This is the funniest gun design in FPS history.
does not launch on my desktop. I guess I could try my laptop
that’s a toner cartridge
day 1 of learning hard surface modeling from youtube tutorials
It’s really funny seeing the genesis of Destiny 2’s bounty / quest system in these contracts. The great innovation Marathon brings to the extraction shooter space is doing Vanguard / Crucible rep dailies.
Holy shit that’s why this looks familiar, it looks like the kind of shit I make when fucking around with boolean modifiers in blender.
are the handcannons good???
The major innovations to the genre are the Destiny-style raids and (to a much lesser extent) the ranked mode. Everything else, absolutely, has been done before, but the tweaks are all intriguing nonetheless.
I think the only chance we had to get worthwhile quest design (I freely admit these are remedial) in this kinda space was the TLOU2 Factions 2 game that Bungie told them to shut down before it consumed the whole studio. Maybe wise.
If I seem distracted, I’m out here politely tweeting devs and bumping feedback channels so I can toggle instead of holding down D-PAD RIGHT for prox chat.
Looks great. I really dig the art style.
I do really like the art style but after trying the server slam I realise why I don’t/can’t play shooters anymore. Ain’t no way i can compensate for recoil and do everything else under pressure. The inventory management stuff is even worse since there’s no option to toggle between cursor and dpad selection.
I kinda wish they just spat a walking sim out in this world so I can look at it more. Happy to listen to the OST and leave matches to people with full motor function.
had some more meaningful fights today and they’re pretty fun! slower apex with quicker ttk is a pretty good summary of how the combat feels.
like hunt, sometimes you have to leave a fight just because you ran out of resources (heals, ammo). fighting the bots costs resources too (and makes a bunch of noise) so you really have to pick your fights in general.
in terms of audio, i started being able to identify various bot aggro sounds and noise traps so i can track people a little better than before (but it’s still unclear to me how far sound travels – hunt gunshots can literally be heard across the whole 1km squared map but barely audible gunfire in this game might only be a couple hundred meters away).
i can definitely hear people when they’re running, now, but i swear they’re near silent when walking. there have been a lot of times where some team comes around a corner and blindsides us without me hearing a damn thing (i record the clips and listen to them back and i still can’t pick anything out). in hunt you hear walking out to like 25 meters and running at like 60+ meters, so this is taking some getting used to. i don’t love it because it basically means i die out of nowhere but maybe it won’t happen as much as i get better at picking out other sounds that will at least alert me there are people close in a particular direction, even if i can’t hear their movement directly.
there’s a lot of skill expression with the suit abilities and equipment. all the kits are pretty fun and they feel more impactful and cohesive than apex ever kits did.
the inventory has some problems. it’s a lot better than arc, but that’s not saying much. it could painfully use a compare view (such a weird omission for the company that made destiny). a lot of identical looking items have DIFFERENT descriptions and effects when hovering them, which is kind of unacceptable. unlike arc, there was a least some thought put into the ergonomics of using the menus on a controller, but it’s still not amazing. if a significant portion of your game is in menus you HAVE to nail the menus.
also i sure wish the death recap told me what i took damage to rather than a flat damage number per source. sometimes it’s very hard to read what’s going on, especially because there is no end-game tabulation of what you did and who you killed. was that person on a separate team? was that a team of 2 or 3? did we get third partied? we’ll literally never know.
Ohhhh shit a terminal! But I think it’s just a texture. Unless there is some way to turn it on.
I’ve been doing solo runs this evening. It’s a good thing you don’t have to exfil to complete the contract objectives because otherwise I would be making zero progress. The story framework that is unfolding is suitably Marathon. I also explored an abandoned science lab building thing with robot alien bug things and lots of lush colored lighting that felt very Marathon. I also got killed by another runner on my last run. This is fun to play solo but is very difficult with no backup. I’m assuming at some point there will be way to revive myself if I get downed?
i found an item that says it is self-revive, but i don’t understand how to use it .. the description says hold a button but i don’t know when to hold it.. i guess it’s probably when i’m dying but i didnt try it yet.
If it’s in your inventory, when you’re downed (but not dead) you’ll get a prompt to hold a button to self-revive.
I have been using the server test to try to determine if i will be able to play this. I’m interested in the visual/audio presentation, but generally don’t play PVP games due to my lack of skill. I’m wondering how often i will have to fight people, and if i will get stuck with progression if i can’t defeat players.
So far it seems like i can fairly often avoid other players. On the other hand, i haven’t survived any encounters with ppl who started shooting, and only met one person who didn’t attack me.
I feel like the Rook is the start of an interesting asymetrical gameplay mechanic, but i’m not sure how much it’s developed. For example, the UESC ID faking ability only lasts a short while. I guess if it lasted longer it would be too easy to steal treasure with the Rook, but when i first saw this ability i thought it was going to make the UESC controlled zones safe for the Rook whilst being dangerous for everyone else. I read that the Rook can be upgraded later on, but i don’t know if there’s anything that changes how it plays or if it just increases the survivability of the shell in comparission with later zones and better equiped players.
I can’t tell if the Rook is designed for ppl like me who don’t want to engage in PVP or if it’s really just supposed to be used as an adjunct to the other shells. Contracts being suspended whilst using the Rook suggests its the latter, but idk if things change as the game progresses.
There are people who play tarkov exclusively as the scav guys. you can be a pain in the ass to everyone else without risking your own shit, its separate from your pmc guy but if you live anything you looted you can keep in your general stash. so in practice it is an alternate way of playing the game. tarkov scavs start off as neutral with the other ai scavs though which seems a major difference from rook shell
this game could be so much cooler if they leaned into the robot thing even harder. like the heat meter is a start, and it’s cute there are “hardware” and “software” status effects but like i don’t feel like i’m controlling a robot it’s just another fps.
the enemy bots get to shoot giant volleys of grenades and slide around like they’re in armored core.
i’m just asking for a little more to sell the theme please rn it just feels sort of perfunctory









