vonAchdorf
Arcane
- Joined
- Sep 20, 2014
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The trailer is pretty neat and works well for presenting the game.
With its release date recently announced, Joseph Williams from Whalenought spoke to Harry Mitchell about their new tactical cyberpunk CRPG Mechajammer.
Interview:
With its release date recently announced, Joseph Williams from Whalenought spoke to Harry Mitchell about their new tactical cyberpunk CRPG Mechajammer.
I can see why the ended up with this latest art style vs some of the earlier ones, but the original one looks best still. The game now seems very busy, oddly twitchy, gives a completely different vibe from what used to be Copper Dreams:I like the first one with the PS1 esque metal gear solid graphics and grandia turn based combat with turn progress bar.
The game looks so muddy and low resolution I can barely make out what the fuck is going on in the video. They had several really good art styles going on, and it's disappointing that this is the one that they settled on. I'm talking about the art style because that's literally all that I have to go on, they haven't revealed anything else to discuss about the fucking game. Watch it be some shitty pixelated isometric action game, akin to Hotline Miami except turn based. Also, expect it to be very short and shallow. How they go from this,
to the shit we have now. The game looks great in these screenshots, and IK these are taken across several different versions but I mean the overall style and aesthetic, which could have been polished to excellence! And now? Generic, muggy dogshit.
After having watched the video, not feeling it in terms of gameplay. Graphics and interface looks ok, but it looks very shallow when out exploring the world
After having watched the video, not feeling it in terms of gameplay. Graphics and interface looks ok, but it looks very shallow when out exploring the world
What makes you say this? Genuinely curious.
EDIT: also, what are you comparing it to?
Im comparing it to Underrail for example, which was done by a very small team as well. The post tutorial gameplay just looks boring, you and an army of npc's exploring an uninspiring game world and rolling some dice.
The full soundtrack is already on YouTube: https://www.youtube.com/playlist?list=OLAK5uy_kemVuBgDxEgHRFR8685wEdcISlBxgHRTw
Good stuff.
Interview:
With its release date recently announced, Joseph Williams from Whalenought spoke to Harry Mitchell about their new tactical cyberpunk CRPG Mechajammer.
I liked this one best too.The game looks so muddy and low resolution I can barely make out what the fuck is going on in the video. They had several really good art styles going on, and it's disappointing that this is the one that they settled on. I'm talking about the art style because that's literally all that I have to go on, they haven't revealed anything else to discuss about the fucking game. Watch it be some shitty pixelated isometric action game, akin to Hotline Miami except turn based. Also, expect it to be very short and shallow. How they go from this,
to the shit we have now. The game looks great in these screenshots, and IK these are taken across several different versions but I mean the overall style and aesthetic, which could have been polished to excellence! And now? Generic, muggy dogshit.
That style was great, would've made the game stand out more, and fit the 80s aesthetic more.
I have to say that I'm sligtly hyped after seeing this (hopefully) in-game footage.
Deep Dive #1 | COMBAT
In the first of a trio of Deep Dive features that gets into the nitty-gritty of what makes Mechajammer so deep and full of player-agency, we will be looking at combat. Specifically, we will address how Mechajammer circumvents convention by fusing real-time and turn-based philosophies to create something fresh and unexpected.
Mechajmmer adopts a turn-based system where each combatant - whether that’s yourself, a companion, or your enemy - has to complete their intended action before beginning the next. Everyone’s turns play out at the very same time, however, creating simultaneous streams of events taking place. This marries the excitement.
The system also introduces a range of tactical options absent from traditional turn-based combat, as players are able to affect the timing of actions and events, taking advantage of strategies like moving a few tiles to avoid an incoming projectile or a looming melee fighter, or adding extra turns to an enemy’s action after landing a successful hit.
Hot tip: Be careful when attacking enemies that you don’t move closer to them if that wasn’t your intention - both ‘moving’ and ‘attacking’ actions have their own controls and effect on the unfolding action.
While we’re talking about combat and all the beautiful intricacies that involves, we would be remiss if we did not mention weapons and the range of options at your disposal for taking out your enemies.
That’s it for the first of our Mechajammer Deep Dives, but we will be back before you can blink with an in-depth look at Stealth, and how to slink through Calitana undetected.