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Kernyx

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  1. Shagger liked a post in a topic by Kernyx in The Shooter Formula   
    Hi everyone,
    I haven't posted much for a long time, but I felt like I had something to say.
    You can see it as a reply to AJ's video "Battlefield V Delayed! - Will it Help EA?".
    And see it as a review of the events revolving around Battlefield V's delay.
     
    Currently on the market we see Fortnite being the strongest game in shooter history.
    It is only clear that other shooter developers want to get the formula right and be as successful as Fortnite.
    The "why" is quite simple actually:
    EA thinks there is the amount of players on the market Fortnite has.
    They look at their own player numbers and think "we have this number of players, but we COULD have THAT number players".
    So it is only natural for them to try and adapt.
    Important to note is also that Call of Duty (CoD) is also very popular and was always outselling Battlefield.
     
    Both games can be considered "main stream", but are actually very different.
     
    What EA seems to have been trying with Battlefield V was to become more like both.
    They want to copy the battle royale thing from Fortnite and use the gameplay of Call of Duty.
    And that sounds like a great idea, because it clearly is the battle royale mechanic that made Fortnite strong,
    and Call of Duty doesn't have any qualities but its gameplay, so it must be that, right?
     
    But that thought pattern is too simplistic.
     
    Fortnite isn't strong because it is battle royale per-se.
    And nobody should be playing CoD at this point.
     
    Let me dismantle CoD real quick so we can move on:
    CoD doesn't have any features left than the gameplay it always had.
    They are at a point where they just re-skin their old games.
    CoD sells because the customers are used to buying it.
    (look at Madden and FIFA - developer does nothing at all, ppl still buy)
     
    So EA thinks they have to copy a game that is actually not representative of good game design
    but instead makes its profit solely for a non-design related reason.
    But EA wants Battlefield to be as profitable as Call of Duty, so they must mimic it, right?
    It can only improve!
     
     
    In the past Battlefield has been criticized a lot by their fans for having too much downtime and way too difficult gun play.
    But this is where the actual problem starts.
    Because that stuff was never a problem.
    The actual problem of Battlefield now is that it is now less like Fortnite than it was in Battlefield 3 and here is why:
    Fortnite isn't anywhere near being like Call of Duty.
    Fortnite does the same thing as Battlefield 3 when it comes to the following word: TENSION
    Because Fortnite has just as much downtime as Battlefield 3 had!!
    In Fortnite you first have downtime when parachuting off the bus, then you often have downtime collecting stuff and then you have downtime when travelling.
    In Battlefield you have downtime spawning at the home base, then you have downtime taking the first objectives then you have downtime travelling to the combat zones.
    And what both games have in common is tension:

    Both Battlefield 3 and Fortnite put the player in the situation that at any given point in time, in any place you may be in, you may get jumped on, or find an enemy you better jump on yourself.
    If you find an enemy, you have to think up a plan to either kill them without a real fight, or fight them so your chances to win are higher than theirs.
    Or maybe there is an enemy right around the corner mirroring the same thing? You better have you finger on the trigger!
    Both games create an incredible amount of tension DUE TO THE DOWNTIME.
     
    The more downtime you have, the higher the tension.
    Of yourse you can get bored, if you KNOW nobody is around,
    or if the combat is not intriguing enough (but both games do that fairly well), especially in close combat you can compare the two very well to a point.
     
    But why didn't take Battlefield 3 take off like Fortnite did?
    Well there are some reasons I can think off:
     
    First off the already mentioned loss of tension when you KNOW nobody is around:
    If the map is designed so that you can tell that there can't be an enemy, you will feel relaxed and carefree,
    which is not what you want if your game is supposed to create tension by keeping the players on their toes.
    In Fortnite there is always this chance that someone just arrived and runs into the house you're in to loot something,
    or they spotted you first because you let down your guard, so you better be on guard, which creates tension.
     
    Battlefield is forgiving when it comes to dying.
    You wait for a couple seconds and get right back in.
    While in Fortnite if you die, it's game over.
    That means where Fortnite creates tension - "I don't want to die or the match is over for me",
    Battlefield trivializes it - "Meh, if I die, I can just respawn."
    Meaning Battlefield creates less tension than Fortnite here and that is already a big reason in itself.
     
    The next problem Battlefield has is the spawning itself.
    In Fortnite every player jumps off a bus and is unable to fight until they land, making sure players can decide on their fate, by regulating the risk themselves and giving them control over the situation they will find themselves in once they landed and are able to fight.
    Battlefield has people just pop in randomly in one of a couple of pre-defined spawning locations, which can be camped.
    Also vehicles have a history of spawning in a way so that an enemy can camp their spawn.
    For example some Battlefield 4 maps had helicopters spawn in locations that let enemies shoot them on spawn with a tank shell (and tank shells are one-hit kills on helicopters and that's justified in every other scenario)
    And here again the ability to control your fate in Fortnite, but having other players just have a LITTLE say in it, creates tension,
    while in Battlefield you're left to the frustration of being spawn-camped very often.
     
    Gameplay breaking bugs, especially in Battlefield 4, also ruin tension and have frustration take its place.
    (for example emptying the magazine of an LMG at an enemy and having not a single bullet hit them but the wall behind them, because of de-sync and package-loss)
    Fortnite on the other hand seems to be outstandingly well polished.
    And there are other examples of polishing being partly a reason why a game is successful.
    For example Overwatch is another highly successful shooter, that may be valid for various criticism that is now taking its toll, but you could never criticize it for not being polished.
    Polished games feel better and therefore amplify the feelings a player has while playing the game.
    An immersion and tension based game would feel way more immersive and tense if there was not a single hint that the player is just running a piece of software.
     
    To sum it up:
    It's not the battle royale game mode, it's what the game mode does to the game.
    It creates tension through down-times on vast maps you can't really explore in one match alone.
    It keeps you on your toes because an enemy could be around every corner, hill or tree or hide in a bush.
    It amplifies the tension through proper polishing and gameplay.
    And keeps their players entertained through a strong cosmetic library with a rather fair business model. (EA is not known for fair business practices OR proper cosmetics)
     
    All of this in my opinion influences the market to the shape it is in today.
     
    And that means the flop of Battlefield V we have learned of recently was to be expected, because Battlefield V went into the complete opposite direction.
    Latest Battlefield games decreased the map sizes, removing the tension generating downtime,
    made the gameplay more CoD-like and less Fortnite-like, making encounters less fair and skill based,
    were under attack because of their shady business practices, frustrating the players,
    and rather blindly copy a feature, than analyzing its properties and adapting to it.
  2. Saniedrel liked a post in a topic by Kernyx in Fallout 4: worth pre-ordering?   
    Bethesda is holding back a lot of information on their new game Fallout 4, which will release at the 10th of November 2015.
     
    From what I've seen in the Trailer, Presentation and what I know about the game's development I expect the game to wether be very good or to be a catastrophy for both sides, developer and customer.
     
    What speaks for the game to be worth pre-ordering?
    The game has been in development since October 2008 according to Bethesda's statements. That is a whole 7 years.
    7 years is a lot of time to develop a sequel. It is long enough to enhance the engine Fallout 3 used to today's standards and still enough time to massively polish up all the features it had.
      Bethesda usually doesn't sell broken games.
    They are aware of the fact that the only reason why their studio is able to keep itself above the "Indie Dev" line is the in-depth support for their customers. Mod-support was the main reason to that.
    I am absolutely certain that Skyrim wouldn't have sold this well without mods, people in fact only bought it to mod the game right away before even playing the base game. Many critics couldn't even force themselves to play the vanilla game all the way through. Therefore selling a broken game would hurt them a lot and it is in their own interest to not screw up.
    You can't create a modding community that raises sale numbers around a game that nobody plays.
      Previous successes indicate that they gathered a lot of new assets to create better games in the future.
    Their technology was already old when it came out but games like Dishonored showed that they were working on something.
    While it might not be the same studio and maybe it even was just a one-time deal, they may have gotten more out of the project than just a successful game.
    The trailer showed some game elements that were also in Dishonored.
      Character mesh enhancement:
    One of the biggest improvements are the new models.
    While Fallout 3 and Fallout New Vegas suffered from ugly models with restricted skeletons and technology behind them, the first game element Bethesda showed their audience at the E3 presentation were the new models.
      Better dialogues:
    The first couple dialogues and interactions show that Bethesda understood that their work in Fallout 3 and New Vegas needed massive improvements.
    This time around they seem to have come out of their tortoise shell and added some life to the game.
      Dog texture.
    I know a lot of geniuses have ranted about the low texture resolution for the dog.
    You just download a hi-res texture mod on day one or two and the problem is solved.
    It is really not a reason to not buy the game.
    The rest of the textures looked rather fine in the shown footage so we might even see a better looking dog on release, since Bethesda surely heard of it and might even adress it. (It might not be their top priority though)
      The world looks believeable.
    Little areas of dead "forest" seemed pretty well designed and believeable.
    You might not see a huge enhancement over Skyrim, but it certainly looks like they have put some effort into the looks of your surroundings.
      Enhanced graphics:
    They worked on their graphics engine.
    It might not become the best looking game in the world, it might even look somewhat outdated on release, but it looks good and that's all you need for an open world RPG-action game.
      Weather:
    They seem to have added rain and radiation clouds to the game.
    There is still the chance that it's just from cutscenes or only happens in certain places, but I hope for dynamic weather throughout the whole game world.
      Roofs:
    In some scenes you see rooftops and even jump off of one.
    That indicates two things:
    Firstly that the meshes in the game world are made with today's standards.
    The buildings actually exist and aren't just empty backdrops like in a theatre.
    Loadingscreens might become a rare thing. (and they were very short in Fallout 3, nobody mentioned them as far as I know, eventhough they were everywhere. You couldn't walk 3 steps without running into a loadingscreen.)
    Secondly it also indicated that 3 dimensional gameplay is going to be a thing, especially after they showed a power armor with jetpack. While it might just be to lower or remove falling damage, it still adds some verticality to the game.
    Let's just hope they didn't overdo the roof-sniper thing like Battlefield 4 did.
      New gunplay:
    Starting off with the stats, guns now openly show their properties in the pip boy menu.
    Damage, Fire Rate, Range, Accuracy (, Weight, Value, Ammunition)

    Coming along with completely new weapon models they also added complete part by part weapon customization.
    From reading some tooltips when they presented the weapon modification menu they also added this to the gunplay and the weapon stats:
    Spraypatterns, Recoil (!), melee attacks with ranged weapons, hip fire accuracy VS scoped accuracy, ammo capacity based on weapon mods, range based on weapon mods, reload speed, weight based on weapon mods, scope magnification based on weapon mods, per-shot recoil based on weapon mods, focus for sights (what ever that means), armor piercing effect (melee), bleeding effect (melee), different materials for melee weapons (maybe just cosmetic), hip fire range VS scoped range (wtf?), multi-projectile weapons, electrocution effect, fire damage, critical hits

    Based on the shown weapons we will see the following weapons and probably some more:
    Laser pistols, laser rifles, laser shotguns, flamethrower pistols, plasma pistols, plasma "shotgun" pistols, flame thrower plasma rifles, plasma assault rifles, assaultrifles, LMGs (modified ARs), Cryolator Pistols (fires ice rays), junk throwers, basseballbats, wrenches, sledge hammers, not-so-mini miniguns, bolt-action rifles (also laser), marksman rifles, fatman (nuke thrower), double-barrel shotguns, grenades, automatic pistols, rocketlaunchers, billard cues, ...
    They stated there will be over 50 base weapons and over 700 modifications for them.

    Judged by the gunplay itself, shown in the trailer and presentation you will also see hit markers.
    From what I saw I believe the gunplay will be about on-par with Call of Duty or BioShock which is very good news.
    The gunplay in Fallout 3 and New Vegas was horrible, but from what I saw you can now really look forward to it.
    Hip fire, ADS (aiming down sights), VATS mode, 3rd person mode, visible recoil
      Armor Customization:
    Powerarmors will be customizeable just like guns.
    Certain parts will have following additional effects and tools:

    Modification slots,
    material slots (requires raw materials),
    Headlights,
    SPECIAL stat increase,
    Jet Pack,
    Damage resistances: physical, electrical, radioactive,
    A stat called "PA Bat Dam Rate" which probably means Power Armor Battery Damage Rate,
      Base Building:
    They added basebuilding to the game.
    You will be able to build buildings piece by piece, walls snap to foundations, furniture can be freely placed, lighting and other machines can be build and supplied with power and also use switches, you can invite NPCs to your base and interact with them.
    You can grow vegetables or at least let your NPCs grow them for you.
    You will be able to run brahmin caravans.
    Your will have to defend your settlement
    The settlement will however be in a specific location and you probably won't be able to do anything related to base building outside that area. (except for gathering resources)
      Enemy variety:
    We will see raiders, the brotherhood of steel, supermutants, behemoths, ghouls, radscorpions, mirelurks, protectrons, sentry bots, androids (!), deathclaws, bloodbugs (giant mosquitos) and other creatures.
    More importantly the footage showed raiders in power armor and super mutants in comparable armor.
    They were also holding different kinds of weapons, such as melee weapons and assault rifles.
    The rad scorpions in the footage dug themselves into the ground to sneak-attack the player.
    Some enemies (at least deathclaws) will play fully animated killing scenes, when they kill the player, others will also play special attack animations, such as the bloodbugs will actually bite the player.
      Call of Duty Dog!
    Since CoD got boring after a while, the Call of Duty dog decided to play some Fallout.
    Let's just hope the dog left its full-dive mind-control device in Call of Duty Ghosts.
      Improved Menus and HUDs
    The HUD seems to be more than just an alpha texture on the player's screen now.
    It moves, it interacts and it has fully animated elements, such as a limping vault boy, when you are crippled, or a vault boy shooting with double pisols, when you trigger a perk or critical hit (not sure how).
    So we can expect so see more animated and designed elements.
    In the modification menu, you got live updates on weapon and modification stats, so they probably reduced the loading times.
    That also indicates that they put quite some effort into their scripting and valued all the tiny little details, that make a game feel like it's running well. It seems to be interacting with the player and the game world to a certain degree.  
    What speaks against it?
    Bethesda might not sell broken games, but they sure showed some bad attitude every now and then.
      Bethesda stated that it's not just about the size of the map but also about the stuff that is in the map.
    While that might be true firstly a small map will always be a small map.
    Fallout 4 is about wasteland, about a lonely world where few things are left, therefore stuffing a lot of content into a small map means you won't be able to see the desert between all the buildings and you can't feel immersed by a lonely world among all those NPCs throwing quests and grenades at you.
    The way they said it sounds more like them making up an excuse for the world design falling short.
      No sliders for the character creator?
    Why in the world would you do that?
    Sliders were invented for a reason: They are there so you see what you are doing, so you don't miss anything and find out about it later when you can't fix it anymore and so you have everything under control without fiddling around and looking for the right clicky spot.
    A slider mod is probably going to be one of the first things people will add to the nexus and steam workshop.
      The more complex the character creator gets, the harder it will get to add custom character models.
    Mod developers will have to keep up with all the advancements.
    That stretches the development time for custom models and makes it more unattractive for a mod creator to bother making one. It's just too tedious.
      While they showed some dialogue improvements on one side, they also showed the same old "dialogue is over, i should be over there so ima run there like an animated puppet" scripting and animations.
      When they showed the pip boy menu they also clearly showed that there are no skills, only SPECIAL and perks.
    There are multiple things this could mean:
    A: They just didn't finish the skills and therefore it just wasn't in the footage since it wasn't in the game YET.
    B: They removed the skills and generalized the gameplay to be more appealing to casual gamers.
    C: They removed the skills and generalized the gameplay to be more appealing to casual gamers and totally screwed up on it.
      They added a lot of features to the game such as full weapon, armor and base customization.
    While that basically sounds like a good thing it can also mean that their eyes were bigger than their mouths.
    There is a certain possibility that the features will fall short because they just didn't have the time to make the features become a complete experience.
    And that's just the medium-sized problem:
    There is the possibility they wanted to do so much and ended up not even getting the game's basics done, because everyone was doing something else and in the end nobody got their work done.
    It doesn't look like it's incomplete, but from the past you should know that developers used tricks before to make their potential customers believe the game was a complete experience.
    You should always keep that in mind.
    If it sounds too good to be true, they're possibly hiding something from you.

    HOWEVER this might not be the case, since they seem to have had enough time to create minigames for the pip boy.
    Adding features is one thing, but adding completely unneccessary minigames is another.
    They would have to be super stupid to work on minigames instead of on unfinished core-features.
    It is more likely that at least a small group of their team was done early with their work and had nothing better to do than to add minigames to the game and probably even create the mobile game "Fallout Shelter" in the process (which was also a good PR idea if you asked me).
    But don't get me wrong, I saw developers who found the time to add minigames, but not to make a proper game, so this is really nothing you can tell for sure.
      The NPCs didn't look any smarter than in Fallout 3.
    In the shown footage the enemies just blindly ran and shot at the player.
    The only thing I didn't see before was the "Synth" kneeling down for a moment while shooting, but still not taking cover or anything.
    While the gunplay might be better, the difficulty will probably only come from enemies turned into bullet sponges.
      They reduced the dialogue menu to a 4 choice system on XBox controllers.
    Eventhough they didn't show much at all about it, it looked like they dumbed down the RPG part to some degree.
      They didn't change the physics all that much.
    Some people stated "ooooh the shopping cart was pushed away, they got nice physics" but actually it really wasn't that much of a physics effect. An NPC ran into it and the cart totally overreacted to it just like in other games where the physics aren't all that important.
    We can expect very rudimentary physics in the game.
    While that might not imply anything I want you to remember the god awful bounding boxes in Fallout 3 and New Vegas where you constantly shot invisible walls and bullet-proof fences.
    Explosions and vehicle destructions also seemed to be just the same as in Fallout 3, so we might even have to expect glitches to occur on a regular basis.  
     
    Please give me feedback to my statements and what you think why you should or shouldn't pre-order the game and why the game might be a good or bad game when it releases.
  3. Saniedrel liked a post in a topic by Kernyx in Fallout 4: worth pre-ordering?   
    Of course the chances are high that the game is going to be awesome, but I expected that from other games in the past and got disappointed (what an understatement).
     
    Judging by the facts we know about the game...
    They had 7 years to develop, at the E3 conference they stated that the game is about done already, which basically means they now have plenty of time for bugfixing and polishing.
     
    You can't expect of Fallout 4 to be the next level of video gaming, but you can expect it to be a very good game.
    The graphics are very nice, you really don't "need" more than that.
     
    The features sound great and seem to be done, the downsides I spotted are acceptable.
    Stupid NPCs ... let's be honest: the last game with comparably good FPS AI was probably ... Call of Duty 4: Modern Warfare.
    That's a pretty lousy score so far.
    Everyone is using Bulletsponges and WoW-Boss-Tactics instead of smart AI.
    The RPG elements are probably going to balance it out to some degree.
     
    I especially like the improvements in gunplay. They learned a lot.
    Recoil, ADS, just all the stuff an egoshooter should have ... except for hitmarkers.
     
    Also your arguments weren't wrong. The 4 button dialogues might just have a bunch of sub-menus like "discuss" or "question" or "interrogate" or whatever, while the important things are right where you want them to be.
    And seem to have been totally wrong with the skill system.
     
    So it really looks good for this game, let's just hope they don't hide anything horrible.
     
    The biggest threat is game breaking bugs.
    They might not get the optimization right, or screw up with the RAM usage, who knows.
    Also there is a lousy little company full of maggots called NVidia that constantly screws around with their drivers...
     
    A little other threat is that they really hopped onto the casual train and screwed something up like a short tunnel-like story, boring busy-work and what now.
    That might entertain "some" people but certainly not everyone. I hope they kept a good balance and allowed both playstyles to have a full experience.
     
    However the modability is also a little problem here.
    The weapon customization and character creation menus are rather complex and need more skilled mod creators than before.
    They probably wanted to create Fallout 4 along with their paid mods plan.
    Since the paid mods idea has been shot on sight, Fallout 4 might suffer from lack of content creators.
    The game might allow very good mods, but good means difficult and time consuming.
    And that means fewer mod creators are skilled enough and even less want to bother working so hard for something that doesn't bring any money.
  4. Saniedrel liked a post in a topic by Kernyx in Fallout 4: worth pre-ordering?   
    Bethesda is holding back a lot of information on their new game Fallout 4, which will release at the 10th of November 2015.
     
    From what I've seen in the Trailer, Presentation and what I know about the game's development I expect the game to wether be very good or to be a catastrophy for both sides, developer and customer.
     
    What speaks for the game to be worth pre-ordering?
    The game has been in development since October 2008 according to Bethesda's statements. That is a whole 7 years.
    7 years is a lot of time to develop a sequel. It is long enough to enhance the engine Fallout 3 used to today's standards and still enough time to massively polish up all the features it had.
      Bethesda usually doesn't sell broken games.
    They are aware of the fact that the only reason why their studio is able to keep itself above the "Indie Dev" line is the in-depth support for their customers. Mod-support was the main reason to that.
    I am absolutely certain that Skyrim wouldn't have sold this well without mods, people in fact only bought it to mod the game right away before even playing the base game. Many critics couldn't even force themselves to play the vanilla game all the way through. Therefore selling a broken game would hurt them a lot and it is in their own interest to not screw up.
    You can't create a modding community that raises sale numbers around a game that nobody plays.
      Previous successes indicate that they gathered a lot of new assets to create better games in the future.
    Their technology was already old when it came out but games like Dishonored showed that they were working on something.
    While it might not be the same studio and maybe it even was just a one-time deal, they may have gotten more out of the project than just a successful game.
    The trailer showed some game elements that were also in Dishonored.
      Character mesh enhancement:
    One of the biggest improvements are the new models.
    While Fallout 3 and Fallout New Vegas suffered from ugly models with restricted skeletons and technology behind them, the first game element Bethesda showed their audience at the E3 presentation were the new models.
      Better dialogues:
    The first couple dialogues and interactions show that Bethesda understood that their work in Fallout 3 and New Vegas needed massive improvements.
    This time around they seem to have come out of their tortoise shell and added some life to the game.
      Dog texture.
    I know a lot of geniuses have ranted about the low texture resolution for the dog.
    You just download a hi-res texture mod on day one or two and the problem is solved.
    It is really not a reason to not buy the game.
    The rest of the textures looked rather fine in the shown footage so we might even see a better looking dog on release, since Bethesda surely heard of it and might even adress it. (It might not be their top priority though)
      The world looks believeable.
    Little areas of dead "forest" seemed pretty well designed and believeable.
    You might not see a huge enhancement over Skyrim, but it certainly looks like they have put some effort into the looks of your surroundings.
      Enhanced graphics:
    They worked on their graphics engine.
    It might not become the best looking game in the world, it might even look somewhat outdated on release, but it looks good and that's all you need for an open world RPG-action game.
      Weather:
    They seem to have added rain and radiation clouds to the game.
    There is still the chance that it's just from cutscenes or only happens in certain places, but I hope for dynamic weather throughout the whole game world.
      Roofs:
    In some scenes you see rooftops and even jump off of one.
    That indicates two things:
    Firstly that the meshes in the game world are made with today's standards.
    The buildings actually exist and aren't just empty backdrops like in a theatre.
    Loadingscreens might become a rare thing. (and they were very short in Fallout 3, nobody mentioned them as far as I know, eventhough they were everywhere. You couldn't walk 3 steps without running into a loadingscreen.)
    Secondly it also indicated that 3 dimensional gameplay is going to be a thing, especially after they showed a power armor with jetpack. While it might just be to lower or remove falling damage, it still adds some verticality to the game.
    Let's just hope they didn't overdo the roof-sniper thing like Battlefield 4 did.
      New gunplay:
    Starting off with the stats, guns now openly show their properties in the pip boy menu.
    Damage, Fire Rate, Range, Accuracy (, Weight, Value, Ammunition)

    Coming along with completely new weapon models they also added complete part by part weapon customization.
    From reading some tooltips when they presented the weapon modification menu they also added this to the gunplay and the weapon stats:
    Spraypatterns, Recoil (!), melee attacks with ranged weapons, hip fire accuracy VS scoped accuracy, ammo capacity based on weapon mods, range based on weapon mods, reload speed, weight based on weapon mods, scope magnification based on weapon mods, per-shot recoil based on weapon mods, focus for sights (what ever that means), armor piercing effect (melee), bleeding effect (melee), different materials for melee weapons (maybe just cosmetic), hip fire range VS scoped range (wtf?), multi-projectile weapons, electrocution effect, fire damage, critical hits

    Based on the shown weapons we will see the following weapons and probably some more:
    Laser pistols, laser rifles, laser shotguns, flamethrower pistols, plasma pistols, plasma "shotgun" pistols, flame thrower plasma rifles, plasma assault rifles, assaultrifles, LMGs (modified ARs), Cryolator Pistols (fires ice rays), junk throwers, basseballbats, wrenches, sledge hammers, not-so-mini miniguns, bolt-action rifles (also laser), marksman rifles, fatman (nuke thrower), double-barrel shotguns, grenades, automatic pistols, rocketlaunchers, billard cues, ...
    They stated there will be over 50 base weapons and over 700 modifications for them.

    Judged by the gunplay itself, shown in the trailer and presentation you will also see hit markers.
    From what I saw I believe the gunplay will be about on-par with Call of Duty or BioShock which is very good news.
    The gunplay in Fallout 3 and New Vegas was horrible, but from what I saw you can now really look forward to it.
    Hip fire, ADS (aiming down sights), VATS mode, 3rd person mode, visible recoil
      Armor Customization:
    Powerarmors will be customizeable just like guns.
    Certain parts will have following additional effects and tools:

    Modification slots,
    material slots (requires raw materials),
    Headlights,
    SPECIAL stat increase,
    Jet Pack,
    Damage resistances: physical, electrical, radioactive,
    A stat called "PA Bat Dam Rate" which probably means Power Armor Battery Damage Rate,
      Base Building:
    They added basebuilding to the game.
    You will be able to build buildings piece by piece, walls snap to foundations, furniture can be freely placed, lighting and other machines can be build and supplied with power and also use switches, you can invite NPCs to your base and interact with them.
    You can grow vegetables or at least let your NPCs grow them for you.
    You will be able to run brahmin caravans.
    Your will have to defend your settlement
    The settlement will however be in a specific location and you probably won't be able to do anything related to base building outside that area. (except for gathering resources)
      Enemy variety:
    We will see raiders, the brotherhood of steel, supermutants, behemoths, ghouls, radscorpions, mirelurks, protectrons, sentry bots, androids (!), deathclaws, bloodbugs (giant mosquitos) and other creatures.
    More importantly the footage showed raiders in power armor and super mutants in comparable armor.
    They were also holding different kinds of weapons, such as melee weapons and assault rifles.
    The rad scorpions in the footage dug themselves into the ground to sneak-attack the player.
    Some enemies (at least deathclaws) will play fully animated killing scenes, when they kill the player, others will also play special attack animations, such as the bloodbugs will actually bite the player.
      Call of Duty Dog!
    Since CoD got boring after a while, the Call of Duty dog decided to play some Fallout.
    Let's just hope the dog left its full-dive mind-control device in Call of Duty Ghosts.
      Improved Menus and HUDs
    The HUD seems to be more than just an alpha texture on the player's screen now.
    It moves, it interacts and it has fully animated elements, such as a limping vault boy, when you are crippled, or a vault boy shooting with double pisols, when you trigger a perk or critical hit (not sure how).
    So we can expect so see more animated and designed elements.
    In the modification menu, you got live updates on weapon and modification stats, so they probably reduced the loading times.
    That also indicates that they put quite some effort into their scripting and valued all the tiny little details, that make a game feel like it's running well. It seems to be interacting with the player and the game world to a certain degree.  
    What speaks against it?
    Bethesda might not sell broken games, but they sure showed some bad attitude every now and then.
      Bethesda stated that it's not just about the size of the map but also about the stuff that is in the map.
    While that might be true firstly a small map will always be a small map.
    Fallout 4 is about wasteland, about a lonely world where few things are left, therefore stuffing a lot of content into a small map means you won't be able to see the desert between all the buildings and you can't feel immersed by a lonely world among all those NPCs throwing quests and grenades at you.
    The way they said it sounds more like them making up an excuse for the world design falling short.
      No sliders for the character creator?
    Why in the world would you do that?
    Sliders were invented for a reason: They are there so you see what you are doing, so you don't miss anything and find out about it later when you can't fix it anymore and so you have everything under control without fiddling around and looking for the right clicky spot.
    A slider mod is probably going to be one of the first things people will add to the nexus and steam workshop.
      The more complex the character creator gets, the harder it will get to add custom character models.
    Mod developers will have to keep up with all the advancements.
    That stretches the development time for custom models and makes it more unattractive for a mod creator to bother making one. It's just too tedious.
      While they showed some dialogue improvements on one side, they also showed the same old "dialogue is over, i should be over there so ima run there like an animated puppet" scripting and animations.
      When they showed the pip boy menu they also clearly showed that there are no skills, only SPECIAL and perks.
    There are multiple things this could mean:
    A: They just didn't finish the skills and therefore it just wasn't in the footage since it wasn't in the game YET.
    B: They removed the skills and generalized the gameplay to be more appealing to casual gamers.
    C: They removed the skills and generalized the gameplay to be more appealing to casual gamers and totally screwed up on it.
      They added a lot of features to the game such as full weapon, armor and base customization.
    While that basically sounds like a good thing it can also mean that their eyes were bigger than their mouths.
    There is a certain possibility that the features will fall short because they just didn't have the time to make the features become a complete experience.
    And that's just the medium-sized problem:
    There is the possibility they wanted to do so much and ended up not even getting the game's basics done, because everyone was doing something else and in the end nobody got their work done.
    It doesn't look like it's incomplete, but from the past you should know that developers used tricks before to make their potential customers believe the game was a complete experience.
    You should always keep that in mind.
    If it sounds too good to be true, they're possibly hiding something from you.

    HOWEVER this might not be the case, since they seem to have had enough time to create minigames for the pip boy.
    Adding features is one thing, but adding completely unneccessary minigames is another.
    They would have to be super stupid to work on minigames instead of on unfinished core-features.
    It is more likely that at least a small group of their team was done early with their work and had nothing better to do than to add minigames to the game and probably even create the mobile game "Fallout Shelter" in the process (which was also a good PR idea if you asked me).
    But don't get me wrong, I saw developers who found the time to add minigames, but not to make a proper game, so this is really nothing you can tell for sure.
      The NPCs didn't look any smarter than in Fallout 3.
    In the shown footage the enemies just blindly ran and shot at the player.
    The only thing I didn't see before was the "Synth" kneeling down for a moment while shooting, but still not taking cover or anything.
    While the gunplay might be better, the difficulty will probably only come from enemies turned into bullet sponges.
      They reduced the dialogue menu to a 4 choice system on XBox controllers.
    Eventhough they didn't show much at all about it, it looked like they dumbed down the RPG part to some degree.
      They didn't change the physics all that much.
    Some people stated "ooooh the shopping cart was pushed away, they got nice physics" but actually it really wasn't that much of a physics effect. An NPC ran into it and the cart totally overreacted to it just like in other games where the physics aren't all that important.
    We can expect very rudimentary physics in the game.
    While that might not imply anything I want you to remember the god awful bounding boxes in Fallout 3 and New Vegas where you constantly shot invisible walls and bullet-proof fences.
    Explosions and vehicle destructions also seemed to be just the same as in Fallout 3, so we might even have to expect glitches to occur on a regular basis.  
     
    Please give me feedback to my statements and what you think why you should or shouldn't pre-order the game and why the game might be a good or bad game when it releases.
  5. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.
  6. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.
  7. Kernyx liked a post in a topic by Vodenkonj in X Rebirth - Review   
    That's what I call a nice and detailed review, and a + for a realistic approach
  8. Kernyx liked a post in a topic by Twisted Chi in Worst game sequel ever?   
    As many others I have to go with Dragon Age 2. It isn't the worst game out there but compared to the first just horrible
  9. Hawko liked a post in a topic by Kernyx in My Review Form   
    The Feature area isn't meant for percentages above 10%
    10% would already be a massive change of the game, such as the game having its own content creation program, implementation system, market and rewards, scratching the line between being an additional feature and a core game element.
    Such a game doesn't really exist yet.
    The only program that gets near to that right now would be Second Life and that is barely a game, though that feature would deserve an 8.
    The score can't completely change just because it is modifiable.
    If the game is bad, the modability changes the score less than an awesome game that is equally modable, since mods require a working platform.
     
    Talking about Skyrim I found Fallout3, which is also from Bethesda, was MASSIVELY improved through its modability.
    After I discovered the modders community I spent 5 times the time playing the game with mods.
    So the impact of mods can be enormous.
    I think a percentage up to 10% shows its potential.
    Anything that would change the game more would be a total conversion and required its own review in my believes.
     
     
    ~ my quick thoughts on that ^^
  10. Aerensiniac liked a post in a topic by Kernyx in Your opinion on anita sarkeesian?   
    I watched two or three of her videos.
     
    She points the finger at stereotypes and that's prettymuch all aboutt it.
    I didn't watch her saying anything questionable at all, she's just telling you, that Peach is a damsel in distress and that LEGO removed all female characters, except for the new barbie-stereotype collection called "Friends".
     
    She said she would like to see more active roles for female characters in video games.
     
     
    I personally dislike sexism in videogames aswell.
    Women can be normal people ... really -.-
  11. Kernyx liked a post in a topic by Jinzuro in AJSA Game Development Team   
    From my experience when I did work with 3ds Max for a time. If I was shown something I would understand it immediately when given good direction. As far as making visual novels I know those aren't all that hard to work with, I'm not sure about tactical... but then again that depends on the type of tactical we're talking about.
  12. Kernyx liked a post in a topic by Rage DragonX in Chinese Hackers sentenced to 2 years in jail for hacks on WoW   
    Ten chinese hackers that hacked and wiped accounts clean in world of warcraft got sentenced to jail for 2 years and get fined $1,000, which is surprises since they resold these accounts for $3. By the time they were caught they made $10,800. Just read the article at Kotaku's website. http://kotaku.com/wow-hacker-group-mastermind-sentenced-to-two-years-in-c-1488458327
  13. captainroyy liked a post in a topic by Kernyx in Angry Flame Forum   
    I just thought that there could be a place to write "less educated reviews" and one to talk about it.
    Because if you mix everything up, the people who are looking for serious discussions might be bothered by the people who're just bitching about a game's flaws.
  14. captainroyy liked a post in a topic by Kernyx in Angry Flame Forum   
    We need one!
    For the time every one of us has the urge to release themselves into the forum with a continuous flow of complaints about bad games.
    possibly Angry Joe style! 
     
     
    It's not meant to flame people or anything, just to continue where AJ started 
  15. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.
  16. fryedman liked a post in a topic by Kernyx in FALLOUT 4 OFFICAL !!!!!!   
    Bethesda has/had some issues with the license for the Fallout franchise as far as I know.
    It could also just be a tactical move to convince the license holder or something.
    I don't want you guys to be hyped and then overly disappointed but of course I also hope for a Fallout4 by Bethesda, since I loved "Fallout 3" and "Fallout New Vegas".
     
    They have been messing with their engine arsenal as you might have noticed.
    They made one awesome title on their old engine and brought a rather bad game on a different engine.
    I think they really want to improve and if the new Fallout title gets the gameplay fidelity of Dishonored, I'd be so totally hyped.
  17. PootisGaben liked a post in a topic by Kernyx in What do you think about AC: black flag   
    There is nothing worse you can do to an author than stealing his beloved trilogy and whore it for a franchise.
    The story of Assassin's Creed has ended and Ubisoft is now doing something that is a giant black cloud in their comparably clear sky.
     
    I don't know if I even want to try enjoy it because I've been working on my own trilogy for my entire life.
    Try to imagine how you would feel if someone steals something you spent your whole life with, putting your very soul into it.
  18. Nazar3k liked a post in a topic by Kernyx in X Rebirth - Review   
    That patch might have caused a couple issues, but it's not a bug that the character models look horrible, or that the dialoges are stupid and repetitive, or that the game world just pretends to be huge, etc.
  19. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.
  20. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.
  21. Kernyx liked a post in a topic by Shaded in Is PC gaming dead?   
    Long live the PC Gamer master race
     

  22. LordCrash liked a post in a topic by Kernyx in Is PC gaming dead?   
  23. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.
  24. Kernyx liked a post in a topic by J2D in Make me your "elite" guy, or w/e   
  25. MrDragneel liked a post in a topic by Kernyx in X Rebirth - Review   
    Final Verdict: 4.12 / 10
     
     
    1 - Stability / Engine
    6/10
    There have been a couple complaints about FPS drops and crashes.
    That makes me come to the conclusion, that there are some compatiblity issues, but the majority of players seems to be able to play the game at normal framerates and crashfree.
    I myself am using a Radeon HD 7970 and experienced a couple frame rate drops here and there, but until now I didn't have anything dramatic happening to me and I'm playing at pretty high settings.
    There are no hardware caused bugs like graphic bugs, in this perspective it runs without any problems.
    Things that do stop my gameplay and have me lose the progress since my last manual save are UI-Bugs.
    I got stuck in the trading menu with the "save" option turned off. The game kept running, but I couldn't close the menu so I had to quit and start over with an old savegame.
    Another bug is that if you dock on a big carrier with having it's docking platform outside you might experience the carrier flying through everything. It just glitches through the giant space stations as if they aren't there. You better watch your step when going back to your ship.
    I do not wish to have these bugs influence the score too much because Egosoft used to fix such bugs in previous titles.
     
    2 - Gameplay
    2.1 Learning Curve:
    3/10
    The game is once again extremely hard to learn how to play.
    I take the risk and dare to say it is far harder to understand the game than in previous titles.
    While previous titles like "X3 Albion Prelude" had icons and colourful effects at every space station and ship telling you "Hey here's a quest!" or "I'm taking damage!" X Rebirth doesn't have that.
    They wanted to make the gaming experience more intuitive but they did that on the cost of obviousness.
    As a new player and even as an experienced player of every single previous title you have absolutely no idea what to do or how to actually do it.
    This comes along with a problem with the UI: it doesn't scale with the resolution!
    At a for today very normal resolution of 1920:1080 your UI becomes so tiny that it's absolutely not the player's fault if they miss something.
    The tutorial uses the same lines as the subtitles.
    Eventhough there is no text overlapping it is still a very bad idea, especially because you constantly get tutorial messages for just piloting the ship during the normal gameplay.
     
    2.2 - Human Gameplay
    1/10
    During the gameplay it is necessary to stand up from your seat and walk through your tiny ship or some tiny levels that resemble the interriors of a space station.
    I don't even want to pick on the fact that you don't seem to have a body yourself, what's far worse is that you run through the stations with far too high speed.
    You can barely interact with your environment and the interactions that are actually there feel very clumsy and poorly designed.
    It is clear that the development team or the game engine itself is not capable of implementing an organic gameplay within a space game.
    Together with 3.1, 4.1 and 4.2 the human gameplay is rather a huge bother than an enjoyable side experience.
    The human gameplay is a requirement to play the game properly and overall I'd say it has the level of the worst games that infect the market with their low-quality rip-off poison, I've seen super-low budget games that did a better job, I'm sorry to say.
     
    2.3 - Ship Gameplay
    5/10
    I'm pretty nice here because I see the little details they added to the franchise over time.
    Your ship doesn't just "turn" if you move your mouse, it drifts into the previous direction, till your accelleration overcomes the former vector.
    You can see your actual speed in real time, there is no restriction when it comes to flying around.
    I do see the relative speed they added to the game, so you don't get crushed by a carrier, while you're flying inside its docking area or anything.
    I do see that they really did put some effort into it.
    But the ship gameplay is not just the 360° controls, it's also the interaction with your environment and that's where the score dies.
    To interact with a station you have to fly really close to its hovering icon.
    Often you find yourself clicking and clicking and just not getting that stupid icon to highlight.
    If you concentrate too much on keeping the icon in the center of your crosshair you will find yourself crashing into the station with mach1 or faster (that doesn't sound healthy).
    Since they removed the targeting system you're usually left having absolutely no idea where your ships are.
    At the beginning of the story mode you get a large trading ship, but I couldn't find it!
    I had no idea how to get to it.
    It was on my sector map, but I could only get a rough idea of where it must be, I couldn't highlight it.
    When I finally found it I had to go to the front of the ship to be able to access the docking menu.
    Being 10m away from a big moving obstacle and moving to it with the speed of sound is a BAD COMBINATION.
    Aside from that I did notice that the ships you meet in the highway are just there for the minigame.
    If you leave the highway through its gate none of those ships come out, and there are a lot of ships in there.
    Previous titles told you when an enemy gets into or out of your weapon's reach, now you have no idea when to shoot.
    The distances are less detailed now, you only get kilometer displays.
     
    2.4 - Menus and Control Panels
    2/10
    I wished there was anything enjoyable but not even the main menu feels good.
    You have to switch to arrow keys + enter/esc to use the menu properly.
    Mouse input doesn't work very well since you often don't know if the game actually took the double click or not.
    There are a lot of issues with things like the trading menu.
    While I already transferred the bugs to the stability rating, the menu also feels unintuitive.
    I had no idea who trades with whom and in which direction the wares are going.
    The few menus and control panels that are present are a bother to use!
    And it's not just what's there: It's also what's not there.
    I have the strong feeling that the game would have been better off with far more control panels than that.
    The "intuitive gameplay" is a huge failure and without a proper control interface with a high grade of obviousity you cannot play the game properly.
     
    3 - Graphics
    3.1 - Human Character Models
    1/10
    During the gameplay you will soon notice the incredibly ugly character models.
    Most humans you meet look so old, you'll be afraid they drop dead any second.
    Aside from the age they look like their parents were very sad fishes.
    http://cloud-2.steampowered.com/ugc/469793673227446070/40D404604FC504953A6296C198E7CC544F400BA5/
     
    3.2 - Human Animations
    1/10
    The models are also barely animated.
    No mocap studio was used for those animations, and you will definately see that.
    The animations are extremely rudimentary.
    It is very obvious that someone doesn't know how to rig clothing to a mesh, so you'll often see hats and glasses move differently than the bodypart they are attached to.
    Also often animations don't fit together and lead to weird dislocations.
     
    3.3 - Ship and Station Models
    6/10
    I'm sorry to give this such a low rating, because most ships look very beautiful, especially the larger ones.
    Same goes to the majority of the station models.
    What's a bother though is that not all of the models look good.
    Actually some of the models have an incredibly low polygon count for the fact that during the normal gameplay you have to stare at them closeup.
    Aside from that many parts of the space stations are made of alpha-textures instead of 3D models.
    You often get to see really ugly flat pictures instead of beautiful 3D models, and they will rape your eyes until you hate the game.
     
    3.4 - Textures and Effects
    4/10
    Some textures look pretty nice and the effect quality is very high.
    You're often stunned by the beauty of the environment ...
    But the rest of the textures really kill the score.
    There are textures with unreasonably low resolution, especially in human gameplay you're constantly surrounded by them.
    On the highway you have to fly into the backwash of faster ships, having you stare at their super-low resolution textures close-up.
    As in 3.3 described there are a lot of alpha-texture replacements: those usually have incredibly low texture resolution, which makes them such a bother in the end.
     
    4 - Sound
    4.1 - Voiceover:
    6/10
    There are many audiofiles missing, leaving the player thinking the game stopped working or they messed something up.
    This lowers the score because I'm not sure if they are going to fill the gaps, voice actors cost money and the game is already a disaster.
    The voice acting that is actually there is pretty good if you ignore the content, that's what 4.2 is for.
    I only got to hear the german voiceover, but that one was pretty ok.
    We've got lips moving automatically to the audio, so you could say when the audiofiles are missing and the character doesn't move its lips, it is lip synced.
     
    4.2 - Dialogues
    3/10
    What's more of a tragedy than missing voiceover is the voiceover that's actually not missing!
    But not because of the sound quality or the actors: most dialogues are incredibly dumb - like REALLY dumb!
    Incredible the voice actors did their job anyways.
    You get to play the "smalltalk" minigame very often, it is made to be a constantly present essential part of the game but there are only a couple different discussion topics.
    But it's not even that they're always the same, that lowers the score some but it doesn't ruin it.
    The actual content of the dialogues is a narrative disaster.
    It by no means resembles real life situations, your protagonist is an extremely nerdy creep and everyone loves it, and explains you in every detail the chemistry of their liking to youleaving the player with a huge "WTF?!" in their head.
    Aside from the WTF texts at the early game when you don't know that repetitive phrase yet you get scared the crap out of you when an NPC suddenly says "STOP RIGHT THERE!" leaving you to the idea you just broke the law or anything but being followed by a phrase with the content "buy at my shop".
     
    4.3 - Background-Music:
    5/10
    Eventhough the music doesn't sound bad, you'll often feel like something's missing when you're bored the most.
    The quality is okay.
     
    4.4 - Sound Effects:
    3/10
    They can get oh so annoying.
    I once docked with a police ship flying past me and I constantly heard it through the whole station, always coming from a new source, so it makes sure I can hear its annoying horns ... through space ...
    Some effects might be good but the sound effects you get to hear the most are always the same, annoying and of low quality.
     
    5 - World Design
    5.1 - Scale in Space
    4/10
    The world really is huge.
    Every sector is now a solar system connected with space highways.
    There really is some room for exploration.
    However there is a massive lack of sectors, which absolutely kills the rating.
     
    5.2 - Scale as Human
    1/10
    The levels are very small.
    I didn't expect much, but together with some of the other flaws they would have been better off with a control pannel and putting some more effort into some better looking character models.
    Since the human gameplay is not an option but a requirement to be able to play the game properly, I have to let this one have high impact on my final verdict.
     
    5.3 - Depth of Detail
    5/10
    The world profits from a wide variety of things to explore.
    Even though some landscapes feel like they're just the same again, you'll often be surprised.
     
    5.4 - Traveling
    10/10
    If you have to get somewhere quickly you can do that in general.
    I think the game has the best fast-travel systems I have seen so far.
     
    6 - Artificial Intelligence
    4/10
    The AI has its good and its bad sides.
    It reacts to the player in interesting ways, especially the combat now has different behaviours and was enjoyable.
    On the other hand the AI also has some issues, like if you keep orbiting other ships, they take you with them, traveling into the distance.
    Especially the police ships can get very annoying because they stop moving if you stop moving.
    They want to go straight but you're in the way so they stay right in front of you with their sirens on - in space.
    There also have been reports of ships simply flying through stations without provoking any glitches.
    Also it seems like some trading ships trade with the wrong docking stations ... how did that happen?
     
    7 - Story
    7.1 - Storyline
    3/10
    Let's put it that way: I played the game for 4 hours, in that time I can play Need For Speed The Run two times through, but the only thing that's at least a trace of a storyline is the fact that an ugly NPC is sitting in my ship talking weird stuff about someone called "Betty".
     
    7.2 - Lore
    3/10
    This game doesn't seem to be part of the lore.
    You've got Humans and Teladi inside the space stations and Jumpgates, that's about all the refference to the lore.
    After 4 hours of playing I did not notice any serious connection to the X-Universe.
    It's just a reroll of the franchise that bends the lore as much as just necessary giving you cheap explanations and mostly just tells you "we don't know why that happened".
    That's not how you continue a trilogy.
     
    8 - Additional Features
    Additional Features bring extra score to the game. They are no requirments for the game to work but increase the experience.
    That's why I decided to give them percentages from 1 to 10 instead of ratings, which could be a downgrade to the core game.
    8.1 - Mods
    + 3%
    The game is modifiable and already has a growing modding community, which could probably upgrade the game experience.
    A negative aspect to this feature is the lack of active support on the side of the game developer.
    They made it possible, but there are no programs like a mod manager or a mod creator, those are all community products.
    The game shows so many problems though that it would be crazy to think anyone could turn it into an enjoyable game.
    Games like "Fallout 3" gained hours over hours of enjoyable gameplay through good mod support, but that game worked!
    But in the end it's an upgrade ... worth +3% at maximum ... everything above 6.5 would be serious user content support, which EQNL attempts to achieve.
     
    8.2 - Active World & Artificial Life Engine
    + 8%  => +0%
    The Artificial Life Engine is a very unique part of the game, that has been a major upgrade to the whole franchise.
    Being able to experience an actively working world is something that doesn't seem to have been accomplished by anyone before.
    Strategy game developers still struggle with data overflows while this franchise easily handled a massive world.
    However in their latest title they replaced everything by just a bunch of ship models flying between stations without any sense.