Hyrage
02-27-2011, 02:22 PM
Bulletstorm is one of the most Epic singleplayer experience I've played, even if the game has some flaws. Here is what I suggest for a second game and/ or patches.
Skill shot system & coop skill shots
The system is mostlly limited to the calculation of the last two actions and doesn't really consider how 2, 3 or 4 players can juggle with the enemies are do insane ''saves''. The skill shot system has a lot of potential, but honestly lacks some depth.
Controls
Everything that needs the player to aim (use the camera) should be placed on thumbsticks, triggers and bumpers.
- Shooting
- Leashing
- Kicking
- Running/ Sliding
- Aiming
I really don't see why I need to press B to kick or I can't change it. The ''secondary fire'' action doesn't need to be on a the right bumper. Guys, Gears of War had terrible controls, so it was not a great model to follow.
Aiming
The aiming is oky, but could require some serious tweaking, especially when it's at the core of aiming with skills. I've seen games that did it better and that were not FPS games.
Coop
If the second game is as short as the first one, it should at least be 2-4 players COOP in the campaign.
Anti-aliasing on console
Bulletstorm failed to deliver the graphics quality of Gears of War (the first game). Bulletstorm on the 360 definitely needs anti-aliasing, otherwise it kills the eyes. I really don't get that freaking mentality of adding as much stuff as you can to lower the FPS and not offering at least a sharp image in 2011. Just for that, Unreal Tournament 2004 looked better.
Boring! (CoD parody...)
The game is somehow a little bit repetitive, since you just have to throw people in the air all the time (boots, slide, leash) and finish'em all. It would be nice if the second game would go further in the strategies required (may it be by having different type of enemies or adding more roles to the weapons). It's like you guys are only encouraging one way to play the game right now.
Also, I would really add a jump button to make the level design a little bit varied and less flat ''à la Gears of War''. I know you guys started as a 3rd person, but don't do like Ubi did with R6... the jump button is a fantastic addition to the FPS genre. More combo with aerial attacks would be sweet! Plus, the ''jump over'' action doesn't work very well.
Weapon Design and competitive Multiplayer
I know, the way Bulletstorm is actually designed, it wouldn't fit at all in competitive multiplayer, but understand this: competitive gaming is actually a dying genre and the humour, gore and unique weapons of Bulletstorm would be a perfect fit to go straight back to the roots of the FPS genre.
''Bulletstorm could become the spiritual successor to Unreal Tournament or just a better experience.''
However, I wouldn't suggest to go back with the Map control stuff (power ups on the map), because it is old and unbalanced. I think going with a similar template to Anarchy would be better; you select your weapon loadout, etc.
Just please avoid the system behind Call of Duty. Higher grade (XP)= more powerful equipment... WTF The old school''Soldier of Fortune 2: Double Helix'' system is better.
Anarchy Mode
It's a great mode, but it could be nice to add more depth, because it can become very repetitive. Maybe it could be more about making pts + survival?
Singleplayer campaign; AI or trigger zones
I don't really know why, but it happens to me at least 3 times that the scripted sequence wasn't trigger and I had to reload to the last checkpoint.
- destroy the eggs and reach the flying vehicle
- the toy dino didn't want to push the car...
- After the Disco I couldn't go pass the blocked door outside...
Something is wrong with the AI or the triggerzones.
Skill shot system & coop skill shots
The system is mostlly limited to the calculation of the last two actions and doesn't really consider how 2, 3 or 4 players can juggle with the enemies are do insane ''saves''. The skill shot system has a lot of potential, but honestly lacks some depth.
Controls
Everything that needs the player to aim (use the camera) should be placed on thumbsticks, triggers and bumpers.
- Shooting
- Leashing
- Kicking
- Running/ Sliding
- Aiming
I really don't see why I need to press B to kick or I can't change it. The ''secondary fire'' action doesn't need to be on a the right bumper. Guys, Gears of War had terrible controls, so it was not a great model to follow.
Aiming
The aiming is oky, but could require some serious tweaking, especially when it's at the core of aiming with skills. I've seen games that did it better and that were not FPS games.
Coop
If the second game is as short as the first one, it should at least be 2-4 players COOP in the campaign.
Anti-aliasing on console
Bulletstorm failed to deliver the graphics quality of Gears of War (the first game). Bulletstorm on the 360 definitely needs anti-aliasing, otherwise it kills the eyes. I really don't get that freaking mentality of adding as much stuff as you can to lower the FPS and not offering at least a sharp image in 2011. Just for that, Unreal Tournament 2004 looked better.
Boring! (CoD parody...)
The game is somehow a little bit repetitive, since you just have to throw people in the air all the time (boots, slide, leash) and finish'em all. It would be nice if the second game would go further in the strategies required (may it be by having different type of enemies or adding more roles to the weapons). It's like you guys are only encouraging one way to play the game right now.
Also, I would really add a jump button to make the level design a little bit varied and less flat ''à la Gears of War''. I know you guys started as a 3rd person, but don't do like Ubi did with R6... the jump button is a fantastic addition to the FPS genre. More combo with aerial attacks would be sweet! Plus, the ''jump over'' action doesn't work very well.
Weapon Design and competitive Multiplayer
I know, the way Bulletstorm is actually designed, it wouldn't fit at all in competitive multiplayer, but understand this: competitive gaming is actually a dying genre and the humour, gore and unique weapons of Bulletstorm would be a perfect fit to go straight back to the roots of the FPS genre.
''Bulletstorm could become the spiritual successor to Unreal Tournament or just a better experience.''
However, I wouldn't suggest to go back with the Map control stuff (power ups on the map), because it is old and unbalanced. I think going with a similar template to Anarchy would be better; you select your weapon loadout, etc.
Just please avoid the system behind Call of Duty. Higher grade (XP)= more powerful equipment... WTF The old school''Soldier of Fortune 2: Double Helix'' system is better.
Anarchy Mode
It's a great mode, but it could be nice to add more depth, because it can become very repetitive. Maybe it could be more about making pts + survival?
Singleplayer campaign; AI or trigger zones
I don't really know why, but it happens to me at least 3 times that the scripted sequence wasn't trigger and I had to reload to the last checkpoint.
- destroy the eggs and reach the flying vehicle
- the toy dino didn't want to push the car...
- After the Disco I couldn't go pass the blocked door outside...
Something is wrong with the AI or the triggerzones.