Home » BIT COMPOSER GAMES » Jagged Alliance: Back in Action (by Coreplay) » Demo officially confirmed
Demo officially confirmed[message #297358] Fri, 27 January 2012 22:20 Go to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
UPDATE:
http://boards.jaggedalliance.com/index.php?/topic/390-demo/

Yes. The Demo will be released via Steam in first place.
Yes. There will be Demo without Steam in the future.
Yes. The Demo is already in the hands of the Steam-Team and only waiting to get unlocked.


There definitely will be a demo of BiA:
http://boards.jaggedalliance.com/index.php?/topic/390-demo/

If i got the whole thread right, the demo will go live:
1. this weekend
2. only available through steam (at least at the beginning)

FYI.

[Updated on: Sat, 28 January 2012 20:26] by Moderator

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Sergeant Major
Re: Demo officially confirmed[message #297543] Wed, 01 February 2012 03:32 Go to previous messageGo to next message
fronzelneekburm is currently offline fronzelneekburm

 
Messages:7
Registered:December 2011
As i read it there will be a "non-steam" demo out on thursday? I was really happy to read "non-steam".

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Private
Re: Demo officially confirmed[message #297558] Wed, 01 February 2012 11:07 Go to previous messageGo to next message
pavel is currently offline pavel

 
Messages:38
Registered:November 2004
Location: Russia/South Africa
this is great news! It seems to me I am one of the few people that are actually optimistic about this game. Can't wait to give the demo a go.

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Private 1st Class
Re: Demo officially confirmed[message #297564] Wed, 01 February 2012 14:30 Go to previous messageGo to next message
fronzelneekburm is currently offline fronzelneekburm

 
Messages:7
Registered:December 2011
pavel
this is great news! It seems to me I am one of the few people that are actually optimistic about this game. Can't wait to give the demo a go.


Well yeah if you read around a bit i think you get why some people are already disappointed before the release. I am also critical as i think some features are quite bad, like the stupid faces, can only climb buildings or plant explosives on pre-determined places and such. Also "less weapons than in the original", "No modding" and other downfalls are of course less encouraging.


Imma take a look at the demo when its out.

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Private
Demo released[message #297566] Wed, 01 February 2012 15:55 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
Update:

Official english board (with several mirror links to the international demo's download in the very first post):
http://boards.jaggedalliance.com/index.php?/topic/435-demo-released/


A (presumingly: German) non-steam Demo version is online:
http://www.4players.de/4players.php/download_start/Downloads/Download/57397.html

[Updated on: Wed, 01 February 2012 19:45] by Moderator

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Sergeant Major
Re: Demo released[message #297576] Wed, 01 February 2012 19:33 Go to previous messageGo to next message
Siresmithnj is currently offline Siresmithnj

 
Messages:17
Registered:March 2004
Location: NY
Just an FYI - The English non steam demo has been released and can be downloaded from the official forums at:

http://boards.jaggedalliance.com/index.php?/topic/435-demo-released/

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Private
Re: Demo released[message #297578] Wed, 01 February 2012 19:42 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
The demo version is international, offering english as well as german voices. JFTR.

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Sergeant Major
Re: Demo released[message #297581] Wed, 01 February 2012 20:37 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
April 1st would have been a much better release date.

I've only had time for quick peek so only a few comments until I can play the tutorial and try the mission.

No fog of war. Not seeing an option to customize controls.

One minor thing I'm curious about is the weapon names. They're recycled the descriptions from JA2 but some of them have fake names like Klock 17 and Druganov. Lame attempt at humor?

[Updated on: Wed, 01 February 2012 20:43] by Moderator

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Corporal 1st Class
Re: Demo released[message #297582] Wed, 01 February 2012 20:48 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
So I guess this is as good a thread as any to post some impressions of the demo:
1) The camera controls are atrocious. Who decided that you need two different keys on your keyboard for vertical and horizontal rotation? Every decent game uses one key for full rotation, preferably on the mouse.
2) It's easy. I mean, it's ridiculously easy. And I'm by far not the best JA2 player around here. I read this statement by that micha dude while downloading:Quote:
WARNING: The demo is REALLY, I mean REAAALLLY, hard. The Level included is on maximum level of units.
And all I could think while playing was: Are you kidding me?
No FoW means exactly what we thought it would - it's only a matter of patience to get the drop on every enemy on the map before he can react, then kill the 3 or 4 companions that rush to investigate - and who pose absolutely no surprise when they arrive.
There are moments that look difficult, but it's the frustrating kind of fake-difficulty that sets in when you can't target an enemy despite clear LoS and perfect hit chance for both your merc and him (the roof decided to stay on because the building wasn't 'officially' scouted - only some merc looking inside the window and seeing the enemy and the enemy looking out - yes, I tried the toggle roof key, more than once). Or the auto pause not exactly triggering when you would expect it to despite ticking all events in the options.

3)And even if someone gets shot up - so what. Patch him up and he's as good as new. I didn't notice any detrimental effects to their performance when every JA merc in that situation wouldn't be good for anything more demanding than sitting around.

4)Explosives: There's exactly one predefined detonation spot on the demo map - it was inside the room where the - for me - last enemy was hiding. And I'd have loved to blow some walls earlier in that level to get at room campers.

5)The demo doesn't include the strategic layer and only tutorial + one sector, so I can't say anything about the missing sector inventory. The 'exchange window' is hideous though - why can I only exchange stuff in the 'carrying' inventory and not - say - the gun in my hands? Why don't they just open two complete merc inventories? This is b******t.

6)And finally, P&Go:
It's ok ... it's not Jagged Alliance anymore, but it's an ok system, somewhat refined compared to the SPM of 7.62 and the timeline is actually somewhat useful, at least for keeping track of orders. Didn't encounter any need for synchronized actions.

Guess that's it for now, enough ranting. The demo delivered exactly what I expected and now they can shove all their 'play it before you criticize' slogans up a place-where-no-sun-shines. The critics found in this forum so far are well founded in reality.

Edit to answer LCJr.:
LCJr.
One minor thing I'm curious about is the weapon names. They're recycled the descriptions from JA2 but some of them have fake names like Klock 17 and Druganov. Lame attempt at humor?
Appears to be a typical case of AKA47. For a gun nut, it's another of those minor annoyances but if the data is accessible in any way, the first mod is bound to be corrected weapon names Wink

[Updated on: Wed, 01 February 2012 21:45] by Moderator

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Captain

Re: Demo released[message #297583] Wed, 01 February 2012 21:11 Go to previous messageGo to next message
Max_for_Hire

 
Messages:30
Registered:March 2009
Thanx for your input Brot.

I watched the latest gameplay Vid, and still wanted to like it,
and yet it still didn't clock with me!

Saw the insta-heal on the vid and it's obvious that this takes away a important tactical component'!

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Private 1st Class
Re: Demo released[message #297584] Wed, 01 February 2012 21:44 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
Just have done the tutorial yet:
Agree with DB about 1) controls etc.: not very intuitive (nor adjustable; but this might be only with the demo version).
E.g.: You cannot change quickly your view to a distant location on the battle field by (right-, left-, middle-, double-, shift-, ctrl- nor alt-) clicking in the minimap. But you can zoom the mini-map for no apparent use. So you have to scroll the whole map by cursor keys or moving mouse while middle button pressed ...

(maybe i missed something - but then it is to be blamed on the tutorial not mentioning it Wink )

Guns in merc's inventory are automatically unloaded - meaning that whenever you change weapons (in demo you have lynx with dragunov and m14) the affected merc has to invest some time bring out the clip and load it into gun. Of course this makes the merc freeze in his steps without resuming the movement orders you gave him before (when not in pause). Very clever ...

[Updated on: Wed, 01 February 2012 22:15] by Moderator

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Sergeant Major
Re: Demo released[message #297585] Wed, 01 February 2012 22:47 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
OK, demo down. Yup, controls suck. Just from playing the tutorial I'm wondering what is left of the strategic layer? Healing literally only takes a few seconds and so do repairs. Is training militia instant too?

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Corporal 1st Class
Re: Demo released[message #297586] Wed, 01 February 2012 23:01 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
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I think it was said somewhere that you don't actually train militia and it's more like "Hey, dude! Wanna join the REVOLUTION?" - *dude nods* - *hand dude a gun* - *dude becomes a militia*

So yeah, strategic layer = walking around as far as we currently know.

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Captain

Re: Demo released[message #297588] Wed, 01 February 2012 23:12 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
Geez. Any word on if the other stuff like hiring mercs and ordering from BR's is instant too?

On the plus side it was nice them to release the demo now and give folks a chance to cancel their pre-orders:)

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Corporal 1st Class
Re: Demo released[message #297595] Thu, 02 February 2012 00:50 Go to previous messageGo to next message
lamurt is currently offline lamurt

 
Messages:52
Registered:July 2008

dunno if it can grow on me but both blue and opfor ai is absolutely terrible...

controls are unintuitive.

same goes for the camera...

stowed weapons are unloaded as reported. what's worse is mercs cant chew gum whilst walking - i mean they can't reload on the move. if a move order has been issued right after changing weapons, move order cancels the reload *heh*

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Corporal
Re: Demo released[message #297601] Thu, 02 February 2012 02:58 Go to previous messageGo to next message
yakapo is currently offline yakapo

 
Messages:11
Registered:December 2011
When I do the tutorial, it won't let me go past the part at the shooting range. I've gone through it twice now. I know I probably don't have to go through it to figure it out but I just want to. lol.


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Private
Re: Demo released[message #297603] Thu, 02 February 2012 04:03 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
OK, did the Orta mission. Brot nailed it. Without the fog of war there's no challenge, no surprises. If you've played Diablo and it's ilk you've learned all the tactics you need for this game. Pick off the stragglers and avoid bringing a big mob down on you.

Quote:
There are moments that look difficult, but it's the frustrating kind of fake-difficulty that sets in when you can't target an enemy despite clear LoS and perfect hit chance for both your merc and him (the roof decided to stay on because the building wasn't 'officially' scouted - only some merc looking inside the window and seeing the enemy and the enemy looking out - yes, I tried the toggle roof key, more than once).


It's not just the roofs, there doesn't seem to be proper occlusion. I was having to dick with the camera just because the target was under a tree or a porch roof. Kept getting the impossible shot until I finally managed to get the camera where the target wasn't obscured from the camera. Or put that another way targeting isn't dependent on your mercs LOS but on whether you can get a clear view with the camera. Camera doesn't tilt either does it? Or at least wasn't mentioned in the tutorial.

In all honesty wasn't expecting this game to be good but it's actually worse than my expectations. I'd even rate Hired Guns above this game based on the demo.

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Corporal 1st Class
Re: Demo released[message #297612] Thu, 02 February 2012 10:36 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
Yakapo
When I do the tutorial, it won't let me go past the part at the shooting range. I've gone through it twice now. I know I probably don't have to go through it to figure it out but I just want to. lol.
Did you wait for them to tell you where the second merc is supposed to go? That got me a few times Embarrassed Also, from skimming official forum, seems like each of the two may only have a single movement and a single shooting order - nothing else.LCJr.
It's not just the roofs, there doesn't seem to be proper occlusion. I was having to dick with the camera just because the target was under a tree or a porch roof. Kept getting the impossible shot until I finally managed to get the camera where the target wasn't obscured from the camera. Or put that another way targeting isn't dependent on your mercs LOS but on whether you can get a clear view with the camera. Camera doesn't tilt either does it? Or at least wasn't mentioned in the tutorial.
Yeah, didn't want to go too deep into details with this. Tilting is [CTRL] + moving mouse, but the angle is a joke. Also, did I just miss it or is there no first person view? I found that very helpful in 7.62 to check LoS and missed it dearly with the BS camera we got here.

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Captain

Re: Demo released[message #297615] Thu, 02 February 2012 11:08 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
I can wholeheartedly agree about the controls, they're a mess. What's bugging me most is that you virtually can't see jacksh*t! You can either see your merc(s) or the enemie(s) and you can never tell from where shoots are fired and who fired them. You have to keep hitting pause to bring up the "orders bar" and see which merc still has a fire order and which hasn't cause you rather keep the enemies in sight. So when they're not hurt, you don't know whether your merc missed or hasn't fired a shot yet or maybe already has fired all of them. That of course is all the worse the more mercs you ordered to fire at the same target. You really don't feel like you're in control of anything cause you mostly have no idea what's going on. Especially since the vision cones of your own mercs are rarely displayed so you have to wildly guess whether your position is favourable or not. Being shot through "soft" barriers (like the camouflage net on the hut in the south) but not being able to shoot back for no apparent reason is another oddity that came up.

The overall feedback about what's going on and how the situation is set up is basically non-existent. Those visibility and noise meters next to the portraits aren't helpful at all, they're more of a distraction than anything else.

And placing the target cursor can take ages, especially when youre trying to hit someone in the head. You often have to completely zoom in on the target to even see the proper tooltip turn up.
That reminds me: did anyone of you notice any "side effects" about hitting the different body parts? I tried shooting the legs of assaulting enemies over and over but nobody ever fell down or dropped his weapon when hit on the torso, even with the shotgun.

Not being able to "jump" the view on the minimap is also annoying. And there are yet other minor quirks in the interface, like when you set one merc to burst mode but then decide not to and switch back to single. It took me a couple of tries to realize that the (paused) game then does not merely "cancel" the burst mode switch but instead occupies the merc several seconds with switching the firing mode to burst and back again when unpaused.
Or that there's no success prediction on healing actions when you use a medkit/syringe on another merc's portrait, which is highly advisable, though, cause it's not easy to target them in the main view.
Also, why is there no "select all" button?! Maybe there's a hotkey for that, but as far as I remember that wasn't mentioned in the tutorial.

Oh, and anything short of an assault rifle seems to be completely superfluous in the demo sector. Take Fidel with his puny MP. When he was sitting next to the others, while Magic had "sure hit" on the head to an enemy who had closed in considerably, and even Danny with the shotgun had "likely hit" to the body, Fidel had "no chance" all around. But well, once you have Lynx switch to the (haha) Druganov - for which, thankfully, is a crapload of ammo lying around - his rifle is up for grabs, anyway.

All in all, I'm really disappointed by that demo. I thought I'd merely have to arrange myself with a RTwP system (that's hard enough), but to me, the hideously handled controls and interface make that nigh unplayable.
But hey, I tried. So like DepriBrot I at least get the satisfaction of being able to safely say "I told you so" without people arguing that I shouldn't condemn something before I had a chance to try it.

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Staff Sergeant
Re: Demo released[message #297617] Thu, 02 February 2012 11:22 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
Fozzie
Being shot through "soft" barriers (like the camouflage net on the hut in the south) but not being able to shoot back for no apparent reason is another oddity that came up.
Looks like another case where any form of concealment for the enemy effectively blocks the player from targeting him. Can sometimes be circumvented by 5-min-of-scrolling-around to find that one angle where You (as in: the player) have clear LoS.

Fozzie
That reminds me: did anyone of you notice any "side effects" about hitting the different body parts? I tried shooting the legs of assaulting enemies over and over but nobody ever fell down or dropped his weapon when hit on the torso, even with the shotgun.
Nope. Then again, I just went for headshots most of the time as the most economic way to drop them.

Fozzie
Oh, and anything short of an assault rifle seems to be completely superfluous in the demo sector. Take Fidel with his puny MP. When he was sitting next to the others, while Magic had "sure hit" on the head to an enemy who had closed in considerably, and even Danny with the shotgun had "likely hit" to the body, Fidel had "no chance" all around.
Lets be fair here, who in his right mind would bring a Tec9 to clear Orta? First thing I did was hand the Druganoff to Fidel so everyone has a decent weapon.

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Captain

Re: Demo released[message #297618] Thu, 02 February 2012 12:04 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
DepressivesBrot
Lets be fair here, who in his right mind would bring a Tec9 to clear Orta?


That's what I was going for, actually. The answer is "noone but the designers of that demo". I'd guess in the actual game you might have more than 4 mercs with far better equipment on the roster before taking on Orta when it has been reinforced up to the maximum number of soldiers. It just struck me as an attempt to make the demo mission "unrealistically" hard, just to be able to say "see, it is tactically challenging!"

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Staff Sergeant
Re: Demo released[message #297620] Thu, 02 February 2012 12:40 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
Oh, I can see some users here doing it just for the heck of it Very Happy
Obviously though, it didn't work. Maybe it does for their core audience, but anyone not blindly rambo'ing the corrugated iron hut would notice the spare rifle eventually. Also, you want to bring even more mercs? Wink

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Captain

Re: Demo released[message #297623] Thu, 02 February 2012 13:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
The only difference in the targeted body part i noticed (despite different CTH) was different percentage of damage in the prediction tooltip.

And yes, it feels like some modern weaponry Diablo: Rush in place, hack'n'slay, heal up, repeat.

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Sergeant Major
Re: Demo released[message #297626] Thu, 02 February 2012 13:48 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1430
Registered:July 2006
Location: People riding polar bears...
Oh, the days when the original JA2 demo was fresh...
Glorious. We'll always have that.

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Sergeant Major
Re: Demo released[message #297633] Thu, 02 February 2012 15:38 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:265
Registered:August 2007
Location: Germany
Hey guys, could you vote here plz: http://boards.jaggedalliance.com/index.php?/topic/461-after-playing-the-demo-how-do-you-feel/

;D

[Updated on: Thu, 02 February 2012 15:39] by Moderator

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Master Sergeant
Re: Demo released[message #297636] Thu, 02 February 2012 15:47 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
Don't feel like signing up on this 'forum' just to cast a vote that will be ignored anyway.

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Captain

Re: Demo released[message #297642] Thu, 02 February 2012 16:41 Go to previous messageGo to next message
Siresmithnj is currently offline Siresmithnj

 
Messages:17
Registered:March 2004
Location: NY
I had high hopes for the game, though I expected the worst.
UI is a mess, inventory management a pain, FOW missing, Strategic involvement is low.

That said, I'll preface this by saying I enjoyed the various UFO games, The last days of Gaia, Brigade E5, 7.62 and Hired Guns. If, like the games I just listed, I accept that this isn't Jagged Alliance it is actually fun to play.
While the lack of FOW definitely limited the amount of strategic involvement in my eyes, the plan and go has some definite potential.

Did I cancel my pre-order, yes. Will I buy it and play it yes... when the price drops.
While it was fun... it is not over $20 of fun. Wink

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Private
Re: Demo released[message #297651] Thu, 02 February 2012 17:04 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
I'm kind of surprised to have read some comments elsewhere of people applauding the Plan&Go system - cause in the whole demo I never ran into a situation where chaining and intertwining orders would have been remotely necessary or even helpful. Most of it was lying down and keeping guard+burst mode up. Then shoot one guy with the "Druganoff" (cracks me up every time) and let the game run its course. Sometimes you run into bad luck and the odd enemy manages to get in a shot, though. Only, why he gets the better shot while running with an assault rifle than my sniper who's lying down, eludes me.

Also noticed a couple of "terrain" bugs. I have no idea how, but in front of the main entrance to the lab building, a bad guy managed to end up on top of the palm tree when I shot him. For the rest of the game he'd hang there in suspension, while the ragdoll physics made him wave his limp arm at me in perpetuation. Inside the building, the space between the banisters surrounding the staircase to the non-existent basement seems to be too narrow. As I entered, an enemy was running on the spot there, unable to actually move. I first thought it was an AI/pathfinding issue, but after I cleared the building I tried walking past it and my merc got stuck there, as well.

And some of the weapon pictures/description seem to be screwed up. Lynx' assault rifle's picture clearly doesn't show an M14 (maybe I misread the weapon's name, but the description was nearly 100% that of the M14 in the original, only they switched "apple pie" for "Hollywood") and when I found a SPAS the description declared it a semiautomatic assault rifle instead of a shotgun.

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Staff Sergeant
Re: Demo released[message #297654] Thu, 02 February 2012 17:10 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
The M14 is probably the EBR variant. As for the SPAS, they likely used the Journalists Guide to Firearm Identification

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Captain

Re: Demo released[message #297662] Thu, 02 February 2012 17:44 Go to previous messageGo to next message
LCJr.

 
Messages:84
Registered:November 2001
DepressivesBrot
Tilting is [CTRL] + moving mouse, but the angle is a joke. Also, did I just miss it or is there no first person view? I found that very helpful in 7.62 to check LoS and missed it dearly with the BS camera we got here.


By tilt I mean change the angle. If you could get the camera horizontal/parallel with the ground it would solve the targeting problems. Luckily the game is such a joke I don't have to worry about it.

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Corporal 1st Class
Re: Demo released[message #297663] Thu, 02 February 2012 17:44 Go to previous messageGo to next message
Sam Hotte

 
Messages:1985
Registered:March 2009
Location: Middle of Germany
Though i still don't like the controls one can get used to it.
So if you get used to a routine of always panning the view back and fro, often needing to rotate camera in order to be able to aim a shot and constantly hitting space to pause - you can maintain something similar to turnbased.

And then at least the part of the battle outside the buildings plays a little bit like JA: go prone behind some trees, take single shots at the assulting red shirts (He, in pause mode they are all red Wink ) and you won't get hit yourself very often nor very hard.

So, yes, i could live with P&G - but the annoying controls and silly UI thingies do big harm to fun and no FoW is taking most of tactical challenge away. Sad

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Sergeant Major
Re: Demo released[message #297679] Thu, 02 February 2012 20:31 Go to previous messageGo to next message
Spetznas is currently offline Spetznas

 
Messages:9
Registered:May 2009
Location: germany (Th
The demo is ready for download by Steam and others Wink.

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Private
Re: Demo released[message #297694] Thu, 02 February 2012 23:19 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
the good:
  • plan and go, mechanics & interface
  • 3d graphics from above
  • no fow (in games where its toggleble I disable fow)
  • lots of weapons (for the demo)
  • relativley easy to use (for a 3d tactic strategy game)

the bad:
  • camera (you need to rotate to work with the environment)
  • ammo tracers missing (visual feedback)
  • no combat interaction with environment (deploy weapon on sandbags.. etc..)
  • simple combat, like other tactic games.
  • weren't able to do silenced gameplay yet (might be the map)

the ugly:
  • head models
  • animations, should be more action like.. now they are moving step by step like.
  • UI, looks ugly .. is functional though
  • 4 logos you have to cancel to get to the start menu...
  • music, I'm very picky about music...

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Sergeant 1st Class
Re: Demo released[message #297704] Fri, 03 February 2012 00:33 Go to previous messageGo to next message
Burns is currently offline Burns

 
Messages:11
Registered:January 2012
A little confused with FoW. I think of Fog of War as the "black shroud" in games like C&C, Warcraft and Starcraft.

So with that in mind, JA2 (at least 1.13) doesn't have Fog of War. Its all based on what or who your mercs see. The map certainly never gets covered up with anything. So the fundamental problem is the lack of proper line of sight...

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Private
Re: Demo released[message #297709] Fri, 03 February 2012 01:03 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
Fog of War is a general term and applies to both systems or -in a wider sense- a general lack of information in combat and warfare. SC and WC represent a total lack of preliminary reconnaissance, leaving it up to the player to discover even the terrain. JA2's system implies that R.I.S. provided you with aerial/satellite coverage of Arulco so that you have reliable information about static structures but no real time information about the tactical situation in each sector. BiA is the other extreme and gives you full information about every unit on the map at all times without scouting.

Whenever you read FoW on this forum, you can assume it means that all mobile objects outside your merc's field of view are hidden but the map itself is shown correctly.

Btw, in a sense, JA2 does have SC style FoW in the Orta basement or palace bunker which you must uncover room by room Wink

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Captain

Re: Demo released[message #297721] Fri, 03 February 2012 05:48 Go to previous messageGo to next message
dinglehopper is currently offline dinglehopper

 
Messages:134
Registered:January 2008
Seems the demo was generating to much bad press. The demo has been unavailable for download for most of the afternoon on both steam and the site.

At least that is what I am experiencing. Steam does nada when you click on download button, site says downloads under maintenance.

I was gonna get the game, fully knowing it will be a stinker. But i wanted to do my part to show JA deserves a future, plus i figure there must be some good takeaway from the game.

DH

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Sergeant
Re: Demo released[message #297726] Fri, 03 February 2012 09:49 Go to previous messageGo to next message
Fozzie is currently offline Fozzie

 
Messages:183
Registered:April 2010
Location: Germany
DepressivesBrot
Btw, in a sense, JA2 does have SC style FoW in the Orta basement or palace bunker which you must uncover room by room Wink

Sure that you didn't mean "Tixa basement"? Wink

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Staff Sergeant
Re: Demo released[message #297739] Fri, 03 February 2012 11:12 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3692
Registered:July 2009
Never actually reached Orta on standard maps, the above statement is definitely true for AIMNAS though.

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Captain

Re: Demo released[message #297745] Fri, 03 February 2012 14:45 Go to previous messageGo to next message
Finn is currently offline Finn

 
Messages:85
Registered:October 2008
Location: Sweden
Hey guys. Long time, no see.

Just got back here because I heard of the new demo, and I was reading your posts while downloading it. But I guess I won't need to try it out (I will though, don't worry) to know it sucks.

Glad to be back.

Oh and that "journalists' guide to firearm identification" made my day. I laughed so hard I cried.

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Corporal 1st Class
Re: Demo released[message #297765] Fri, 03 February 2012 18:19 Go to previous messageGo to previous message
viracicha is currently offline viracicha

 
Messages:102
Registered:November 2007
i was surprise to see one of cagemonkey picture in the demo, i hope they gived him a lot of money....

http://img811.imageshack.us/img811/4027/deid.jpg

Uploaded with ImageShack.us

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Sergeant
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