Game designer, feminist, etc.
I mean, in fairness, SoC was originally super broken, but that was also part of the charm I think.
This is interesting. I love how the whole team are putting their own individual mark on this; it's still STALKER, but conceptually, it's also its own thing, in terms of scale, depth, and (I feel) an artistry that wasn't present in the original. I've often heard Far Cry 2 referred to as "Stalker: Shadow of Chernobyl, only not broken", which is a little unfair to both Far Cry 2 and STALKER, but yeah, what you're making here feels more like a Far Cry 2 than a STALKER: Redux, and that's cool.
Anyway, awesome work as always. Really excited to play this.
Maybe you guys should just do a LOZ-ish game at some point. I can imagine Jordan spriting some really awesome stuff for that.
Lol, well THIS needs to happen. :3
The ammo check at the end made me very happy. ^__^
This is great, really impressive.
Nice lighting, not quite so sure about the next screenshot. O_o
Okay, so you officially don't understand a single term you just used.
Would someone care to explain to this guy what ADD, depression and self-harm are and how they actually work.
Amusing, I don't think anyone who actually spends any time on a modding site can use that quip without irony.
His comment on this occassion was fine, there was nothing wrong with it other than it made you look bad.
I doubt anyone in the CoD community is in any way disposed to intelligent debate, I hopped on this because I (perhaps naively) have a higher opinion of the modding community.
Yeah, we have this weird mentality right now that war games are somehow totally inoffensive despite being one of the most appalling genres out there.
And I'm not talking about ******* 9th Dynasty Samurai RTS games or whatever, I mean the ******** "semper fi" ones with needless amounts of throat stabbing, because apparently that's what gives the average gamer a boner these days.
Also good job deleting someone else's valid point on the self-harm thematics and the community's response to them. You're simultaneously fighting for a right to say whatever you want through your work, and censoring people who have a strong problem with the things you want to say.
That's the "other **** exists" argument, and it isn't a usable argument. Other offensive things existing isn't a justification for your specific offensive thing.
Again, my problem is with this trailer specifically.
This comment really didn't deserve to get buried.
So no, I don't think they're making fun of it, and perhaps the CS itself deals with the topic of self-harm tentatively rather than just for shock value, but this trailer itself is deeply offensive and pretty socially irresponsible.
It's not so much the mod itself, and it's not that I feel they are making fun of these topics, it's that they're just lazily feeding off the social stigma. Using shots of Simon vigorously self-harming for half the trailer is lazy, because it just plays on people's existing mentality of "Only the seriously mentally disturbed self-harm". You only have to look at the sheer number of "Haha emo" comments that the screenshot from this CS got on facebook to know what people's opinions are, and demonizing it in the way that this trailer does just encourages that.
No one who had ever had serious problems with depression or anxiety would ever use it in the way that this trailer does. I'm telling you that for an absolute fact. I have a friend who is CURRENTLY grappling with depression, self-harm, and schizophrenia, and she would be offended THE **** OUT by this trailer.
Offensive to people who self-harm I mean, you're just feeding off the stigma it already has.
This is one of the problems I've always kind of had with the thematics of Cry of Fear. Self harm is strongly correlated with many forms mental illness, so sure, it's related to the game, but unless it's actually written into the story purposefully, it just seems like a cheap way to shock people.
I mean half this trailer was just Simon cutting himself vigorously, that's uncouth at best, and at worst it's actually offensive.
This looks pretty cool. Sadly the lack of a Linux build means that I can't play it. :(
It would still be awesome if you considered giving one of the high-power pistols rounds like these: X2extreme.com
even if it's purely cosmetic, it would be amazing detail.
Looks amazing. :D
That's a very slick trailer.
That looks boss. *slaps knee*
I love your avatar.
Call of Duty without the rubbish bits.
Very nice, looking forward to it.
Perhaps. If I'm being honest it was actually a really tough choice to pick one.
Looks very, very good, and Bugtrooper is right, like a hybrid of Abuse and Sword & Sworcery.
Yogtrailers nailed it in their coverage of this. I have to be honest and say what I think; in its current state at least, it looks awful.
Great animations, looks beautiful so far. I never doubted you guys. :)
Thanks Vcc2cc, we appreciate the feedback. We will probably upload most Alpha updates that we do, but we will only do news posts for the ones that contain finalized or important features, thus making it much easier to pick out the ones that are worth downloading. :)
This is really, really nice. Will you be using Impulse only for your own game? Or will you be releasing the updated version of Quake too? Because having seen the screenshots I don't think I could be happy without playing it.
Yeah, I have to agree with guywiththename and Argoon, LURK is definitely prettier, but that's not necessarily the best thing for an oppressive and frightening game like STALKER. I think that LURK with the Vanilla skybox would be fantastic looking though.
See before/after: Funreviews.net
Think more apocolypse-ish. DIY holo-points would be amazing, and totally plausible. As seen in a lot of films, just carve a cross into the bullet tip with a sharp knife, splits into four petals on impact, does more internal damage.
Mother of god. :O
The translation to this from concept art is unbelievable, whoever modelled this, you have INSANE talent.
This looks pretty neat, and I like the art style. :)
To be fair, it's also to serve as a tutorial section. Future levels will have more playing and less explaining. :)
Very nice. :)
Neat. Shall try this out soon. :)
Wow. It looks incredibly real. ^__^
****. The wooden parts just look incredible. Amazing job.
Ah okay, that makes sense.
Can't wait to play this, looks great so far.
Wow, very cool. Who ported it? We might be interested in having them do the same for Incursion (also based on ren'py) some time next year, if they're willing of course. :)
The leaves I am especially impressed with.
The mounds in the background look a little out of place though, although I can't really say for certain since I can't tell from this screenshot what they actually are.
Wow. That's really rather beautiful. I'm impressed.
No offence taken, and no need to even say so unless your intention was to offend me, because if it wasn't then it's my job not to be offended, not yours to try and prevent it.
My initial reaction to this was that it's a little too Borderlands-ish, in that, yes it's not strictly a modern era polished and pristine firearm, but it still looks pretty purpose built. Gavavva cleared things up a few comments down though, since as it turns out there is a very specific reason for the visual design.
Oh okay, that makes sense actually, allow me to withdraw my previous complaint/concern.
I thought it was going to be more of a low-fi bolt-action sniper type do, but consider me corrected.
Keep up the awesome work. :)
Looks a bit too sturdy, if you see what I mean. The other two were clearly frankenstein firearms of duct tape and glue, whereas save for a bit of stray wire, this looks like it rolled off a factory production line.
Very cool, obviously you guys have an awful lot of talent. I can't help but feel it's lacking a little in content however. Don't get me wrong, I love a good visual novel, I just feel like this could do with a little more interactivity.
I thoroughly enjoyed it however, and can't wait to see Cradlesong as well.
The artwork is just fantastic. Are you using any Python in this? also, lovely menus.
This looks great. I get totally jealous of people like you who can do art, music, and programming all by themselves, I'd love to be that versatile and talented.
So I actually got the same 404 as you when I tried it out myself, odd. Re-uploading the ZIP right now, hopefully that'll fix it.
The Mac logo is just because of some of Desura's classification quirks, nought we can do about it without making three branches of the soundtrack, which they don't like because it's kinda untidy.
If you go to the beta + soundtrack version on the store or via the web while logged in, it should let you download the OST.
We're as much in the dark as you, we can only see information on the number of sales, not specific users who purchased. The guys at Desura have made some changes that should *hopefully* resolve the download problems, but I have no idea if it worked since I can't test it without actually buying a copy of the soundtrack myself.
It's a problem coming from the fact that we're doing something Desura isn't strictly speaking designed for. Soundtrack must be downloaded as a ZIP from Desura via a web browser, rather than downloaded by the Desura client.
Sorry for the inconvenience, we're working to make it available on BandCamp in the near future.