Login  Register
 



Post new topicReply to topic
 
Author Message
 PostPosted: 09 Aug, 2008 
 

Joined: 25 Feb, 2008
Posts: 31
Offline
Hi all,

Just thought to give the community some thoughts and feedback to the Space Siege Demo. After completing the demo, I felt that Space Siege was a simple, no nonsense, action packed and fluid arcade game. It reminded me back to the days of PowerStone on the DreamCast... which brought back some really fond memories.

Some feedback:
Environment: The artistic style of Space Siege felt a little sterile. Albiet the demo was entirely in a spaceship, comparing Space Siege to similar space ship bound games like the beauty of Mass Effect or the inside of the rusty Hyperion Battlecruiser in Starcraft 2, it's definitely lacking in some life. But to be blunt, the game does lack a tad bit of creativity.

Effects: Explosions and physics in this game are well done, very fluid and the blood splatters are very fun to see as well. However, they do feel a little flat and probably do well with a little bit of boosting in depth. Watching hordes of enemies die with massive blood splatters is pretty cool to see to say the least.

Character Development: It may be just the demo's fault, but I didn't feel much character development or none at all in this game. It was a very point and shoot and finish objective game rather than learn about the storyline. Again, demo doesn't reflect much on the story or character so I'll let it slide.

RPG-ness: Space Siege is definitely an addicting game. I started playing and didn't stop until the demo told me it was over. Simple character inventory and weapon selection really helps boost the fun factor of the game. However, it does detract from the depth.

All in all the demo was a good showing of the general gameplay, but could've been a better tool at introducing some of the major characters or storyline to really hook people in.

Space Siege is a pretty fun time waster, and that may be its greatest success or biggest failure. Depending on how GPG (or Sega) wants to market this game, Space Siege could become a huge arcade hit, or a quick seller for people looking for some quick simple saturday afternoon games. Either way I hope GPG makes enough money off Space Siege to fully fund their Demigod to fruition.


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 

Joined: 26 Jul, 2008
Posts: 34
Offline
We already have 6 topic like this, read before posting!!


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 
User avatar

Joined: 15 Feb, 2007
Posts: 20036
Location: Presumably, at the time of posting, his computer.
Offline
Says you, who posts inane trolling **** every 5 posts. There is not a thread for his, personal, thoughts.

_________________
I'm watchin you!
Image


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 

Joined: 25 Feb, 2008
Posts: 31
Offline
Hey DeadMG, how's it going? Long time no talk.

Derek, I'm sure you've read all 6 topics and spent countless hours giving your own opinions in those topics. At the moment, the Space Siege community is pretty non-existent and the only real discussion here is the demo. Telling people not to post their own original opinions about the demo and having them tag along with aging conversations doesn't exactly add new content to the forum.

I had just played the demo and wanted to voice my opinion. Reading other people's opinion wouldn't give me much of an objective view now would it? In your logic, lets move it further? Why read game reviews at all? Why bother listening to more than one person's opinion of the game? There's obviously 6 or more reviews on the game already, there doesn't need to be another. Isn't that right?

As for everyone else, I would like to hear more people's opinions on the demo on this forum, since it doesn't seem to have much traffic. I want to hear what everyone thinks about this game. Then we could maybe create a community out of this.


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 
User avatar

Joined: 08 May, 2007
Posts: 3461
Location: Supreme Overlord Shimrra's Citadel, Yuuzhan'tar
Offline
I agree with most of what you've said :o


The environment was pretty boring but it is just the first level; hopefully the different parts of the ship are different enough to keep it fresh.

Agreed on the effects; they are pretty good but not perfect.

I think the character development issue was because it was just a demo, and only had a modified version of the first level of the game. In a preview I read, that level only gives you one implant - the eye - instead of the two major ones in the demo, so it is probably a lot better in the full game.

Yeah, it was actually pretty addicting while I was playing it. I don't know how long that would last, but at least the demo wasn't too boring.

Basically the demo was weak but the game seems like it could be pretty good :).


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 

Joined: 07 Aug, 2008
Posts: 20
Offline
yeknaw wrote:
Some feedback:
Environment: The artistic style of Space Siege felt a little sterile. Albiet the demo was entirely in a spaceship, comparing Space Siege to similar space ship bound games like the beauty of Mass Effect or the inside of the rusty Hyperion Battlecruiser in Starcraft 2, it's definitely lacking in some life. But to be blunt, the game does lack a tad bit of creativity.


well the demo was only about 5-10min only so id think that the retail build will have some variety in the levels. if you look through the SS homepage, youl see areas like the hydroponics, which include the atrium, a farm etc. so there might well be areas with more "life" in them.

for me the "sterile" environment was ok, it didnt bother me, one thing i would like to see is more details in the maps, more machinery, more wall displays etc. to give it a better sci-fi feel.

yeknaw wrote:
Character Development: It may be just the demo's fault, but I didn't feel much character development or none at all in this game. It was a very point and shoot and finish objective game rather than learn about the storyline. Again, demo doesn't reflect much on the story or character so I'll let it slide.


well it was just a 5-10min demo, so its not a big surprise that the character development was non-existent, how ever when you go through the previews they do hint that SS has a lot to offer in that department, so we will just have to wait and see :)

yeknaw wrote:
Space Siege is a pretty fun time waster, and that may be its greatest success or biggest failure. Depending on how GPG (or Sega) wants to market this game, Space Siege could become a huge arcade hit, or a quick seller for people looking for some quick simple saturday afternoon games. Either way I hope GPG makes enough money off Space Siege to fully fund their Demigod to fruition.


i do see potential in SS, it looks and feels that it could be a good choice for some quick sci-fi action, however theres also one thing that doesnt sit well with me and might be a big make or break for most players that enjoy similar titles (Shadowgrounds, harbinger etc.), the controls. the pure mouse movement controls just dont work on this game, they are ok for fantasy hack'n slash (Diablo, Titan Quest etc.) where you dont need strafing, but when it comes to ranged combat the ability to easily strafe while at the same time shooting holes in to your enemies is a MUST (AKA wasd movement). as it stands now, the gameplay is not as smooth as it should be, making simple maneuvers like dodging incoming fire way more difficult than it should/could be.

Derek wrote:
We already have 6 topic like this, read before posting!!


drop dead already why dont you! Yaknaws post was a good post, something to inspire discussion, something that a useless TROLL like you is totally incapable of doing, so piss off and go ruin some other forum for awhile, try Hellgate: London.... oh wait, you got banned from there... I WONDER WHY!


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 
User avatar

Joined: 08 Aug, 2007
Posts: 3597
Location: Aachen, Germany
Offline
Ah, love on first sight! :D

_________________
Find out more about Monday Night Combat: http://www.uberent.com/
Image
My maps: http://scu.insidesupcom.de/Col_Jessep/


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 
User avatar

Joined: 22 Apr, 2008
Posts: 7
Offline
As I've said in other posts I really enjoyed the demo :). It left me wishing that there was more of the game to play.

With regards to the controls, I found upping the mouse sensitivity helped a lot. I must admit I didn't even attempt to strafe, I just hit the health pack key and returned fire.


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 

Joined: 25 Feb, 2008
Posts: 31
Offline
Heh heh, if only you guys were around when yeknaw was spelt the other way round.


Top
 Profile  
 PostPosted: 09 Aug, 2008 
 

Joined: 07 Aug, 2008
Posts: 20
Offline
Raventiger wrote:
With regards to the controls, I found upping the mouse sensitivity helped a lot. I must admit I didn't even attempt to strafe, I just hit the health pack key and returned fire.


well thats just the thing, what you did in the demo worked because it was only the beginning and not very difficult, plus there were very few enemies and most of them used swords so there were not a lot of incoming fire to evade.

what worries me, is what happens later in the game when things get more difficult, when there are a lot more enemies and A LOT more fire coming your way, when the time comes that you really HAVE TO start evading in order to survive, when standing still and using your limited amount of med pack just wont cut it anymore (i mean SS is not Diablo or Titan Quest, you cant carry 100+ med packs with you). im afraid that without proper controls to evade/strafe enemy fire at that point could break the gameplay.

one thing i dont like in games is when the gameplay becomes too difficult, not because of the difficulty level, but because the developer didnt give you the proper controls. why make things more difficult than they have to be?

i see big potential in SS, im a big fan of quick action RPGs and a HUGE fan of sci-fi, my only issue with the game is the controls. the change to the game me and many others here are hoping that the devs would make (WASD movement control, which are basically a standard thing in all ranged combat ARPGs) isnt really a very big change, no ones asking for a total overhaul of the controls, keep the full mouse control in the game, but please just give us the OPTION to use wasd for movement.

Edit.

ill add a few more things just to clarify my point :)

the controls as they are now work well in games like Diablo or Titan Quest because the action is mainly melee, so strafe is not really needed, plus both games offer an inventory that can hold TONS of health potions which allow you to take huge amount of damage before dying, and atop of that you have the option to teleport back to the shop to resupply when running low on potions.

the problem is that SS is neither Diablo nor Titan Quest (plus Chris Taylor himself said in the development diary 1 on GameTrailers.com that SS is not Dungeon Siege in space) and there for the Diablo style controls becomes a problem. why....

no inventory, meaning that you can only carry a very limited amount of med packs, meaning that you cant take the same amount of damage as in Diablo and hope to survive. basic logic would say that if you cant take damage and survive, then avoid it. this is where the problem really hit home and could break the gameplay. thanx to the controls, you really cant evade very well, plus we have the problem that the game only lets us do one of two things at any given time, either we move/evade or we shoot, we cant do both, which creates even more problems :(

examples:

1. you have a lot of baddies shooting at you on full auto and your low on meds, in order to evade and survive you have to stop shooting at the enemies and move your mouse to the direction were you want to evade, however during the evasion maneuver the enemy just keeps on shooting, which means that ones your back up and ready to shoot theres already tons of shots heading your way, so what do you do, evade again and survive or keep shooting and die.

2. theres 5-6 big baddies with swords running towards you plus some of those little melee bugs that were in the demo, your armed with the rifle and low on meds, you can only takeout 1-2 before they get to you and you cant survive them up close and personal. you have two options, you run and survive or you shoot and die, and so you start running away trying to get some distance before shooting again, after some time you stop and shoot, before you know it the baddies are on you again and its time to start running, and so the scene repeats it self until you finally waste them, only to start again when the next set of sword loving aliens find you.

3. thanx to your inability to evade effectively and run and gun at the same time, your going to go through med packs like crazy, which means that you have to spend tons of spare parts to making new ones instead of using those limited parts to upgrade your character, weapons or your robot companion.

sorry about the long post :) i just wanted to drive my point home.


Top
 Profile  
 PostPosted: 10 Aug, 2008 
 
User avatar

Joined: 08 May, 2007
Posts: 3461
Location: Supreme Overlord Shimrra's Citadel, Yuuzhan'tar
Offline
yeknaw wrote:
Heh heh, if only you guys were around when yeknaw was spelt the other way round.


Wankey?! :o


Top
 Profile  
 PostPosted: 10 Aug, 2008 
 

Joined: 25 Feb, 2008
Posts: 31
Offline
Gnats3 wrote:
yeknaw wrote:
Heh heh, if only you guys were around when yeknaw was spelt the other way round.


Wankey?! :o


Shhshhh, low profile here.


Top
 Profile  
 PostPosted: 10 Aug, 2008 
 

Joined: 05 Oct, 2007
Posts: 16426
Location: camping near the biggest power-up
Offline
who now? /BulletMagnet is having a joke at the young forum members expense.

_________________
Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


Top
 Profile  
 PostPosted: 11 Aug, 2008 
 
User avatar

Joined: 15 Feb, 2007
Posts: 20036
Location: Presumably, at the time of posting, his computer.
Offline
yeknaw wrote:
Gnats3 wrote:
yeknaw wrote:
Heh heh, if only you guys were around when yeknaw was spelt the other way round.


Wankey?! :o


Shhshhh, low profile here.


ITS WANKEHHH

Image

_________________
I'm watchin you!
Image


Top
 Profile  
 PostPosted: 12 Aug, 2008 
 
User avatar

Joined: 15 Feb, 2007
Posts: 1108
Location: In front of my desk
Offline
DeadMG wrote:
yeknaw wrote:
Gnats3 wrote:
yeknaw wrote:
Heh heh, if only you guys were around when yeknaw was spelt the other way round.


Wankey?! :o


Shhshhh, low profile here.


ITS WANKEHHH

Image


LOL.

After being sealed for millenia, the evil overlord has finally been released. :P


Top
 Profile  
 PostPosted: 12 Aug, 2008 
 
User avatar

Joined: 08 Jul, 2007
Posts: 5394
Offline
Wankey's back?! :D

God you were awesome back then. That was a long time ago, though. Are you still awesome?


Top
 Profile  
 PostPosted: 13 Aug, 2008 
 
User avatar

Joined: 15 Feb, 2007
Posts: 1108
Location: In front of my desk
Offline
Mooilo wrote:
Wankey's back?! :D

God you were awesome back then. That was a long time ago, though. Are you still awesome?


My memory is a bit fuzzy, but I don't think awesome is the word I'd use. :P


Top
 Profile  
 PostPosted: 13 Aug, 2008 
 
User avatar

Joined: 01 Mar, 2007
Posts: 6034
Location: Long Island, New York
Offline
Ah, Wankey.

Good to have you back.


Top
 Profile  
 PostPosted: 13 Aug, 2008 
 
User avatar

Joined: 26 Nov, 2007
Posts: 270
Location: There is nothing so unnatural as the commonplace.
Offline
Will RolyatC post now?


Top
 Profile  
 PostPosted: 14 Aug, 2008 
 

Joined: 25 Feb, 2008
Posts: 31
Offline
Probably. My Chris Taylor call down spell is nearly recharged. With the return of Yeknaw, so shall return RolyatC.

I'll call him down for a chat soon.


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy