifi novel where they used weird and made up terminology for everything, and it did alienate me a bit, but it’s a game, so it can better immerse one in the world. Also, the screenshots didn’t look awful? I’ll be watching this one.
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Wow! In 2006 this would have looked only slightly outdated!
I actually like the idea of a dark cyberpunk shooter with hacking and some sort of magic.
But the backstory and graphics simply gave me a bad feeling. It just looks cheap.
There you have it, I don’t like it just from two early low-quality videos, awful screenshots and an awkward story that makes me feel embarrassed for playing video games.
No game mechanics hidden in state-of-the-art combat-menus can make up for that.
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You are everything that is wrong with computer gaming today.
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It all make sense to me.
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Well, of course it did. ;-)
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I was pretty sure that the backstory was a work of masterpiece I just could not comprehend. Knowing that Tei does confirms this theory.
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I did watch some of that game show on iplayer the other day… wow, it was bad. Sooo much filler, for the sake of filler. Couldn’t watch more than the first question’s conclusion for it being so slow and boring.
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[in ref to my comment: I clicked the reply button next to the "101 Ways to Leave a Game Show" comment, but for some reason it didn't nest it. Grr]
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Hey console kids, a litte word of advice: This game and this thread are not for you. If you want your familiar ‘streamlined’ games and awesum action, look somewhere else. This game is for the PC grown-ups who actually want complexity and varied gameplay and don’t mind mediocre graphics. I know, what’s up with that? I guess they are lame and stuff. Ok? Ok, bye now!
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Oh, now you’ve gone and made it no fun.
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Oh boy. There’s one in every post-apocalyptic future.
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Hey, Console kids… Also remember that RPS is dedicated completely to PC games anyway, so you really have no point coming here, and I don’t think there are actually that many of you here. So, there’s probably no real need to make proclamations towards you.
As for the game… yes, it may look as if it has complexity and variety… but at the same time, it looked to be about as much fun as filing a tax return.
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Wait, are those who like “consolified” games not allowed to criticize “grownup PC” games now? Because I think the “grownup PC” side in this made up debate has been breaking that treaty pretty solidly on a daily basis for the last 10 years.
Of course, maybe you really do have a point, and every time Invisible War is mentioned we end the debate with “Sorry old PC dudes, this game just isn’t for you”. You know, just to be fair.
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@Unaco: Yes but a true PC gamer *appreciates* filing tax returns. After all, its one of those quintessential PC activities, something you *never* get to enjoy on console. Games that are like filing tax returns are just proof of the superiority of the PC.
Of course you’d know that if you weren’t such a console kid…. ;)
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@jalf
No… A true PC gamer plays a game that is like filing a tax return, but can imagine it as being a game of filing an Interstellar Mercenary Bounty Hunter’s tax return, while under fire from the Mauve Confederacy, while maneuvering their Centauri Class Cruiser through the Skeksy Asteroid belt… or similar. Both Elitist PC Gamers and Console Gamers would play that same game as if it WAS just filing a tax return… Elitists because its the premier Tax Return filing sim they’ve been drooling over for months, and Console gamers because they have no imagination and must have everything given to them partially chewed, like baby birds having food regurgitated into their open, waiting maws.
But, I wasn’t saying this isn’t a true PC Game… it does look like it is. But, just being a true PC game doesn’t make it fun… and that didn’t really look fun to me… The hacking looked procedural and stale, just pressing buttons with no feedback… why press 5 buttons in each of 3 menus, when a single button in each menu to do all the procedures would work just as well, and conserve the cartilage in my mouse hand? Also, as many have said… all those choices/options, and the end result was the same… 4 corpses.
Maybe that’s just the initial impression, when they’re giving us an over view of all the different paths available. Maybe when they show us in a little more detail some of those paths, I’ll be a little more keen for this… maybe then I’ll be able to imagine filing Case’s tax return while Molly keeps going on about ISA’s or tax deductible charitable donations.
And as for console kid… Moi? Last console I had, I had when I was a kid admittedly, and it was a MegaDrive/Genesis+32X, and it was pretty awesome.
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Their UI for the hacking (at least) needs some work; probably some streamlining, yes, and some better feedback (which other parts of the game also need). That’s not a PC/Console issue, it’s an issue of good design. Ironically, the console influence on PC games has been to sometime make various menus less streamlinedx due to the limits of console controls. (This means console-centric games might have two or three steps to access a feature where a PC-centric game would only have one.) The video doesn’t give a great sense of the game play, but since hacking a turret and just shooting some guys gives the same results, both activities should be equally engaging. If, as a player, your options are to spend a long time pressing a series of buttons or engage in an exciting gun-battle, guess which one most people are going to pick?
I say all this as a PC game developer who hasn’t owned a console since the freaking Atari 5200 (that is, the opposite of a “console kid.”)
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Surely this has to be mentioned among the worst RPGs ever, right below The World of Synnibarr.
Ridiculous background story and made-up names are still not enough to rank it together with FATAL, though. They’ll still have to put in some effort for that honor.
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Every time you mention FATAL, a kitten dies.
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E.Y.E story comes from our role-playing board game: A.V.A. which is a P.O.S.?
OK, I’ll stop now.
(I’m actually excited about this, can you tell?)
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Looks fun actually. I like a hacking aspect that doesn’t involve some sill pipe puzzle. Hopefully you’ll be able to hack more than just turrets – I’d like to have some of the screen clutter – old car, soda machine, etc start causing a racket as a distraction.
Also, with those guys all clustered, why did they show the ‘toss in a grenade and yell PWN’D!” option?
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Would you like some Tea with your Streum ?
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For some reason that video gave me a weird Syndicate vibe.
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It actually reminded me a bit of the Crusader games too, not only Requiem.
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@H
This is probably why.
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“Oh my god, he has menus! TAKE COVER!”
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Developers:
Any time you decide to make a hacking mini-game, play Introversion’s Uplink first. No questions.
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looks like awful muck.
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Looks like it has huge potential. Unfortunately this kind of game is amazingly difficult to make well. I’m feeling about this one sort of like I felt about STALKER say 6 months before its release. (Which did finally show us that miracles can happen!)
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And might I also add, those screenshots are not to be missed. Terrifically bad. Some remind me of Rise of the triads. Others, well….
“DAMN! I Failed Attack”
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I don’t mind the idea of hacking menus… it’s kinda different from mini games, and a little more realistic. Particularly if you have different tools/commands you can employ as the hack progresses – it’d make things more reactive.
But when the words make no sense, and everything ends up the same – i’m not sure there’s a point.
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LOOKS GREAT!
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Is Work In Progress from a mod group, in a engine that is showing his age. I think most of the harsh comments here are too harsh. Hell.. whatever is released, if is multiplayer could be lots of fun.
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Yeah, this is a game still in development by a mod team, and I think a lot of sins should be cleaned up in the polishing stage.
I’ll definitely give the demo / pre-release a go.
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Ace looks good to me.
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http://eye.streumon-studio.com/upload/screens/eye_screenshot_035.jpg
Can that be a new tag-phrase? Please?
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Which one? The one across the bottom, or the one in the top left? Hopefully you mean the top left – if only everything I did gained me Brouzouf, maybe my days at work would be a little easier :D
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“Superhuman reflex saved me!” Brilliant! Where do I preorder?
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“Secreta Secretorum”
I think this might be a secret organization, guys.
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I’m really exiting and yet really hesitant about this. Been watching it for a while now… glad mod teams are starting to step up and try and make a mark with commercial releases on mass now though. I mean there’s this, Nuclear Dawn, NS2, The Ball and Raindrop (off the top of my head) all in the works atm. Orion may be joining them soon.
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Crossing my creepily long fingers that this has aye-ayes in.
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How is it Sci-fi writers manage to knock out classic titles with ease and Sci-fi games end up with titles like E.Y.E?
Oh I know, because they don’t employ writers until the game is long past name selection!
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…in this case, do you really think they employed a writer at all?
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Perhaps. But having a writer doesn’t even improve books most of the time.
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I’d love to say that it looked like it had potential, but I’m really not convinced.
Hacking looked horrible.
Captions were jarring and sounded STUPID.
Visually it’s really drab and by the looks of things, a lot of the deisgn work is either boring, rubbish or both.
The “freedom” of the approaches all came to the same result – four men dead – just with slight variations as to how you dispensed the bullets.
Then again, it looks like it desperately wants to be interesting, in-depth and at least vaguely experimental and for that, the devs should be commended. Sort of.
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That it dares to have a big ol’ status screen is kind of promising, for all the sharp and tetanus-infected rough edges.
Dear god do they need a better writer, though.
(Especially if one can also diplomancy your way past those guys. I note that sneaking is absent too, but presumably very possible given the cloaking tech.)
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Wow. I thought RPS was a place for thoughtful, considered discussion.
Clearly someone didn’t get the memo.
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Indeed that’s what i’ve been thinking. I don’t understand why 90% on RPS of the time i never see all these kinds of comments that just crap onto a small indie game. And here’s a ton of them at the start of the comments thread!
Haha!
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Also it is very unfair for people to nitpick the words used when it is a French game (ie. translated) being made on a shoe-string budget – they don’t even seem to have a publisher… (presumably they’ll use steam?).
This does have rough edges but it is great to see a self-published, indie, old-school sci-fi FPS/RPG in the source engine. Of course it *might* end up totally rubbish but how about keeping an open mind?
I think if RPS had given a bit more background people wouldn’t be heaping so much criticism on this. In fact if with a bit more of a sympathetic write-up pointing out some of the background and interesting things we’d probably have tons of people here raving about how much they were looking forward to it.
I seem to remember some people laughing at things in The Witcher and STALKER and hammering EVE – before they all proved themselves and built large fan bases. On the other hand big budget games often have slick adverts, marketing and PR getting everyone drooling over games that are boring, one-button-dumb and formulaic.
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I think the developers should take it as a very encouraging sign that most people here are just reacting to it as a ‘full’game, instead of giving it lee-way for being mod/indie/small team stuff – and that the reactions are, while laughing at the rough edges, that the game shows real promise.
And I do think the nit-pickers are doing it very good-naturedly. Very much like all the ‘what a shame’ nonsense with Deus Ex.
Plus 120-odd replies to a short article about a no-name game says people’s interests have been piqued.
The reactions should actually be quite heartening.
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yeah yeah, you folks are being a little harsh, and I think I know why, because it looks like Deus Ex a little, and it offers some Deus Ex ish stuff, and it scares people that their potential next Deus Ex like game could go terribly wrong while still having Deus Ex like elements that we all love, like depth (not that the hacking had much depth in DX, though I did like the limited time, after all, whoever’s watching the network should be able to detect someone breaking in and lock them out after so much time), which might bode poorly for future works that incorporate DX elements. I think this might be why, I think, is not I know, I am not a mind reader.
Overall it looks ok, sort of like Dystopia but SP and with different hacking options (I like cyber space in DYS, but fighting in it becomes very dependent on connection speed)
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No, dude, you mention FATAL and a kitten is /raped./ Then we roll for its anal circumference.
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@Alexander Williams
Speaking of FATAL is acknowledging its existence which must be avoided at all costs.
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you guys are all like “hey! we hate all these video games these days, they’re all the same and shit and its just a super-polished version of the last one, booooring!” and then these dudes are like “here’s a new game we’re making that is kind of different, and it’s a little rough at the moment because we’re a mod team and its mid development, but we’re excited and want to show it to you” and you guys are like “what? thats a little different, and its scary and not very polished, it’s obviously gonna be horrible! fuck you for doing something different, we want polished experiences!” and then i vomit on to my keyboard the end
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^^^^
This
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Yes, this
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By knowing that the developers are using humor of at least the 10th level, you wouldn’t be wondering why they use such silly names for the story background and ingame stuff;
This game is made by, indeed a mod team of guys who have played all those good old games you too have played, and are also very bored of the usual bullshiting we get in games, and how very often story backgrounds are very silly even when they try to be serious.
So they made a hugely silly background and acknowledge that it is, indeed, very very stupid.
How many real commercial games have you had the chance to play that at least tried to re-use effectively at the least 25% of what Deus Ex or System Shock were about?
IF EYE manages to re animate at least 25% of what Deus Ex was about, it will be fantastic.
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It’s not humor if it’s not funny :(
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This looks awesome, and looking through their site, something tells me that English is not the dev teams 1st language.
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Maybe all you english-speaking people knew it all along deep inside your guts, this is a french-made game!
And now all hell is going to be released by all the other people who were showing enthusiasm!
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Under Features:
“Psychological and mental traumas management.”
I am intrigued.
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Haha!
It might be humor to try to cash-in on the fact that some war games are used as post trauma treatment on war veterans!
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I’m hoping for sanity effects like those in Dark Corners of the Earth.
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Psychology and trauma
The player possesses a skill called mental balance which determines his psychological equilibrium.
The skill-level is lowered when certain events traumatize the character, for example injuries inflicted by strange creatures, the teammate or allied NPC’s death, use of the resurector, confrontation with certain horrors.
At each new mental unbalance, a test is given on the level of this skill. If the test is failed, one or several madness can entail for a time proportional to the player’s mental balance. Types of Madness.
Types of Madness
For each kind of madness, the player’s vision changes, becomes blurred and strange.
* Paranoia: The player’s character shoots intermittently, not according to the player’s wishes.
* Inhibition: The player’s character can’t shoot!
* Paralyzing Terror: The player’s character can not move!
* Visual Hallucinations: The player sees explosions that don’t really exist, horrific visions of dead friends or strangers beyond the grave.
* Auditive Hallucinations: The players hears strange and mysterious sounds that don’t exist.
This game is full of Win.
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I like a good FPS/RPG, but this one looks really, really rough around the edges. Like it was put together by folks with more enthusiasm than sense. Time will tell if what’s ultimately released will blow my mind or line the shovelware bin.
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I like what I see. :)
I’m always up for some sci-fi fps with added rpg elements(although what I’d REALLY want is more old school rpg’s) and it doesn’t looks half bad either.
For a mod team trying to make big,I wish them luck. It sure ain’t easy,like we saw with damnation…even though it wasn’t THAT bad. :/
But I tend to agree that the quality of RPS is going down fast. don’t know why,but it was different a year ago…maybe it’s the fresh wave of newcomers. Can we please have a civilized discussion here. It’s starting to resemble EG pretty soon. ;)
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Oh, you’re really right to mock the game’s name; the studio’s name, Streum or Streum On, is actually a French slang word for “monster” (basically, Streumon is Monstre spelt backwards). It may not sound like much, but as a Frenchman I can tell you it’s really quite ludicrous – actually I’m torn between laughter and tears. I think I’ll go with *sadface*
I’m also reminded of how sad it is that Arkane abandoned development on The Crossing. So definitely, *sadface*
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The graphics are relatively better than DX’s. MASTERPIECE!
But seriously, complaining about graphics and then comparing it to a game that had outdated graphics for its time is bizarre. Why does anyone care how games look anymore? Just give me a smooth, consistent framerate and let the (hopefully well-tested) gameplay do the rest.
I actually do play more console than PC games (because I have a garbage Dell laptop to compare against my wonderful PS2) and I would love to see E.Y.E. reach the same heights as at least the first System Shock.
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Don’t you mean Dermal Shealth?
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Hey guys I’m Romain Barrilliot known as Skacky, I’m one of the development members.
Actually, it’s not ‘Damn! I Failed Attack’, but ‘Damn! ! Failed Attack’.
It was just a exclamation mark misplacement and it has been fixed.
Don’t forget we’re indies and only 9 people working on E.Y.E, with other jobs too to buy food and stuff. We don’t have the intention of competing with DX3 or any other AAA title , we’re just making our game and wish it will work. As for the stupid names like Secreta Secretorum, well, the game uses a lot of goofy humor (some of it has been explained), but well, we changed these a few hours ago for more conventional names.
Thanks again!
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You changed it? It was just starting to grow on me
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the silly humour is awesome. and yes please make it as french as possible. don’t listen to anything written on here, most of these people are english. loved the weird voiceover in the previous trailer
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I think you should keep the french humour, but recruit some brits / yanks to volunteer to do a “localisation/translation pack” replacing all the jokes with british and american ones.
:D
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Oh yeah – keep the wacky stuff, just make it clear that it is all in ‘fun’ and not to be taken too seriously. Make the lighter tone REALLY clear.
You know what the Internet is like: no matter how silly you make something, someone will have done exactly the same thing only COMPLETELY SERIOUSLY.
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“we changed these a few hours ago for more conventional names.”
What a shame…
Please sir, keep everything about your names, backstory, ect, the way it is. It just makes it so much more compelling and I would rather have something tounge-in-cheek, confusing and laugh-out–loud funny then any angsty, super-serious cyberpunk story any day. Even if you release with names which sound “better” please keep the old ones as a patch or something. Secreta Secretorum practically sells me by itseld.
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I think people are being unfairly harsh. Eye looks actually quite impressive, with a bunch of interesting and really cool gameplay mechanics which are perhaps not displayed at their best in this video.
Yes, it’s lacking polish in some areas, and some design and writing choices seem amateurish at times. But I really think that’s the shadow cast from a bright light.
Take that retical when the sniper is zoomed at the very beginning of the video, looks very cool and polished.
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[ I guess it’s a bit complicated… Let’s have a little French class here !
“streumon” is the “verlan” for “monstre” (which mean monster). What is “verlan” ? It’s “verlan” for “l’envers”, which means backwards (sort of). It’s a way of speaking where you rearrange every syllable in the words backwards, with a nice recursive name for it.
Thus, “metastreumonic” is basically a silly pun name for any uber evil force… Plus it sounds pretty cool."]
Long story short : Metastreumonic comes from “Streumon” which is the slang for “monster” in french.
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fucking what, this thing sure brought out the nitpicking douchebags
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I love the word Metastreumonic, that and the other overblown cyberpunk names are/were good and nicely tongue in cheek. I actually think the game looks very impressive as well and hacking via menus already looks more fun to me than hacking via water pipe puzzles.
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its really nice seeing a mod team esp for source actually make an original and exciting game instead of spending five years making a game thats a shittier version of AAA shooters
also it gets points for releasing media that isnt flat white renderings of a pistol and three bullets on a table
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Between that screenshot and ‘After an unending war…’ I think this may be the greatest game…ever!
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@skacky: I’d love playing a game full of verlan and French idioms. Overall it looks like pretty impressive, like a pro mod.
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That the game is trying to capture elements of classic, intelligent games is to the devs’ credit, certainly. But a lot of people are talking like that means the game mustn’t be criticised. The game can still be bad, even if it is relatively deep.
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Yes, but have any of you played it? Is it out yet? No. Why tear it down when it’s still so early in development??
Kids on the internets bitch when no information about a game is released, but when a team who is obviously passionate about their project wants to show people what they’re doing give a little peek suddenly it’s ok to rip everything they’ve done down like you’ve already paid $60 for it. It makes me a little sick, we’re supposed to be ENCOURAGING this kind of game, aren’t we?
We spend a week deifying Deus Ex and then the next game that comes along that tries to follow in it’s footsteps is fair game for idiots to attack for using menus in it’s gameplay and having sub-par graphics? Fuck that.
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Looks good! Cheers RPS for revealing this game and the team to me, Id not heard of it or them until now. Lovely stuff
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Looking forward to this :>
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Looking forward to this, alot :>
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Hacking looks like it would take forever to get things to work. I think that aspect needs to be streamlined and sped up.
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Quirky mechanics based gameplay? *Check!*
“immersive” crap textured cyberpunk world? *Check!*
Niche core PC gamer appeal? *Check!*
Terrible English Subs so bad its funny? *Check!*
Indie Production? *Check*
Instant cult classic? *Check!*
I am giddy with a bizarre mixture of enthusiasm confusion, disgust, and anticipation
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Hi, I’m Christophe from Streum On Studio, here come the FAQ we wrote if you want to know more about the game:
Since the release of the game approaches, we decided to unveil some of the game’s features. Instead of merely throwing information like with some productions, we preferred to spread information that we have given for over a year on several community discussion boards, or during interviews. Of course, many elements are missing here.
Game modes:
“What features can we expect in the Multiplayer?”
There will be a cooperative mode to play the campaign with two players (up to 4 players, but it’s not recommended) and another cooperative mode with special missions assigned (objective chain) playable with 4 players up to 8 (it’s recommended to not get above this number).
We also implemented a team play mode.
“Is there a true difference between the solo play and the coop play? What are the cooperative game modes?”
The game features solo play AND coop play, not just coop and mulitplayer. The solo play was thought solo play, and is not a pretext to the multiplayer aspect. The cooperative modes allow you to replay the campaign, or to do special secondary missions.
“What is the number of players in cooperative?”
2 players is the recommended number for the cooperative campaign mode. You can currently play up to 32 players, but the gameplay isn’t made with this purpose in view, and performances aren’t that good when the number is above 4 players (for the campaign, the other cooperative mode is good up to 8 players). To sum-up, the campaign is better to 2 up to 4 players, while the cooperative secondary missions are okay to 4 up to 8 players.
We don’t currently think we’ll put a player limit in cooperative, or maybe set it to 8, but it is possible to configure this server-side (client server or dedicated server).
“I was thinking, it is a solo game after all, but if, for example, me and a friend want to play it cooperatively, can my friend join the game whenever he wants or must we play the cooperative campaign from the beginning?”
It is not possible to join a solo game of another player on the Internet, on a LAN game, however… if you modify some things before.
For the “normal” cooperative campaign, the saves are based on the first connected player, the game saves his progression, and everything is done based on him. Of course, the game dissociates the solo saves and the cooperative saves for the progression, but a player can play one character in every game mode, or even several characters, depending on his choices.
“Cooperative mode: what really happens in the cooperative mode? Is the guy joining comes with his own character? Are the items on the floor and experience automatically shared? Does he progress in the story mode?”
Yes, your friend or friends come with their own characters. The experience is shared, but the most hard-working player is the more rewarded, and yes, he progresses in the story. However, there is a dissociation of the solo saves and the multiplayer saves. Concretely, it means that during the solo play, the character has a progression in the campaign scenario, and in the multiplayer he has another progression. But he does keep his skills, equipment, researches, etc…
“Cooperative mode: when we play the cooperative mode with 2 players, how do you adapt the enemies “level”? Twice the number of enemies, or twice the hit points? Did you increase the difficulty one row?”
It is more complicated than this. The enemies have a rank, which frequency and level are based on the chapter, difficulty, enemy type and indeed the player count.
“Cooperative mode: what is really under influence when we are two players? Hit points, number of enemies, something more subtle?”
Playing with two players modifies the game experience, like in every cooperative game. You share the Resurectors-the cyber-implant allowing the characters to revive when you fall in a coma. And there is also the mutual help, thanks to the Medkit, and tactics linked to a teammate.
Gameplay:
Damage system and death:
“How does death work in E.Y.E?”
In E.Y.E, you must distinguish two states when the player character’s hit points reach zero. He falls in a coma when he has Resurectors.
Resurectors are cybernetic implants preventing death for your character, injecting various chemical substances, allowing your character to ‘revive’ where he went K.O. If the player doesn’t have any Resurectors left, he experiences death.
“What happens when you die? I’m not speaking of the coma system and the Resurectors.”
When you die, you suffer from fatal wounds and experience various malus that can decrease your skills and characteristics, and last but not the least, you begin from the chapter’s starting point, but your successful objectives stay accomplished.
“Are the damages localized?”
Yes, there are several zones: head, torso, stomach, left and right arms, left and right legs.
“What are the consequences of localized damages?”
Damage to the legs slows you down with each wound. But the future is now, and there is an action called Maintenance, repairing your cyber-legs. It, however, takes a dozen of seconds, and you can’t shoot or fight during this time.
We didn’t include an aim malus with the arms. It was cool on paper, but in game it was too quickly handicapping.
However, depending of the damages and the zones, you can have some short visual troubles and mental equilibrium losses.
“Can I dismember a NPC?”
You can dismember your enemies; arms, legs and head. Some damages can also make them utterly explode.
“Is there friendly fire in the cooperative mode? If yes, can I activate it?”
There is friendly fire, and you can set a percentage of damages from 0 to 100%.
“Can we have more details on the damages?”
In short, the damage system summed-up:
Weapon damage on the target and type of wound (explosive, sharp, bullet, energetic, armor-piercing, etc…).
Influence of the skills, equipment and even sometimes of the karma
Armor resistance (based on the penetration of the ammunition or of the weapon, and the hit zone on the armor).
Influence and coefficient of the hit zone (head, torso, stomach, leg, arm).
Effect of the damage (hemorrhage, broken bone, etc).
“Some wounds will be fatal and will mark the player’s character. Does that mean we’ll have scars, amputated members…? Will it significantly change the way we play, with a possible reorientation of the character because of irreversible after-effects?”
Fatal wounds won’t be visible on the avatar, sadly. However, these wounds will have a real impact on the gameplay and the character, if you have too much of this type of wound, the handicap will quickly become heavy to bear. But we want to keep the surprise there.
“You can die, it’s not a big deal. But beware, a simple cut on your finger, and it is forever?”
You don’t die, you are just temporarily knocked out, in a coma, and then some combat drugs injected by a cybernetic piece allow you to revive. And cuts on the finger, as you say, are more like cerebral commotions.
Saves:
“The saving system is, it is true, particular. It can be annoying.”
We think it requires a bit of practice and not a short period to judge it, because once again it is inspired of what Diablo 2 did, for example.
It saves when you quit the game, when you fail, when you finish a mission, and it always saves for security.
So, you quit the game during a mission, for example. You’ll resume again when you were in the mission, but physically you will be at your last deployment point.
This system has been chosen for immersion. When the player quits the game, it is as if the character returns at the base, at the temple, so it wouldn’t be normal if he reconnected at the same place and time he was when he departed.
“The saving system is original… Automatically saving the game every 3 minutes, and when the game is released, might it annoy the player who failed a mission and won’t be able to take a previous save to try it again?”
One of our main goals is the immersion, with this system we wanted the player to assume his choices, and live the consequences of his mistakes and acts, like in ‘real life’ or in a boardgame RPG, where you can’t step back. However, the player will be able to ‘restart’ the current chapter, if he’s not happy with his choices.
“And I do hope it is not a save freezing your PC during 10 seconds.”
Even on a weak laptop the save is imperceptible.
Infiltration:
“Do we have the possibility to play stealthily?”
Yes, because you have an invisibility system, and because the enemies don’t know everything and don’t see you 1,000 miles away behind obstacles. You can also have silent weapons, counting silent firearms.
“Is it possible to create an ultra-stealthy character capable of avoiding most of the combat?”
You will be able to avoid a good part, but not everything. The majority of the objectives aren’t mass murder (but there are some, like holding a siege).
So you will be able to do a ninja using discretion during a large part of the game. The game features backstabs with melee weapons for silent murders.
“Can we use shadows to hide?”
Unfortunately, not.
“Can we walk on certain materials to be stealthier?”
Yes, the speed and moving position are as influential as the type of materials you’re walking on.
“With our characters, we couldn’t use infiltration that much because we didn’t have skills/stats for it at the beginning of the game.”
Infiltration without invisibility is, honestly, really tough. Possible, but hard (in a sense that without having played, nor perfectly understood the stealth mechanics, it’s hard to master a perfect infiltration in a few hours).
Stealth can become a specialization depending on the skills and implants you increase.
An example: if you increase the implants in your legs, the noise you make when you move will decrease, add to this a silent rifle and a good invisibility implant, you obtain a character who’s slowly going towards stealth. You can also combine skills, for example create a pro furtive hacker who can do a large part of the game avoiding direct combats.
Missions, factions and life time:
“How long will the solo play be?”
It is really variable, but for a player doing only the main quest, and being a good FPS player, let’s say around 15 hours. For a player who wants more to discover worlds, to explore, to accomplish some secondary quests, this duration can be easily tripled. And for a player who wants to discover everything, do everything, it’s not possible to say. Without counting the almost infinite re-playability of the game
“Can we choose a faction and have an influence on the conflicts? If yes, aren’t they just here for us to have quests?”
Concerning the factions, the player is a member of a secret society and executes missions for it, so he doesn’t really have the choice for a faction. Sometimes you cooperate with the others, to infiltrate them or because you need it, but it stops here; it wouldn’t respect the scenario.
“It is possible to fail a mission without having to lose the game. Does that mean that there are several endings, and perhaps several scenario unfoldings?”
Indeed, the failure of a mission doesn’t mean that the game is lost! Several scenario unfoldings are set per chapter, but the different junctions often lead to common endings. The game will, however, have an alternative ending.
An example: in one of the chapters, the player must retrieve a briefcase containing vital data from a traitor. The player must intercept it during their meeting with enemy agents. If the player doesn’t manage to take it, because the traitor flees for example, then the unfolding changes and there’s no game over, the player will have to either stalk the traitor, or find information that will permit him to know where he is. And even here, the player can fail, and the traitor will have sold the briefcase to other buyers the player will have to eliminate in order to retrieve the precious briefcase.
“The levels won’t be linear, implying a free circulation in the world. What will happen to the scenario and choices?”
The scenario offers several choices and possible paths, the campaign is semi-dynamic. The player will be able to take several junctions. However, every junction will ultimately cross. We preferred to keep a solid narrative line to better tell a story, even if it means losing a bit of the player’s freedom.
However, every action, quest and mission can be solved as the player wants, he will be able to do things differently, and even fail without a Game Over. For example, during the game the player must infiltrate a looter group in their base to locate and assassinate their boss. He will have to accomplish missions for them and sabotage their installations in the meantime. If the player is caught red-handed during one of these sabotages, for example the poisoning of the water, then the looters will become enemies and the player will have a harder time accomplishing his task.
“How does the secondary missions system work? Will they be classic farming missions, like killing a certain number of enemies or finding a particular item?
Secondary missions are randomly chosen between approximately 15 missions when you launch the map. Then they are set-up accordingly, meaning the game randomly chooses from 1 up to 3 missions added together creating a narrative and coherent order.
Secondary missions depend on the world they’re taking place, and aren’t classic farming mission, and are written accordingly. If you are in a big polluted megalopolis, you will have, for example, to deactivate a burner used to purify the atmosphere to poison the air, thus doing considerable damage to your enemy, the federation.
“Aren’t secondary missions just repetitive gameplay we see in MMORPGs for example?”
No, they are true missions, but less story-driven than the campaign, and independent.
For example, you’ll have to plant biological sensors to prevent a Metastreumonic assault, plant bombs on structures, eliminate an enemy general…
Players’ reports:
“You can encounter guys giving you secondary quests to earn BROUZOUFS”
Character and inventory:
“So, your character in muliplayer is the same in solo and vice-verse? Can we have multiple profiles if we want to play frantically and ninja to diversify the multiplayer?”
You can do whatever you want, you can do several characters, some dedicated to the solo play or the multiplayer, or even use them both, or another one for the infiltration and another one for the close combat. Your character can be used for the solo play and the multiplayer! There’s absolutely no barrier between the two!
You can create up to 10 characters.
“Are there some RPG elements in the character’s management, like nano to equip, skill points, etc?”
Yes to everything (10 skills, around 12 cybernetic implants) and a long-term serious wound management, scientific research, an inventory…
“Is there a diet management?”
Nah, you fool! We send the player to accomplish a mission, and missions do not last for days! No need to eat or go to the toilet during the missions, you do that when you’re in the temple, and since we like the player, he doesn’t have to do this.
“Will we be able to ‘stick’ to a wall like an alien?”
Oh oh, no, did you see the armors the player is wearing?
“Is there a grappling hook?”
You don’t need any grappling hook, just increase your leg implants, do the adequate research, and you’ll go higher than any grappling hook!
“Will we be able to bunny hop? I like bunny hop”
There is a cyberjump, but it consumes energy. So there are choices to make. Less energy, less invisibility, for example.
“Will we be able to stick a rocket in the back to do a huge acceleration, like a sort of jetpack?”
Cyberjump level 8+ is as powerful… but beware of the fall.
“I do hope we will be able to lean!”
Yes you can lean left and right. And of course, shoot in these positions.
Players’ reports:
“On the player character’s creation, you can choose a name, and after you have a characteristic sheet a la board RPG (randomly defined, based on traits you have to manually assign).
And then you have PSI powers and implants to add/increase.
The appearance changes with the selected armor.”
“The player will be able to use 10 skills he’ll need to combine. Will the skills choices be done depending on the chosen character class, or will we choose them one by one?”
The player has every skills at the start of the game, and when he levels up, he can choose to distribute points in them, he then creates his class depending on his choices. The player has the choice between a manual mode where he distributes his experience points himself, and an automatic mode where the skills evolve depending on the actions of the player. The player can switch modes whenever he wants, but with a penalty, of course.
“The game says it will break the barriers between solo play and multiplayer… can you say more on this? What is E.Y.E bringing on this level?”
The player will be able to use his character(s) in any game mode, solo or multiplayer without any distinction.
The player’s character can evolve (experience increases, researches…) in multiplayer as well as in solo play.
Weapons, equipment & combat:
“Explain how the shooting/physic powers gameplay mechanics work”
The player can totally choose how to get into a fight or in a situation thanks to his different powers and weaponry.
You have melee weapons, long-range guns, proximity grenades, combat drones, etc… Firearms all have their proper characteristics (recoil, damage, accuracy depending on the movement, etc), some are better for long-range fire, others for assault, or for mid-range combat.
Powers linked to implants and PSI powers consume energy that regenerates with time. The player can use both, able to combine them, and can complement each other. The strength of the implants powers relies directly on the cybernetic implants, whereas the PSI force relies on the corresponding skill level.
“How deep are the RPG Psi-upgrading elements? A bit like Bioshock?”
PSI powers don’t work like in Bioshock, they depend on the PSI skill level of the character and of some of his equipment.
“Are there non-lethal weapons?”
No, they don’t belong to the universe and the background; there’s no captures, nor any need to keep an enemy alive.
“Can you say more about the close combat? Is it diversified?”
Concerning the diversity, yes there are many hits that the player can choose, and several weapons.
He can also do a powerful hit (4 different, and per weapon), a parry (close combat, and even at a distance), and fast hits. The game also counts the length and the trace of the hit.
There’s also a beautiful fusion war hammer, when you hit an enemy, it is pulverized, and there’s a shock wave throwing everything near the impact.
There’s an energetic sword that you can combine with a pistol.
There are double katanas slashing fast and good, that you can hold with a heavy or light pistol.
Every melee weapons slash on an axis.
“Can you do different hits?”
Yes, you can slash horizontally, vertically/diagonally, or quickly, and in this case it is really random. Or you can hold the attack key, look at a direction you want and release it, influencing the trajectory, meaning that the melee weapon hits where the blade goes.
“Is there a possibility to aim in ‘ironsight’ mode with the pistols, assault rifles and shotguns?”
Yes, but not with the akimbo pistols and melee weapons.
“Is there a fist/foot/rifle butt shoving feature?”
No, but the player can release a PSI wave on the enemy, hurting them and shoving them far away.
“I don’t quite understand why the invisibility should wear off when we attack, since it is a camouflage technology, and not a mental troubling spell dissipating once the enemy has recovered his mind because of the attack.”
The weapons in E.Y.E, coming right from the dark ages, have been modified and their hits create perturbations that cancel some fields. Without spoiling too much, the federation (enemy of E.Y.E) has the technological support of a huge megacorporation, and owns fields that don’t dissipate when they shot (the federal special forces have such fields).
“What is the link between implants and invisibility? Are there counter-measures?”
Indeed, the effectiveness of the invisibility and its consummation depend on the implant and its level.
There are counter-measures to the invisibility, but I’ll let you discover them.
Players’ reports:
“When you reload your pistol, you don’t magically get the bullets in the previous magazine back, they fall and that’s it (at the beginning I had the bad habit of reloading after each burst and I threw away a large part of the magazine).”
“Oh and you can parry hits (and some like Jedi) with the melee weapons.
But also with the assault rifles! Indeed, you can lift your gun to try to parry a melee hit.”
“And isn’t there ocular augmentations to spot enemies through walls?”
It is named the Cyber Wave, it doesn’t last very long, it consumes all your energy, and is very hard to get.
“You can send a drone; if you have the equipment, and see through its eyes if I remember correctly.
We could hack our own drones to see through their eyes…”
Indeed, you can send a drone and then hack it. If you hack its sight, you can see what he sees. It’s as if you reprogrammed it.
Difficulty:
“I’ve seen different difficulty levels were available. And I’d like, if possible, know how it is managed.”
Difficulty influences:
- The Hacking.
- The NPCs’ skills.
The NPCs have ranks: rookie, soldier, squaddies, sergeant, captain, colonel, general, master. The difficulty increases the probability of fighting ranked NPCs. It also modifies the player’s hit points and his Resurector number.
However, the more the difficulty is important, the more experience you earn. But the more you can suffer from a fatal wound.
Miscellaneous:
“Will it be possible to talk to a neutral of friendly NPC without your weapon?
Does the presence of your weapon influence the relationship?”
No, it doesn’t influence anything. When you have a weapon and you’re near an allied NPC, your weapon will automatically lower to prevent him from being afraid.
“Are we all alone in the game, or will we be sometimes accompanied by one or more teammates?”
You are sometimes accompanied by your teammates, and even by the clones you can make with your PSI powers, and no-you can’t control them.
“Will there be some frightening passages like the X-16 lab?”
Yes, but I won’t give you any example; there won’t be any surprise then!
“Will there be vehicles?”
No, they didn’t fit in the maps and the general ambiance. At the beginning we wanted to put some in the cities, but it spoiled the gameplay and honestly, the integration wasn’t perfect (driving wasn’t great, and the general management as well).
“Alright, you’ll make big bosses fight in 1,000 vs 1,000 battles?”
Probably not 1,000 vs 1,000, but sometimes there are lots of dudes!!!
“Will there be blood on the camera?”
No, we’re not really fond of things on the camera.
“Why this choice of FPS/RPG hybrid?”
We have chosen to mix these two genres to make the RPG side more intense thanks to the FPS view, and to increase the deepness of the FPS gameplay thanks to the RPG part. And we must admit we’re in love with these two gameplay styles.
“In front of so many different elements, without saying opposite, aren’t you afraid of losing the player and even the identity of the game?”
We tried, during the whole development process, to keep a guideline to avoid this.
Hacking:
Players’ reports:
“The hacking allows you do to 3 things: Spy (see through the enemy eyes), Hack (for example to convert an enemy turret in an allied one), and Destroy.
You have the choice between 5 actions, Attack to attack the enemy firewall, Mask to decrease the enemy firewall’s attack, Shield to increase your defense points, Overflow to increase your attack points, and Scan, decreasing the opponent’s defense.
So you click on an action, it fills your gauge and when it is full you can do another action and the enemy firewall does the same.
Depending on the enemy firewall’s power, the power of his hack in case of failure is more or less important. For example, against this damned door the worst that could happen to us was the smiley on screen and the decreasing of all your character’s cyber (you need to hack yourself to get rid of it), but against something more powerful than a door, your cyberbrain can melt.
You can hack everything that is electronic, or that has a cyberbrain.”
“but the A.I. will never come and hack you by itself.”
In solo play! Because in multiplayer anyone can hack anybody whenever they want.
Madness:
“The psychological management of the character seems to be an important aspect of the gameplay. How is it managed, and will it have an impact on the dialogues and relationships with the NPCs?”
The psychological factor indeed plays a major role in the gameplay; the player’s character can suffer from traumas that will modify his mental equilibrium, for example when a relative dies, when an ally dies in front of him, or when he encounters strange and terrifying enemies. The psychology doesn’t affect directly the dialogues with the NPCs, it has a more visceral action and has repercussions in the actions rather than in dialogue modifications artifices.
The player’s character, if he becomes paranoid, may, for example, eliminate a teammate by himself without the control of the player. We wanted to make the player experience this sensation we call the weird weirdness, or the act without consciousness. We prefer not to tell more about the psychology to avoid spoiling the pleasure and the discovery.
Players’ reports:
“In some situations (monsters attacking you, for example), your ‘madness gauge’ decreases and when it reaches 0 you become insane. My screen blurred and became gray-ish. I had to take some time to recover. When you recover you’re sane again but you may become insane more easily than before (I you were mad once, you’re more fragile).”
A.I.:
“Does it use covers?”
Yes, it can also do leaned shots, standing or crouching.
“Does it fight in groups?”
Yes for everything human, the game chooses from around 12 tactics (for example, while a part of the squad rushes, the other part will cover them or will try to bypass). The tactic is chosen depending on the player’s behavior (you hide, I stalk you) and the specialization of the members of the squad.
“Does it have a behavior other than aggressive?”
Retreat, morale and regrouping are managed.
“Is the player the center of the universe and the action?”
Yes and no, as the NPCs are living their lives with or without the player.
“If we encounter a lone guard, wouldn’t the logic be that he would attempt to flee and call his friends instead of trying to kill us all alone? If a squad comes and sees a dead body, wouldn’t it give an alert?”
It is the currently the case, but it depends of the courage level of the particular unit. For example, there is a monster we call the Forma, and he’s a bit of a coward. If he’s alone, he will hide and try to ambush the player, or try to find his friends to attack the player.
“In video games, the A.I. is always equal, with only three states”
It’s not the case in E.Y.E. You have to add the psychological factor to the A.I., depending on its task (support, assault, mid), of its rank and its elite level. These factors are fear and rage. Depending on the events (for example how many of the NPC’s friends are dead) and the player’s actions, the A.I. can crack out; do suppression fire or attempt to find you at all costs, or even flee.
“The NPCs can use sight and hearing to locate the player, but also smell. How is it managed, will it bring new possibilities for the player? (create a lure for example, or the need to change equipment or wash yourself after a trip in the sewers…)”
Unfortunately, we couldn’t develop this feature as much as we’d liked. We wanted to manage it with the different air currents (like ventilation, wind), and indeed the link with very smelly places and water. The sense of smell is currently a sort of specialization of some NPCs-they can locate you if you hide without the possibility of concealing your scent (out of the water).
“The enemies will be harder to kill at a higher difficulty level. Does it mean that the A.I. will be better, or simply that they’ll have better weapons and resistance?”
The difficulty changes the damages received by the player, and his number of ‘Resurectors’, that is a cybernetic piece allowing to survive death. We didn’t want to decrease the A.I., its equipment or this kind of thing to propose the player a real challenge. Playing in Easy just allows surviving longer, without spoiling the sensation and the game quality. It is a radical decision, but we think it is justified.
Players’ reports:
“The NPCs are sneaky!
On the first map I found my fool self trying to flee a group of enemies just to find another group flanked me from behind.”
“Even if the enemies seem to have an A.I. we’re not accustomed to (but that should be the norm), they shoot at sight without asking questions, not matter the place in the map? Doesn’t it make the whole thing exhausting with this permanent absence of neutrality?”
The majority of NPCs we encounter are indeed enemies, but in some cases they’re allied or neutral, for example in the looter base in chapter 4. They only shoot you if you shoot them, or if you sabotage their installations…
“Is there a way to tell apart a Rookie from a General, other than the skill?”
Yes, ranked enemies from Captain have unique force-fields, and some specializations I won’t spoil.
Some monsters don’t have the same skin or fur color. Or the cops, for example, the ranked can have their head covered with a beret.
Environments:
“How story-driven is the game? Are you let loose on linear levels, or as you progress do objectives change and adapt?”
The main plot is linear, but the missions can adapt to the choices and actions the player makes. For example, in one mission you must poison a water reservoir in a rebel base and you must not be seen. Instead of a game over like in many other games if you get caught red-handed, the mission changes and your objectives adapt.
“Will we be only in urban environments?”
There are many places like canyons of Mars, lost temples, cities…
“What will be the scale of the maps?”
Very big! In short, they’re not maps you’ll finish in less than 5 minutes. Here, a map without any objectives nor NPCs requires between 20 and 30 minutes to visit every corner, and we still manage to lose ourselves in them… even when it is a level designer who plays…
“If I understand correctly, we’ll be able to visit things that aren’t foreseen by the scenario?”
Yes, and more than that; you can go everywhere you want, you can ignore some of your objectives, and even utterly spoil them by killing key characters. But you’ll have to assume then.
“It sucks, so there are only bad guys on the levels, then?”
Caution! I never said that! There are some neutral NPCs, but the chapters take place where civilians aren’t meant to be.
We find neutral NPCs in various factions, and, without spoiling, the relationships with the NPCs vary and result in some cases of the player’s actions.
“So, there’s a fixed hour for each mission (day, night, dawn, etc) or is it a constant night?”
There’s everything: day, and night. It however depends on the planet where the action is taking place.
“Are we surprised?”
Honestly, yes. And pretty often. For example, you are in a secret cache of your so-called allies, you speak to their boss, the conversation goes wrong and then the combat suddenly triggers.
Or you are in a place meant to be quiet, you’re hacking a bank terminal to steal some brouzoufs, and a patrol passes by the area.
“I want to walk in the backstreets and suddenly hear the noise of a sword in my back!”
You’ll like E.Y.E, then.
Players’ reports:
“It’s good. We were 4 to play at the same time in the same level, and nobody was at the same place. Same for the enemies, everyone was at a different place.”
“In short, the enemies continually spawn in designated areas and patrol in the whole map, but since there are allies battling the enemies, there are fights everywhere.”
“The maps are huge (even when they’re indoors) and there are lots of different paths (some of them deviated).”
“Yes, they aren’t corridors with junctions, they’re really big maps where you’re free to go right, left, forward or backward. Usually, in FPS games, levels are lines you follow with sometimes a few junctions. Here, levels are big squares, you appear in the middle and your objectives take you almost everywhere in the maps. It’s not rare to return to your previous path, find an air duct to infiltrate, find yourself stuck and look for another way, etc. The indoor levels or the one on Mars (it’s a canyon, with buildings and undergrounds), are lots and lots of corridors and rooms going everywhere, crossing and overlooking each other, etc.”
“Another question; maps are big, but what do we earn exploring them? Find stuff or money caches?”
Yes, you have some bonus bank terminals to hack, characters giving you secondary quests, etc…
“Does it mean that enemies are infinite on the maps?”
NPCs live their own lives, don’t magically know your position, and aren’t everywhere at the same time. We’re talking about big maps, so you can recover, infiltrate and manage to encounter nobody. And it’s not really respawn, but more reinforcements coming. The nuance may seem to be small, but it makes all the difference.
Scenario and background:
“What is the storyline of the game?”
Here’s a quick summary:
The character the player embodies wakes up in a strange cave under the New Eden megalopolis after a fight and saw his fellow teammates die. He still remembers he’s a member of the weird secret society E.Y.E, itself an armed branch of the Secreta Sectretorum. This last one will attempt a coup against the all-powerful Federation, a coalition of several worlds and planets ruling with an iron fist.
He quickly learns that his own organization, E.Y.E, is plagued with internal conflicts, between the Jian faction, and the Culter faction he belongs to. The player is quickly torn between his superior and chief of the Secreta: the commander Rimanah who’s a separatist with an unstoppable ambition, and his friend and instructor called the “Mentor”. The Mentor tries at all costs, even the most subtle, to unite the two rival but sister factions. The player thus finds himself in the middle of a fratricidal war, as well as political conspiracies and quests for power, in which different groups and megacorporations are implicated.
It is in this context of troubles and changes that mankind is once again attacked by a force of unknown origin, taking from humans their worst terrors with the purpose of causing their own destruction.
“Member of a secret society, will the player have to follow his way, or will he have the choice?”
The player’s character will follow his path, but will have to make choices concerning the ways to accomplish it.
“In the videos, what is that werewolf doing here?”
It is in the background; the weird force that’s attacking takes the shape of human terrors and vices. For example, the werewolf (its little name is Carnophage) represents the human bestiality.
“To be serious now, will the scenario be sandbox, or an adventure with a character who have a dark past and an exceptional destiny, or the two?”
You’re not the super cool One saving everything and everyone, not the hero who doesn’t know what he’s doing here. In E.Y.E, you are a special agent like many others, who must do his job (squash the federation, find some traitors, calm the looters down, do recon missions, retrieve data, sabotage things, etc…) and who will have some surprises.
“We’re infiltrated in E.Y.E to ‘stop’ its ascension, but with who are we really? The Secreta, or the federals?”
You’re not with the federals. The rest will be unveiled as the game progresses.
Inspirations:
“Do you assume a certain link between Deus Ex and E.Y.E?”
If I say no, will you believe me?
“What are your inspirations? Please, say Stalker, say Stalker, say Stalker”
Diablo 2, Syndicate Wars, Deus Ex, Space Hulk and many paper RPGs (Shadowrun and Cyberpunk first).
“How far did you draw inspiration from the RPG Cyberpunk 2020, and from Cyberpunk itself in general?
Does it look more like Shadowrun or Cyberpunk 2020?”
We’re keeping the magical aspect of Shadownrun (PSI force in E.Y.E) and the creatures, while cybertech and weaponry are more based on Cyberpunk 2020.
“Do you like Masamune Shirow?”
Huh, since this guy did Ghost In The Shell and Apple Seed…
“Will you keep the Doom-esque sequences we can see in the trailers, or not?”
We love Doom!
“A small question: is the gun looking like Deckard’s from Blade Runner still in the game?”
Yes, and in two versions: heavy and short!
“You’ve been inspired by H.P. Lovecraft’s The Thing on the Doorstep to create the famous phrase ‘I just shot 4 bullets in my friend and Mentor’s head… yet, I am not his murderer’”.
Exactly.
Modding:
“Will we be able to modify your game?”
We’ll release some tools to create campaigns and maps, but we won’t release a complete SDK, it requires too much work.
Tech:
“What are the recommended configuration to play the game? (decent framerate, graphics that doesn’t make the eyes bleed).”
We’re playing the game at full graphics at 1920*1200 on 2, 3 years old computers. The worst framerate you can have on the most expensive level with the most enemies in a scene is 45, probably 40 if they all shoot simultaneously, and the average framerate is always superior to 60, often more than 100.
On a 2 year-old middle-range laptop, it runs smoothly on high settings in 1280*720.
“Will we be able to create dedicated servers?”
Of course yes.
“Do you plan Linux and a Mac versions?”
We’d really like, we’re working on it to see if it’s possible.
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This has got to be one of the worst sounding, worst “feeling” engines of all time. OF ALL TIME!
Sound FX are terrible, the way the guns and close combat weapons behaved looked terrible, and if you want an honest opinion, giving me 50 ways to deal with a situation is cool UNLESS I am forced to commit 110% to a singular leveling up branch that locks me in for the whole game, meaning that if I want to actually REALLY do it different, I would have to replay a potentially 100% identical game / storyline / level design just to experience a different approach to the situation.
That’s just plain stupid and I cannot see myself playing through a game three times to be able to either shoot, melee or magic enemies in what appears to be a mostly FPSish oriented action game.
Yes I am also aware that this thing seems to want to be Deus Ex, but even Deus Ex let me be a pretty darned good hacker(cyberpunk!!) while carrying both a sniper rifle ( “stealth” or “assassin”), a silenced pistol(closeup stealth) and a rocket launcher(“warrior!!!11″) and lockpicks(thief!). AND after I found it I could wield a one-hit-kill sword for melee, too.
I did not need to restart the game for any of it. Here it looks like I may have to.
I smell at least three dimensions of fail in this title, and the most obvious one is that this feels like being back in the 1990s and being forced to watch the first selfmade video of some homemade project of someone who is very bad at coding, sound and gfx.
Honest to god opinion.
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..also just saw the FAQ.
I can’t even DIE properly?
Why have a ingame mechanism for multiple “lives” if after that you STILL won’t let me be dead?
Great.
This is Bioshock-fail all over.
Best not make it too hard on the player, ey? They might be annoyed. Oh, wait, you already take care of that with the next thing: The ultrafail excuse for not being able to code on-demand savegames.
Sorry, but “Hey, the agent goes to base so you can’t save and load at your convenience in a game you paid for, np” just doesn’t cut it.
I am going to not just stay, but RUN away from this abomination.
This is a really good example of people who have not read the Do and Don’ts of RPS I believe.
I believe this is going to be a classic example of “trying to be too many things at once while being good or even mediocre at none of it”.
Less choice, more focus, more polish, more ACTUAL comfort(_I_ decide what I want to do, how I want to approach a situation and am not forced to replay for that. I get to save whenever I choose. Nothing is unskippable. I can pause at any time. If my char can hack, then I don’t need to click pointlessly myself. Etc, etc, etc) and less “Oh no worries, you can’t ever really die anyhow! No point in really caring about how you behave or run through stuff, yo!” is needed.
Sigh.
Nobody ever, ever learns.
Not letting me quit when real life intrudes and pick up from that very spot again IS NOT IMMERSION!
It’s an ANNOYANCE!
Imagine I only had 5 minutes to briefly play and you reset me 5 minutes from my last location!
Infinite loop, groundhog day, misery! ARRRRGHHH!
*shakes people vigorously to wake them up*
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@Christophe; thanks for the FAQ. Looks good, I’ve been following this for a while. I’ve always been a little skeptical on the ressurectors, they seemed to be firing off quite often in some of the trailers, and the hacking looks really dull in the above video. Other than that, looks fantastic! Looking forward to trying out the coop stuff.
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It’s a firm point of view.
The gameplay video takes place in the same place in order to explain as much as possible all the ways to deal with a situation for a person who doesn’t know the game (it was at least the aim).
To answer you, no, you don’t have to get 110% in every skill. With firearms, precision doesn’t depend on your character’s skills. Character’s skills influence some damage bonus and many other things – but the player’s skill, and not his avatar’s skills, is the only one that matters. So, even if you get 110% in a single leveling branch, it would not lock you in a way.
So the idea isn’t to replay the game to make this or this other archetype, but to let the player play as he wants, when he wants, and adopt, or not, the best choice depending on the situation. Also you can replay several times the game because there are several screenplay branch lines and almost all the enemies and their equipment are variable. But no, you are not forced to restart the game to see the different approaches. And you can also multiclass your character in several game types.
As you said E.Y.E is an action-oriented FPS and thus the player’s skill, and not his character’s skills, are the most decisive. It’s mainly the reason why hacking isn’t automated and requires the player to make choices, without them being part of some “annoying” minigames that are now classic for this kind of actions.
Concerning death, I can’t really tell you the reason for this choice, otherwise it will spoil the game. Our system is a bit special, but yeah you can “properly” die (but this term is weird, because in real life when you die properly, you can’t load your last save).
And don’t you think you can do whatever you want and don’t care about death. Every time you lose all of your HP, you may get some after-effects that will modify you character and his skills. And as you’re talking about difficulty, don’t think it’s not here: death knocks frequently, and even often, at your door if you have fun increasing the difficulty level. Actually, easiness is an argument we never saw from the people who played the game.
Concerning the saving system, I don’t really see where you’re going. Because you got it all wrong. The game saves when you quit the game, where you were, without resetting things or whatever, and it automatically saves each 3 minutes as a safety.
And you can pause the game whenever you want without restriction.
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you are all wrong ,the hacking seems to be the only interesting and realistic hacking ever, there are two bars and your virus must make it quicker.
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Good information, thanks for posting that. I have bookmarked your site and will come back to see what else you have to say.
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I am Hacker Guy… and this is my menu.
ahh ha ha ha ha ha ha ha
Oh my God, who touched Polly?
Who touched my Menu?!
Some people think they can outsmart me. Maybe. … Maybe. … I’ve yet to meet one that can outsmart … menu!
har har har har
CRY SOME MORE! ….
Cry some more.
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