Tails said:Steam = lending games, simple as that. When it all goes to hell, we see if you will be still able to play any of games. Anyway if Team 17 wants so really stick to digital distribution, why they don't take the same way as Frictional Games or put game on Direct2Drive? somehow other Indie groups didn't bankrupt from that.piydek said:Hm, TBH, i have no idea why Steam is so repulsive to some people.
Besides that, isn't physx for this game run entirely by CPU? I'm quite certain it is.
I'm not sure but so far I didn't see a game that runs Nvidia PsychX by it's own, without demanding card that is able to support it.
In original games, (especially in the first ones) you really need to save keys, otherwise you could get stuck, same with ammo. In this game from what I head you don't need really worry about any of that in reality. Not many upgrades comparing to previous ones (in fact one per gun). My personal disappointment is that games stick to linear formula - they could really expand the awesome Tower Assault concept of free-play.I'd like to hear an explanation why it's dumbed-down AB, really would. I played and finished first (not that crappy 92' edition, the original one) and second ("the horror continues") AB and played but haven't finished tower assault, all on the Amiga back in the days.
Really, if not the Steam and PsychX requirement I would already buy the game and give a proper, detailed report about the game.
Just how is Steam lending games? It's a legal contract between Steam and the user that you have bought the game, legal copy, but only digital (not on a physical medium), which doesn't change a thing regarding ownership. If Valve somehow one-sidedly decided to "pull the plug" (impossible, since they know what that would mean) they'd get sued to hell and back and I'd get 10x of money's worth than i've spent on games via Steam.
I'm 99% sure you don't have to have a physx GPU to run the game. It'd be a completely retarded move to put out a game that requires that.
Regarding saving keys - yes, there's no keys here, no need to save for them and that changes the gameplay, but it's by no means "dumbing-down" or even "streamlining" - it's just a different design approach. "No keys" works well within this game.
With ammo, that's not true at all that you don't have to save ammo - quite the contrary - you totally need to conserve the ammo in SP on the difficulty on which it's meant to be played (elite) (T17 have said numerous times that that is the "right" difficulty for playing the game). In coop there's no selectable difficulty and you need to conserve ammo maybe even more than in SP....even with very intelligent ammo spending and efficiency, you often end up with no ammo and the shitty pistol on which you can defend yourself for a minute or two maybe or significantly less if you end up facing some more serious alien types.
Health goes down quick as fuck as well when an alien has a successful attack.
Upgrades are few, yes, but that was implemented in the last minute, between the xbox version and the PC/ps3 version. With the time they've had, they've done ok. I'm quite sure there's going to be more and specific upgrades in episodes 2 and 3.
The game is linear, i agree, and it would be better if it was in the vein of tower assault. But if you've had actually played this new AB, you'd see how much more refined it is than any of the old ABs - in numerous ways. To make a game that's like this new AB and of the scope and open-endedness of tower assault - well, that'd certainly be a major 40€ game and not a 10€one. In fact, I'm quite sure T17 couldn't even fund making of a game like that.