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Re: Demo - Hired Guns: The Jagged Edge![message #154415]
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Sat, 25 August 2007 01:56
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Stromb |
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Messages:40
Registered:March 2007 Location: France |
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From what i've played so far, very interesting i think. Experienced one crash too and several small bugs (no text, item disappearing, voices annoyance because of sound volume who don't want to lower ... guys are shouting when selected).
Graphics are ok i think, many options to adjust them.
Found fun to see some baddies shooting each other after one miss his target and hurts one of hiw own troops.
Had the main NPC in Safari mission fleeing in the dark edge of the map, so was unable to find him, until i talk with another guy (bus driver ?) and the dialog leads me to killing the NPC i was intially wanting to save. It was unclear that killing Ervi was the second option (even if the text implies murder). I thought I'd be able to discuss with him before at least.
Storyline line is more or less clear. English translation is often poor. Dialogs / voices lacks a bit inspiration (but expectation were high too)
Skills are not clear. Finding cover is like in original JA2, you have to guess (or i miss something).
All in all, it seems a good JA 2.5 as was the initial project.
If you say it's easy to modify, that's a good point too.
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Corporal
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Re: Demo - Hired Guns: The Jagged Edge![message #154420]
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Sat, 25 August 2007 06:37
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general_solomon |
Messages:3
Registered:July 2007 |
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awesome, thank god its finally here. i cant wait to dl it and play.
Drillsarg: thanks for the link.
[Updated on: Sat, 25 August 2007 06:40] by Moderator Report message to a moderator
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Civilian
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Re: Demo - Hired Guns: The Jagged Edge![message #154659]
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Mon, 27 August 2007 22:36
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Mauser |
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Messages:756
Registered:August 2006 Location: Bavaria - Germany |
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after playing some more, this is my verdict:
the 3D graphics are actually less practical than JA2 2D graphics. of course, they allow for some neat things like guard towers and real hills and trenches and stuff, but you seem to be unable to climb on rooftops. it is more difficult to properly place your mercs behind cover and to determine, when you have a clear LOS on the enemy.
the trees are a real nuisance, since they become very transparent, so you have a hard time figuring out, when you actually are behind one.
the whole tactical UI is quite small and uncomfortable, especially in higher resolutions like 1280x1024. buttons and text are very small. too small.
weapons are 100% like JA2 originals like it seems, with different stats.
quite hard to differentiate them properly. burst fire seems to be much more effective than in JA2, but there seems to be no full auto fire.
the "always max aim" button is quite practical for your snipers, as is the AIM commander thingie.
it
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First Sergeant
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Re: Demo - Hired Guns: The Jagged Edge![message #154989]
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Thu, 30 August 2007 00:48
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arks |
Messages:4
Registered:March 2007 |
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I have been having fun with this demo. It crashes like crazy (it is a "demo") but It plays very well and reminds me of the glory days of JA2 and recently my playing of Urban CHaos. I see that this game has a release date of Sep. 30th according to gamespot. Can anyone confirm this? IS that date for the russian release, or an english version of it?
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Civilian
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Re: Demo - Hired Guns: The Jagged Edge![message #156388]
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Sun, 09 September 2007 05:59
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Sooner |
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Messages:35
Registered:January 2004 Location: Broken Arrow, OK |
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After going through some of the XML files it seems that they just took whatever development they had done on JA3, renamed the characters(the xml files still reference buzz, lynx, magic etc), and stuck a new title on it. I do like the fact that all the guts of it are in xml files which could make it very mod friendly, however; I have no idea how rough the making of the maps would be. Looking at the files, it would seem that the maps are probably generated with an in tool created in house using preconfigured tile sets. If they were to release this tool there could be some really nice mods made I would suspect.
The mercs are robust enough where stats and bio's are concerned, but what I really miss here is the dialogue that made JA so good. Gasket, Fidel, Speck, and many others were worthless in a fight, but they were a blast to play with because you never knew what they were going to do when given an order. The dialogue is, in my opinion, what gave the characters a sense of personality and made them seem unique. How many of us have reloaded a game from an old save simply because one of our favorite mercs got his head blown off? Some of the dialogue isn't bad considering the engrish translation, but most of it is sub par at best and some of it is flat our recycled. The weapon sounds however are pretty damn good and the grenades are wonderful. They have a nice powerful boom when they let loose.
Like several of you I get the feeling that this is not a serious title as there are just to many things that don't work well or could use a LOT more polish. The camera needs to be loosened up a little bit and there MUST be a way to determine your LOS without having to guess at it by trying to take a shot and losing some AP's each time you are wrong. I also don't like the fact that you have to leave a sector to access your laptop, as well as having to search for the last enemy cowering in a corner. Searching for the last enemy always annoyed me and they should be able to put in a check on the AI side where the last remaining man would either flee or at least start patrolling so you don't have to spend so much time looking for him.
I also miss the ability to jump over fences instead of having to run aroud them, and if I am not mistaken didn't we see screen shots of a merc being able to go through windows? I kind of like the way they limited access to the roofs by requiring you to find an elevated surface from which to access the roof. Not sure how this will play out in the overall game but there aren't many people who can jump high enough to grab the edge of an 8 foot roof wearing a full combat load out. The amount of damage the enemy soldiers can take seems a bit high as well. I see a lot of -4, -8, -10 damage shots which seems low from a 5.56 caliber weapon.
Overall, I think it shows some promise given that either a fairly robust set of modding tools is released, OR the devs take another look and realize that while we are starved for turn based combat games, this isn't going to have many fans outside of us who are die hard turn based junkies.
On my system the game performs pretty well, although I do have the occasional crash after running it for a while which would seem to indicate a memory leak.
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Private 1st Class
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Re: Demo - Hired Guns: The Jagged Edge![message #156641]
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Tue, 11 September 2007 02:29
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Lytinwheedle |
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Messages:78
Registered:November 2001 Location: Luxembourg |
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Quote:Searching for the last enemy always annoyed me and they should be able to put in a check on the AI side where the last remaining man would either flee or at least start patrolling so you don't have to spend so much time looking for him.
Brigade E5 solved this issue rather elegantly, by, after a certain period of no enemy contact, showing a rough 'hostile heard in vincinity' questionmark on the map where the (last) enemy is hiding.
It prevented many frustrating 'explore every pixel of the sector' trips.
[Updated on: Tue, 11 September 2007 02:29] by Moderator Report message to a moderator
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Corporal
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