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Hawken
Apr 11, 2012 1:15:35 GMT -5
Post by raraavis on Apr 11, 2012 1:15:35 GMT -5
This is the most beautiful mech game Ive ever seen--looks like a love letter to the early days of PC gaming where Mechwarrior clones and derivatives were the reason to have a PC. Even today games don't match the fluidity and intensity of precision control that mech games evoked--if you remember the original Descent, GNOME or I-War, you may know the feeling. The audio suite is also wonderful, the hydraulic sound of jumps, the muting of sound under concussive damage and the boom of high explosive rounds--everything about this strikes me as an incredible marriage of form and function. This may be one of the most aggressively ambitious gaming projects I've ever seen--the dev team is less than a dozen people. These guys have something to prove, I can't wait to see more of this.
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mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
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Hawken
Apr 11, 2012 14:31:35 GMT -5
Post by mannon on Apr 11, 2012 14:31:35 GMT -5
mmmm... Descent... I remember how disorientating that game was when I first played it. Hell they didn't even heavily distinguish up from down in the level design. Sure there were signs and often ceilings and walls were different, but often enough there wasn't a very recognizable theme for ceilings and floors to distinguish them because textures were limited and low resolution and there wasn't much room for geometry.
But after playing for a little bit I honestly stopped caring. There was no practical reason to know which way was up or down, just which way led to health, and which led to the core, ect. In fact sticking to the up/down mentality actually held you back in that game. I was always rotating myself to whatever angle necessary to go "hull down" using corners or any other geometry I could for cover. And it was actually important to note the kind of cover. Ideally you wanted your cover horizontal to yourself, like peering over a hill, instead of coming around a corner. The reason, simple. Almost all the weapons are located in your wings. Vertical cover means one will have line of sight on the target while the other will hit your cover. Horizontal cover meant both could fire at the same time while hiding as much of your ship behind cover as possible.
mmm... And then the big room full 'o baddies brawls. Sprawling three dimensional fights in and out of cover, circle strafing in two dimensions... I loved that.
I never played online. I'm sure I'd have gotten destroyed. I tend to play at a slower pace when playing single player games and it doesn't prepare me for multiplayer.
Played a bit of Mechwarrior as well and I do miss that too. I absolutely adore customizing my mech to the point of setting all my fire groupings and deciding on the fly whether to just use a few of my guns or to throw everything at the enemy and hope they die before I'm left completely helpless and at their mercy. hehe
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mannon
True Bro
wordy bastard PSN:mannonc Steam:mannonc XB:BADmannon
Posts: 15,371
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Hawken
Apr 11, 2012 14:32:32 GMT -5
Post by mannon on Apr 11, 2012 14:32:32 GMT -5
PS. Sorry just went on a nostalgia trip. Gonna definitely give Hawken a look, though.
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mrite
True Bro
Posts: 239
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Hawken
Apr 21, 2012 8:20:29 GMT -5
Post by mrite on Apr 21, 2012 8:20:29 GMT -5
on a side note, from what i've seen from Hawken, it seems to have a mode very similar to titan mode in 2142, in which case, this game will be all i'd play for a very long time
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Hawken
Apr 21, 2012 10:06:59 GMT -5
Post by SheWolf on Apr 21, 2012 10:06:59 GMT -5
i remember g-nome..damn that game was awesome. imagine a mech warrior clone in wich you can eject from your mech and fight on foot. bad idea most of the time, but better than exploding with your mech. however, there were certain weapons (microwave based, certain poison gasses) that you could use to force enemy pilots to eject from their mechs. wich you could then climb into and hijack it. those weapons had a very short range though, so you had to ambush them mechs from a hiding spot to stand a chance.. also, other cool features, like IFF codes to distiguish between enemies and allies. you could obtain enemy IFF codes by certain means (like hijacking mechs and hoping that the enemy pilot didn't have time to scramble the IFF code before he got ejected or killed) and thus appear friendly on enemy radars and sneak up to multiplayer objectives if you played it clever and didn't behave in a suspicious manner (or the enemy team was organized enough to know who was where). ahh, good times. looks like i took a ride on mannons nostalgia train too. sadly, those days are over because all of this is too complex to be played with four buttons and a thumbstick, and requires more thinking than "shoot problem until it ceases to be a problem", and thus isn't profitable nowadays
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mrite
True Bro
Posts: 239
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Hawken
Apr 21, 2012 10:40:17 GMT -5
Post by mrite on Apr 21, 2012 10:40:17 GMT -5
there is still hope for a hopelessly complex game to be released this year, with Mechwarrior Online coming out, Hawken coming out, a new game from the people who made mechassault (not much hope for this one), and AC5 just got released
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