Nyast
Cipher
- Joined
- Jan 12, 2014
- Messages
- 609
In terms of level design, there's a glimmer of hope:
As I said on their forums, their strategy makes no sense to me. Why would you, on purpose, show the worst that your game has to offer ( aka. boring, empty, linear levels that contradict UU's spirit ) right before release when you're supposed to get momentum and stack up on your fan's excitement ?
The second area in the Backer Alpha ("Upper Erebus") is a small chunk of the actual level. There are several different pathways you could take to reach the same overall area, and we only included one pathway/portion of it to make sure it was the most bug-free and was already polished from E3. I just played through the level today for our internal playtest and got lost because I went a way I'd never tried before. I know it's hard to judge the rest of the game based on what you've seen, but please be mindful that we still haven't shown a lot.
As I said on their forums, their strategy makes no sense to me. Why would you, on purpose, show the worst that your game has to offer ( aka. boring, empty, linear levels that contradict UU's spirit ) right before release when you're supposed to get momentum and stack up on your fan's excitement ?