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/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters. Thanks for adding /svidya/ to /v/'s recommended boards, Mark.

YouTube embed. Click thumbnail to play.

fdb5b6 No.12690

NEW GAMEPLAY OUT

Listen to that fucking music, jesus christ.

And it seems to be confirmed to have a 3d aspect to make it play like the Lego ___ games.

7e1287 No.12708

Glad they're changing up the mechanics this time around. Some things do seem quite vague from the footage like how the assassin/thief aims her projectiles or how the wizard targets things to lift. Hopefully the game will have some kind of feedback to show what object you are targeting so you don't have to awkwardly guess

fdb5b6 No.12709

>>12708
This. The entire time, my biggest question was, how are you going to target/aim? Hopefully it ends up being easy to control.

fdb5b6 No.12739

File: 1428684614957.webm (779.59 KB, 1280x720, 16:9, zoya grapple.webm)

Real wall jumping for zoya confirmed.

Is there any doubt now that zoya is the best character?

d8c26d No.12751

>>12690
Are those 15fps I'm looking at?
Sound is slightly desynched but that might just be IGN being shit at uploading videos.

Otherwise it looks really neat.

>>12709
Looks like they just hid the HUD.

3cb489 No.12754

File: 1428689713996.png (103.56 KB, 419x310, 419:310, professor enjoying the int….png)

>>12690
>mfw still no good Zoya porn

6ce9da No.12760

Are the previous games worth playing? I've had Trine 2 for a while but I've never really looked at it.

ad951b No.12842

>>12760
Trine 1 was average.

Trine 2 took everything about trine 1 and improved it while perfecting the formula they were going for. Beautiful level design, great soundtrack, better/more realistic physics engine for platforming and combat, more variety.

I've played through it multiple times and it's fantastic, definitely one of my favorite sidescroller games of all time. I highly recommend trine 2, it's a great game.

There is one singular, standout thing that was a direct setback from trine 1 was the treasure chests. In trine 1, treasure chests had a distinct value and reason for you to want to get them, they all had unique items that your characters could equip to raise stats and do things for your characters during the game. In trine 2, there was no inventory, and every treasure chest in the game was a worthless piece of shit because they have guess it - fucking poems or pictures of concept art inside them. Treasure chests with actual fucking items that impact the game was great in trine 1. In trine 2, they might as well not even exist because they don't fucking do anything for you.

ad951b No.12844

>>12842
also the one other unique thing about trine 1 - the last level - was really fucking cool because it was a rising death chase level. it switched up the standard gameplay with something new, and I would have liked another level like it in trine 2

5e6728 No.12866

>>12751
>controls

Yeah they obviously hid the HUD, but I'm still curious how controls will work.

Now that the game is 3d, let's say that the z axis is the jumping direction.

I think that for movement, the arrow keys or wasd will move you in the xz plane on the ground, and space will jump on the z axis to move. Pretty simple, like the lego games.

Aiming is a different pickle.
In the lego games, aiming was shiiiiiiiiiiiit and it had lock on to help even. Now in the 2d trine games, moving the mouse allowed you to aim on the 2d screen. The question is, how do you make the mouse go into the screen to move in the third dimension for aiming? This is a lot trickier than simple character movement I think, if you want to preserve the accuracy the mouse provides. I'm worried about it, because a lot of things required accurate aiming in trine, and I honestly don't see how consoles could have handled them like zoyas arrows and amadeus's levitation.

501df8 No.12873

I dislike Trine.
I think it's really floaty and doesn't feel good to play, the visuals are colorfully saturated to the point of hurting my eyes, it reminds me visually of Fable 2, if Fable 2 was made by a korean company that only saw badly printed screenshots of the game in some magazine.
I think it's one of those series where something went fundamentally wrong in the art direction but nobody bothered to actually explain this to the artists working on it, or maybe the lightning engine itself is the problem.
Either way even on a gameplay level, they're way too floaty and unresponsive for me, it reminds me of my time spent playing LBP 1 and 2, wrestling with those terrible controls.

5e6728 No.12874

File: 1428720455437.jpg (699.41 KB, 1280x720, 16:9, spidas.jpg)

>>12873
>floaty
in a way, yes, I know what you mean. I love the floaty feel of it, it's not done to the point that accuracy is lost, playing through as zoya most of the time was really dependent on not losing control, and it felt great to me

>visuals

The visuals were one of the most memorable parts after the music to me, and really made it feel like a living storybook, after playing so many shades of brown,grey, "realistic" washed out colour games, it was like a breath of fresh air.

501df8 No.12877

>>12874
I don't think Trine does colorful visuals right.
I own a WiiU and nearly every single game on it is a celebration of pure color, Bayonetta 2 comes to mind, everything looks vibrant and colorful yet it's propely balanced so it doesn't reach the point where it hurts your eyes.
Yes, most games these days aren't very colorful, but i don't think that gives Trine a free pass for looking so intense and clashing that it makes me bleed from my eyes.
To use another example of a game that was released on PC, Rayman Legends manages to be colorful and pretty as hell but not to the point where it's uncomfortable to look at.

f11e0b No.12879

>>12877
Not him, but I think I know what you mean.

It's the same reason why I can't look at games like Warframe and say "this is colorful and vibrant".
The reason why is that it's all bloom, blur, and color correction up the ass.

Trine 2 & 3 seems to be doing the same thing.
They're focusing a color set for each area, while adding in a tons of bloom, contrast and color correction.

I don't remember having eye-strains in Trine 1 though.
But that's probably because the graphical settings were at least more varied than just anti-aliasing v-sync in the sequel.
If only you could configure the graphics, then it'd be fine by me.

14f3d3 No.12884

>>12877
That's fine. Visual style can be a highly subjective thing in video games.

4e20b3 No.12954

>>12866
I suspect it being entirely lock-on with two buttons to switch through them and the marker that shows what current target you have is hidden along with the rest of the HUD.

I can't think of another way it could work from the looks of it.

b3771f No.12998

How much does that playthrough show?
Trine games are relatively short, and i don't want to spoil myself a good fraction of it.

dc8b5d No.13002

>>12998
According to the devs in the comments they say it's just portions of each of the characters tutorial levels

fdb5b6 No.13063

>>12998
Looks like the standard first level they showed, which should be less than 1/20th of the game.

46b77c No.14103

YouTube embed. Click thumbnail to play.
>early access
Oh god why?



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