Diego96 wrote:I think I randomly stumbled upon all of them. You just need to keep walking.► Show Spoiler
Thanks. I thought I'd walked everywhere I could, but it was just a switch that was hard to spot.
Post Posted: 31 Oct 2022, 21:05
Diego96 wrote:I think I randomly stumbled upon all of them. You just need to keep walking.► Show Spoiler
Post Posted: 31 Oct 2022, 22:22
Post Posted: 31 Oct 2022, 22:47
Hellscrag wrote:I'm currently roaming the hub map, and I'm kinda lost for words by how enormous and confusing it all is. I've finally found the entrance to Underground 2, but I don't know if I want to go through it yet. It's massively engrossing but also slightly frustrating as I don't really know what I'm trying to accomplish.
Post Posted: 31 Oct 2022, 23:30
Post Posted: 31 Oct 2022, 23:53
Preki wrote:So uhh... where do I even begin?
I had quite average expectations for this one - just another map pack with lots of eye candy and custom weapons thrown into it. But the actual experience just blew those expectations away. This is not an ordinary map pack, although it might seem to be that way in the beginning. No Unreal modder has ever tried that pseudo-open world design before, and while both Project Xenome packs or the most recent The Descent are cool in their own terms, these feature classic level-by-level progression. In The One I was shocked to discover that upon completing a level I'm thrown back into a humonguous hub area, constantly discovering new places within it - every nook and cranny hides some stuff. I remember being blown away by the huge scale of maps in Interloper, but this is just another league. All those beautiful vistas are not just for the sake of looking pretty in the distance - you can actually go there most of the times, it's like... NyLeve Falls of the original Unreal up to eleven. In the first minutes of my playthrough I was running like a headless chicken trying to find a way to proceed further or acquire any weapon. Combat is quite sparse so far, but encountering those packs of Krall or bosses are really tense moments that keep you on your toes. But even the exploration feels very satysfying for reasons mentioned above, I can see some huge influence from Triamid Ruins here. And that variable weather and day/night cycle - HO-LY SHIT! What's that magic? Turboman, I'm starting to feel afraid that Firestorm is not gonna live up our expectations after witnessing The One Lol just kidding, keep up the good work!
Hell, I'm gonna say something really far-fetched, but The One is how Unreal II should've been like! I can't wait to play more of this, in between doing my day job, playing Gran Turismo 4 or working on a project of mine (non-Unreal related).
Post Posted: 02 Nov 2022, 07:18
Post Posted: 03 Nov 2022, 10:58
Post Posted: 03 Nov 2022, 11:07
Post Posted: 03 Nov 2022, 17:02
Post Posted: 03 Nov 2022, 21:52
Post Posted: 05 Nov 2022, 01:27
Post Posted: 05 Nov 2022, 21:54
SteadZ wrote:Finished playing through the whole thing yesterday, was an amazing experience that really felt like its own game and just goes to show how much can be done with 227 and a bit of creativity. I was minded a lot of Zelda as previously mentioned by Scrag and I also kept thinking of Minecraft for some reason!
SteadZ wrote:Really loved using the 2 new weapons, once I got the knack of the grapple I was always looking for opportunities to use it and the Smartdisk 2.0 was a lot of fun too when there were groups of enemies (I tried not to spam it too much I promise ). Combat I found quite tricky in places but I may have accidentally set the difficulty to Unreal oops
SteadZ wrote:The story was interesting, definitely felt like there was a depth to the lore and the voice acting actually didn't even feel too out of place (was nice to see/hear a surprise guest appearance!). I'm still not sure exactly what happened in the ending but I guess that just calls for another playthrough right?
SteadZ wrote:Very interesting to read also that it all started as an HD remake of Nali Cove haha
Post Posted: 06 Nov 2022, 01:53
Post Posted: 06 Nov 2022, 12:45
Post Posted: 06 Nov 2022, 16:13
Semfry wrote:For inspiration I'm also curious if Risen was an influence; the piranha bytes Bites pseudo-open Gothic/Gothic successor games felt like another source of inspiration throughout, but Risen was the one that kept coming to mind with you being washed on the beach of a place with a bunch of mysterious ruins. If it wasn't a source it would be big coincidence because it's the game I felt in the theme and style more than Zelda and other series that have been brought up.
Semfry wrote:The balance felt a little odd, because most items coming back on level transitions (which I guess was a technical thing made intentional) meant you could be maxed all the time in the hub areas. On the other hand it meant you had room to experiment with some of the new stuff due to otherwise limited items being near-endless, especially with some enemies coming back too.
Semfry wrote:► Show Spoiler
Semfry wrote:► Show Spoiler
Semfry wrote:I mentioned it on discord but a couple of technical notes are that the "MeshDetailTextures" OpenGL setting needs to be off or else it breaks a bunch of stuff, and also, Hellscrag mentioned this, but you have to play on the 32bit exe as in 64bit there are a bunch of savegame crashes for some reason. Most of my initial issues came from these and there were few notable problems after I did these two things.
Users browsing this forum: No registered users and 33 guests