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KickStarter Satellite Reign - Syndicate Wars spiritual successor from original devs

thesheeep

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I would have cared, but environmental destruction has no business being a kickstarter stretch goal. That it was there turned me off from the start. ED is a furnace that eats money, and the more detailed the environment, the bigger the furnace. There's a reason environmental destruction is currently the realm of voxel games.

If you see anyone promising that as a stretch goal again, know that it's so unlikely to happen that you can pretty much guarantee that that feature is dead in the water, and immediately add a layer of distrust for the project at project management level. For budget-tier games, if the game's not voxel, ED needs to be a part of the initial design and a core element of gameplay design or it ain't happening.
Exactly.
Environmental destruction is something that has to be taken into account when developing from the very first day.
You can't just tell the tiles (if they even ARE tiles) to "just be destructible now" in an engine with everything that must follow from that.
 

Agesilaus

Antiquity Studio
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Grab the Codex by the pussy Codex USB, 2014 Steve gets a Kidney but I don't even get a tag.
Best syndicate didn't feature any environmental destruction. Only the sweet belching of flamethrowers, and the pillars of fire as the swarm of enemy agents surged forward.
 

Infinitron

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http://www.eurogamer.net/articles/2015-09-02-satellite-reign-review

Satellite Reign review
Future schlock?

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A stylish and attractive neo-noir tactical game, Satellite Reign sadly ends up being frustratingly inconsistent.

The future will be imperfect. All great science fiction shows this, from the ever-widening wealth disparities of Neal Stephenson, through the anthropological miscommunications of Ursula Le Guin to the consumerist, drug-addled dystopias of Philip K. Dick. Technology won't fix all our problems, change won't always be positive and progress is a subjective concept. Tomorrow won't be easy.

Satellite Reign knows this. It also reflects this well. All too well. Its sodden, cyberpunk streets are tracked by world-weary citizens struggling to get by in a world controlled by corporations, patrolled by paramilitaries. Life is cheap, crime is common and one of those ever-growing causes of crime is you. With your four-person squad of hackers and assassins, you take on The Man, whether in the form of global banking or the military-industrial complex.

In many ways it's beautiful in its vision. Neon depravity is a rare splash of colour across a greying world whose people cloak themselves in bizarre future fashions, while deadly drones patrol the streets. The first bars of music and the bleak cityscape call to mind the influence of Ridley Scott's Blade Runner while, at first glance, Satellite Reign also invites many comparisons to Syndicate, Bullfrog's classic take on cyberpunk.

Instead, the game is in many ways a mix of Grant Theft Auto and Metal Gear Solid. It tries to simulate a living city, bustling with people and traffic, criss-crossed by busy streets and forgotten alleyways, where stealth and patience often offer the greatest rewards. There are opportunities aplenty in this town, from banks that can be robbed to military bases that can be raided for prototypes. Either can be a subtle, secret success or can end with running gun battles through streets of terrified civilians. So much is forbidden, but so little is off limits.

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It's not long before you get lasers. Test them on passers-by.

Not everything works, either, and that's not just because this is a vision of things so feared. There are times when this is a beautiful, exciting and satisfying game. There are also times when it very much is not.

As it opens, Satellite Reign feels so sure of itself, so authoritative in its depiction of a failed future. Your agents sneak from cover to cover, ducking out of sight of cameras, hacking security terminals or silently assassinating guards. Technologies are stolen, research is funded and the four agents, each a distinct specialist, learn the first of a broad set of new abilities. The city itself also broadens, being unlocked, zone by zone, much like in GTA. It's an ever-growing playground for agents as they complete missions drip-fed by a plot that slowly, gradually teases more directions and more possibilities.

It's not long before the first awkward gunfight happens. A camera catches movement or a patrol finds its prey. Agents can slip into cover at the click of a button, peeping out to exchange fire, but many of the game's early weapons are so lacking in lethality that these exchanges are slow battles of attrition, agents and their enemies emptying dozens of rounds into each other and health bars visibly ticking up between hits. Sure, early fights might want to be forgiving, but sometimes they're a slog, mundane rather than exciting. This can still be a problem as the game progresses, as later enhancements or skills can turn agents into even greater bullet sponges.

Sometimes, a greater challenge comes from just trying to reign those agents in. Pathfinding problems plague both friends and enemies, who can struggle with the games gigantic security doors, with actually taking cover, even with seeing what's right next to them. Agents sneaking up behind their opponents to administer a quick and silent killing shot may disengage and suddenly walk away, while enemies can sometimes fail to spot agents even when surrounded in a firefight. Sometimes, leading your team has you controlling efficient agents with remarkable skills. Other times, they've decided that an appropriate response to their reality is going insane. It's like herding cats, but really stupid cats that you hate and wish had never existed.

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Scanning reveals special characters the infrastructure of the city.

Even without these irregularities, things can and do go wrong for those who fight The Man, but death is not the end. Again, much like in GTA, the penalties for failure are relatively light. Satellite Reign depicts a world where cloning promises eternal life, meaning dead agents respawn after a short time at certain checkpoints and may even have a chance to return to and continue a fight. In time, the stats of clones gradually degrade, but it's a moment's work to hijack another human being and add new flesh to your collection, something that means your roster is always changing, but also that failure is less a thing of consequence and more a matter of wasted time.

Change also comes from the gradual enhancement of agents, both in skills and bionics, though some of these are much more useful than others. Vital is the World Scan, which transforms everything into a glorious, wireframe wonderland within which everything can be analysed. Equally as valuable is the ability to cloak, or to hack more complex systems, but less exciting are skills that give minor boosts to health or damage dealt. This is a future where an ocular implant gives an almighty 7% accuracy boost.

In time, it becomes apparent that this slick and shiny vision can be as shallow as its puddles. While the game's city is certainly alive, there's not a great deal that happens there. The many cameras and security checkpoints can be hacked or sometimes outright sabotaged but, ultimately, the manipulation of most devices serves only to turn them off for a short while, nothing more. Similarly, while the city may seem open and inviting, full of missions to try, it's usually best to follow the specific directions of the plot as it unfolds for a smooth and less stressful experience. The inconsistency of the AI can make some outlying missions either ridiculously easy or incredibly hard.

But success in this cynical cityscape is still a fine thing. Guard patrols are irregular, often feeling organic and much less regimented than in many other stealth games, so executing a well-timed dash , disabling a series of cameras in the nick of time or combining agent abilities in just the right way is tense and exciting. Even when things go sour and the big guns come out, flanking and clever use of cover can beat the odds.

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Most of the time, zooming out gives better awareness, but some of the finest details are only seen up close.

Then another excursion is the complete opposite. A clumsy agent misbehaves and a camera alerts guards, who alert more guards, who spawn in a never-ending stream of goons. Or who don't, because it turned out that what should be a suicidal last dash through massed enemy ranks caused them all scuttle off and search somewhere else, in an act of comedic, slapstick incompetence.

Satellite Reign also has a few other tiny but quite irritating aspects which, like persistent itches, never cease to niggle. The isometric perspective, while giving many fine views of its damp dystopia, can also make judging lines of sight difficult. Sometimes the mini-map shows enemy units that aren't really there. Certain pulsing sound effects can be mind-numbing. Then there's the dashing.

When time is of the essence, agents can dash, yet their stamina will only last for the time it takes to cross a street or two. Bizarrely, this same stamina also powers many of their other abilities, making running a sometimes fatal decision, even when teams of guards are merrily charging forward. It gives the impression that agents are more arthritic than they are athletic. Sure, like most things in the game, this stamina can be boosted, but not by a great deal. And occasionally, when told to dash, agents will hesitate like rabbits in headlights.

Perhaps the game's biggest problem is that new missions nevertheless feel routine, particularly when they send you back to the same locations. There's another hack to open another gate or disable a camera, a few more dashes in the dark and a short two-dimensional maze to navigate, all often made or broken by inconsistent AI. A few times I simply left the game running to build up funds from hacked cash machines, bribing my way past some missions rather than once again raiding a facility I'd already entered three times.

Satellite Reign is attractive and stylish, but it's not as smart as it first looks, sporting a glorious sheen that gradually fades. It's also one of the most frustratingly inconsistent games that I have played in a long time. It can be interesting, it can be exciting, but it's not quite enough. It's certainly not the future I want, nor a present that I particularly enjoy.
 

zeitgeist

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And I just finished the game. It actually gets somewhat more Syndicate-y, at least gameplay-wise, if you grind for money and gear before you're supposed to have it, and upgrade your agents so that they have the necessary skills to bypass the Commandos-y parts smoothly. It still mostly follows the overall smooth-speedbump-smooth-speedbump feel of the game though. You upgrade the skills and equipment enough so that you can just blob up and explode doors and skip all the stealth parts, but then the difficulty ramps up just enough to force you to still go behind cover or do the stealthy bits as intended.

Giving all agents their signature skills sooner would probably alleviate the tediousness of the first part of the game, since the gameplay changes significantly with sufficient upgrades. Another issue with the skill system is that eventually you just get everything, it's not like you have to choose a path or do a specific build (builds are pretty much done through augs and gear), it's just a matter of grinding enough to get to the max level in every skill.

When you fully upgrade your agents, you can in fact ignore cover almost entirely and it becomes similar enough to Syndicate that it would have been fun if there were actual large scale battles. Unfortunately, if you follow normal progression without grinding too much, this will happen right at the very end, either in the final map or just before the final mission.
 

Hobo Elf

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Got the game from the Steam sale. I'm 13 hours in and so far it's pretty fun. The game is rather repetitive in how you progress through the game, but it keeps throwing new little obstacles to over come to keep it fresh. The most surprising thing to me was how competent the AI is. It actually knows how to flank and go for tactical cover, and I really appreciate how the enemy AI doesn't have a magical GPS for your location but instead investigates the last location you were sighted at, giving you a chance to make a run for it and hide somewhere within the enemy compounds. I was reading some early posts ITT and people were complaining about the sticky cover, but I didn't find it to be a big deal. It's not a very popamole game since the enemies will eventually swarm you if you try to hunker down behind cover for too long. After the first 5 hours I had some pretty neat upgrades for my Agents so that I could pretty much just run n' gun anyway, although I do like to employ some light stealth at the beginning of each mission I take on and don't go gun's blazing in right off the bat, disabling cameras, hacking turrets etc.. It's not a bad game and I recommend people who are on the fence with this one, but are fans of Syndicate, to get it when it's on sale.
 

MaskedMartyr

Liturgist
Joined
Jan 21, 2008
Messages
472
I beat satellite reign and its a nice game but the constraints on many parts of the game makes apparent how little the developers wanted to experiment on the game's behalf... or even make quests that aren't carbon copies from one another. One of the weirdest things bugwise that frustrated me endlessly too was enemies respawning right next to you when you enter any menu screen including the map screen. Also the entire game is pretty much a pushover if you have your guys running around and blasting the crap out of anything that moves instantaneously.

I don't know, maybe the game's just not for me. I enjoyed syndicate, but this more like a wackass peter molyneux' bizarro dimension Syndicate Wars. It's a shame that there's no room for an expansion pack or DLC of any sort gameplay wise even. It's clear that the devs hit the height of potential for this project in particular.
 

sser

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Bought it for $10. Didn't even get an hour in and immediately went for a refund. Maybe the game gets interesting, but I found the interface to be almost unusable while very, very hard on the eyes. Above criticisms are true - it's missing a ton of stuff that was Syndicate. You also get poor framerates for dumpster graphics.
 

Zanzoken

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Dec 16, 2014
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Picked this up for $10 in the sale too... I have no idea if it's a good game or not because the performance is absolutely abysmal at 1920 x 1080, even with the gfx options turned all the way down.

How in the fuck am I getting single digit framerates in the fucking tutorial area? I have a solid mid-range PC with an i5-4670k, 8GB RAM, and a GTX 770.

I've never returned a game on Steam before, even though I've bought a few that I hated. But I think the fact that this one barely runs makes it justifiable.
 

Metro

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Bought it for $10. Didn't even get an hour in and immediately went for a refund. Maybe the game gets interesting, but I found the interface to be almost unusable while very, very hard on the eyes. Above criticisms are true - it's missing a ton of stuff that was Syndicate. You also get poor framerates for dumpster graphics.
I've heard the same which is why I'm avoiding it (that plus RTS). Shame as visually it looks fantastic.
 

thesheeep

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Bought it for $10. Didn't even get an hour in and immediately went for a refund. Maybe the game gets interesting, but I found the interface to be almost unusable while very, very hard on the eyes. Above criticisms are true - it's missing a ton of stuff that was Syndicate. You also get poor framerates for dumpster graphics.
Pretty much the same experience for me (though I did not refund, since I favor supporting indies).
I also bought the game and didn't even play an hour. The game was just far too colourful to me and hard to look at for long.

Mostly wished the game was turn-based, though. Realtime combat just doesn't work well with games like that, Syndicate would also have been much better with turns.
Of course, I knew that going in, but I was somewhat surprised by how much I actually dislike combat like that by now :lol:

So me both disliking the combat and the whole art just being a strain on the eyes, the game did not really have a chance with me ;)
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Yeah pretty much the same here. I also can't into stealthing around by clickety clicking the right moment and so on. I thought Syndicate was about shooting stuff..
 

Zombra

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Game is free right now on Humble Bundle. Can't really recommend it but it's there.

I am curious though, has anyone heard from these devs? 15 seconds of googling shows that 5 Lives Studios may have vanished. I like their concepts and ambition from this first project, I hope the game didn't tank and ruin their careers.
 

Infinitron

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Game is free right now on Humble Bundle. Can't really recommend it but it's there.

I am curious though, has anyone heard from these devs? 15 seconds of googling shows that 5 Lives Studios may have vanished. I like their concepts and ambition from this first project, I hope the game didn't tank and ruin their careers.

They don't look "vanished" to me, just inactive or quiet. Webpage up, most recent Twitter activity in December. The devs are active on Twitter also. Last July they said they were working on something new: http://www.5livesstudios.com/forum/viewtopic.php?f=1&t=76
 

LESS T_T

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Codex 2014
I am curious though, has anyone heard from these devs? 15 seconds of googling shows that 5 Lives Studios may have vanished. I like their concepts and ambition from this first project, I hope the game didn't tank and ruin their careers.

Apparently they are still working on a new project.

 

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