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Old 06-28-2006, 11:01 PM   #301
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by JKCarrier
I also couldn't figure out why Jessica kept leaving at random intervals. "I'll go get the car and meet you on the other side." Um, why don't we BOTH take the car? How come Blade has to go on foot, alone? He's the one who's sick, remember? Some partner you are. I think it would be funny if the next episode started off with Blade reading Jessica the riot act: "Oh sure, I get pumped full of radioactive jell-o, and you're all 'You have to keep going, we have to catch Radek'. But when you get it in the neck, suddenly it's 'Ooh, go on without me, I need a nap.' Enjoy your new assignment as crossing guard at Freeport Elementary, rookie..."
Hahaha. Nice.

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Old 07-02-2006, 07:09 AM   #302
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Some ideas
Some ideas.

1. It would be nice if you could carry around a few spare med packs on your belt, around 3 that you could use at lesuire when you need them Would need a "use medpack" key.

Would save up some of all that backtracking when you run back to get health and currently its rather clumsy to run around with a bin full of med packs.

2. Picking up stuff with the use key, currently I think the range is a little to short you have to practilly stand on the object you want to pick up so if it was increased by an arms lenght it would be better for gameplay since there would be less chance of people standing on the object they are trying to pick up feels a little clumsy in my opinion.

Aswell when your low on health and a bunch of angry men wants to harm you it would be nice to be able to grab that medpack without them filling you up with a lead diet.

Picking up armed incendiary grenades is something that should take priority over other objects ive lost count over the times ive picked up an enemy magnum instead of that sizzling grenade that wants to make me sound like bacon. It would help out a lot if the inc grenade was prioritized since you dont really have much time to react on it.

3.Seing Blades body when you look down, mostly just a cosmetic appeal, but it would make it feel more like your actually Blade the biggest baddest moth... well you know the rest.

4. So far you can do a lot with the weapons besides shooting, beat people over the head or shoot that guy way over there with the zoom key a nice aditional touch would be if you could lean around corners and shoot aswell, would come in handy when running low on health or allow players to either go guns blazing or be more slower and discreet in how they approach the enemy. Camoing wouldnt really be an issue since well the enemy do have incendiary grenades.

5. Carry bodies over your shoulder, pick up bodies with the use key and carry them around like the latest fashion trends, could offer some modest protection against firearms or you could build a small fort out of bodies. Anyway it would open up for completing missions using stealth.
---

However I do miss alot of things from original Sin most noticable would be integrated Armor, Silencer or Akimbo for the Magnum.

Something that Emergence lacked was a decent sub machine gun its a low tier weapon and in my opinion should have been in emergence since its such a basic firearm.

One thing regarding the alt fire on the magnum, shottie and assault rifle is how and where does Blade reload them, so will we get a secondary reload key in the future because right now it seems a little incomplete to not being able to do so.
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Old 07-03-2006, 03:08 PM   #303
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Am I the only one who didn't find the chaingunner too difficult? All I did was used the assault rifle and aimed it right at his head as soon as a saw him. You have to do it right away so he doesn't get his gun spun up to speed before you kill him. He usually got 2 or 3 bullets out that just whizzed past me before he exploded.

The other option is grenades. They are slow walkers, so I often ran back into the room I just came from and tossed a grenade back through the door where the enemy was coming from. If I started to get hit a lot by them then the game stopped putting as many of them in the level.

The chaingunner worked fine for me
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Old 07-03-2006, 06:30 PM   #304
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

The chaingunner was not difficult at all. It had a built in, hugely exploitable vulnerability: the minigun spin-up.

In fact they caused less of a problem than most other enemies, notably the assault rifle grunts.

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Old 07-03-2006, 10:33 PM   #305
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

The Chaingunners easy? Well, you're a better player than I am. Any time I couldn't just grenade them, I was in trouble.
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Old 07-04-2006, 02:07 AM   #306
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Are you guys talking about Pre or Post patch? :P

That can make all the difference. Pre-patch, the chaingunners were hard as hell, post-patch they're fairly easy.

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Old 07-04-2006, 08:55 AM   #307
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by Cynosure
Am I the only one who didn't find the chaingunner too difficult? All I did was used the assault rifle and aimed it right at his head as soon as a saw him. You have to do it right away so he doesn't get his gun spun up to speed before you kill him. He usually got 2 or 3 bullets out that just whizzed past me before he exploded.

The other option is grenades. They are slow walkers, so I often ran back into the room I just came from and tossed a grenade back through the door where the enemy was coming from. If I started to get hit a lot by them then the game stopped putting as many of them in the level.

The chaingunner worked fine for me

Always tought the problem with the chaingunners was the guy with shotty splattering your kidneys all over the floor when you try and take one out, because theres always a guy with a shottie waiting to do just that...
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Old 07-04-2006, 10:57 AM   #308
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Sorry if this has been posted before but the "search" on the new forum software is limited (non-existent?).

I'm a sloooooow player. I don't think I'm ever going to finish the game in HardCorps mode because I can't put aside that amount of uninterrupted time. I have to do things like eat and sleep . How about allowing a save on "QUIT" (it already asks, just doesn't do it!) which is deleted immediately after load? I'm sure it would help speedier players with limited time, as well.

Cheers

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Old 07-04-2006, 02:53 PM   #309
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by Kolonel_Klink
Are you guys talking about Pre or Post patch? :P
Post-patch. Yes, I suck. :P Playing tag with those guys in the construction yard is about a thousand times more difficult than the final boss battle.
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Old 07-06-2006, 10:51 AM   #310
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

This is my personal opinion on “Sin: Emergence” in general terms I like the game and my score is 8.

Entering mainly in the detail I will list the things that I like, the things that I dislike or that I would appeal to to see in the next episode.

I like:
+ the fighting and the game offers a very good joking-level
+ use of physics
+ Characters: Elexis, JC, Jessica and Viktor Radek
+ the final video one that anticipates what it will happen in the next episode (just like in the telefilm).

I dislike:
- The movement of Blade that seems to skate instead that to walk or to run (it is a defect that I have noticed in all the games that use source engine to es. Vampire)
- Blade speaks little, would have to speak more
- The presentation of the game is too much simple, I would be like an introduction more interesting.
- The end at the game is the final usual with the boss of the end level I would appeal to a the end more interesting to me like that one than HL2: episode 1.
- Source the engine.

I would appeal to see to me in according to the next episode:
· Improvement of physics with puzzle that they use physics like as an example in Tomb Raider: Legend
· When Blade completes of the actions would appeal to see the hands to me, as it happens as an example in Fear
· Several Locations, most possible various from those of HL2 and that all in the afternoon are not acclimatized (this are my impression) but in other hours of the day, according to episode it would have to use the HDR if not me mistake.
· One history more interesting
· More several weapons and various

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Old 07-13-2006, 07:23 PM   #311
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

ok, so this first episode is madd fun. get the teasing up by elexis it just adds to the story and makes u wanna get to kick her a$$ quicker, anyone woh says that its porn n shouldnt be in games, is just either immature or getting the wrong game. secondly get the steam crap outa it, just have it as a game, having to go through steam at the start n download heapsa crap is just plain annoying and pointless. the dual action pistols is a good idea but no dual shotguns, perhaps uzis or something would be cool too. lastly make the second episode longer, like the original sin, and get Blade saying stuff, not just wat ya got n crap like that. all in all you guys did a mint job n keep up the good work fellas, any idea what the 2nd episode is gonna be called? chur
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Old 07-14-2006, 02:29 AM   #312
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by shark
...secondly get the steam crap outa it, just have it as a game, having to go through steam at the start n download heapsa crap is just plain annoying and pointless...
Welcome to the wonderful (and I use that term loosly) world of Steam. I'm just like you in that I don't like Steam, however I even have to admit that Steam is useful for updating the game quickly and effectively. Plus, SiN wouldn't have 'episodic distribution' if it wasn't for Steam.

Quote:
Originally Posted by shark
...lastly make the second episode longer, like the original sin...
It would kind of defeat the purpose of episodic now would it? I also don't want to have to wait even longer just for another episode to come out.

Quote:
Originally Posted by shark
...and get Blade saying stuff, not just wat ya got n crap like that...
Already been discussed heaps of times. I believe Ritual are adding in the Blade talk. I just hope that this 'talking' isn't just used as taunts when killing people, rather used in cinematics. Some people believe the whole 'Gordon Freeman silent treatment' is 'immersive.' I find it plain crap.

I've said it before and I'll say it again: if there is no Blade talk there is no real reason why Eric Mills should be around. If you've got the talent, use them to their full potential, not just for 2 lines.

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Old 07-15-2006, 12:35 PM   #313
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

I have 3 quick questions:

#1 Is this game compatible with windows 98 se

#2 Do this game have editor tools, where i can make maps, characters and guns?

#3 I heard that this game doesnt have multiplayer, please tell me this is a joke?

Thanks

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Old 07-15-2006, 04:45 PM   #314
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by Untouchable2K
I have 3 quick questions:

#1 Is this game compatible with windows 98 se

#2 Do this game have editor tools, where i can make maps, characters and guns?

#3 I heard that this game doesnt have multiplayer, please tell me this is a joke?

Thanks
1. dunno
2. toolkit is being planned to be released
3. like HL2 wasent released with multiplayer Sin E wasent released with it but multiplayer is planned to be released...
4. you get Sin1 the original game aswell with Sin Emergence...
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Old 07-15-2006, 07:24 PM   #315
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Alright i found out the information about windows 98 se, and it seems like it will work on it. Also thanks for the extra info.

I already own sin and wages of sin tho, pick them up last year at a convention center , both for 5.99.

I look foward to the tool kit and multiplayer mode. Just make sure its gamespy tho.

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Old 07-15-2006, 09:17 PM   #316
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by Untouchable2K
Just make sure its gamespy tho.
No can do. SiN E started on Steam and it will remain on Steam.

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Old 07-16-2006, 01:55 AM   #317
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

hmmmm, ok what about this. When they release a multiplayer addon for sin episodes, will there be a mode for single player bot match?

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Old 07-17-2006, 09:58 PM   #318
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by Untouchable2K
hmmmm, ok what about this. When they release a multiplayer addon for sin episodes, will there be a mode for single player bot match?
Uhh, ever heard of Arena mode? There really isn't a point for multiplayer bot match when you already have a form of it.

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Old 07-19-2006, 09:09 AM   #319
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by JKCarrier
Having played through the game several times, I've come to the conclusion that while the gameplay is swell, the story doesn't make a whole lot of sense.

Supposedly, the reason Blade and Jessica have to go after Radek right away (instead of getting Blade to medical attention) is so they can find out what Blade was injected with. But right there at the start of the game, Jessica picks up the syringe that still has some of the blue goo in it. Why don't they just take it to a lab and FIND OUT what it is? (especially after Radek admits he doesn't know what it is either?)

Then there's the bit with the guy at the docks, who tells Blade that he'll have to take a long detour through the lighthouse, the wrecked ship, etc. in order to sneak into the SinTek tower. But in the end, Jessica just ends up ramming her car through the front door anyway, so what was the point of all that? (especially since Blade wasn't being particularly stealthy in the first place)

I also couldn't figure out why Jessica kept leaving at random intervals. "I'll go get the car and meet you on the other side." Um, why don't we BOTH take the car? How come Blade has to go on foot, alone? He's the one who's sick, remember? Some partner you are. I think it would be funny if the next episode started off with Blade reading Jessica the riot act: "Oh sure, I get pumped full of radioactive jell-o, and you're all 'You have to keep going, we have to catch Radek'. But when you get it in the neck, suddenly it's 'Ooh, go on without me, I need a nap.' Enjoy your new assignment as crossing guard at Freeport Elementary, rookie..."

Like I said, the game *plays* great, which is the most important thing. But that script could've used a couple more drafts to work out the kinks, I think.
I too agree it could use shapening up but it was very well done, minus Jessica who went on claming she knew what kind of man Radek is. Makes me think that the two have history together, possibly past lovers or something. What we need is to get Jessica and Blade back to Hardcorps HQ in Episode 2 and talk to JC in a story sequence to get some confusion ironed out... and let Blade get some medical attention, rest or something. Why was Blade on a table recieving an injection? Why/how did he get captured? What are the details behind SinTEK's/Elexis's return and histories between the end of the original SiN and SiN:E?

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SiNNER for life.

Last edited by RATBURN360 : 07-19-2006 at 09:15 AM.
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Old 07-19-2006, 11:05 AM   #320
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by RATBURN360
I too agree it could use sharpening up but it was very well done, minus Jessica who went on claiming she knew what kind of man Radek is. Makes me think that the two have history together, possibly past lovers or something. What we need is to get Jessica and Blade back to Hardcorps HQ in Episode 2 and talk to JC in a story sequence to get some confusion ironed out... and let Blade get some medical attention, rest or something. Why was Blade on a table recieving an injection? Why/how did he get captured? What are the details behind SinTEK's/Elexis's return and histories between the end of the original SiN and SiN:E?
All good questions which need answers. A love triangle with JC, Jessica & Radek would be pretty hard to pull off. I hope it would be done better than the one with Alex, Telsia & Kleeya

We certainly need explanations as to what Blade & Jessica were injected with.

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Old 07-19-2006, 03:13 PM   #321
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by ertertwert
Uhh, ever heard of Arena mode? There really isn't a point for multiplayer bot match when you already have a form of it.
Alright

I planned to pick up sin episodes next month.

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Old 07-19-2006, 03:51 PM   #322
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Quote:
Originally Posted by Raveness
All good questions which need answers. A love triangle with JC, Jessica & Radek would be pretty hard to pull off. I hope it would be done better than the one with Alex, Telsia & Kleeya

We certainly need explanations as to what Blade & Jessica were injected with.
Radek is pretty hot though dont you think ?
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Old 07-19-2006, 06:00 PM   #323
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

Not my type. His face looks like its gone through second hand smoke for decades.

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Old 07-20-2006, 03:50 AM   #324
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

I'm a guy, and thus am not a good judge as to discerning what makes a guy "hot." But I think Radek looks "cool" with his rugged face and all.

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Old 07-24-2006, 11:45 AM   #325
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Default Re: SiN Episodes: Emergence Feedback and Suggestions

This game is cool,I've had more fun as with the most other shooters I've played and I only play FPS.
I'm sure sin episodes 2 will be at least good as ep 1.
But anyway, I've to note something because I'm a little concerned about it.

The 3 weapons + grenades are good enough,please leave it at that !

And don't change them,especially for the MP they are exactly what you need.


Mainly the sec firemode of the magnum is just awesome.
That you can shoot with it trough walls makes the thing very interesting.
It demands skill and maybe a little bit of luck to hit on this way.
You can taste it in the turbine map in arena mode.
If this will be possible on the same way in multiplayer, I had a lot of fun

I think the game would have in his present form a lot of potential in MP.
The game ist fast,movement feels good,looks nice is simple but stylish.
It's just a realy nice shooter Keep up the good work !
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