Twin Sector demo: it sucks
Posted: 2009-09-15 04:23pm
What follows is a rant about a new game demo. You can find it here: http://news.bigdownload.com/2009/09/11/ ... ctor-demo/
I've noticed the trailers for this game and saw the idea: you have telekinetic gloves, nothing else. A logical alteration of the gravity gun, but it still seemed like a good idea as any.
I've heard that the demo came out for it so I decided to try it. Seemed like the game was a bit of a puzzle-FPS or something, so I decided it was worth a try.
The first warning sign was the loading screen: a close up at the female protagonist. While she's not exactly ugly, its not a face so terribly pretty that I want to stare at it while the game loads its bloated engine. I'm suspicious of games that overtly displays its female protagonists, as I usually find it to be an effort to hide shortcomings. I was right.
Now, I get the gloves immediately. Left mouse makes you attract things while right mouse lets you push things. An added thing that if you aren't targeting any movable objects, you move yourself and the game takes advantage of it. You can cancel out your falling momentum by pushing yourself away from the ground as you fall. Nifty twist.
The problem however starts when you discover that this is a first-person perspective game.
Why is it that developing games seems like an effort that requires some intelligence yet developers never seem to grasp certain obvious annoyances? Or in this cases, mayor game flaw:
Please among you here, raise your hands that ever experienced first person platformers? No? Raise your hand if you ever experienced a sudden platforming element in a FPS?
Was it annoying, unintuitive and hard? Of course it was! You can't see your feet or body. You don't feel the game character's sense of motion and can't compensate because you can't see their goddamn feet.
This immediately turns a twist into an annoyance. The only thing you can do in first person shooters, is fall well. Jumping is a complicated problem precisely because you can't tell the exact distance, not even in midair. Since the FPS Development Conspiracy has outlawed the ability to grab unto ledges and pull your character up, this makes platforming effectively an extremely annoying task if not outright impossible.
So why the hell do it anyway?
But that's just the beginning.
The game begins by scoring a -10000 or so by using the most worst and usually badly-written cliché possible: amnesia. Yes, amnesia. I have yet to find a good use of amnesia that didn't feel like the writer fucking with the reader because he couldn't have bothered to make a proper introductions. But what's worse, its needless here: the character suddenly remembers her name, why she's here and she is told why she's awake. She remembers getting to the underground complex the game is set in. She just doesn't remember the rest of her life. Which would be needless to tell us even if we knew.
The voice acting for the computer is fine, because I guess it was supposed to be monotone but somehow sounds like its trying to express emotions. The protagonist however, sounds capable of expressing only two emotions: confusion and anxiety, when she should be going trough terror, pain, horror, determination and curiosity. I guess those two emotions must have come easily to the first decently-speaking English voice actor the developers could find at the lowest price.
Another problem, is that you crouch extremely slowly and don't have a flashlight. You'd think there would be a flashlight around among the bundle of telekinetic gloves.
Another strange thing is that there are alternative buttons for the door. On the ceiling. I can believe the telekinetic gloves but I can't fathom why would there be buttons for doors on the ceiling.
The main level of the demo is going to the generator and switching it on, because it switched off somehow. There are still lights, the AI-like computer is still yapping but the doors stopped working. Because in the future, we will use power-draining electric doors with no manual override. Yeah. Whatever.
The next problem I found after braking some glass, is that there are still death-lasers-of-death on.
Yes, the AI is telling me that he has routed all backup power to the cryochambers but there is still a wall of lasers in my way.
Which tells you that the AI is really incompetent and unable to cut the power from the lasers or that he genuinely doesn't care to do anything.
Which brings me to another inevitable thing when it comes to physics-based puzzles: stacking things. It seems that the lasers that will instantly kill your character will not cut trough the conveniently available heavy boxes and barrels (why is it always barrels? boxes can always contain a variety of things, but why barrels? and why can't you open boxes at any one time).
Naturally, the game naturally tries to help you by giving you awkward control over the spin of the item and making it block your entire view. What's worse, is that the item is magically forced to the centre of the screen in a very stiff fashion. This worked with HL2 where stacking was done with small items and you didn't need much precision, but is an annoyance when you need to precisely stack several barrels just to get past a wall of lasers in a relatively tight hallway.
Like with the platforming, it turns out to be an annoyance rather than a challenge due to awkwardness.
Then we go to the most strange and unambiguous generator in the world. You have a stairway to the top of the room, which has nothing there; you can't tell how the hell the thing is supposed to generate electricity; there are two lasers blocking your path.
You go up and see that there is an opening hatch in the middle of the generator. Let me repeat that: there is a room within the generator that you have to fall in. The generator of course, not producing power and all, still manages to light up and use an electric display to tell you that its off. And the problem that you had to be woken up for is solved by simply pressing a button.
Then you meet your first and in the demo, only enemy: a floating security robot, that rather than use a taser or warn you for trespassing, simply bumps into you and somehow burn you. You were told to run, but with the awkward control scheme, it was simpler to just simply lure the stupid thing in the lasers. It once again shows that the AI that either is completely incompetent and unable to communicate with the robot or doesn't care to help you.
Then you go back to the lift you came in and the demo ends.
In summary, the game is unimaginative, badly implanted (it would have been far better to make it a over-the-shoulder platformer), uninteresting and empty levels that use up-to-date graphics to show you a shiny concrete wall, extremely awkward controls, a story that might have had a good idea but is stupidly written and generally predictable puzzles.
I've noticed the trailers for this game and saw the idea: you have telekinetic gloves, nothing else. A logical alteration of the gravity gun, but it still seemed like a good idea as any.
I've heard that the demo came out for it so I decided to try it. Seemed like the game was a bit of a puzzle-FPS or something, so I decided it was worth a try.
The first warning sign was the loading screen: a close up at the female protagonist. While she's not exactly ugly, its not a face so terribly pretty that I want to stare at it while the game loads its bloated engine. I'm suspicious of games that overtly displays its female protagonists, as I usually find it to be an effort to hide shortcomings. I was right.
Now, I get the gloves immediately. Left mouse makes you attract things while right mouse lets you push things. An added thing that if you aren't targeting any movable objects, you move yourself and the game takes advantage of it. You can cancel out your falling momentum by pushing yourself away from the ground as you fall. Nifty twist.
The problem however starts when you discover that this is a first-person perspective game.
Why is it that developing games seems like an effort that requires some intelligence yet developers never seem to grasp certain obvious annoyances? Or in this cases, mayor game flaw:
Please among you here, raise your hands that ever experienced first person platformers? No? Raise your hand if you ever experienced a sudden platforming element in a FPS?
Was it annoying, unintuitive and hard? Of course it was! You can't see your feet or body. You don't feel the game character's sense of motion and can't compensate because you can't see their goddamn feet.
This immediately turns a twist into an annoyance. The only thing you can do in first person shooters, is fall well. Jumping is a complicated problem precisely because you can't tell the exact distance, not even in midair. Since the FPS Development Conspiracy has outlawed the ability to grab unto ledges and pull your character up, this makes platforming effectively an extremely annoying task if not outright impossible.
So why the hell do it anyway?
But that's just the beginning.
The game begins by scoring a -10000 or so by using the most worst and usually badly-written cliché possible: amnesia. Yes, amnesia. I have yet to find a good use of amnesia that didn't feel like the writer fucking with the reader because he couldn't have bothered to make a proper introductions. But what's worse, its needless here: the character suddenly remembers her name, why she's here and she is told why she's awake. She remembers getting to the underground complex the game is set in. She just doesn't remember the rest of her life. Which would be needless to tell us even if we knew.
The voice acting for the computer is fine, because I guess it was supposed to be monotone but somehow sounds like its trying to express emotions. The protagonist however, sounds capable of expressing only two emotions: confusion and anxiety, when she should be going trough terror, pain, horror, determination and curiosity. I guess those two emotions must have come easily to the first decently-speaking English voice actor the developers could find at the lowest price.
Another problem, is that you crouch extremely slowly and don't have a flashlight. You'd think there would be a flashlight around among the bundle of telekinetic gloves.
Another strange thing is that there are alternative buttons for the door. On the ceiling. I can believe the telekinetic gloves but I can't fathom why would there be buttons for doors on the ceiling.
The main level of the demo is going to the generator and switching it on, because it switched off somehow. There are still lights, the AI-like computer is still yapping but the doors stopped working. Because in the future, we will use power-draining electric doors with no manual override. Yeah. Whatever.
The next problem I found after braking some glass, is that there are still death-lasers-of-death on.
Yes, the AI is telling me that he has routed all backup power to the cryochambers but there is still a wall of lasers in my way.
Which tells you that the AI is really incompetent and unable to cut the power from the lasers or that he genuinely doesn't care to do anything.
Which brings me to another inevitable thing when it comes to physics-based puzzles: stacking things. It seems that the lasers that will instantly kill your character will not cut trough the conveniently available heavy boxes and barrels (why is it always barrels? boxes can always contain a variety of things, but why barrels? and why can't you open boxes at any one time).
Naturally, the game naturally tries to help you by giving you awkward control over the spin of the item and making it block your entire view. What's worse, is that the item is magically forced to the centre of the screen in a very stiff fashion. This worked with HL2 where stacking was done with small items and you didn't need much precision, but is an annoyance when you need to precisely stack several barrels just to get past a wall of lasers in a relatively tight hallway.
Like with the platforming, it turns out to be an annoyance rather than a challenge due to awkwardness.
Then we go to the most strange and unambiguous generator in the world. You have a stairway to the top of the room, which has nothing there; you can't tell how the hell the thing is supposed to generate electricity; there are two lasers blocking your path.
You go up and see that there is an opening hatch in the middle of the generator. Let me repeat that: there is a room within the generator that you have to fall in. The generator of course, not producing power and all, still manages to light up and use an electric display to tell you that its off. And the problem that you had to be woken up for is solved by simply pressing a button.
Then you meet your first and in the demo, only enemy: a floating security robot, that rather than use a taser or warn you for trespassing, simply bumps into you and somehow burn you. You were told to run, but with the awkward control scheme, it was simpler to just simply lure the stupid thing in the lasers. It once again shows that the AI that either is completely incompetent and unable to communicate with the robot or doesn't care to help you.
Then you go back to the lift you came in and the demo ends.
In summary, the game is unimaginative, badly implanted (it would have been far better to make it a over-the-shoulder platformer), uninteresting and empty levels that use up-to-date graphics to show you a shiny concrete wall, extremely awkward controls, a story that might have had a good idea but is stupidly written and generally predictable puzzles.