2007
10.31

Combat feedback

Now you can see the conditions affecting your current targets and the skill they are currently casting. This information allows you to be aware of what’s happening during fight and adapt your tactics, for example by trying to dodge or by interrupting a melee attack or by focusing your attacks on a target weakened by a bleeding or stunned condition.

target “casting” a skill

stunned target
The game is really near its first release in term of implemented features. I’m currently populating the items/creatures database so that the game can be played at least until the player reaches the XP level 5. I have still some bugs to fix and hours of play to spend to balance the weapons and creatures stats. Then I’ll be sending beta invitations.

Concerning Hellgate London, I’ve played the beta for one week, reaching level 15 and this dissuaded me from buying it. It’s not that bad, but I am disappointed though, maybe because I expected so much from the game. From my point of view, there are some major flaws that prevent the game from being the end-of-2007 killer :

  • NPC characters that totally lack of charisma and a pathetic humour completely inappropriate for the game setting. This is really the opposite of the amazing trailer which was dark and adult (http://www.gamespot.com/video/927136/6162510/hellgate-london-official-trailer-3)
  • dull storyline. I may have read the first 5 missions. Then I clicked next without reading, since the only interresting part was : what to kill and where.
  • boring randomly generated dungeons without real difficulty. Once you’ve seen a dungeon type, they all look the same. The only really interresting part is the item management and to see your armor/weapons upgrade from mission to mission.

Too bad. Fortunately, the release of Crysis in only 15 days from now… 😉

5 comments so far

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  1. Beta ivitations? ^_^

  2. Yep ! Since some people showed interrest in being beta tester, I think I’ll spend some weeks getting early impressions/bug reports to polish the game before announcing the release on the newsgroup.

  3. Then I’d be one of them too ;P (showing interest that is!)

    PS.: Isn’t showing the next casting skill a bit of an unfair advantage? Revealing the charge time left for each ability should be okay (after that, the monster may or may not cast it), but if it’s an exact countdown to the next cast, players will abuse this.

  4. The game sure looks great! If it is going to work in Linux, how can I contact you to become a beta tester?

    Please e-mail me at ivantomasr[snail]gmail[dot]com

  5. It is going to work on Linux, but don’t put too much hope in it, it’s still a very limited game : no ranged weapons, no magic, very basic world generation (only cities and sewers …).

    I’ve got a few emails but some people asked to be beta testers without giving their adress. If you’re interrested, just send me your email at jice.nospam at gmail.com.

    jotaf, concerning the casting skill, this has to be balanced of course, but I still think it’s a good thing because :
    – you have this information only for your current targets (the ones you’ve been attacking since a few seconds). When there are lots of creatures, some will be able to cast skills without being seen.
    – fighting should become much more tactical when there will be more skills, like interrupting skills, protecting skills, you’ll have to watch closely your target and use the appropriate skill if you don’t want to take a critical hit. Of course, this is still not very developped since there are only melee attacks.