Ectojeff88 wrote:Very cool look at the gameplay. I love all the unique variables with civilians and environment changes that can influence the match result. Equipment and will be so fun!
My only concerns at this point are the ghost variety and maps. All 3 ghosts we have seen in promo are similar glowy hover style but no monster type or other style ghosts. I hope there will be more, and more maps with the devs promising DLC….
Yeah, I'd echo this. I'm eager to see more. Crazy they haven't announced the Collectors Edition content (side note: and the physical editions are still unavailable to order in the UK)
Based on the live stream, it's clear they've nailed the fan service and authenticity - which is no surprise given the franchise love these devs poured into F13 and Predator HG.
So... both F13 and Spirits Unleashed are effectively hide-and-seek games. But they are very different franchises and the slasher nature of F13 intrinsically lends itself to a thrilling game of hide-and-seek regardless of game jank. Now... given the rift and downing mechanics of Spirits Unleashed I'm slightly concerned this reduces the stakes and therefore neuters the thrill of the fundamental hide and seek mechanic. Impossible to gauge without playing some rounds, and knowing more about the ghost's objectives.
The proton effects look fantastic, they've done an exceptional job on those, but given this is an MP title, the level destruction is understandably limited compare to what the next-gen consoles are capable of.
Jury is out on how much the fun the ghost will be to play... I enjoyed the object possession mechanic but it seemed limited to floating, manipulation and in some cases a skeletal animation system, as opposed to a fright features or GBII bathtub style transformation into a monstrous version of itself. We haven't seen much of the ghosts yet so that is the next livestream, but it seemed a little tame as in the designs are all cartoony, and you couldn't do much to scare other players it was more about changing the environment to alert or divert from your presence (and the summon attacks seem little more than busy work).
I still dislike some of the UI elements (numbers flying off objects and targets, the Sims style status bars over civilians). The civilian inclusion makes sense for the IP but I'm not sold on using the F13 repair wheel as a mechanic for interacting with them.
I'm optimistic (and if RGB equipment is in I will be overjoyed) and will be there day one... but I'm cautious of how fun this will be to play in practice (as the majority of your time will be spent scanning objects) and the longevity of the concept. I suspect a PvE dungeon crawler design might have been a simpler way to serve the IP better. However I do trust this design team based on previous work.
Also I minor point... I don't know how much Community Managers get paid, but the dude in the stream seemed a little inexperienced / unprepared and when the Lead Designer asked him to show off the proton gun etc and he just said "No"... I was cringing so bad, because dude this isn't you showing off to your mates, you're being paid to sell this product and ehhhh... hopefully it was just nerves, but they definitely need to work on that going forward.