I feel like it is leaning too hard on the novelty of the portals, and not on having actually interesting gunplay or design. Like, that map they play in that video looks like a goddamn mess, but since you can use portals to skip 97% of the map its totally okay. ¯\_(ツ)_/¯
I feel that is it's innovation. For instance, In halo, quake, and Cod, you have a lot of doorway fights, either one person wins or one backs down and tries to flank. You could say that is tactical or you could say that its slowing the game down, both would be right. The portals allow for instant flanking and movement, creating essentially the most offensive FPS ever. You just need to think about what portals do to a games flow and control and you'll find something rather interesting. But I could be wrong, I'll have to play it first. But it's exciting to see something potentially new like this.
as soon as I see a new game I get bored as soon as I see a new movie I get bored as soon as I see a new tv show I get bored but with new books, some (I stress the 'SOME' in 'some') music, some concepts, some podcasts or intellectual commentary, I am excited and with art - as it currently is defined - I am merely disgusted, though intrigued
I just think that having instantaneous travel between two points on tap like that, with no cooldown or repercussion gives you no incentive to use the map at all and instead every fight is one person shooting the other from behind the back. I could be overthinking it, but I personally just don't like the idea. If there is going to be teleporting there needs to be some kind of counterplay that can be made against it. Maybe if they limited the spots you can teleport even more, and keep them out of LOS of each other so you don't just ping back and forth across the map. But at that point you might as well just not have the mechanic.
Been really slow on videos recently because I've been pouring my dedicated editing time into my newest Machinima. Current project boasts my highest quality production yet. Features a full voice cast even an original score. TLDR: Pretty excited
While it could be considered the most offensive FPS ever I think it's more likely that itlli end up being the most evasive fps ever. There was simply too many teleporter surfaces. Looks too easy to escape other players. The gameplay they showed was actually a lot of this guy just trying to find the other guy. I think it has potential but right now it just looks like a glorified tech demo. Also Sprint. Boo
The gunplay in the game looked horribly generic, inaccurate, and lifeless. Even with the controlled surfaces for teleporting that map was an uncontrolled chaos AND IT WAS 1V1 , could you imagine trying to keep pace in a 5v5? The tech is cool as is the idea (which they didn't even come up with really) but it just looks like it wasn't even thought out. You could even FURTHER limit the surfaces the tele can be used on which basically turns it 2 dimensional and tacky like Bo3 wall running where it's not actually a universal ability, it's just tacked onto the map. Or you could give players free reign and turn the game into chaos. Hell the surfaces on that map were controlled and it looted like chaos already I'd probably enjoy the game for a night and then be done with it. Plus, Sprint. Random spread. Recharging health. And an awful art style.
Can you believe we're almost to the point that sprint will have been in Halo longer than it hasn't? Damn we're old
So the first question I asked myself was: "How can we make level design less meaningful than jetpacking around?" Then seeing the level, I knew I was right lol Don't get me wrong, it's a pretty sweet trick, but @Aschur absolutely nailed it. That map is absolutely awful, and only works with that teleporter system. But that also means every map would have to be just like that open platform jumble for the portal system to even work. I think it completely ruins any and all predictability in gameplay. Now if you pay attention, the guy actually had a fight THROUGH the portal without entering it. That's the nugget of good I just took away from that entire video lol. If you could do that in a Halo setting, where teleporter locations are fixed and always active, you could evolve designs, and create nerdy LOS and coordinated pinches. It would be insane. But once you give everyone a portal ability, the game starts to fall apart, and lose its structure. Suddenly nothing is predictable and you cant punish people like you should be able. Really glad I caught this video though, because there is some cool stuff going on. Am I the only one who thinks the gameplay would devolve into the Scooby doo hallway door chase scenes? lmao
Pretty neat concept. I like that the portal can only be made on that grid-like surface. It gives the mapper the ability to control how hectic they want it to be. Im assuming theres also some sort of cooldown system for the portal. Shooting through portals has been done in other arena shooters, though.