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Old 05-25-2006, 07:31 PM   #201
Dmio
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Default Re: Touchy-Feely Stats

Quote:
Originally posted by MadMax:
Quote:
Add A sound pack with new Blade VoiceOVers as well as old VOiceOvers. a good example will be when Radek is behind the Plasma Wall/screen, Blade could Whoope a line out like, he did to Alexis in Sin, (There's 250 Pound of Whoops ass coming for you (somthing liek that) Give Blade back his Self.
Thanks for this unintended suggestion, I will try and include this exact line in my Blade dialog mod! I was still searching for a fitting line for this scene.
[img]/forums/images/graemlins/laugh.gif[/img] it was all on purpose :P some how [img]/forums/images/graemlins/tongue.gif[/img]
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Old 05-25-2006, 10:58 PM   #202
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Default Re: Touchy-Feely Stats

Here's a suggestion for Sin episodes: if you kill off Blade, it better be like Michael Corleone in Godfather III. And no horrible irreversable disfigurement. Blade kills people/mutants and then goes out and gets laid. Any end-of-episode cliffhangers or plot devices that appear to break such a rule and enrage me furiously will be forgiven so long as the above tenet holds true.

Jessica however is fair game, it would just be her karma for dating or being related to Radek (it's inconclusive, but hopefully not both-- eww). I'm thinking maybe use her place in the game as a sort of Bond girl for each 3-ep block.
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Old 05-26-2006, 07:14 AM   #203
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Default Re: Touchy-Feely Stats

Quote:
Originally posted by djbell:
I'm thinking maybe use her place in the game as a sort of Bond girl for each 3-ep block.
Hahaha. Nice.
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Old 05-26-2006, 01:30 PM   #204
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Default Dear Ritual Entertainment

Dear Ritual,

I hope this is the official feedback thread since im posting this here. If its not, please feel free to movie it into another thread.
My toughts about Sin:Episodes are: I just bought the game and
im really enjoying it, and im not in any rush to finish it either, so to anyone who wonders, " How can she post comments even if she hasnt finished the game yet? " .. Live with it.
Graphics are great, even on a old computer like mine. And it runs
very very well, soo keep up with the good work Ritual! Its nice to know older computers havnt been forgotten :-)
Music is top notch, and the Personal Challenge System (tm) is a BIG PLUS! Luv it!!
My really really big complaint is about the female characters, sorry
guys but it would be soooo nice if the "main evil " Elexis would look
like a normal woman. Im not a feminist or anything but some "adjustements" would be nice..
Blades sidekick Jessica is a strong independent character on her own, so im worried she might end up as a "Bond Girl" which would be a HUGE screw-up (pardon my language, but you guys at Ritual really have a good character here, so dont waste her away
! ). Iv also read that people want more Blade, well i have to disagree since it would be really nice to play as Jessica too. Silent hero types with huge muscles are simply out nowdays. Sorry.
My bottom line is: You guys have a good idea with this episodic content thing, and it feels just like a T.V series, so continue on that,
but remember, it shoudnt all be about Blade. There are other charactres too, who whould deserve a episode or two around them!
All the best: Maria
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Old 05-26-2006, 03:29 PM   #205
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Default Re: Dear Ritual Entertainment

Cool ideas about Jessica there, Autumngirl. I don't see the harm in the change of perspectives so long as its an option to choose and not enforced - that kind of thing can really upset your fan base! I think it would work once the series has got to the point where continuity isn't a problem (I think there are going to be 'prequel' episodes somewhere down the line, y'see).

Elexis...well, that's Elexis I'm afraid. This a sequel and that's just what she looks like. After I think basically two (or is it three? I dunno) other games her appearance is pretty much fixed. Treat her like a pantomine villain, its what I do! (no offence to the story writers intended)

I personally think that if you're going to fight enemies carrying a certain kind of weapon, there should at least be a chance of picking up what they're carrying. If you're going to employ chaingunners as bad guys, the player ought to have a chance of picking one up. I find that kind of thing really breaks my suspension of disbeleif. Sure, they blow up, so there's a chance the weapon will be damaged beyond all repair, but come on! Not even some ammo? Or a weapon that's near destroyed and will only fire the ammo it has left when you find it, then breaks when it runs out so you drop it and have to get another one?

Don't get me wrong, I enjoyed dodging chaingunners as much as the next person, but when they started appearing I was sure I was going to get my hands on that fantastic chain gun from the original. After a while I kinda forgot about it, but I really noticed it on the second play through. I accept its not going to be added to ep1, so I'll get over it, but could you guys think about it when you're writing future episodes?

All the above is just my extremely amateur-gamer non-hardcore opinion, which you're free to disregard. I'm not trying to slag anything or anyone's personal perception of the game, so please don't flame me. I won't cook through properly, and will make a very nasty smell...


Cheers in advance and that.
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Old 05-27-2006, 04:22 PM   #206
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

I post a lot of negative stuff on these forums, so here's my positive feedback:

-killing bad guys is rarely this satisfying
-dopefish
-the level design is expertly and beautifully done
-blowing sh*t up is rarely this satisfying
-dopefish
-the (now working) personal challenge system
-end/credits and general game vibe
-weapon balance (for the few there are)
-secrets/dopefish

Did I mention that the dopefish and secrets are freakin' awesome?
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Old 05-27-2006, 04:51 PM   #207
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

My views:

Like everyone else has said, we need more of Blade talking, definitely. It's just hilarious to hear him talking to people and getting annoyed and agitated.

The weapons are excellent. My major complaint with HL2 was with the lack of decent weapons. They felt like pea-shooters. The ones in this game rock. More than Black, I could say.

Make it more story-orientated. The 'cut-scenes' in the game rule, and I've saved them all separately. I particularly liked the Bitch fight between Jessica and Elexis, both powerful women.

As people have said, a profanity filter would be good (not that I would use it). It would also be nice to hear more swearing. It was a refreshing and surprising change from the norm.

Nudity. It's been said before. It would be awesome to have some. SiN, in my opinion, is a very sexy game. It's cool, it's sassy, and it's different. Because of this, I really do think that you guys need to go the extra mile and make a nude scene. I'm not asking for porn, or anything like that (that would very likely break the superb atmosphere that you've created), but I'd love to see Elexis (or even Jessica) in the flesh, so to speak.

A mini-gun section: the one in the original was short but fun, so it would definitely be nice to see a 'sequel' to it, maybe a little longer and with other aircraft.

Missions with other HardCorps members would be excellent, as would battles with other 'security' teams. Imagine that, think of the Call of Duty style city assaults, as your squad takes on another.

I'd like to see lots of buildings to go in for this city-fighting, so we could snipe and stuff.

Selective dialog. Adventure game style, at some points during the game, you should get to choose what you want to say to people.

I'd like a few Half Life 2 references actually, that stuff always makes me giddy.

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Old 05-27-2006, 09:51 PM   #208
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Default SiN Episodes: Emergence Suggestion

My only suggestion is that I'd like a 'Play Time' stat in the "General>Time" stats section so players can compare how long it took them to complete the game.
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Old 05-28-2006, 10:49 AM   #209
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Default Re: SiN Episodes: Emergence Suggestion

Quote:
Originally posted by Danial:
My only suggestion is that I'd like a 'Play Time' stat in the "General>Time" stats section so players can compare how long it took them to complete the game.
In the interim, as long as it's in a non-HardCORPS mode, you can divide deaths by deaths per hour to get the number of hours played. [img]/forums/images/graemlins/smile.gif[/img]
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Old 05-28-2006, 04:47 PM   #210
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Default Re: SiN Episodes: Emergence Suggestion

But it shouldn't be too hard to have the exact time played, no?
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Old 05-28-2006, 05:25 PM   #211
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Default Re: SiN Episodes: Emergence Suggestion

I modifed a script file to add total time played to the stats display, which seemed to work good. But when I asked in the IRC channel about it not being included from the beginning I was told that it was buggy and didn't display the time reliable enough, which is why they removed it from the stats.
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Old 05-28-2006, 06:16 PM   #212
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Default Re: SiN Episodes: Emergence Suggestion

Hopefully they can get this fixed for episode 2. So was your script reliable, or did it suffer the same fate?
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Old 05-28-2006, 11:32 PM   #213
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

I like how they added a mini game (whack a grunt) so I was thinking, why not bring back the training institute from the original Sin? They could do so much with it and make really interactive (like open the fridge and toss out soda cans, comstatio, bathrooms where you can mess with the faucets and such, computers ,etc). It's also fun to compete with your friends in whack a grunt so I think a training center would be pretty interesting.
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Old 05-29-2006, 12:30 AM   #214
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

It'd be interesting if they opened different parts of it in each episode, depending on what kind of mission you were about to go on. Like, if you were expecting to have to drive in a car chase, they could open an area for you to practice driving, or if you were going on an assassination mission or something they could open the sniper target range, etc.
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Old 05-29-2006, 01:13 AM   #215
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

Oh yeah! And this time the highscores could actually be real player's scores! Excellent idea!
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Old 05-29-2006, 05:10 AM   #216
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

Oh, I have a few more points that are just, well, you'll see.

When you first meat Jessica and she gives you the gun, if you tray to open the door she tells you to break the window to get in. afterwards she ends up picking the lock :?

Why is it that every paper towel dispenser only has 1 sheet left?

faucets don't usually turn themselves off, do they? I know flowing water off the sink onto the floor is hard, but. . .

And just 'cuz its important, a flashlight.
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Old 05-29-2006, 05:17 AM   #217
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

Quote:
Originally posted by he_the_great:
faucets don't usually turn themselves off, do they?
Doors don't usually close themselves, either.
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Old 05-29-2006, 09:55 AM   #218
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Default Re: SiN Episodes: Emergence Suggestion

Quote:
Originally posted by ertertwert:
Hopefully they can get this fixed for episode 2. So was your script reliable, or did it suffer the same fate?
My script didn't calculate the time, I just modifed a script file (only consisting of which fields to show). I though the numbers looked somewhat correct, and that was when I asked about it. So yeah, it suffered the same fate [img]/forums/images/graemlins/smile.gif[/img]

If you would like to see it in action for yourself, extract the file "SE1/scripts/stat_display_layout.txt" to your game dir and add the lines <font class="small">Code:</font><hr /><pre>"STAT_TOTAL_TIME" "time"
"STAT_ABSOLUTE_TIME" "time"</pre><hr />(taken from "stats_definition.txt")

Apparently, this is the time value used to calculate the "Time spent in combat" value as well, but since that is shown as a percentage and not many people will bother to manually time it, I guess they didn't feel that it had to be that accurate.
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Old 05-29-2006, 03:13 PM   #219
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Default Re: SiN Episodes: Emergence Feedback and Suggestio

Quote:
Originally posted by Smoke39:
Quote:
Originally posted by he_the_great:
faucets don't usually turn themselves off, do they?
Doors don't usually close themselves, either.
Right I forgot about that one, and it really annoys me too.
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Old 05-31-2006, 02:42 AM   #220
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Default Re: SiN Episodes: Emergence Suggestion

How do you extract the file?
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Old 06-01-2006, 01:07 PM   #221
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Default Re: SiN Episodes: Emergence Suggestion

I have another suggestion. May have already been mentioned, maybe not.

In SiN, there were a couple of times where there was more than one way to reach a level, often by completely skipping intermediate ones. While I realise that Sin Episodes isn't split into 'levels' as such (unless you count each episode, which would make what I'm suggesting impossible), perhaps it might be worth including shortcuts and dual routes through sections? It could be that the longer route is actually the hidden one maybe, that is only available via a certain score on the secrets tally. Or something. You're the stat's masters, not me! Obviously I'm not telling you how to design your game. Well, I am, but in a 'could we have something like this?' sort of a way. Friendly like. Um.. I'll stop digging now before my 'DG misunderstanding critical event' paranoia takes over completely.

I'll summarise:

I understand if its asking a lot of the game engine, but i don't know about these things, and i think that was a nice touch in the original.

I hope I've explained what I mean correctly. If I haven't then I've just waffled complete nonsense for no reason. But its been a long day at work. So bite me. [img]/forums/images/graemlins/tongue.gif[/img]
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Old 06-01-2006, 02:39 PM   #222
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Default Re: Dear Ritual Entertainment

Quote:
Originally posted by AutumnGirl:
... it would be really nice to play as Jessica too.
That is a cool idea. I agree with the other reply that the episodes need to get established a bit before doing that.

Here's another idea along the same line - how about playing as JC? You'd need some subplot where he gets kidnapped and has to escape or something. Maybe add a bit of hacking into the gameplay - something like System Shock, Dystopia or Deux Ex.

But Blade talking like he did in the original is what I want to see/hear in the next episode or two.
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Old 06-02-2006, 05:00 AM   #223
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Default Re: Dear Ritual Entertainment

I think the games menu's need to be changed - ie: they are the same HL2 menus but in blue??!!!

lets at least change the shape or the style slightly guys hey?? I mean the main reason it looks a bit like HL2 is because all the menu's/loading bars hav'nt been changed (aprt from colour) since HL2.

SiN 1 had a fantastic and original menu system, shame to be left with valve's left overs in emergence.
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Old 06-02-2006, 05:41 AM   #224
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Default Re: Dear Ritual Entertainment

I know its to add atmosphere and all, but not so dark. Having to fiddle with the brightness all the time does nothing for the immersion.
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Old 06-02-2006, 08:43 AM   #225
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Default Re: SiN Episodes: Emergence Suggestion

Quote:
Originally posted by dunklezhan:
I have another suggestion. May have already been mentioned, maybe not.

In SiN, there were a couple of times where there was more than one way to reach a level, often by completely skipping intermediate ones. While I realise that Sin Episodes isn't split into 'levels' as such (unless you count each episode, which would make what I'm suggesting impossible), perhaps it might be worth including shortcuts and dual routes through sections? It could be that the longer route is actually the hidden one maybe, that is only available via a certain score on the secrets tally. Or something. You're the stat's masters, not me! Obviously I'm not telling you how to design your game. Well, I am, but in a 'could we have something like this?' sort of a way. Friendly like. Um.. I'll stop digging now before my 'DG misunderstanding critical event' paranoia takes over completely.

I'll summarise:

I understand if its asking a lot of the game engine, but i don't know about these things, and i think that was a nice touch in the original.

I hope I've explained what I mean correctly. If I haven't then I've just waffled complete nonsense for no reason. But its been a long day at work. So bite me. [img]/forums/images/graemlins/tongue.gif[/img]
We know what you mean. There are some 'slight' alternate routes in Emergence, for example in Supremacy Tower. On my second run through (near the top of the tower/end of level) there is a door you can go through OR you could choose to run along side the building. I know it has somewhat no relevance to what you were saying, but the idea is still there.

I agree with you though. It will be extremely hard to do, but if pulled off correctly it would ensure that SiN Episodes has unremarkable re-playability. Action based outcomes would almost definately come in to play here. Blew up a building in the previous episode? Well Haha! You've got nothing but rubble. Didn't blow it up? Well too bad, you're going to have to make your way through it.

As I said before, it could really give SiN: E unremarkable replayability if it can be done.
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