Sir, You Are Being Far Too Hunted At This Point

By John Walker on October 18th, 2013 at 8:00 am.

Sir, You Are Being Hunted, unquestionably the game of the year according to every gaming website except for this one (out of sheer modesty), has just released a big update. The Industrial Biome is now part of the game, which not only gives you a whole new style of territory to be terrified within, but also a couple of new terrific NPCs – The Scarecrow and the Bog Monster. You can see a video of it below. And before we get there, have a very hefty declaration that Sir is made by a phenomenally handsome team including our own Jim Rossignol, so what you’re witnessing here is grotesque corruption.

Just in time for Halloween, this game that frankly scares the poops out of me, just got scarier. Because oh yeah, what we need when crawling, panicked with paranoid fear, stalked by batshit gentrified robots, is a bloody scarecrow coming to life and chasing after us. Yup, that should just about ensure a heart attack. Thanks, JIM. Here’s his very British voice to tell you more.

Oh good God.

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63 Comments »

  1. Tams80 says:

    I should really get this (*but… but… you only just bought Monaco…*).

    Anyway, I’m now boycotting this site due to its filthy, wretched, despicable, grotesque, asinine corruption. I’ll be making the banners if you want me.

    *not using an opportunity to use “Sir, you are being haunted”.

  2. MrThingy says:

    I once had a run in with the Bog Monster.

    Think it was the late night kebab wot did it.

  3. SuicideKing says:

    Sir, You Are Being Scary.

  4. Jams O'Donnell says:

    English Industrial Blight Generator, more like.

    • Sleepymatt says:

      Here’s hoping that this biome only appears on the Northern island… oooh, it is indeed grim up north*.

      *Spoken as a true northerner (Scotland), now living in amongst the mills and canals (ie, the English ‘north’)

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      Gap Gen says:

      If STALKER were set in Newcastle.

  5. IanWharton says:

    Fantastic! I had been meaning to get back on this particular horse.

    PS: I am genuinely surprised by how muted the response to this game seems to have been. Gamers and press alike don’t really seem to be aware of it, despite it ticking oh so many beloved boxes of theirs – stealth, open worldiness, high difficulty and so on. How can that be?

    Personally I recommend it to anyone who likes moist fruitcake and/or murder by robots.

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      cpt_freakout says:

      I think it’s because it’s still not out of early access / beta yet, so there have been no reviews or anything to call attention to it beyond a couple of previews from some months back.

      • Fanbuoy says:

        Yeah, you know, like Day Z.

        • airmikee99 says:

          Day Z started out as a mod for another game, it already has a following and large playerbase. This game is still new, I don’t think it’s fair to compare the two just because they’re still both in ‘development’. It’s kinda like comparing the movie ‘Kick-Ass’, which was new, to an existing fanbase, like for the Batman movies, they’re both movies, but dramatically different because one already had a huge following prior to its release.

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      frymaster says:

      personally, it’s because my main source of news is RPS and they have an understandable reluctance to anything they might consider to be “push”ing the game

      • Laurentius says:

        What understandable about it ? Thing that Jim Rossignol was at least partially responsible for it, should not bring any reluctance but celebration. Seriously, if the game was shaping to be a piss poor then maybe it would be understandable but it’s going rather opposite direction, i don’t understand why RPS is so quiet about this game, i can assume Jim is a modest guy but the rest of the team ?

        • Jim Rossignol says:

          I’ve got some big plans for promotion of the full release. I think it’s fair to say my plans for getting lots of attention will come when the game is in the state we promised when we did the Kickstarter, which is still a few months away.

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            Xantonze says:

            I’m waiting for the release version, and pretty sure I’m not alone. Keep it up!

    • goettel says:

      Tried it a few times after pledging, and it’s already a great game. I guess after the initial attention, of which there’s been a fair share, the peoples are waiting for the final release and don’t want to spoil what’s undoubtedly going to be game of the year (can I get in on this con job plx?) by playing it early and or talking about it before it matures.

      So don’t worry, you, me, everybody will be hunted with quality soon enough, and Sirs* everywhere will spill beans, sometimes in fright.

      Edit: *In the naval tradition, women of good birth and rank are included in this label.

    • neonordnance says:

      PC Gamer is doing a pretty good job repping it too. Between the two, that’s a whole lot of exposure.

      It’s an indie game with a very distinctly British theme in a niche genre, it’s never going to sell 5 million copies.

    • The Random One says:

      I must say I’m surprised thaf, if nothing else, no one made a 360 NOSCOPE ROBOSHOT xxxPR0GAM3R420xxx video set to Bangarang the moment it hit the interwebs. (They’d use this cover, naturally.)

  6. GamesInquirer says:

    Does it improve what was already there or only add new stuff? I don’t think this game lacks content (which is still very welcome, obviously) as much as structure. Yes, it’s meant to be sandbox, but I’d personally like it a little more gamey in its enemy placement and behaviour for example, it’s a bit too random and yet simplistic for my tastes. I’d also hope a sequel makes it more Thief-like in the sneaking possibilities with more complex settings (and interiors). Still, I’ll probably not play this again until it’s finalized, I don’t wanna be burnt out before it reaches its full potential and miss out on enjoying that.

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      padger says:

      Each of the patches has improved the game systems considerably, and their approach is iterative on most things. It sounds like you are opposed to the general principle of the game, though, which is full randomisation and total openness. I really like that, personally, because it’s like a mad single player DayZ, with unique maps. If Bohemia could use this map tech, well, goddamn, that would rock.

      And don’t ask Big Robot about buildings interiors!

      • GamesInquirer says:

        I’m not against its principle, I didn’t wish for it to become the new Thief, linear and scripted instead of sandbox. I just think they can alter their approach for certain elements, like the way enemies spawn and behave. If they did so it may benefit the game, hopefully not just for me. I personally think some structure is necessary for a good stealth game experience, it’s no accident the greatest of those are level based games. A sandbox game can still learn from it all and adapt certain gameplay elements to its survival aspects.

        I’m aware why they decided against interiors which is why I mentioned that bit as part of a potential sequel. I’d still like more complex terrain that alters the gameplay rather than just the look and frequency of the randomly scattered smaller or larger objects you hide behind and the overall atmosphere.

        Of course the rest of the design needs additions too for it to be meaningful. For example why not be able to develop tools that enable me to traverse suitable terrain differently, like gain access to rooftops more densely packed together than in the rural towns, avoiding some enemies that way while being on the look out for different types, alternating between rooftops and dark alleys.

        Stuff like that to offer depth and further differentiate each area and the approach you need for it. That Thief was a level based game doesn’t mean they can’t learn from its variety of tools, its level design and overall gameplay.

        • IanWharton says:

          Disagree with you there, because each of the biomes plays completely differently. I can’t speak for the new industrial one, but fens and mountains feel and play totally differently, thanks to the actual landscape itself. And what games can say that?

          ALL games have interior environments like you are talking about, but this one relies on its world. Sure, it’s not Minecraft level of environment mattering, but it makes real differences to stealth and survival in-game.

          • GamesInquirer says:

            Again, I’ve only briefly mentioned interiors in my posts as a desire for a potential theoretical sequel because I’m aware it was too much work for this game to make them worthwhile. But no, not all games have meaningful interiors like Thief and such, nor could they take away from the game since they’d only provide more possibilities and situations rather than replace those already existing.

        • Sleepymatt says:

          Actually I believe that people are in fact using the terrain, scaling pylons and climbing trees in order to access rooftops.

          Rooftop fun

          The pictures are only accessible if you are registered for the forum, but you can get the idea from the associated posts. One would assume that the more tightly packed roofs in the industrial area may indeed allow the type of escape you talk of, though good luck dropping down off them again….

          • GamesInquirer says:

            That’s glitching, unintended behaviour the game mehanics do not expect or encourage rather than a feature that the available enemies and situations take advantage of. That “in” the roof part should have clued you in on that. Hopefully it will be developed further into being a real feature rather than an exploit.

        • TheTingler says:

          Your point’s all valid so I won’t diss that, in fact I agree wholeheartedly, but I’m getting rather fed up of people dissing Thief even though it’s not out yet. You talk about it as if you completed it months ago rather than NOT AT ALL. I agree there are reasons to be worried about it, but it’s still not due until February (and may still slip). Everyone slagged off Deus Ex: Human Revolution in exactly the same way pre-release and that turned out great.

          • GamesInquirer says:

            I didn’t find Human Revolution great. I thought it was an alright stealth action shooter type thing, a la Splinter Cell: Conviction rather than an epic, expanded thanks to new technology successor to the classic first person RPG. But that’s me.

            Still, I didn’t really slag Thief off here (though I do worry for it, with very real reasons), all I mentioned about it is that it’s scripted and linear which it most assuredly will be. The first two games could be called the same (if the person calling them that went on to talk about the brilliantly complex level design and gameplay). I didn’t mention quality there.

    • Casimir's Blake says:

      This, too, is my concern with this game. But further, lack of interiors makes the “towns” seem pointless to me. Buildings are merely obstacles to hide behind. Discovering that the “looting” mechanic also applies to doors was quite disappointing. I’m sure there are extensive technical reasons why building interiors with the world generator would add complexity, but the devs should try harder.

      • drinniol says:

        Yeah, those lazy devs, they should put more effort in to please you.

        Arse.

        • Minicow says:

          Umm, yes. Exactly. Their job is literally to put in effort to please customers. Perhaps it might be too much effort to add interiors with their limited resources, and that’s fair enough. But it’s absurd you’re scoffing at the very notion.

        • Jasper says:

          Why the insult? You know it is entirely possible to disagree with someone without resorting to calling him names? As mentioned below the devs themselves gave a very good explanation why they didn’t include building interiors.

      • IanWharton says:

        They discussed the place of buildings within their design pretty extensively already: http://www.big-robot.com/2013/07/20/why-cant-i-enter-the-buildings-in-sir/

        And yeah, a two-man team that has created a fully-featured open-world stealth game should try harder. Lazy fuckers!

  7. Amun says:

    When is this going to hit $1.99 so I’ll be able to afford it? O, the misery of a poor gamer. =(

  8. airtekh says:

    Is Sir out of beta yet?

    If not, roughly when is it expected to be?

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      padger says:

      I think they said early next year. It’s pretty playable now, but I think a lot of people are waiting for the major NPC updates, like the Landowner.

      • airtekh says:

        Thanks. I’m in the same boat as those people.

        I have actually bought the game, since it’s exactly the kind of thing I like to play. I just don’t like playing betas.

      • derbefrier says:

        I too have been hesitant to buy it because of its beta status. I know I will like, as it would be impossible not too but I really want my first experiance to be with a finished game. I am glad to hear its getting pretty close though. This game has been sitting at the top of my wishlist since it came out on steam early access.

        • Jim Rossignol says:

          The current schedule means the game will be complete or as good as complete in early 2014. We’ll be making a lot of noise to let everyone know when we think it’s ready.

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    phuzz says:

    “New buildings including mills”
    ‘Dark, Satanic Mills’ surely?

    • Alexander says:

      Wait ’till you find out what they’re processing.
      The world is a machine. A machine for… Robots.

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      bills6693 says:

      If you can acquire a chariot of fire, I’m all over this game!

  10. Penguin_Factory says:

    The industrial biome looks great! Can’t wait to play it.

  11. TheMick says:

    Play this game with the Sherlock Holmes (the new Guy Ritchie one) soundtrack playing in the b/g, it’s quite the thing. The theme song in particular goes great with me trying to frantically loot items while waiting to get blasted into dust.

  12. Perjoss says:

    Bought this last night on Steam, have not played it yet though, all I have to say so far is that it looks fantastic and also congratulations for not taking the zombie route. I just have The Walking Dead final episode to play then I’ll be right on this.

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    Lord Custard Smingleigh says:

    It may be a beta, but it feels like a complete game, and has for a long time now. Messrs. Big and Robot keep adding new toys and new hunters and new biomes, but the fruitcake core of the game has been in place for a while now, there is a thickening marzipan layer of tweaks and fixes, and they’re adding the icing of additional variety.

  14. stoner says:

    I see that StrategyInformer is covering this as well. So, Jim’s getting press from outside RPS.

    http://www.strategyinformer.com/news/25539/sir-you-are-being-hunted-reaches-pumpkin-patch-alpha-milestone

  15. ColCol says:

    I made the mistake of buying it on the strength of written previews. I found the game to be extremely disappointing, mostly due to the fact it becomes boring rather quickly. I’ve rarely regretted a purchase as much as I do Sir.

    That said, I have missed a number of updates and it is an early release . So, I will give it another try.

  16. blitzmr2 says:

    Any plans for controller support?

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      melnificent says:

      I’ve had great fun playing on a controller via xpadder.

      I just need to tweak the settings to make the inventory easier to manage from the controller too

    • Jim Rossignol says:

      Yes, we are planning controller support in the next couple of patches.

      • Stardreamer says:

        Excellent. My girlfriend is perma-welded to her Xbox but had a go at playing the Sir beta on the PC purely out of her enormous affection for the game’s concept. She wrestled mightily with the WASD and mouse controls but was itching to use my pad. This’ll please her no end. :)

  17. Red_Avatar says:

    I’m sorry to say I bought it and didn’t like it. It takes the worst elements of DayZ and makes them even worse. The vitality meter going down that fast combined with most homes having no food that’s edible … who thought this was a good idea? The game is hard enough as is with the robot’s behaviour being very erratic and unpredictable (for example, at some moments they can spot you from 20 feet away when at other times, with the same visibility according to the HUD, they walk straight past you).

    The randomly generated content just makes it far too easy for the game to be grossly unbalanced as well – when 8 homes only have rats and rotten eggs and old shoes, it doesn’t make for a fun game but an annoying one. It would also be good if there were more houses by themselves that didn’t have at least 2 robots milling about.

    You also start the game with far too little – since it’s all random, it can take AGES to find even a basic woodaxe. At the very least, it would be good to have a difficulty setting with a lower setting given you a basic melee weapon and some more food from the start.

    My advice: make the robot AI more predictable and reliable, make it so players can find melee weapons more easily (ammo weapons being scarce I can understand, but giving you NOTHING to defend yourself with …), get rid of the vitality meter or make it drop way more slowly OR let you have more ways of gathering food. The game needs a lot of tweaking, more content, more options to be actually fun instead of feeling like hard work with little reward.

    Also, I noted that earlier “let’s play” vids got FAR better loot from homes and had it much easier to reach homes to loot. Did you guys make it much harder on purpose? Why? I bought it based on those vids and the current state is way less fun. Either that or I’m extremely unlucky.

    I love the setting and the idea, mind you – but the execution is very sloppy. I hope it will get some good solid improvements by the time it gets out of beta.

    • Kilometrik says:

      Probably because people initially complained the game was too easy…

      • Red_Avatar says:

        Then the logical thing for them to do, would be adding options. Amount of robots spawning, amount of proper loot to be found, amount of ammo & weapons to be found, etc. I can’t imagine this being that hard to implement and it would mean people could first play with settings set to easy until they get the hang of the game. But right now, you’re thrown down the deep end and if you’re like me and the random nature of the games smashes you across the face, you’re not going to enjoy the game this way.

    • Jim Rossignol says:

      The loot levels have been different for each patch because, well, it’s alpha. We wanted to test what feels right to play, and how people respond to different amounts. I take exception to the suggestion that our execution is “sloppy”, however, because I know that it’s not. We’ve run a tight ship and i am proud of how the guys have produced the game.

      As for providing options for changing the difficult level, that’s in the works. We’re planning a full customisation patch which will allow people to alter numerous variables across the game.

      As for the difficulty of the game, well, yes – it’s tough. But i am not going to make any apologies for that.

      • Red_Avatar says:

        @Jim : With sloppy, I didn’t mean buggy and such – I meant that too many elements feel too random inside the game – the AI and the loot being the two huge ones. Putting an algorithm into the game that makes sure the player finds some food at least for every X places looted would be a good start – dying without ever seeing a shred of food is a testimony of poor coding, sorry to say but it’s the truth. If you do procedural gaming, you have to balance out the extremes that come along with it so the experience doesn’t become either impossibly hard or laughably easy.

        A good example of this, is what a huge difference a few restarts have made. Play 1 saw zero food, zero weapons, zero rags in 3 different places with homes. Play 2 saw a few cans of food and little else. Play 3 saw a pistol in the first shack, ammo in several houses and a working shotgun on one killed robot + plenty of food + even a hatchet in a trash can. Play 1 compared to play 3 was astonishing. In Play 3, I had enough food to survive for hours, in Play 1 died before I could find any.

        @Tom De Roeck: I already saw Jim posting above so I was sure he’d read my comments. It wasn’t a rant either, I was trying to give constructive criticism.

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      Tom De Roeck says:

      What I dont get is why you dont post this stuff on the forums, so it can actually be adressed, and instead come here and rant about it which will do -probably- nothing. It’s a beta. its missing features and is unbalanced. that is the point of a beta.

      being professional does not mean “catering to your expectations”. For a game of this unique setting and idea, it’s not been hyped that much, which is why I like it. That being said, I am more or less waiting for multiplayer because I want to play it that way, not because I think UR WORK IS SHITE