Perception of the internet toward DirtyBomb


(rookie1) #21

About this ?
Muted v
[video=youtube_share;Xd4Hjoi2FQ0]http://youtu.be/Xd4Hjoi2FQ0[/video]
Play dont mute v
[video=youtube_share;a8ZalhON-I8]http://youtu.be/a8ZalhON-I8[/video]


(acQu) #22

I’m not kidding, this describes my feeling for W:ET most of the time ^^
This basically was also because i loved playing W:ET most of the time. I don’t know, for me it was never so much about serious fragging, but more about the fun part, that is why i chose this vid :slight_smile: This is my interpretation how DB should be ^
^

//youtu.be/Xd4Hjoi2FQ0

//youtu.be/Gpc5_3B5xdk

I will regret posting this :slight_smile:


(rookie1) #23

[QUOTE=rookie1;426466]About this ?
Muted v
[video=youtube_share;Xd4Hjoi2FQ0]http://youtu.be/Xd4Hjoi2FQ0[/video]
Play dont mute v
[/QUOTE]
[video=youtube_share;tzOJNPLQJ-o]http://youtu.be/tzOJNPLQJ-o[/video]


(SockDog) #24

Needs MOAR TRACTOOORRSS!

edit:

Actually it would be quite funny to start out a video like this. Then as you follow the action, you see an Engie plant some C4. Only to realise he’s blowing up the DJs booth.

<cut to text>
The only dirty drop is a Dirty Bomb.


(Rushster) #25

Right now, I would have to say that Dirty Bob is pretty generic and a little uninspiring.in the gamelay department. I am not really enjoying the overly close quarters combat, I am enjoying the objectives based side of the gameplay but the classes are a little lost in the close quarters combat and feel a little pointless. QWET worked because you had the open spaces which meant every role had the opportunity to make a difference to the outcome. Right now in DB all game objects/obstacles seem right in your face. You can turn a corner and die instantly which removes the fun-factor and slows the pace of the game down as far as player movement around the maps is concerned.

For me the game is closer to Brink, and while Brink was OK, the servers are literally empty.now which says a lot for longevity of the game. This is a F2P game and SD need people to keep playing it to make it work for them.

SD won’t capture the imagination of the PC gaming press unless it offers something a little more in the overall gameplay department.

I love the setting of the game, but the direction it is heading could leave it lacking.


(ImageOmega) #26

Well, seeing these posts I think we need a slight thread hijack. Maybe this is something I can write an article about, assuming all the information is info that is already public knowledge or infered from the videos.

What about Dirty Bomb do you like and what do you think sets it apart from other FPS games?

For myself I love the art style, the promise behind Echo, and the anticipation of how Dirty Bomb will be continuously supported by Splash Damage in both an upkeep and competitive or clan-based fashion.

Give me as much details as possible!


(tangoliber) #27

I think that personal, gameplay-based trailers will be most effective. Just gameplay, with a developer commentary explaining a lot of the design decisions they made, saying what the game is, and even what it isn’t.

The latest few two were pretty good… I think the training video should be released though, since it is awesome.


(Mustang) #28

A video explaining that objective mode is the greatest thing since sliced bread and how none of the so called big names in FPS have anything that can touch it for enjoyment, teamwork and fun factor.

Perhaps with some subtle hints as to why it is better than similar gamemodes emplyed by the competition, e.g. TF2, BF Rush.


(Violator) #29

London Calling fits perfectly - ‘Nuclear error’ :slight_smile:

I agree, the focus on the next vid needs to be on the objective play which is what sets SD apart from the masses or it may get lumped into the CoD / BF camp.

Ows about this (actually fits pretty exact to the vid lol):

//youtu.be/Xd4Hjoi2FQ0

//youtu.be/AE1ct5yEuVY


(iwound) #30

oh random vid time lovely. i mentioned to Dan a DB rap would be great.
Vio i mentioned that vid before suits it well.

[video=youtube_share;FSyxzKfZbpA]http://youtu.be/FSyxzKfZbpA[/video]


(BomBaKlaK) #31

For me dirty bomb is more like a concrete jungle ! Love this sound ! (1.44)

[video=youtube_share;Xd4Hjoi2FQ0]http://youtu.be/Xd4Hjoi2FQ0[/video]

[video=youtube_share;AIXUgtNC4Kc]http://youtu.be/AIXUgtNC4Kc[/video]


(Seiniyta) #32

I honestly don’t think trailers with licensed music are anything special. The trailers don’t need to be fancy, they need to highlight the gameplay of DirtyBomb which IS the defining factor that sets it apart from the rest.


(SockDog) #33

They’re not necessarily special but music is evocative and familiar, that’s not a bad thing to associate with your product. Of course there needs to be other types of video alongside this too.


(Maca) #34

Just to bring something from another thread here. I hope this is the direction SD would take, in actual gameplay and also in promoting the game. From what little we’ve seen in the overall presentation, it currently feels like the setting is trying to be serious, but the gameplay is trying to find some odd balance between realistic and fast pace… Just changing the presentation into something more free, out of reality, they would go a long way in “justifying” the game feel to the players.


(Hundopercent) #35

I could see why they relate it to those games. It’s because of the ungodly use of gray in this game makes it feel similar to the military shooters. This game definitely needs some colors especially on enemies. The more I play the more everything turns into a concrete blur.


(Maca) #36
  1. I wrote that with “mood justification” in mind, which means for example when the game doesn’t try to be serious and realistic, people won’t feel awkward when people need 3 shots in the head to die. Or then just give it such a manly and fast-paced feeling that they just won’t care. Of course SD fans won’t care but setting the right mood is important to new players.
  2. But aside from mood, there is just pure explanation. If SD wants this to have serious mood then they have to explain the mechanics somehow, for example the mercs are part cyborgs or just somehow “augmented”, that’s why they can take so much beating and are able to shoot with little to know recoil and spread.

The gameplay has to be justified with one of those two ways to new players.


(Kendle) #37

This is a very good point IMO. As things stand I can’t and won’t be promoting this game to online friends I’ve made over the years in games other than ET, because they just won’t “get” why they unload a clip into someone, get the “ping” denoting a hit, yet the other guy just keeps coming. The fact some people they’ve never heard of on a forum they never visit claim this represents “skill” will mean diddly-squat.

The game needs to inherently explain why it is the way it is, and telling new players they need to “learn to aim” isn’t going to endear them to the game, especially if they’ve played other games to a high level. Imagine trying to justify DB to a pro CS player for example? I wouldn’t want to try!


(Maca) #38

To continue the tradition of bringing things here from other threads, just because I like the idea of this thread.
One thing in Brink that was very nice presentation wise, was the raggedy resistance. To me the DB characters are a mix between the two forces in Brink, so it wouldn’t require that much work in the presentation to go for what I’m about to say.

Throw away the spread, and recoil in most guns. Most of the SD fans don’t like them, and what are they supposed to achieve anyway? It won’t get any friends of realism play the game and since this isn’t a slow paced game it doesn’t give any tactical advantage, just trumps the fun in aiming and makes things spray-and-pray. And since atm it just kinda is in there, it isn’t really doing a good job in making the guns feel different. Implement more new weapon features, make them overheat, make them jam, make an smg that has a turbo mode that just spits the whole clip empty in a moment (here you could have some spread), after which it almost breaks apart (visually), have an assault rifle that has a pistol ducktaped to it so you don’t have to change to secondary, maybe on some overheating weapons the overheating causes the ROF to drop steadily. And the overheating and jamming and whatever doesn’t happen randomly, it’s a feature you can plan upon, it’s never entirely obtrusive so that it’ll certainly cause you to die. And it’s the near future, it’s not just about raggedy guns, you can have cool new things, like metal storm (google it) type things, and whatever. Anti said (as a joke) that if they just listened to the forum this game would just be “Favourite Game 2: Sequel”, well here’s one thing you can innovate on, create new gun features that fit the presentation of the game.
As long as you keep it as a principle (to make it fun to aim) that as a default guns don’t have almost any spread, you can do whatever.


(tokamak) #39

//youtu.be/HNGXsgLRkXU


(Maca) #40

//youtu.be/3L9U1OGv-Ag

This F2P game based on crytek would at first glance compete for similar demographic. There needs to be something very clearly different in any future trailers or things for DB. Something that shows to any uninitiated person that there is something different compared to this yet another game that has classes. Be it just different mindset or mood or somehow different (hopefully better!?) game mechanics and features.