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Legend
Today at 10:50:59 AM by Legend
Views: 9 | Comments: 3

Sunset Overdrive

Sales Pediction Thread

US first week, ww first week, lifetime, etc. Anything and everything. Op will be updated to see who was closest.
Legend
Yesterday at 10:47:30 AM by Legend
Views: 126 | Comments: 32

See?

Pezus
October 20, 2014, 05:05:30 PM by Pezus
Views: 163 | Comments: 29

I think PS4 has sold about 12m as of the end of September so how much do you think it can add on top of that from Oct-December?

Predict numbers for each month for fun if you want to!

My prediction:
October - 1.2m
November - 2.2m
December - 3.3m
Total - 6.7m

Total LTD sales by the end of 2014: ~18.7m

* Articles

NeverDies
October 13, 2014, 09:32:13 PM by NeverDies
Views: 113 | Comments: 10

Shadows of Mordor - Review

Shadows of Mordor is a visually stunning 3rd person open world rpg. The game is set in the land of Mordor, the shadowy home of Sauron the antagonist from the Lord of the Rings trilogy. Players would sneak, run, and murder their way through the game and Saurons minions, the orcs. All in an attempt to hinder and hopefully defeat the resurgent Dark Lord. Perhaps the most unique mechanic in the game is how player death is handled. When players are killed, they respawn due to a wraith being bound to their soul, and this enables an incredibly interesting mechanic. The Orc that lands the killing blow against the player becomes a named character, receiving power upgrades and then actively hunting the player, vocally expressing the desire to kill them again. This was called the Nemesis system, and was implemented very well.

Combat in the game was very well implemented, though it was quite challenging, especially at lower levels when upgrades had yet to be unlocked. A single named low level enemy could potentially survive a new players assault long enough for reinforcements to arrive, sealing the players fate.This very quickly lead to enemies vastly outclassing players in power. Thankfully this imbalance was negated in later content, due to the players increased skill and unlocked abilities.

Mass combat felt suitably hectic, in comparison with other games where the player would have to slowly whittle down the number of enemies attacking them. The inclusion of a large AOE ability coupled with combo based executions, made fighting large groupings of enemies a not insurmountable task. With several “Rampage” style abilities available to players, executing combos in combat becomes not just a mechanic, but a necessity. This was especially useful for defeating more the more powerful orcs scattered throughout a melee, as they would be mostly immune to standard attacks.

In later areas of the game, players unlock the ability to mind control enemies, either through stealth or mid-combat allegiance conversion. This proved to be an invaluable ability, especially with how orcs deal a set percentage of damage to any other orc they strike. By forcing mook orcs to strike a high level named enemy, the player is able to potentially only need to deal the final blow, if even that. With no set cap on the number of converted orcs a player controls, players can literally field groups of orcs against eachother, and never need to fight themselves.

The final aspect of the combat system that bears mentioning are the runes. Obtainable by killing captains and warchiefs, these runes would provide minor to extreme buffs and abilities in combat. Although players could unlock an ability to better facilitate the farming of these runes, it is largely unnecessary. By the time players can purchase it, they've already obtained a substantial amount of them from other enemies. Unwanted or duplicate runes could then be deconstructed for currency to purchase more upgrades for the player. This allowed players to always gain something useful from a defeated captain, be it either a rune or currency.

Although early reveal videos showed the game taking many cues from the existing Assassins Creed series, I am pleased to say the game stands on its own. While some aspects are similar, the differences are essential to this game, and it in no way feels like a clone. The storyline itself is very rich and engaging, even going so far as to have fully voiced dialogue appear in loading screens. I found myself interested and engaged throughout the entire game. With the ending hinting at a sequel in the future, I can eagerly say, I’d love to play it. And as far as a rating goes, I’d give Shadows of Mordor a 8/10.
NeverDies
September 23, 2014, 03:32:48 PM by NeverDies
Views: 91 | Comments: 1

Age of Wulin/Wushu – for PC

Age of Wushu is the United States localization of the Chinese MMORPG Age of Wulin. The USA localization is published by Snail Games USA, and Wulin is developed by Suzhou Snail Electronic Co. Ltd. The game is set in ancient China covering humongous tracts of land with a multitude of maps. There are many player cities, dungeons, and guild headquarters scattered throughout. Graphically speaking, the game is decidedly last gen with rough textures, blocky models, and low quality translations.

On September 17, Snail Games announced Age of Wushu would be leaving Steam. The game will no longer be available on the Steam Marketplace as of October 13. Players would need to transfer any existing game accounts through an in-game service, with only two transfers per account. This sudden cessation of game services through Steam was only announced through a small post on the games Steam page. Further announcements have not been made at this time, so players have been left to speculate the reasons  for this cancellation.

Players have theorized the game was removed for a variety of reasons. These range from dissatisfaction with Steams cut of game profits and sales to questionable security on the in-game store. With the game slowly bleeding players by leaving Steam, it is understandable that the publisher would wish to minimize expenses. However, Steam itself provides nearly as much of the draw to Age of Wushu, as the game itself. Therefore this business practice will in actuality harm the game even further, crippling player-base and word of mouth/Steam sales advertising. Further player losses are likely to occur with the in-game store sending transactions through China, where some of the largest cyber-attacks and hacking rings originate. This causes players no small amount of concern. Ultimately the game's removal from Steam is likely a last ditch effort to generate as much profit as possible. Because of this, further updates and expansions will be entirely dependent upon the success of the Chinese localization of Age of Wulin.

The game's definitive pay to win atmosphere is destined to become even more radically unbalanced. The amount of players who don’t pay for game services will continue to shrink, and the game will become so skewed towards those that pay, that new players will likely drop the game within the day they begin playing. With the game population shrinking, and soon to be even further depleted, the community and ability to even play certain content will likely begin to disappear.

With few remaining days until the game leaves Steam only time will tell the effects. Thankfully, by having multiple localizations around the world, the game does have the potential for a second wind. So by the end of the year there should be evidence on whether the game will survive.

Legend
September 01, 2014, 12:07:42 PM by Legend
Views: 67 | Comments: 0

Metrico is an interesting game.

Beware spoilers.



It starts slow, and gradually builds itself into a very fun and challenging game. Halfway through I was expecting to really like it. Too bad everything fell apart in the second half.

You start off each level with no instructions. Naturally you're going to start pressing buttons. If after a while you don't press the correct stuff, a button prompt will show up to help you. Not needed early on.


To start you just walk left to right and jump. Each level is broken into distinct puzzles. These puzzles work based off your motion. So a pillar will rise every time you walk right for example. Through trial and error you discover jumping to the right circumvents this, thus allowing you to manage the pillar's height as needed.

These basic mechanics get some additional features through these early stages, such as a respawn system like little big planets. Unlimited lives, but you have to cleverly decide which portal to select as your spawn point. Pressing circle respawns you.

The game hit its high point upon introducing a shooting mechanic. Aim with the back touchpad, and shoot with the front one. I wasn't sure how I felt so far with the game, but with the introduction of this mechanic I started to really like it. Game was on track for a "meh," but this was changing that.

Too bad it was down hill from there. Tilt controls, puzzle reset, and light sensing are all introduced as the remaining mechanics. Tilt controls aren't bad in concept, but Metroco takes them too far. One level I was having to play while holding my Vita upside down. In theory something awkward like that could be really fun, but it doesn't mesh well with the game's high precision platforming and shooting. Tilt controls are just frustrating.

Puzzle reseting was nice. If lots of the other mechanics were removed, it'd be great in the game. For me personally though it just made an already complicated mess even worse.

Light sensing. Oh god. Remember the part in Uncharted GA where you had to point the vita at a light to progress? Most people hated it outside of the gimmick factor. Well Metrico takes it to a whole new level. Intermixed with all these other annoyingly complex mechanics, you have to press square to sample the lights. Brighter light is needed to make pillars taller. It gets even worse when you start needing colored light. Red, green, and blue. I had to use my cellphone and a color wheel to get past this part. It wasn't fun, it was frustrating and annoying and frustrating.



That said, some of the puzzles I really liked. The game does have its clever moments.



But it has some technical issues too. Loading is long and confusing. I've finished the game and I'm still not sure how the loading screen worked. There were also a fair amount of framerate issues I encountered.

Nothing gamebreaking...

Well there's stuff like this actually



The whole screen is freaking out and stuff. The strange thing is that this isn't a glitch, but actually the game itself.

After every level you can go through one of two doors. In the last couple levels, this selection area has some faux glitches before starting. In the last area though, it has the faux glitch for ever or something. I beat the game and reached this last area, and couldn't progress. I tried everything. I even tried not touching the vita. It just stayed in this glitchy state. I knew it was on purpose (real glitches wouldn't be that cool) but after ten minutes of failing to pass it I started to doubt that. Heck even if you press start, the pause menu is glitched out.

I accidentally quit the game because I pressed where the quit button was supposed to be. Restarted the level and this time the glitch stopped after like 30 seconds. No clue why, but it did allowing me to finish it.


Pros:
  • Challenging
  • Clever level design and mechanics
  • Some puzzles are really fun
Cons:
  • Goes overboard with mechanics in the second half
  • Fake glitches are almost too convincing + poor performance
  • Poor menu design
TLDR/Conclusion: I highly recommend playing this game. It has some minor issues but it's fun. Just stop halfway though.
4/10


Note: This is VizionEck's first review article. It was created in 10 minutes as a proof of concept. The score and thoughts are all real, but it may be receiving a face lift in the future.
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