I apologize to everyone following this mod - 10 months is way to long to go without any official news. After getting laid off in late September it took me a while to resume working on the mod; the good news is that progress has been great and a public release should happen sometime within in the next month.
For anyone who hasn't checked it out, we've released a new trailer for the upcoming release, which can be viewed below. More videos coming soon.
If you like what you see, sign up to help me Beta Test! The beta test is completely open, just send me a private message and I will add you to our testing group. I try to release a new beta on a weekly basis, so I promise you'll get a lot of new content to try out.
Finally, I'm working on putting together a collection of articles to describe why and how I'm designing and developing the new UETF Chronicles. Here's the first.
In the first post of this series, I break down the problems with co-operative gaming; why more isn't always better.
Reiterated wrote: 1. Cooperative Buzz
Much as 'multiplayer' was the hot buzz word for games in the 2000s, 'co-op' is the buzz word for the 2010s. Like most buzz words, it implies something great without necessarily delivering it. Let's look at the 'multiplayer' buzz; suddenly every game needed to have 'multiplayer', but very few really understood how to do 'multiplayer'. So for every 'Quake' and 'Counterstrike' there was another game with laggy netcode, unbalanced weapons and awful level design. Multiplayer was the Frankenstein created to fulfill the publishers need to have a feature on the back of the box. 10 years later, we might be a little closer to understanding that 'multiplayer' is not just dumping players in a room with a bunch of single-player weapons and having them kill each other until somebody wins.
Let's examine the 'cooperative' buzz. Although it's not as prevalent as 'multiplayer', is undeniable the number of games featuring some sort of cooperative play is on the rise. And why not? Gamers love the concept of co-operative gameplay and publishers see an easy way to increase the number of units sold. After all, if your game is fun with one person, it would be twice as fun with two people...
Interested? Read the rest on the Iterative Games Blog, Reiterated.
As always, thanks for your interest and support.
Iterative Games - supporting the 'recycling' of deadly robots into scrap metal since 2005.