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tragic's Posts

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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We definitely get judged against souls/mh bosses because the game feels that way (stamina driven avoidance, high dmg enemies, challenging) but yea, ranged sets the gameplay requirements apart (not better or worse, just different). I agree with you regarding being distracted from the good stuff... and that's something we will be focusing on in the future (as well as if/when we retro-tune the current stuff).Agreed. Something we are going to specifically work on moving forward. =)It's tomato/tomato(h). The projectiles are also adds (additional enemies that chase you down and try to do dmg to you... that must be shot before they hurt you). They are just a different type of adds, but still adds. That being said, it is a unique way to do it and "hide" the add effect. They actually used to drop ammo when they were above the bridge but no one realized it, so it was removed.Agreed. Some fight's definitely have a few too many and could use some love.Mechanically, there are more interesting ways to implement adds and it's something we will be doing moving forward (as well as backwards).Definitely some work to be done. We will get there!Glad you are having fun. Shade/Shatter definitely bug out sometimes. Still trying to nail that one down. As for stats, I definitely hope we can do something like that in the future. =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The last fight is meant to be a gimmick fight. He's the Dreamer and that's his Nightmare phase (hence the big #'s, everything is skewed in that realm). It ties into the lore. A lot of people feel the big numbers are pretty cool, but of course, not everyone agrees. Unsure what difficulty you are on, but most people tend to kill the final boss on normal (solo or coop) in about 6-7 minutes. Also, way more than one mod matters in that fight, however. Song of Swords, Hotshot, Swarm, Breath of the Desert, Mender's Aura, etc. It's all about finding ways to get maximum stacks and then use them to your advantage (Hotshot does wonders because the DOT also benefits from the stacks).Dark Souls and Monster Hunter bosses are not fair comparisons because the vast majority of those games are designed with you being point blank next to the boss to do any damage (sure, MH has 3 ranged weapons but they have some heavy penalties). When you have ranged in Dark Souls, the game becomes insanely easy. "Uncreative" is pretty strong when the vast majority of every coop shooter boss relies on adds. The adds are meant to distract you, thats's what they do in Destiny (1 and 2), that's what they do in Borderlands, that's what they do in Division etc. As for the tuning (the speed they respawn, their intensity)... of course it could be adjusted, but "uncreative" is a little strong when adds are the norm in shooters.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We've been looking at that. Along with the timer fix (currently locked at 12s) we have a fix for the "sticking" cast. Super annoying. Next patch!The peformance team is working hard to nail all this stuff down. Unsure what's causing it, but maybe they can shed some light on it tomorrow.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Highly requested!It's not limited to +/-3, it just scales it down to the host (to a maximum of +3 to them).You don't need to camp corners, but if you stand out in the middle they have more areas they can spawn, which means you have to be more alert when they are coming for you. Being closer to a wall makes it much easier. You can also just stay in a smaller room that has 2 doors and cover them both without being in the corner. As for solo play, I find the game super fun solo as do a lot of people. It's a different challenge than coop due to no revive and way less dps/utility.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
They don't spawn exclusively behind you. They look for a minimum distance from you and then spawn. If you put your back to a wall (r close to it) they can't spawn behind you because there's no room for them to even spawn (their minimum distance would be outside the wall). It's relatively easy to just sit in one room and cover both doors while not allowing them to get behind you (which happens if they spawn above you at a distance and run down a staircase that's behind you which you aren't covering).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Try Hotshot. All the stacks you get apply to the DOT as well. Makes it a lot easier to break the boss out and access his weak spot for super big dmg.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We are listening! We might not always agree but it doesn't mean we don't hear you all. =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Currently, no. Eventually, I hope so!Interesting. OK, I'll see if the designer in charge of that can take a look on Monday!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Yeah, the breakout requirement was a bit too high and players were missing it by 1-2% dmg. So what we decided to do was give the boss double HP, open the "broken open" phase longer, and ensure you had a full 30 seconds to break the boss out (instead of a variance which also caused issues). So while you have to deal way more dmg to the boss once broken open, it's much easier to break it out and get to the "fun big numbers" phase. It's just less tedious all around. This fix should be in the next patch!Summoning 6 is VERY weird. This shouldn't happen. I'll make a note!Very strong, agreed!Same!We just want to let players know that we heard them - that we are listening. We may not always agree, but it doesn't mean we don't want to hear feedback. We definitely want the feedback.I think this was answered above, but it is intended (appears somewhere else!).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
There are a handful of additional adjustments coming for the final boss soon. Should make the breakout a bit easier and give more time for big-time DPS. Also less variance on the amount of time you get to break him out.There seems to be a problem with achievements and achievement-based trait unlocks. We are looking into it. Anything that counts up to give a reward seems to have some sort of glitch happening (it's preventing Exploiter unlock, for example). Trying to get that fixed for the next patch.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
This should be much more lenient soon. It has a variance of 15-30s time to breakout after coming out of the Nightmare Realm (this was removed). You also had to do 10% health. In the new version, he will have 2x the health, but you only need to do 3.5% to break him out (so equivalent of 7% before - 30% less). You also get 2s more DPS time during the breakout sequence.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Hope you come back when have more stuff for you to do and the coop is a little more friendly. =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
There are cancel windows all over the place. There are also earlier AIM cancel windows before both the dodge and move windows (try neutral dodge over and over, then hold AIM And neutral dodge over and over, etc).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Performance is definitely a priority. We are absolutely looking into it with the goal of making it better!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Are you on PS4 PRO? That seems to be the general fix. You might be in 4k but still playing on a 1080p TV.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
OK, we believe we have a fix for the PS4 PRO issue that won't require a re-dload. Give us a few minutes and we should have it 100% narrowed down.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
PS4 PRO users. Change your resolution to 1080p from 4k. This will be rectified tomorrow for full 4K gaming. Give it a try and let me know if it works. Very sorry for the bluescreens.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Except for the additional other boss? And the 6 adds that spawn every X amount of times?PS4 PRO? There seems to be a conflict with PS4 PRO. We are trying to replicate the issue.PS4 PRO it looks like. Trying to get to the bottom of it.This is another issue we are trying to figure out. Unsure why this is happening to some people.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The PS4 will have these same updates in the next patch which should be early tomorrow (submission process and all that).They will still spawn adds. It's part of the puzzle. Timing/Intensity may still be adjusted.Being worked on as we speak!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The entire game was balanced solo NORMAL and solo HARD before coop was ever adjusted. They are 100% absolutely meant to be fought any way you desire, be it single player, 2p, or full 3p.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
It's coming very soon. Due to the timed submission process (nothing we can do about that) it takes a little longer. However, after a certain period, patches for consoles become 24 hours. Just a matter of time before we reach that threshhold and we can have all 3 versions in sync!!! Gonna be great!We do our best. and myself (and anyone else) are always willing to talk with the players. We may not always agree on the vision, but that doesn't mean we don't want to hear feedback or criticism!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
While I respect anyone's opinion (as long as it's delivered in a decent way), I think it's pretty safe to say Jim did his review on the City only. He talks only about the drab brown/greys in his review, then in the comments he clearly says "game gets better 5 hours in". Either way, his points are still fair. The game isn't for everyone! Edit: This is a general reply to his overall review, not the adds thing. Clarification.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
A lot of people are saying that the Rattle Weed should be nerfed lol. It's so easy to have the entire crew running them letting you basically ignore the threat of adds. This is a tough one to balance!That's what we wanted to do back then!What we found in testing and many many playthroughs is that players would often go into a new area, see the World Stone/Shard and decide "I'm going to go back to town and level up for this next area". Since the area level is locked when you first go in, this ended up making every zone and every area much easier. So instead, it now locks the zone at +1 to your level (which is a mere 10% diff with even gear, very very doable) and if you level up, it puts you even or well above. Quite often people would level up their gun(s) twice but leave armor, so they'd be above on dmg, lower on armor, or vice versa. In our testing, we found it didn't have a huuuge impact on the time to kill (10% up or down).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We just want to make sure the community knows we hear them. We will never agree on everything... but we might find common ground when we each explain the thinking behind our decisions or opinions. End of the day, we are going to keep making Remnant the best we can while also keeping the community feedback (both positive and negative) in our minds. I believe the game will get better for it, and I hope that at the very least, our interactions let you players/fans know that we are always listening.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I don't think you hate it. I think you want to love it (at least that's what I gather) even though you aren't a fan of some of the decisions we made. I get it and respect it. Hopefully the changes we make over the lifetime of the game will be more to your liking... but they may not be! We shall see! Much respect. Always enjoy the discourse!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We (as devs) can always learn something, even from the harshest criticism, as long as it comes from a fair/decent place and with a reasonable tone. =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The Risen isn't a boss fight. It's a seige. However, it's currently overtuned. We are working on it.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We knew because we know not everyone likes everything. You have to remember, at the end of the day we wanted to make a game that we enjoyed, and we felt other people would enjoy too. We also knew some people would not enjoy it. We can't please everyone and we know that. I've also see way more than 5 people say "I love the boss fights" or "these boss fights get my heart pumping" or "that was effing awesome!" when they beat a challenging boss.Of course you aren't. You are in the camp that doesn't enjoy it, and that is absolutely a super fair opinion to have. I'm not faulting you for that.The comparison to Soulsborne/Sekiro doesn't work in this case, though. The moment you have "guns" (aka magic") in Souls, the games become a cakewalk. They are the "easymode" (not counting co-op as well). Our game is mostly ranged. Much like other mostly-ranged games, we spawn adds. Could we adjust the timing? Sure. Could we adjust the intensity? Absolutely. Will we ever make a bossfight without adds? Of course. Will we remove adds on boss fights entirely? No. Anyway, at the end of the day, some bosses will have adds, some bosses will not. We will look at the tuning, but adds aren't ever completely going away. Again, I'm super glad you have the game a try and gave your feedback.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Yep, time thing. As for more stuff to see, still yet to be determined, but we absolutely want to! =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Hrm. Do you know what you are doing when it happens? I can pass this along!I bother because I think we can learn from both positive and negative criticism. I want to let people know what our thoughts were and why we did what we did / do what we do. I want to let players know that we know we won't please everyone, but more importantly, that we are listening. Feedback is helpful. This game is for players (even if it's not for all of them). =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Any time you load into a new area for the first time... that's a zone/area/whatever. The BIOME is the world (like, Earth, Rhom, Corsus, Yaesha, etc).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
OK, I'll ask around tomorrow to see what's up!Definitely some knobs we can tune! =)Besides final boss portal not working, and/or a random pathing glitch here or there, no other bosses are broken as far as I know. The only thing overtuned right now is the Risen siege/horde quest. The Lost Gantry should have a fix in for the door, soon. If you know of any others, let me know!We will take a look at those aforementioned tuning knobs!Working on it. We definitely want to refine over time.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Unsure about additional MM options, but I know we've talked about some possible updates! Trait level is not factored into MM (yet).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I mentioned this a couple other places, but the game was balanced for solo NORMAL and solo HARD before any coop adjustments were made. There is quite a bit of AOE damage in the game. Glad you are having a good time!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I believe that fix is coming super soon. I'm not sure on the date but I believe it's soon (tm).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
You are 100% right, and the skills you are asked to develop up to that point are: fight multiple enemies, deal with an elite (or two sometimes) that spawn, utilize the environment, stay alive, do dmg and win. This is exactly that the boss fights are except in a smaller room, with a bigger "elite". First dungeon (typically) in City; lots of Hollow, some elites, and then exploder dudes running at you. No?Very true, but the trick is to not get hit by those guys. They have a loud squealing tell. They die in 1 shot from any starting long-gun (and 3 from the repeater pistol), and always spawn at a distance so they can run to you (you can get your bearings then deal with them, etc).Totally understandable. I 100% agree that not everyone will have the same experience. Again, the adds were never a bandaid solution. They are part of the puzzle.Told us so? We knew some people would have trouble with it. We also knew some people wouldn't have trouble with it. We could have put sprint on LB and someone would have said "you really shouldn't have put sprint on LB, L3 click is standard" and then said "I hate to tell you I told you so". What does that tell us? We already know not everyone will like every decision. We have reasons for adding the mobs. The tuning values might be too high or too low, but they have legitimate purpose. As mentioned, the fights are puzzles in some way. The boss is the ultimate goal, but not the only thing.What happens when you run out of scrap? We force you to go farm instead of fighting the boss? If you get afflicted by a disease, you can still beat the boss, and if you die, it's gone (note: It didn't use to, LOL). You run out of ammo, then what? You die and try again? What happens if you need more ammo than is required to kill the boss? Ammo box? Scrap problem again.Perhaps you should look at it as "plagued with design decisions I don't personally agree with". I may look at a piece of art and say "man I really don't agree with the use of RED in this picture... it's just too loud and takes away from the blues and greens" but does it mean the artist is wrong? Am I wrong? Or... do I just not agree with their specific tasted and/or vision.I was the #1 tank DPS in the world (while taking the least damage) on Patchwerk according to Elitist Jerks after Xav put up his video of "look how many buttons a top level tank has to press" or whatever it was. They thought my methods were "cheating" and "went against the spirit of the competition" yet I still did the highest DPS and took the lowest amount of DMG. I was also in a top 15 world guild that did top 15 Algalon. What does that have anything to do with anything?In your opinion, right? Or is it just 100% matter of fact? You are 100% correct that people have complained about it. But it is also 100% fact that not everyone, nor the majority have complained about it. Who's right here? I mean, really, I don't care whos actually right in the end. It comes down to "did you enjoy the game?" and if not, thats super cool. I'm very happy you even tried the game. We put a lot of work into it and I think other people are having a pretty fun time... and that's all we can ask for!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Part of it comes from the RNG affix of the boss. Some people find Shroud + adds insanely hard, others kill him in 35 seconds. For Gorefist, he is very easy to avoid without adds (just walk to his right anytime he Naruto runs at you with his sword). The Spores are there to distract you, but at even level, they should die in 1 Hunting Rifle shot or 3 Repeater Pistol shots. The Spores also pick a location away from you, and if your back is to the wall (or near one) they aren't going to spawn behind you... HOWEVER, when you are in the fight out in the open and turning around a lot, it's very easy to get them from behind. Of course, I'm not saying adds are good or bad, just that we did tune them to be manageable and they have both logic to prevent certain things from happening (actually spawning behind you if you are near a wall, for example) and hp values to have a specific time-to-kill with every weapon. They are also on a timer, so eventually you can (hopefully) count on when they will show up next and use that time to beast the boss, then get in position for when the spores come. Let me know if you find any of this to be true or not and I can run some more tests to make sure everything is working as advertised. If it isn't, we can certainly make some changes! Thanks for the feedback!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We have a couple of revive issues we are working on. I'll see if we can look into this tomorrow!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Just starts the story over (but you keep everything you have earned so far, including EXP).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I believe the bug has been nailed down but we have to run it through test and the submission progress. Coming real soon, though!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I believe so. Give it a look and let me know. I forgot to put that in the patch notes.Well, it isn't to artificially increase difficulty. It is to actually increase difficulty... by forcing to you to spin multiple plates. If we took out adds from say, Gorefist, you'd never take damage. All you have to do is strafe/walk to his right when he charges you (you don't even need to dodge him, ever), move away from him, and shoot him over and over. This happens with almost every boss. Most of the mechanics are very easy to avoid and the adds (besides giving you ways to charge mod power and gain ammo) force you to focus on multiple things at once. In a shooter, it's hard to lean on expecting (and often requiring) the player to be within 3" of the boss at all time to do damage. Guns usurp that requirement. In melee based games, you have to put yourself at risk by getting in close.Should be fixed. Let me your results!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Hrm. The fix might have prevented the same scenario from happening, but if it's already happening, maybe it doesn't rectify it. I'll try to see what's up.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Give the neutral backdash a try. It has only 1 less iFrame and is the same speed in every weight category!The game was designed for both. It was balanced solo on normal/hard before we adjusted co-op balance.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Not yet. Still working on some other major stuff but should be really soon (trying for next couple days).The fix for that should be in the build this evening.You need to do 10% of his total health.Just uploaded a performance patch for XB a bit ago. MM should be fixed in the next patch (finally figured out the error). Apologies for anyone affected by the rough edges. We are working hard to smooth them all out!!!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
You can always just restart game to make sure portals come back (the fix is on the way!).On the way!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
That's crazy! I wonder what it will settle at!? Who knows... this has been a crazy last few days. =O
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Reanimator fight is super over-tuned. We have it on our list (for all platforms). Also have a performance fix coming for console.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
There is a bug, yep. Workaround is: restart the game (luckily the game loads fast, lol). We have a fix, just putting it through its paces!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Hi all, sorry for the late replies. Been going HAM working on fixes and tweaks for stuff that came in over the weekend. =)Awaiting a fix. Apologies on that one!!!I award you +1 Trait Book!Yeah, turns out this one was a little too hard for most. We will adjust!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Also, it was tuned so it could be defeated on Normal difficulty, Solo, with the Repeater Pistol and any of the 3 starting weapons, without additional ammo (you just have to be extremely efficient). The ammo boxes are there to help out because eventually people learn the mechanics and get more efficient at it/
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Appreciate your comments. Don't worry, we don't take it personally. It happens to games we adore, so we knew it would happen to us as well.Exactly, but they aren't called direct clones, right? That is my point. We don't mind being compared to Soulsborne... or even being called a Soulslike. I was simply saying that we aren't "such direct clones of Souls". That's all. =)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
They were all tested on Normal and Hard from a level 1 fresh start, both in SP and COOP. For Gorefist, you can also just put your back to a wall near a corner and control the entire room and the entrances. Much easier in coop because you can cover more area. As for Shroud, no, but you can do it that way.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Been answering dozens and dozens and dozens and dozens of questions (both here, reddit, and discord). I figured someone else could chime in for that one. Yes, it's digital only.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Sorry about that. Restarting the game should make it appear again. Something we've been trying to nail down!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I'm with you on the fashion. This is a clear MUST BE ADDRESSED in the future, for me!!! Huge MH fan... I know fashion is #1!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The dungeon does not spawn in every campaign. You might get it, you might not get it. If it's not in your campaign, you might get it the next time you reroll the campaign.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I don't think anyone takes the comparison as disrespect (at least I don't). I do think that saying that Remnant is JUST a Souls clone is a uninspired statement. The question really becomes... "what do you have to take away for it to not be a quote/unquote 'Souls clone'". Remove bonfire so when you die you start back... maybe at the base? When you die, we could force you to refill your heals by purchasing them... but that would be Blood Vials (or many many many others games). We could have changed the upgrade system to require more unique materials for weapons or armors. We could have made it a lot easier (because everyone compares any challenging game to Soulsborne these days... even though every game in the 80s and early 90s was hard as heck!). Or, another way to look at it would be "what do you have to add?". Guns seem like a pretty big divergence. Also the other stuff I mentioned (mods, armor sets, traits, dynamically generated content, etc). At the end of the day, are games like Ori or Hollownight just Metroid clones? Shadow Complex? Axiom Verge? Dead Cells? We love the Soulsborne series and we absolutely looked at them for inspiration, but I definitely wouldn't say it's a clone. Then again, I also wouldn't call League a Dota clone (and they play much more similarly than say, DS to REM!). Anyway, glad you replied!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The way it works is that if the dungeon spawns, the key spawns somewhere in it. At least, that's how it has always worked! If you can't find it, maybe you can send me your save and I can debug it!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I think the "direct clone" is a bit of an overstatement. I mean, we do have stuff like; set bonuses, mods, traits, co-op synegies, and most importantly, guns. We also focus on replayability that lets you see new quests, bosses, world bosses, layouts that weren't in your first playthrough. Then again, right off the top, it's a shooting-focused game while Soulsborne is clearly not. Now, in your defense, we do have the bonfire, an automatic (on death) refilling stock of heals, generally challenging gameplay (the #1 way to be compared to a Souls!), and we have a reletively straightforward upgrade system with a few tiers of increasing materials... but I don't think that really makes it "a direct clone of Souls". I'd say that a direct clone of Souls would be closer to Lords of the Fallen (which I actually really enjoyed outside of the bosses - so much potential) or even Salt & Sanctuary (which I also love!). But... it was a huge inspiration for us, along with Terarria, Diablo, and many other games. We definitely don't mind the comparison! Anyway, at the end of the day, it's not for everyone. Totally respect your opinion but I do think you are missing out for not giving it a try. Maybe when it's on sale you can give it a go and swing by and let us know how you feel once you sink a few hours into it. I definitely look forward to hearing from you if you do!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I honestly can't remember a single boss in Destiny 2 (I played up till Osirus) that didn't spawn adds. I could be wrong, for sure, but yea... I enjoyed the heck out of that game, INCLUDING the entire Leviathan raid (which I did about a million times on both PS4 and PC). Standard Bearers: ADDS. Royal Pools: ADDS (personally loved this). Pleasure Gardens: ADDS (first to clear to get ammo up, secondly to give the beamers something to do). Gauntlet: ADDS. Calus... ADDS upstairs... ADDS downstairs (absolutely loved this fight, too). Strikes? Same thing. Gears of War (every version) does the same thing in many cases. Borderlands. Same. Now, I'm not saying it can't be done (clearly it can be) but there's a reason many/most shooters have adds in their fights... Shooting is a very simple mechanic. Aim, shoot, get out of the way of incoming stuff, then profit (even easier when you have a true iFrame dodge). Adds are there to slow down the "profit" part of the equation. They are there to distract you, let you build up mod power (in our game, in Destiny, BL, etc), and make you take your eye off the boss so it doesn't become "just stand behind this pillar and then wait till they stop shooting." People often say "Souls focuses on bosses and not the adds". Very true, but you usually have to stay close to the boss (in harm's way)... and when you aren't (when you have a "gun"...aka spellcasting) the vast majority of the bosses become a cakewalk. As for the in-game solution, ammo boxes cost money. You can run out of money. You then have to leave what you are doing to go farm money to buy ammo boxes so you can proceed. We found that it felt bad to grind up money just to "waste" it on something over and over. They are quality of life additions (and are also there because ammo is not shared). We generally keep our respawn points close to the boss so you can dive right back in and try again... no 2-3 min runback, no restocking core elements (another reason we give you 100% ammo when you revive).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Gorefist spawns 3-4 adds on a specific timer which all get 1-shot by an equal (or 1-level lower) Hunting Rifle at level 3 on Normal (his minimum level on the default difficulty). Their HP is tuned so they die in a specific amount of time with each weapon (including the Repeater Pistol) at those thresholds. Shroud, on the other hand, can be defeated by simply ignoring the adds and running around the map to his next spawn location, shooting him in the face, and continuously moving. On normal difficulty with repeated testing with underpowered gear, we've seen him defeated in about 45 seconds consistently - if he doesn't have regenerator or enchanter - and a little more with them." Unsure which fights you feel are bullet sponges. The normal tuned difficulty has incredibly low HP for every boss. At one point we felt they were too easy but we knew that some players in our playtests still found them to be quite challenging, so we left them. Most of the champion/mini-bosses can be defeated in under 90 seconds on normal with appropriately leveled gear.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Yup. Known issue. Fix is coming soon. Apologies for that one!!!Known bug with it not refreshing. Should have a fix for that soon. If you use it while you have another one up, it won't refresh it like some of the other buffs do. We will get that fixed!It also stacks... 3x. =OThere's one in each world, and an extra one available somewhere else.This is definitely something I see mentioned a lot. While I agree we have a lot of adds, we have them for reasons (mainly to give you infinite ammo regenerating potential - but also to distract you from otherwise easy-to-manage boss mechanics). The game is ranged (mostly) and you don't need to be right up close in melee range to most enemies. Generally speaking, unless we made the bosses extremely hard to hit, or had insanely accurate aim, or straight up bullet sponges, they'd be mostly trivial. Of course, we can always change up the way we do SOME of the bosses, but even in something like Destiny, they constantly spawn adds (often for ammo, often to distract you from doing something that would normally be quite easy otherwise). While working on the sequences, we knew this and made sure to give you a ton of ways to mitigate adds. Some mods (and weapons) are specifically designed for this purpose. The spawn patterns are generally quite predictable and work on timers that can be realized over time. As we move forward with new bosses and content, we will reassess what people liked and didn't like and make the appropriate changes. We can even tune the current bosses... it's all straightforward!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
What I do (when I play controller) is set my turn speed high, my aim speed lower, and my scope speed lowest. You don't need to turn slow when just exploring, so you can use it as a quick turn. Being able to turn fast out of aim mode is specifically why we separated all of those settings.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
#1 is not an exploit. It is intentional. We want every new zone you go into to be more challenging. However, we found that very often players would go into a new zone, then go back to town to level up to prepare for the next zone because there is a warp right there at the start. It ends up working out. #2: Won't work because the campaign is based on that specific character.You get way more EXP from quests (which aren't affected). That being said, it's definitely an annoying bug. Apoligies for that! As for ammo drops, you can also just buy ammo boxes. They are insanely cheap (200 scrap) and auto fill AND auto reload both of your weapons faster than it takes to eat a Dragon Heart.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Every fight in the game was tested solo on Normal and Hard before we even started turning stuff for co-op. It's certainly more challenging in some aspects due to the lack of revive in single player. If the fight is looking more manageable for other players, definitely check out what loadout they are using and also their method to tackle the challenge. I've seen two diff players get the same exact/identical fight (same spawns, same amount of adds) and one player beat it first try and thought the game was easy, and another try 15 times until they beat it, and thought the game was way too hard. It's definitely hard to balance for everyone.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I made a post on reddit regarding the level scaling in case anyone was interested. Hopefully that's OK to post!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Hey thanks. I really wanted to clear some stuff up. Wanted to make sure that people knew if they rolled into an area that seemed TOO hard, not all hope is lost. You can always come back because the zone level is SET permanently. If you get rocked in a dungeon, take a breather, go kill some other stuff, buy or earn some resources, power up, then go back and WRECK SHOP.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
This is an issue we found out right after the first XBOX submission went through. Was a bug with a bunch of moving parts. Already fixed on PC and should be good to go on XBOX/PS4 on the first patch.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Very true, but you can beat the entire game with the Repeater Pistol and either of the starting longguns and mods - all of which are available at the beginning of the game for a small scrap cost.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We allow players to get a larger advantage over the enemies with mods, set bonuses, items, traits, etc. Using the gun every time isn't always the best option, and melee is also "free". It's just one of our trade-offs.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Any time you zone into a new area for the first time, it levels up to you +1. If you finish the game at level 15 or so, then reroll City, City will be 15+1 (so Level 16). No one's save should be ruined. The game will constantly NG+ the next zone.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Well, it SHOULDN'T! LOL. I'll test it out to be sure. Definitely shouldn't scale above his level +1.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I'd have to see the VOD. I've never seen it do anything but roll new zones to +1 to your current power level. I'd have to see what power level he is, what armor/gear he has, and see if it truely is doing that, or he has a really high weighted level (like getting a +15 gun but having +9 armor), spawning a zone aat +16, and getting hit too hard because you are taking 60% additional DMG.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Hard mode is really meant to be the "can't make as many mistakes" mode. The HP scaling is 50% and the DMG scaling is 70%. It's meant for either a) your average player that has beaten the game once and has lots of mods and cool armors and weapons and items, or b) the tryhard super-sweaty (me, for example!) that wants a really challenging first experience right off the bat. There shouldn't be any additional enemy spawns on hard mode in solo.. they are, however, just a bit tougher/scarier.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
This is absolutely the case. The first playthrough I did on the retail build was Hard Solo just to make sure it was possible. It was definitely challenging, but was absolutely doable single-player. The places I had the most trouble were certain zones (not boss fights). Of course, I have inside knowledge on all of the combat and boss mechanics so it's not entirely a fair comparison to first-time players.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The scaling is based off your item level. If yours is too high, they are going to be in trouble (much like Diablo). We are talking about adding some sort of sidekick functionality but it may be that by then, everyone is +20 items! Glad you are enjoying it!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Ohh, I gotcha on the "1-shot". Yeah, if you are beating every boss 1-shot, I definitely recommend you play hard mode as a starting difficulty. It was meant for players that have good souls / shooter (or combo) experience. As for traits, Crit Chance, Crit Damage, Ranged Dmg, Reload Speed, Fire Rate are your core DPS ones. Vigor and the 3 defense traits are must-haves if you ever want to play on NM, and the rest are basically quality of life things - more money, better endurance, cheaper stam cost, etc. There are some hidden gems like Catalyst that increases proc chance of anything that procs... from Hotshot to Devouring Loop (5% chance to do 400% dmg on a crit, up to 15% with Catalyst, etc). On Normal difficulty, however, I agree, the core stats are the only ones you really need (and maybe some HP or STAM for quality of life).
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The adds are usually for ammo replenishment (because ammo is our "gun stamina"). However, in some cases they are there to distract you from an otherwise easy-to-avoid boss mechanic. That being said, In 20+ clears I've never felt I had to be lucky to beat any of the bosses, I've had to learn the boss mechanics, the add types, and the timing of the dance, so to speak. The game has a ton of abilities that allow you to manage adds and the damage of weapons at even levels (or 1 below) has been tuned on normal to allow a specific number of shots (or weakspot shots) to kill / manage. Of course, that doesn't change the fact that some people DO feel like they need to get lucky, so that's something we look to address, be it by adjusting spawn timings, density, attack speed, pressure values, or even just making players more aware of their ability to manage multiple adds with their weapons and abilities.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
This shouldn't happen. I haven't run into this myself through about 20+ clears. There is RNG to the spawns (sometimes it will spawn 2 enemies instead of 3) but it never should spawn an amount you can't deal with.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Resource drops are based off your average item level (it takes the highest item for every slot, regardless of it being equipped or not, then averages it out). If you have all +5 gear (in all six slots) then you will be considered "level 6" to the game and it will drop Forged Iron more often. At a certain average level, even enemy kills will start dropping basic iron then forged iron then galvanized etc.Bandages are cheap (and fast to cast), so are Bloodworts. Bloodwort + Triage is a straight up nullifier even if you don't have a bandage. All our diseases are meant to be super annoying, but they are also managable.There are at least 6 firearm drops in City, but in many cases, it depends which areas your campaign rolls. 2 of them are guaranteed no matter which way your campaign rolls. There are also weapon rewards in every other zone depending on dungeons and/or quests spawned for your campaign. As for armor sets, you can buy the other starting archetype armors right off the bat (soon as you have money), which adds to the 2 you start with (your archetype, and adventurer). That's 5 in the first 30 mins. There are at least 3 other armor sets in city alone, then a handful split among the other zones. Of course, it's all based on dynamic generation (and exploration). Really depends what spawns for you and how much you explore. The game is absolutely meant to be played multiple times, so if you only ended up with 6 at the end of a full game, you either missed a few, skipped on a few, or they didn't spawn for you - any of those things are totally possible. Unsure which traits you consider bad. "Lots" seems like... a lot. All of them have a use (at least we feel). They may not be equally exciting but they all contribute to certain playstyles or quality of life enhancements. In regards to boss fights and one-shot, there is no boss in the game that can 1-shot you if your armor is even to their power level until you get into higher difficulties at much higher level (there IS a certain boss that can one shot you no matter what combination of defensive gear you have on sans a certain mod if they are level 22, you are PL 21, and it's Nightmare difficulty). If you were getting one shot by 90% of the bosses you faced (so between 8-13 bosses in one campaign) then your armor was just too low. Check your menu and expand "Advanced Stats" to check Zone Rating and see if you have DIAMONDS for the zone indicators. If you have 1 red chevron, you are 2 levels below. If you have 2 red chevrons, you are 5 levels below. This pertains to both offense and defense capabilities. Last boss definitely has some bugs. Should be fixed in next patch. Seems like if you only got 6 armor sets, you had a ton of stuff to hunt or craft for end-game. Every world boss can be dealt with one of two ways which awards a diff crafting material (to make a unique boss weapon). Different bosses (champions) spawn in different campaigns allowing different mods to be obtained. Different quests and dungeons spawn allowing you to obtain, craft, or even purchase different armors or weapons (or even trinkets). A typical campaign run on normal takes about 12-15 hours depending how much you explore, and you won't have seen more than 50% of the game in that time, even if you scourered every corner... this is due to the dynamic generation. Play a second time and you won't see that other missing 50%, you might see another 20% or so and be able to interact with previous stuff in new ways (for diff rewards/outcomes). Overall, it should take much closer to 50 hours or so to see MOST everything, but I know people that have played 75-100 hours and still see new stuff once in a while. Hope this helps. Also hope you had a great time in the time you played! We will keep adding, tweaking, updating, and polishing the foundation we have, and your feedback helps!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
It was an entire team effort, Gunfire and PW! I'm glad everyone is having a good time (bugs aside). Even with a couple of the minor progression blockers (which we've already fixed and should be up soon), the fact that you can reroll the campaign and keep all your stuff has made it a lot easier for the people that did get stuck. Super cool community so far, everyone seems to be having a blast!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
The moment you get to Ward 13, you can reroll campaign to Hard or Nightmare. I suggest sticking with Normal if you want a good challenge. Hard if you feel you are very adept at souls and shooting. And Nightmare once you are max level with at least 150-200 trait points.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
HYPE. Can't wait for more impressions to come through. I think you are all gonna enjoy it (ok, well some wont, but that's OK too!!)
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
That's next level! I don't think it makes sense that the team would work on a passion project for 3 years, and on their third attempt to make the game (from original THQ to Crytek Austin to now), make it inaccessible on one of the 3 platforms for 4 days. That's just me... =/
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Combat is what it's about. The level design is dynamically linked. It's cool, and it looks great, but it's not the standout feature, IMO! You can't get the same catered feel as Souls when it's dynamically generated, but you can certainly get fun combat!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I think the biggest thing is the 4 day early access. All of the other stuff is unimportant... and who knows, maybe we can make the skins obtainable in-game somehow. That's not up to me, but just an idea I can ask about!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
Starting Archetypes are only to get you going on your quest. There is nothing locked due to your initial pick. In fact, you can get a little bit of scrap (money) early on and just go buy the starting gear for all of the other archetypes. However, you will need to find where the archetype-specific trait is hidden!Basically!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
=( I wish I could do something to fix it! If it were up to me, everyone would have been playing yesterday, LOL.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
There is a TON of lore to discover. We don't spoon-feed you the story. You have to go find it.
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
We haven't uploaded the final build to Steam yet which is probably why there is no option. I'll try to find out for you, though!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I believe (and don't quote me, LOL) that the goal is 9PM PST 15th, midnight 16th EST, then everywhere else based on those times... I THINK!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
I'm playing on all systems. Look forward to being carried by you all!!! As for Sony stuff, still waiting on news like everyone else!
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Thread Remnant From The Ashes |OT| A New Soul Rises From The Ashes
This looks great!!! Can't wait for everyone to try the game out and give us feedback. We are in this for the long haul!
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Thread THQ Nordic has purchased Gunfire Games
That's unfortunate, especially when we've worked so hard to provide a really fun game at a great price. Of course, it's totally your decision, but I hope one day you might give it a try and let us know what you think. =)
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
I'm waiting on any news just like you. If you aren't sure, no harm in getting on a different system = the game plays great on all 3 IMO!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
We are still waiting to hear from Sony on the pre-order issues. We just want people to play the game!!!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Oops, I was at Evo! Just got back. Unsure about the trolling stuff. I think the best course of action is to be the host. I'll still check tho, but I'm not sure there's much beyond just playing with decent people if you can (or being host).
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Oh hey, it's me! Sorry for the slow replies. We've been knee deep in wrapping this thing up, I sometimes forget to stop by. I'm still here, though! So, re-rolls work like this: Go to the World Stone in Ward 13, select World Settings, Select Difficulty (and yes, you can do this from the very beginning before you've even stepped foot out of Ward 13!), Select Re-roll Campaign, and "VIOLA"... a new campaign is waiting for you once you step through the World Stone. All gear that you've obtained up to that point is kept. Story progress is reset (your World Stone will have no waypoints unlocked except the first City zone), quest items are reset. Weapons, Armor, Amulets, Rings, Traits, Consumables... EVERYTHING you've obtained up to that point carries over. You are basically telling the game you want to start over but with all your current items. It's like a manual NG+ that you can use any time you want. This only re-rolls that particular save. It doesn't affect any other saves you might have. As for the "manual NG+" I mentioned: Every zone has a minimum level. If you exceed that, then it becomes your "power level" +1. Power level is attained via a weighted average of your 6 core slots (Handgun, Longgun, Melee, Head, Body, Legs). For example: You may have a +6 Handgun, a +5 Long Gun, and then Sword, Head, Chest, Arms at 0 (or "base" level). Your weighted average would probably be 5. Any time you zone into a new area for the first time (this includes warping to City for the first time, entering a new dungeon, entering a new boss tile) it will calculate your power level and increase the next zone by +1. This only happens ONCE. This is so you start each area with a bit of a challenge and then you can overpower it by upgrading your gear at the base. Again, if you are BELOW the minimum zone level, then it will remain whatever it is already set at. For example, right now, the end bosses for City are level 5. If you run to them and get there at level 2, you are in for pain (or fun!). If you get there are 5, it will be 6. If you get there at 9, it will be 10. So, you can actually run through City in a new game, get to 5, fight a level 6 Dragon or Ent World Boss, go back to Ward 13, re-roll the campaign, go through City again (all randomly generated - within some guidelines), get to the Dragon or Ent World Boss at level 8 this time, and it's +9. YEOW! Also, each level your gear goes up, it goes up 10%. 10% DMG, 10% Armor, etc. However, each level enemies go up, they get stronger than you (which you make up with Traits and gear). Right now, enemies go up 14% DMG for every level, and 12% health (while you only go up 10%/10%). At level 10, enemies do 9x4%more DMG (36%) and have 9x2% more health (18%). It's very easy to make that up with Armor Skills, Traits, Amulets, Rings, Mods... so don't worry! Average campaign is about 15 hours... but you won't even see half of what the game has to offer in a single playthrough. Remember, there are multiple bosses, multiple world bosses, and a variety of POI and quests (and items) in every biome. If you go through City and see the Dragon, that means you didn't see the Ent. If you beat the Dragon once, it means you didn't get one of the two rare crafting materials... which means you need to beat it again (a different way). That means in one City playthrough you've only obtained 1 of 4 rare crafting materials from World Bosses. To get everything out of the game... you'll need to play many times... so the 15 hours is misleading. As an indicator: we recently had a Friends & Family beta and allowed some people to give the game a try. However, we locked them out of some of the content which prevented them from seeing an entire biome and from completing the game. Many of them played 20+ hours alone... just going through and rerolling and going through again... collecting more stuff (and seeing more sights) along the way! Hope this helps! =)
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Easy question! No loot boxes, no pay for power (the closest thing would be the preorder VIP acess which comes with a few exp boosting elixirs). We want players to be able to enjoy the 40 dollar price tag for 40 dollars. :) Down the line, we will have DLC to add new biomes and bosses (along with loot!) which I'm sure will have some cost attached, but Remnant is not about Nickel-and-diming the gaming public. We wanr those things to be worth it. Vanity items have been brought up (mostly by fans) and if we ever did those, I believe the goal would be to ensure no power increase.
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Not at the moment. We talk about a lot of features but we realize we have to make the core experience first before we let too many (awesome!) features take over. So many things we want to do, it's just a matter of time and resources!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
I'll ask around tomorrow. I think we have some stuff but I'll check to be sure!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
There's always talk about what we are going to do next. We WANT the game to live on and be a foundation for lots more content, but that depends on how the game is received by players. We think that by releasing a quality game made by a smaller team with lots of fun content, great replayability, all at a more-than-fair price, we will turn some heads. If that resonates with players, then you can bet on more biomes, more weapons, more bosses, more ways to play, and just all around more love from Gunfire and Perfect World.
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Don't forget, there are also boss melee weapons that have unique affixes (Flaming, Bleed, Life Leech, etc).
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Great question. Right off the bat, the starting archetypes all have different stuff (besides the Hand Gun: Repeater Pistol) which definitely makes you play differently right off the bat. However, you aren't locked into an archetype because you could start the game as a Hunter, go out into the world and get some Scrap (money), and come back and buy the Shotgun (Scrapper's starting Long Gun) and the Ex-Cultist's Mod (Mender's Aura). Each Armor Set brings a single Armor Skill (which is improved by wearing multiple pieces) and these are meant to change the way you play. For example; one grants a DMG buff every time you TAKE DMG and stacks 10x ("VENGEANCE"). Another increases Crit Chance and Crit DMG every time you CRIT ("MOMENTUM"). Another has a chance on Shot to not consume a bullet ("FREELOADER"). Of course, the starting armors all have their own Armor Skill as well! The idea is to first discover all of these armors, and then combine them in a way that suits your desired playstyle, and then pump up the related Traits and find complimentary trinkets to really push it over the top. Example: In my current playthrough, early game, I'm running Drifter Mask (Armor Skill: "WANDERER" - reduces the cost of any action that uses stamina), Hunter's Trenchcoat (Armor Skill: "SHARPSHOOTER" - increases Weakspot damage when farther than 15m), and Adventurer's Leggings (Armor Skill: "Treasure Hunter" - increases the chance that scrap drops from breakables). With this set I can explore more efficiently due the Sprint cost being reduced. I get a bit more money just breaking everything I can find. I still have a nice little DMG boost as long as I'm hitting Weakspots... which isn't too hard with the uber-precise first-shot of the Hunting Rifle. In addition, this armor set remains in the "Light" category so I have really nice dodge that recovers quickly and doesn't use up a lot of stamina by itself - and the cost is reduced even more due to the 1-pc Drifter Armor Skill. Since the Drifter Armor set is a "Medium" weight set, I had to supplement with lighter pieces to stay within the "Light" threshold. If I find the Trinket that reduces total encumbrance by 30%, I could actually wear the Drifter's Overcoat in place of the Hunter's Trench-coat for more armor, the Hunter's Pants in place of the Adventurer's Leggings (again, for more armor), and any of the medium weight Helmets while still remaining in the "Light" category. This would give me access to Slayer Hood, Twisted Mask, Osseous Helm, or even the Scrapper Helm... all which have their own really cool Armor Skills. Then again, you have to find all those other cool armor options!Standard Weapons are typically purchased or discovered though exploration or quests. Boss weapons are rewarded by crafting after obtaining the rare boss material. You might do a quest which takes you to a store-room at the end that has beastly Tommy Gun waiting for you, but if you want the gun that shoots a swarm of Bees... you are going to have to kill a boss for it.The whole game is randomly generated within guidelines. In Adventure Mode, you will also be able to re-roll a single biome (which, again, will be spawned procedural within some guidelines). I'm not sure if Adventure Mode will make day 1 release, but it would be very soon after and it would be completely free. So no worries there. We ALSO have some ideas for a different mode that lets you play an entirely different way. I can't speak on that right now but I can say that it isn't a Horde mode, and wouldn't play like the main game or Adventure Mode. =) As far as your dungeon focus; we wanted it to be about exploring. A lot of the gear you have to find in the world. Each gear piece is world-specific so you you don't have to run multiple biomes to just get one ring you want. In Adventure Mode you'll be able to just re-roll Earth, for example, to ensure you have another shot at it spawning the stuff you are looking for. We also award exploring by awarding free Trait Points via Book of Knowledge (name TBD). You'll find these in many nooks and crannies around the world... and since there are WELL over 600 (SIX HUNDRED) total Trait points to be spent, you'll definitely want to find as many of these as you can. Note: You also just get Trait points through experience.
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
OH, that's me, yeah! I originally worked at Vigil on Darksiders 2 and then moved to Crytek when Vigil went down (same team). Then after that I left Austin for a while and came back to consult w/ Gunfire at the end of DS3 and they asked if I would be interested in coming back to help. I said, LET'S DO IT. Remnant is a really interesting game. I don't mean that in vague way, it truly is interesting and unique. I didn't think I'd be all that interested in working on it though I could see the potential. I love shooters, I love souls, but sometimes certain things don't mix, right? BUT SOMETIMES THEY DO! In regards to the MTX stuff... I agree with you 100%. The first trick, tho, is getting the game in front of people. So many people at E3 were like "WOW WTF GAME IS THIS IVE NEVER HEARD OF IT. IT'S AWESOME!" The second step is making sure that when they get the game, they GET THE GAME. They don't get PART of the game. The management at Gunfire is pretty adamant about no nickle/dimeing stuff and since it's Gunfire's IP, they can do what they want. Maybe it will make less money, but it's not about the money... it's about making a game that we'd like to play and that we'd honestly recommend to our friends. It's also really cool that PW is on board because I think it will boost the perception of their brand name too. It's a win for everyone if Remnant does well. Gamers, Gunfire, PW, everyone!Stamina used to be way more constricting and it's been dialed back. It's really only to limit your dodges and how long you can sprint. Melee is "FREE". There are many ways to increase the bar, increase the regen rate, and decrease the delay too. You can pretty much have near infinite stamina in some cases. I wouldn't worry too much. Shooting doesn't cost stamina either LOL. I'm glad you are pumped. It pumps us all up to hear that people are digging the concept and loving the initial footage. As I said before, you ain't seen nothing yet! I mean, OK, you've seen the core concepts and general flow, but wait till you see someone dodge a boss attack, activate the flicker cloak that makes them glitch/dodge every attack while standing in place just to absorb a ton of fodder attacks while they whip around and banish the boss into the shadowrealm with a mod, the 2nd player summons a Tentacle that draws all aggro from the scrub mobs, the first player resurrects their friend (third player) now that they have breathing room from the aggro draw... the revived player teleports away to safety (League FLASH-like ability), heals, and then calls down a Lightning Storm from the sky to kill all the scrub enemies, then the first player that pops Frenzy Dust consumable which places a dust cloud on the ground which boosts fire rate and reload speed... then the resurrected player, who's Lightning Storm has finished, jumps into the dust and goes HAM with a Tommygun that has a 100 bullet barrel clip... along with the other two players who are using a Beam Rifle (which has constantly increasing DMG) and the Hive Cannon Pistol (which shoots swarms of bees). All of them just pummeling the boss in the face as it comes back from the initial banishment (taking extra DMG because of the shadowrealm debuff). "For me, that was a Tuesday!" Anyway, that's the kind of stuff I want to start showing. Perhaps with less of a run-on sentence, though.
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
It's 10x more work than you expect, but funnily enough, even if only one or two people like the stuff you do, you get a lot of satisfaction out of it. =)
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
In fact, there are at least 3 areas I know of at the beginning of the game (within 10m of finishing tutorial) that almost everyone skips. Not one person in any playtest has found all 3. Some have found 1.YEAH!I can't speak on anti-cheat as I dont know what the engineering team has in store. Because matchmaking is friends-list based, the odds of someone messing up your game (that you don't know) is very unlikely (unless your friends like to do that sorta stuff). As Dave mentioned, he doesn't really care all that much if someone mods stuff and plays offline either. You paid for it, do what you want as long as you don't ruin someone else's fun. I think if we ever get server-based matchmaking, we will be more concerned about that.There are starting archetypes. Hunter, Ex-Cultist, Scrapper. The only difference is that they start with different gear/loadouts. ALL of the gear (firearms, melee weapon, mods, traits) can be attained by anyone. It's really just a starting loadout, nothing more. Do you want to play far range, mid range, or close range to start out. As you discover more gear and mods and traits and trinkets, you can build your own class. Want to be a healer? Get Mender's Aura mod (comes on Ex-Cultist archetype, and unlockable in another dungeon), purchase Mender's Charm (using your Dragon Heart / Estus heals nearby teammates), and get Veil of the Black Tear or Song of Swords mod for your other weapons... which either create a Gibraltar-like dome shield of protection from all projectiles, or increases team damage and reduces enemy DMG in Xm range, respectively.Buy once. You get everything (except DLC pre-order re-skins). As far as I know, there are zero plans to nickle and dime anyone. No one here likes that stuff, including the president of the company.
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Multiplayer is jump-in, jump-out right now but I don't know if there is plans for a matchmaking hub right off the bat. I can't answer with 100% confidence but I believe at launch you matchmake with friends. I'm not sure if the decision on cross play has been made. I honestly don't know. I think there are plans cosmetics, but I don't know the full extent. I think we need to get the tech nailed down and there's so much other stuff to do right now! Also, I do know the game isn't about micro-transactions or loot-boxes in ANY way, just in case that might be a question. As far as I'm aware, it's a one-time buy product. I'm in the same boat as you though... I hope we make cool cosmetic slots happen! You can still have a little Fashion Remnant tho because of mix and matching your armor along with your weapon mods (which change the model of guns). There's some fun stuff!No prob!!!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
Good question! So at the base level, you are aiming to collect more "tools". Each weapon is different, every armor set has different set bonuses (and you also get it for even just 1 piece), mods all do different things, Trinkets are accessories with nice single-slot buffs, and of course, TRAITS. Traits are our stat points. You actually have to find the ability to increase them. Oh yea, and resources! NOTE: Any names listed below aren't finalized... just a disclaimer! =) So, each weapon can be upgraded in a very souls-like fashion. +1, +2, +3 etc. Right now they go to 20. You need Scrap (money) and Metal/Iron. There are different rarities of metals. Money is money. There is also super rare material that only drops off mini-bosses and bosses... these are used for crafting boss weapons. These weapons can also be upgraded. Armors you earn, buy, or find. They have single-focus armor skills abilities and you get a bonus for wearing 1, 2, or all 3 pieces. You can absolutely wear 3 different armor pieces to mix-and match for a look you like and a set of 3 different bonuses. You can also wear 2 and 1, or all 3. An example of these bonuses: Bandit Armor has the armor skill "Freeloader". On hit (Firearm), there's a chance the bullet is refunded back into the weapon (not into your reserves). This makes it exceptionally good for single-shot weapons like the Sniper Rifle or Hunting Pistol (which have single shots and long reloads). Wear all 3, it happens quite often... but that comes with the penalty of lower total armor and a different set of resistances to our elements/diseases. Another example would be on the Scrapper's starting armor. They get "Challenger" armor skill. This bonus gives you a damage bonus when within 5m of any enemy. Straight up ALL damage bonus... you just need to be close. The choice here is... it's HEAVY. By default you are already in the Medium encumbrance range (so you have 1 less dodge) and you are susceptible to Lightning attacks... because the set is made of metal. As with weapons, all armors can be upgraded. Mod are our "magic" type abilities. Each archetype starts with a unique one and then you discover more by defeating bosses, getting their unique boss crafting material, and going back to Ward 13 to get it made. Mods slotted into either firearm (you can have 2 at once since you can have 2 firearms equipped) and they gain power by shooting stuff. Once filled, you activate them like "mini-ultimates" from Destiny. They are way more frequent so they are way less crazy... but some are still a bit crazy. Examples of Mods: Blink Token: 5 Charges - Disappear and Teleport to targeted location and appear with a BURST that deals DMG and stuns enemies. You can warp around the battlefield! Hunter's Mark: 1 Charge - This marks every enemy within range and allows you AND YOUR FRIENDS to see them through walls. You have an additional crit chance against marked enemies. Mender's Aura: 1 Charge - AOE Heal (great for team-play). Now, BOSS weapons come with mods already attached. These cannot be removed, so with a boss weapon you gain a unique primary fire and a boss mod. Example of Boss Mods: _HIDDEN_WEAPON_NAME_: Banishing Shot - Banishes enemy to the Shadow Realm where it cannot hurt you. When it re-appears, it is debuffed for X seconds and takes additional DMG. _HIDDEN_WEAPON_NAME_: Flamethrower - This is... literally... a flamethrower. OK, so on to Trinkets. This is standard accessory stuff. Wear a ring that gives you +10 base crit. Wear a necklace that gives you health regen. ETC. These are more of your flavor slots. You find these by completing quests, exploring the world, purchasing them from vendors, etc. Each biome has a set of Trinkets attached to them so if you go through Earth, for example, and don't get the one you wanted, you can reroll JUST Earth in Adventure Mode and play a different seed/roll of that biome. Maybe it will spawn! TRAITS are our stat points. So in many RPGS you wanna level up Stamina, or level up Crit Chance, or level up Movement Speed, you get a talent/skill point and pop it in. The only main difference for Remnant is that you need to DISCOVER most of these traits. You start with a few (there's a default, and then you get a few by picking your archetype and completing the tutorial) but the remaining have to be discovered through questing, exploration, or defeating bosses. You want quicker reload speed? You might have to defeat a boss to unlock the ability to level it up. You want faster fire speed? Maybe it's attached to a side-quest. You want to increase the effectiveness of your armor? You can do it, you just have to earn the right to do it! And on top of all that, you need resources. Resources are gained in pretty traditional ways: Explore, Break Stuff, Kill Stuff, Do Stuff for People. Kill harder stuff for better stuff. ETC. OH, and I guess another question is... "why do I want all this stuff?". I can't really say 100% outside of "so you can do better" but I will say there will be other ways to play... and having the best stuff while playing in those other ways... will be highly beneficial. Hope that helps!See above. Lot's of ways to adjust your playstyle outside of JUST bigger numbers. We haven't really shown any of the fantastical stuff just yet. I'm hoping we do so soon!This is a great question. So, the biggest thing we've done here is the way MODS interact with your weapons. If you have a basic pistol and slot Hunter's Mark on it, it will have a very distinct graphical change. This graphical change will also apply to the Shotgun, or the Coachgun, or the Magnum. You'll always be able to tell what mod a player has on their weapon by simply looking at their weapon. It's a definite graphical upgrade beyond just a skin. There is actual new modeling done to represent EVERY mod on EVERY weapon. It's true!100%!I honestly can't answer that as I don't know. I think this information will be released as the people in charge figure it out. I sure hope all that stuff exists! =) - trag
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
I forgot to mention (or maybe didn't spell it out very well)... World Bosses have multiple ways to defeat them... which means, by definition, you have to fight them twice (at least). Once they die, they are gone from that specific campaign (or Adventure Mode run). It's random if they spawn but not TOO random (little bit of help so you don't get the same one 10x). So you might end up doing Earth a few times to get all the Earth-related items and boss weapons and such due to Boss Spawns, Event Spawns, Side Quest Spawns, Dungeon Spawns, etc. Every time the engine generates a new biome (upon Campaign or Adventure start) it picks the main elements of the run and stitches together the world in a random-but-guided way. So even going through that biome again means the experience is different. This is so that your second, third, fourth runs to get the last 2-3 items you might need are exactly the same and potentially boring. Hope that helps!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
You just have to figure out how to get it! (THANKS WIKIPEDIA!)
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
I have good news for you. First off, the game is 100% solo'able. There's nothing in the game that requires multiplayer (except maybe unlocking a trait or two that are used for multiplayer). You can see all the content, do all the dungeons, and kill all the bosses by yourself, 100% guaranteed. Secondly, to answer your first question last, the game actually isn't "too random" IMO... but of course, that's just my opinion, so let me explain: As you've probably seen in some videos, the campaign is generated with a set of guidelines. These are the rules that determine your route through the game. Think of it like this... Imagine taking a road trip from California (San Francisco) to Texas (Austin). The route planned says "you must drive south, pass through Arizona, then New Mexico, and then Texas". Those are the basic guidelines. Then the engine says "you must stop at 4 gas stations in each state, and eat at 2 diners... one for breakfast, one for dinner". That's basically it. We can guarantee you will see certain story moments because we know you will go from CA to AZ to NM to TX, but we don't know what gas stations you will stop at (we've build way more than 4) and we don't know what diners you will eat at (we've build way more than two). Along the way, you might veer off on a side road, or go to a third diner, or stop at a different gas station, but that's up to you. In fact, they may appear, they may not, but the original guidelines will ensure that at least the base amount will spawn. Which ones actually spawn though, are random. So, now imagine CA is Earth, AZ is Wasteland, NM is Yaesha, TX is Swamp. Imagine those gas stations could be Texaco, or Shell, or Exxon, or BP, or Chevron, or Marathon, or Tesoro, or Rotten Robbie, or Valero, or Parker's. Each of them are biome themed and offer different stuff... and as mentioned, the engine only ensures you go to 4 of them in each state. Now imagine those diners are TGIF or Applebees (LOL) or Cheesecake Factory or Red Robin or Black Angus or Bucca di Beppo or Claim Jumpers. Again, these "diners" would all be biome themed and have unique... "dishes" to serve. When Chevron spawns on your route, you know that you can get X from the gift store. When Valero spawns, you can get Y. When Marathon spawns, you can get Z. Same for the diners... except with bigger and better rewards. OK, this analogy got out of hand real quick. The point is... We have a set of guidelines and... now I'm hungry. [F] The idea of this system is so that a) you never see the same thing twice in a single play-through, b) each run/campaign is laid out differently BUT it has a set of rails, so to speak, to keep you heading to the final destination, and c) when you re-roll the campaign (or adventure more) you'll never get the same route. Also, you literally cannot see and get everything by playing through the game once. It's impossible... because every world has multiple world bosses and you only fight one each run (per biome), every Biome has multiple mini-bosses which work similarly. Every mini-boss has random modifiers. Every area has different world drops as well... BUT, as I said, there are a set of guidelines. You will know that you can eventually get everything in a biome because multiple elements are tied to "events" that spawn in the world. We may have 10 world-drop items that can appear from exploration. As you pick up 1, there's now 9 that can spawn in the same amount of event spots. Once you get 2, now there are 8. The game rewards playing again and again. Plus, Adventure Mode will allow you to roll a single biome with no story elements and only part of the aforementioned "route". "I JUST WANNA PLAY ARIZONA OVER AND OVER!" Cool, do it! Anyway, sorry for the ridiculous analogy. I'll see myself out.
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
There's 4 main biomes Lot's of individual dungeons per biome that have different looks (different takes on the same theme).
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
I can answer any questions about the game (within reason). Let me know!
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Thread Remnant: From the Ashes - Story Trailer + Gameplay Details (Souls & Shloot)
There are a lot of characters and a lot of bosses we haven't shown. I will say the b-roll that has been shown is typically new players (and typically some of it has been made a little less challenging for demo purposes). I think right now we are at 140 characters (20+ or so of those are bosses).
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
You are both in for a treat! Some of the other areas that haven't been shown really stand out in contrast to the stuff shown. Really excited for people to check them out.
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
I believe the latest released figure is at least 20 bosses (from Gamespot video). Edit: Also here -
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
Thanks! I think the people that give it a try will find a really interesting blend of genres. Totally understand if it isn't your cup of tea, but you might be surprised! As for future projects... who knows!
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
Yeah. I joined after doing some end-game consulting on DS3 and helping out with Remnant. =)
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
This is something I've been looking at and tuning over the last few weeks. As you probably know, demos aren't typically the most recent build and we've already been putting a heavier focus on aiming/spread/accuracy/firerate (and everything else). That being said, there is a lot more work going into weapon feel which is driven by lots of playtesting, feedback by new players, and even feedback like your own. It's definitely appreciated! Edit 1: A little more insight! One of the things we've been doing to give the weapons more personality is to experiment with different types of spread/accuracy behaviors. In the case of the current Hunting Rifle (the one shown in the video above) the concept is that it is a pinpoint accurate gun but you have to wait a bit before it closes to that level of accuracy. Once you fire it from the smallest spread (basically 0), the recoil/spread returns back to pinpoint accuracy very quickly. In the video, the player shoots the weapon the moment they ADS... so they never get to that pinpoint accuracy... and thus can't keep it going with subsequent shots. Edit 2: Depending if we want to retain that concept, part of the tuning may end up making the initial spread decay (constriction) happen slightly faster... another part may be to better relay the information to the player (in the demo, we just say... "GO FOR IT" and let the players figure things out for themselves). I think in the end, you won't be disappointed =).
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
The classes are just starting loadouts. You can actually play with any firearm and any melee weapon (you just have to find them first). Each starting class comes with the same Handgun (a Semi-Auto Pistol), a different Longgun (currently Hunting Rifle for long range, Coachgun for Mid-Range, and Shotgun for Close Range), and a unique Melee Weapon (the well-rounded Sword, the fast but lower DMG Scythe, or the hard-hitting 2H Hammer). These may change, of course, but right now, that's how they work. To answer your question, there's no melee-only class, but you can certainly try to play with only melee (it saves you bullets, just in case!). There are also weapon mods that can attach to any firearm which can give you "mage-like" abilities... I'd liken them to mini-ultimates (not nearly as powerful as Destiny... but more frequent). For example; in one of the playthrough videos, the player activates an ability that allows you to see enemies through walls and drastically boosts your crit chance. If you want to play close and dangerous but need a little bit of breathing room from melee-only, there are some REALLY close range firearms. The SMG, for example, has a really reduced ranged, but up close it feels like a knife. The aforementioned Shotgun also does ridiculous DMG up close (like most Shotguns!). The way we are currently tuning the weapons is to give them unique personality and "roles". We don't want them to blend together (if we can help it). We actually want you to go into a new area and think "OK, maybe I should go Hunting Rifle here and pair it with the Semi-Auto Pistol" or "HMM, this dungeon is close quarters... I'm thinking SMG / Coachgun". Currently, it's less about picking just one or two guns and more about collecting as many "tools" as you can.Definitely agree as a huge fan of looter shooters. The melee is a nice little twist to it... as well as the aforementioned focus on "guns as tools" instead of "this gun is my main" (if that makes sense). In regards to movement speed, that is something we are always aware of (changing it has repercussions... but that doesn't mean there isn't room for improvement!).
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Thread Remnant: From the Ashes (3 Player Co-Op) Boss Fight Gameplay from the makers of Darksiders
Hi all! Hope you guys enjoyed the vids. As DashReindeer said, the combat takes a little bit of getting used to because everything is more deliberate (both gunplay and melee). When I first started playing, I did the same thing; run in... get destroyed! As you learn the threat levels of different enemies (there are like... over 100 non-boss enemies, I think) it becomes second nature to automatically deal with each appropriately. What's interesting, though, is the fact that each weapon is tuned very specifically to do a certain job really well AND to have its own personality. Because of that, you CAN make loadouts that are less than ideal for a given task... so you will obviously want to collect as many of the weapons you can! That being said... we are constantly play-testing and looking to fine-tune the balance between responsive gameplay and meaningful combat decisions (it's a fine line to get juuuust right... especially when trying to combine a handful of elements). There's still a lot of work to be done (clear/clean reticles, unique firearm sounds, transition windows, etc) and it's something the combat team is putting a heavy focus on. I will say that seeing people play for the first time and seeing feedback from first-time viewers always gives us a lot to think about. If you like the initial concept, I think you are all in for a treat! I'm really looking forward to people playing (and of course, as much feedback as possible). I know the rest of team is as well!
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Thread God of War is probably the boldest, most radical reimagining of an established series ever
Just saw this (after I had just registered, good timing!). DS2 combat was never meant to be what the new GOW is. The game had two separate directions happening at once. The first was the adventure/loot/puzzle game (DS1+Diablo+Zelda) and the second was the more open combat system meant to be more similar to DMC but with much less development focus/time. When I arrived at Vigil, I was working on encounters. I was doing all the layouts and the unique camera pans/highlights. With about 6-8 months remaining (less if you count time to Gold), I took over combat and did my best to give Death a unique identity fitting of his lore. This meant speeding up all of his attack chains, freeing up his cancel windows, giving him more transitions, streamlining button switching (which we ended up calling Crossovers), and giving each unique chain a purpose/them, and punctuating full chains with the Reaper finishers. The best early review we received was from someone at THQ who said "What happened to Death, he's like a wolverine on crack now!" which I took as a compliment. However, thanks to time constraints, there were many things we just didn't have time to do. Many of the enemies had already been made and many of the bosses were either done or mostly done. There were still a few in the works (like Samael, Wailing Host, Jamaerah), but for the most part, Death still had to mesh with everything created before... this also included previous non-boss creatures and brutes. We weren't able to create the system from the ground up and subsequently integrate boss behavior as seamlessly as we would have liked, so instead it was more of a retrofit. We didn't have the resources to go full DMC/Bayo with things like dodge offset, cleaner jumping off airborne enemies, more responsive charge attacks and their just-frame releases, etc. End of the day, we still got it done and it still turned out pretty good. I was happy with it given the time. I feel if I had worked on the combat system from day 1, it would have been very similar, but more over the top and better integrated with all/most of the bosses. There would have also been more of a focus on Wrath moves and most-likely a reduction in overall VFX. There were a LOT of moving parts and different teams responsible for each. That's really what the goal of the combat system was and where it was meant to be - an over the top, super-fast take on Darksiders. It was never meant to be grounded like the new GOW, though I could maybe see a case for DS1 being closer to that, or even DS3. I absolutely enjoyed / loved the new GOW and I very much appreciate how different it is from the high-flying / high-octane style of DMC/BAYO/MGR/GAIDEN combat. I feel that if I ever made a combat system that could be loosely compared to the new GOW, it would be more Godhand style; an over-the-shoulder (no tank controls!), high-skill, fighting-game-like beat-em-up... which, let's face it, would probably sell 7 copies. RIP! Also, no disrespect taken! <3
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(15674682)

Thread Darksiders III |OT| Fury's Road
You and me both (in both cases!). Vigil closing was probably the saddest day in my development career. For me, working on DS2 was a dream job. I played DS1 and thought to myself "who the hell are these people that made this game?" and eventually ended up with a chance to work with them and find out. While I didn't get to do combat from the ground up, I did get a chance to contribute and I think the team did an incredible job with the resources they had. To be honest, that's sort of the Vigil (and now Gunfire) way. Fortunately I ended up back in Austin as Darksiders 3 was finishing up and Dave (Adams) asked me to come by and give feedback on the game. I played it numerous times over the final 3 or so months and wrote pages upon pages of notes. I helped John (Pearl) with a lot of the transitions and attack chains and also helped with a bit of damage balancing (mostly Fury stuff). It was a great opportunity to work with the team again, even if only in a more limited role (I was a consultant). Even though I had the inside track, it was great to be able to play a new Darksiders game from the outside looking in (for the most part). It was a whole new experience for me and hopefully for a lot of fans. I know that DS3 wasn't what everyone was expecting (or even what anyone was expecting) but I do know that some people, including myself, absolutely love it. It's a good game and a worthy entry into the series. I hope that DS4 gets made and, AGAIN, it is not what anyone expected. =)
Published

(15673327)

Thread Darksiders III |OT| Fury's Road
I'm glad people are giving the game a try, regardless of what reviewers say. It seems that the further we are from the release date, the less influenced people are by the initial scores and more so by word-of mouth. True, there were some technical issues that got in the way and definitely hurt the overall score, but Gunfire is doing a great job at responding to feedback and doing their very best to make sure everyone has a solid experience. I first got to play DS3 a few months ago and like many people, I thought "Oh, this is different!" Not in a good or bad way, just a surprised way. The more I played the game, the more I realized that it was definitely a Darksiders game, and true to the Darksiders formula up to that point, DS3 was again a new take on the formula, so to speak. To me, DS3 feels like it's a 3D version of a game that, technical limitations aside, would exist back in the sweet spot between OLD school Castlevania (NES) and old-school Metroidvania (METROID, SMETROID, SOTN). It has that classic difficulty with the Metroid-style backtracking and exploring. I really enjoyed it. Hopefully the new surge of positive feedback continues and DS3 does well enough that we can all enjoy a DS4 one day. I know I'm looking forward to it!