![]() ![]() Unity's WheelColliders seemed very strange, so we went this route. ![]() The car is just one rigidbody the wheels do raycasts and apply forces to the body as necessary. We ended doing quite a bit of modification, but it's an excellent starting point for a raycast solution. We started with Forest's car project for the vehicle physics. Not sure but it looks like the tire FX from the jeep in the vehicles tut (i'm fooling around with it myself) I like the concept overall, and it is quite fun already bronx i seem to remember a long time ago didn't you guys post a chopper version of this? I would add more crazy methods to acquire your prey. if you back the jeep up where the terrain is steep (especially in that canyon) the camera shoots way up into the air. if you made it that big so it wouldn't have too many joints maybe just do a hoop-rod-hoop or kinda something like this: IMO the chain should be much smaller - it really kills the realistic scale of everything else. ![]() when dropping off a raptor, if you drive very slowly or very fast over the platform sometimes the raptor either gets stuck or disconnects - maybe snagging on a collider edge? i found it very hard to snag a raptor without roadkilling it first (is it even possible?) - though i was able to get raptor-raptor kills which was fun. Just one capable of driving a car.Haha that's fun - i almost felt bad for the poor raptors. Oh, and we especially like the cunning and inexplicable twist, which is that you're a raptor too. ![]() The game is soaked in physics-centric fun, and the ability to create an account to keep a log of your achievements and high scores adds unexpected meaning to the whole thing. Downed raptors are impaled on the ball, adding extra weight to it for smacking up some more dinosaurs should you desire it and there are even bonuses for doing so. Sharp turns send this spiked ball swinging around (every movement dictated by a solid and satisfying physics engine), and well-timed actions lead to skull-crushing impacts and clotheslined reptiles. The joy is in the killing, which can be done either by ramming into the dinos, or deploying a ball and chain that hangs from the back of your jeep. Melding the joy of all-terrain vehicles and dinosaurs, Off-Road Velociraptor Safari has you driving a 4x4 across a prehistoric landscape, ploughing through ancient reptiles before collecting their bodies and depositing them at specified locations. This game is proof that browser-based gaming can work, and that Fallen Empires' Legion (the Tribes sort-of sequel) won't be held back in the slightest by its medium. Velociraptor Safari looks great, runs great and is a fully featured game with persistent stats, achievements, leaderboards and objectives. To play it you download a neat 3MB plug-in for your browser of choice before the whole thing jumps to life right there in your browser window. To play a decent game in Firefox is to eat cereal off a plate with a fork: outright nonsense done wrong-wise.īut look across these two pages I've been playing webgames all month and loving it This here game, Off-Road Velociraptor Safari, is obscenely fun. A browser is for the internet not games (at least not 3D games). Last Month We broke the news that the effective sequel to Tribes would be entirely browser-based, and through our veneer of professionalism it was apparent that we were fundamentally unsure about the whole thing. ![]()
0 Comments
![]() ![]() The graphics are very nice and the gameplay is very smooth. Overall we've come away from Tekken 7 with a big smile and very impressed. The load times varied from about 10 to about 30 seconds, which does take away from the experience a bit, but it should be noted that this the demo is likely not optimised to the same degree as the final build will be come release. The only downside in our hands-on session was the loading times in the arcade and versus modes. Sadly we couldn't customise any of the characters in this demo, so we can't compare that feature to previous instalments. The character animations are fluid and the character models look beautifully detailed. It's smoother than Tekken 6 and Tekken Tag Tournament 2 which is to be expected. The game in general feels smooth, there was no noticeable frame-rate drop, which is essential in a fighting game. The Rage Drive allows for some powerful and stylish combos that can get the player back in the match. ![]() Like the Rage Arts, each character has a Rage Drive and some are harder to perform than others. It empowers a single attack or a series of attacks by increasing the damage and highlights the character in a blue aura. The Rage Drive can be activated by sacrificing the Rage Mode. The Rage Art is powerful, but they can be blocked or sidestepped which makes people decide on when to activate it as once it's used, successful or not, it's gone. It's a cool new feature that allows people who are struggling in a match to turn it around in an instant. The Rage Art mechanic can be activated when in Rage and the amount of damage it does depends on the amount of health the player has. The Rage mechanic itself has had a bit of a rework, it doesn't add as much damage as it did in Tekken 6 and Tekken Tag Tournament 2, instead its main purpose now is to allow players to use their Rage Art. There are new mechanics in Tekken 7 called 'Rage Art' and 'Rage Drive', however don't get them confused with the 'Rage' mechanic which has been in the series since Tekken 6. So for those worrying if the transition from Street Fighter to Tekken made him overpowered, your fears have been quashed. Kazumi is a powerful character and for those who don't know, she is the wife of Heihachi and mother of Kazuya.Īlso to put some minds at ease, Akuma doesn't feel overpowered to go against or play as. Shaheen again has a great design and is a pleasure to play, he could become a fan favourite. Claudio has a rather cool design and is mysterious, there's more to him than meets the eye we think. Our favourite characters from the new additions are Claudio, Shaheen and Kazumi. ![]() We didn't play all of the new characters as we did not play as Josie and Master Raven who was recently announced, wasn't in the build that we played. All the new characters felt different to each other and that's great considering how many new characters there are. We also played as a number of the new characters such as Akuma, Claudio, Gigas, Katarina, Kazumi, Lucky Chloe and Shaheen. Even though they are returning characters, they feel fresh and are a joy to play. We played as a few of the series regulars Kazuya, Steve, King and Hwoarang. There isn't much difference and the end result is the same, whether this will be changed or fleshed out in final build remains to be seen. You can play from Akuma's perspective as well. There's no loading screen or fade to black which is amazing considering the graphical fidelity. The most impressive thing, though, is the seamless transition from cutscene to fighting. Dodging Akuma's move will result in you having more health than if you didn't step out of the way. When this part of Tekken 7 was shown off in June and it looked very impressive, and being right in front of screen and playing it impressed us even more.īefore the fight kicks off there is a cutscene where Heihachi and Akuma talk and they actually start exchanging blows, then up comes a screen prompt to move to the right to dodge Akuma's projectile attack. There was only one part of this mode available to try and that was the fight between Heihachi and Street Fighter's Akuma that we saw at E3. Recently we had the chance to get hands on with the game on PlayStation 4 (using a DualShock 4 controller) and this is what we discovered. Tekken 7 is easing its way onto consoles early next year after having enjoyed an extended spell in Japanese arcades. ![]() ![]() ![]() Getting one is no easy feat though, as it requires players to send an army on an “expedition”. There are three Mythic Beasts that you can hunt, but you can actually only choose one per playthrough. The A Total War Saga Troy Mythos expansion fixes that by finally giving players access to actual giants, centaurs, harpies, sirens, minotaurs, cyclops, griffins and the like. Sure, historical Total War fans like me wanted realistic units and historical accuracy but why have a minotaur as a playable unit when it’s just a man cosplaying as a minotaur swinging a club? It defeats the purpose, not to mention that it would be equally disappointing for a Total War Warhammer fan. It all felt like a missed opportunity with huge potential. Of course, you also had the aforementioned half-baked “truth behind the myth” units such as centaurs (which are disappointingly only men on horses) and others. The light melee units ars essentially the game’s replacements for cavalry units. The game compensated for the lack of cavalry by having three different types of melee units (light, medium, heavy) of varying speeds. They were usually used to pull chariots or for generals to ride on. Yes, due to the game’s setting of the Bronze Age, the Greeks didn’t really use cavalry units in history. ![]() Oh, and another massive problem in 2020’s A Total War Saga Troy (which stemmed from another new mechanic) was the lack of cavalry. That’s a whole new dimension of diplomacy since you can take advantage of a faction requiring a certain resource in order to push the negotiation in your favour. You can participate in barter agreements with other factions to get more resources that you lack or require. Traditional trade agreements? Those are gone too, so you can’t just stack a bunch of trade agreements and rack up money passively that way. Now, you didn’t have to only worry about food and gold like in previous games, but instead, you’ll have to work with finite resources while building your empire. ![]() ![]() This added more depth and complexity to the game’s economical and diplomacy systems. However, the biggest changes to the core Total War formula unique to A Total War Saga Troy was dividing one financial in-game currency (gold) into several different resources like food, bronze, gold, stone, wood, and more. In actuality, not only was A Total War Saga Troy optimized and smooth, Creative Assembly did a lot of work in re-introducing the best of what came before and refining them even further including the improved diplomacy system and legendary heroes from Total War Three Kingdoms, as well as fantasy elements with Greek gods providing buffs and benefits to the addition of mythical creatures as playable units à la Total War Warhammer. This was a bummer because the game was surprisingly stable and almost bug-free at launch, something that would have been unthinkable for the company that launched Total War Rome 2 in such a broken state back in 2013. It ultimately didn’t work as well as it should have, feeling like the game compromised on too much. It felt like the developers wanted to try and hit the middle ground between history and fantasy. The biggest problem with A Total War Saga Troy at launch was how half-baked the concept felt. Well, I’m here to answer both that question and whether or not historical Total War fans should even bother with this game. If you’re one of the seven million players who redeemed the game for free on the Epic Games Store but have since dropped the game, I’m sure you’re wondering whether the game is even worth returning to even with all the expansion and new content. Now, about a year later, I’m returning to A Total War Saga Troy with not only the game’s new full-on fantasy Mythos expansion but also after a year’s worth of updates and patches. I would also like to clarify that I played A Total War Saga Troy when it launched on Epic Games Store last year, but it didn’t take long before I went to the older Total War titles. I’m explaining all this first so that you, the reader, will have an idea of my background as a Total War player before delving into this review. To this day, my favourite Total War games are Total War Rome 2 and Total War Attila. As such, I was never a fan of the fantasy elements introduced in the Total War Warhammer games or even the over-the-top legendary heroes featured in Total War Three Kingdoms. I’ve admittedly always been a fan mostly because I’m a huge history buff, especially when it comes to matters of war and conflict. I have hundreds or possibly thousands of hours across many Total War games, so trust me when I say I’m no newbie to Creative Assembly’s Total War franchise (you can even check my Steam profile for validation). Genre: Strategy, Real-Time Strategy, RTS, Turn-Based, Historical, Fantasy ![]() |