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/vr/ - Retro Games

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>> No.4668338 [View]
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4668338

>>4668296
Beastiary was great and the style of the game has a grunge used future look that still feels alright today.

One problem with Beastiary is they have virtually no inaccuracy and light your ass up like a bot. Well they are transhuman cyborgs so I guess if they missed then their targeting software would be glitching. But this somehow makes them seem a little plain. Its made up for by you taking cherry tap damage from every bullet - but the lack of randomness is pretty unfun and makes these monsters seem almost like a calculation in and of themselves.
> that spider thing that crawls on the cieling in the one expansion can just fucking go to hell though... reaction firing a blaster that deals you like 30 damage even though its implied it should have a cooldown delay - blip blip
> Also the Parasite Dog shouldn't be eating armor at the same time as it drains health.


The weapons were okay but there are two redundant weapons that need to be removed (Shotgun, and Chaingun).
> I DO NOT LIKE the 3d model explosions used in the game. Sprite Particle explosions like you see in UT or HL would've been ideal, but I would have vastly preferred the Quake 1 style explosion.
> The Alpha to Q2 used a sprite for explosions, and it was okay but I understand why they canned it since it was pretty much the grenade explosion from Shadow Warrior, they sure weren't trying too hard to make it look good though.
> The resultant 3d explosions used in the game sorta reminded me of Molotov Cocktails or other incendiary munitions. No real Pow-Bang there.

Maps are okay, they do get repetitive but this isn't usually the case in the expansions which seem to involve alot more vertical movement and air shaft sneaking.

I love how Forcefields and Lasers were handled in the game. Unlike other games just making it a wall... nope it just eviscerated the fuck out of you. Player might expect having maxed health and shit they'd be able to make it through, but its nope, to a scary level.

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