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I found some battles to be a bit too much, especially when three enemies were firing you at once, and I had to chance to survive.
I used the leaning function a lot, but in some levels there were hard to see where the shots came from.
If you reload the game at the end in Level 3, and an enemy kills you, you spawn with no gun just falling through the floor. This only happened once, and i'm guessing it was a one time FPSC bug.
In Level 4, I found it hard to see the enemies sometimes - and I died a good while. This could be me sucking at FPSC games, but I found it difficult to see where the enemies were shooting from.
Great placement of syringes & health packs really helped though, so great job with that.
Level 5 is probably the best i've seen with this engine in a good while. I loved it. The level design was 100% on point, and so was the sound design. Probably my favourite level in the entire game.
I found Level 6 to be very hard, I don't know how many "Lives" the player has - but I died and respawned quite a bit on this level. At the last part I found three enemies shooting at me like I told earlier,
and I had to figure out a way to just run up to the door, lean and kill them. For some reason the first autosave in level 8 only worked after I reloaded the level.
This could be an error on my behalf.
There is also an invisible door in level 8 by the start if you go to the left.
There were also some small textures missing on the gas fuel thingie? I can't remember what the object is, but I think I have that model pack myself somewhere.
I wish I had a screenshot but I did screen a ton in the game, but they weren't saved to the game folder unfortunately.
Also a small thing is that you could hear the win zone sound in the end of level 7.
(I also must say I loved finding a copy of the TGC newsletter in-game, well put. hah)
The story felt a bit loose and didn't really pay off. The ending felt rushed and did not have the conclusion I was expecting. There's a number of plot points that don't go anywhere. Anja mentions this big revelation about the transgenic DNA code but it's never revealed what it is or why it is. She also mentions disabling or blowing up a node/network thing but this doesn't seem to be part of the game, which is a shame because I was really looking forward to knocking out the enemy and feeling like I had some permanent effect on the world. Instead I just opened a door and a couple of friendly NPCs were there. I had actually forgotten I was in the Qasqir Tower to rescue them! Morgan's own personal relationship with Selena was not really referenced but could have been a great tool for understanding more about him and his motivations for going on the mission.
"There's a number of plot points that don't go anywhere. Anja mentions this big revelation about the transgenic DNA code but it's never revealed what it is or why it is."
True! The plot is really you in this installation rescuing your team maters. Originally I didn't want to include much of a story beyond that as I tend to daydream about the world and its lore while making the maps, end up being fond of what I come up with and find the game lacking afterwards.
I didn't want to do this with this game, that should be a simple FPSC shooter and made relatively quickly Buuuut.... I ended up placing it in Acythian's lore, albeit decades earlier, and therefore a lot of things are mentioned that should be main plot points of future games.
What Anja reads to you is information she extracts out of the computer systems and not directly related to the goings on of the game. I also wanted to cast a shroud of mystery over the enemies you fight that should be veiled in later installments.
Alright! If you are still with me and don't mind a few spoilers for hypothetical futures games (:P) Keep in mind that the whole plot is rooted in me trying to come up with a coherent explanation of why they use modern day weapons in such a distant future installment. Most people will likely
never question this but... I am pedantic like that:
Basically: Earths societies evolved as is until 2150, at this point we had several off world colonies, including rudimentary terraforming of Mars. However, around that time, the third world war decimates humanity down to a few million people and completely cuts us off from the colonies for centuries.
It takes earth a long time to recover and rebuild and around 2350 a new space program was launched. At this point we make contact with the now thriving off world settlements that have altered themselves with genetic manipulation mostly unknown to us. there is some trade and diplomacy happening
but the transgenics view us as inferior and dangerous rather quickly which spawns the eugenics war. The DNA strain mentioned is an extradimensional DNA fragment hacked into Human DNA. Neither the mutants themselves, nor the earth born humans know that it is a plot by alien hybrids to allow a conciousness from another dimension to manifest itself on our planes. This whole thing will however only been revealed in Acythian. During the future Amytric Pulse games ( I had enough joy making this that I decided to grow it into a trilogy) it will be implied but never outright said that its just aliens.
"She also mentions disabling or blowing up a node/network thing but this doesn't seem to be part of the game, which is a shame because I was really looking forward to knocking out the enemy and feeling like I had some permanent effect on the world."
Good point! I worte in that you locked out the forces from the lower levels, as they didn't manage to get to you, they decided to blow up the tower in order to keep you from uncovering any more information. Initially I planned to have one of their generals taunt you via intercom but there was not enough room for this in the game...FPSC levels are, after all, always a bit rudimentary. And there should be a vista of the tower exploding as the chopper lifts off in the video.
Morgan's own personal relationship with Selena was not really referenced but could have been a great tool for understanding more about him and his motivations for going on the mission.
Yeah the lack of an outro video did make the ending feel sudden but perhaps even a couple of lines from Anja like "You should be closing in on your team" or even just "well done, you found the hostages" might have helped a bit. I think it was more that I forgot I was there to rescue my team so would have appreciate some reminders throughout the game of why I was there (it was late, I was tired, maybe paying more attention to the lighting and texturing than the comms chatter haha).
Sounds like a rich world and history to draw from, and the basis for a great story. I have found with my own stories - admittedly more in film than with games - that when dealing with lofty, philosophical questions like that, it's really helpful to bring your story back to genuine human emotions we can all understand and engage with. Your transdimensional aliens and eugenic wars are themes, but the characters in the game are lenses through which you can explore those themes. Take Deux Ex: Human Revolution; on a macro level it's all about what makes us human, the power of mega corporations, and the meaning and cost of freedom. But on a micro level, it's about Adam Jensen and the people he meets who all have an opinion on and have been impacted by those themes. Even the way the player plays the game is their opportunity to explore the theme - do they stay mostly human and rely on guns, or do they use their augmentations to give them the upper hand in combat or stealth? All I'm saying is, look for opportunities to use characters (their actions, their dialogue, and even their design) to comment on the theme - was is it you're trying to say? Sorry to go off on a tangent about story theory!
"that when dealing with lofty, philosophical questions like that, it's really helpful to bring your story back to genuine human emotions we can all understand and engage with. Your transdimensional aliens and eugenic wars are themes, but the characters in the game are lenses through which you can explore those themes."
Oh absolutely, I try for my plotlines to center around a simple core conflict with deeper themes woven around. Videogames, especially the home baked type I make, are kinda silly so tackling big themes like this head on would not be for me. The whole eugenic war was originally just backdrop to explain why the world of Acythian is so overgrown and postapocalyptic... I never wanted to go into what it actually was until I decided to make this little FPSC game. Now I kind of like the premise. The next game will be a missing person case. A detective action adventure (this time with actual adventure gameplay) with all these themes being implied in the background. I hope you'll have the two hours I plan it to last once I release it to give it a spin.
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