Part 3 - showcase
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Posts by Project Echo FPS
Project Echo - Factions & Commissions
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Am I wrong?
💯 Make midnight releases great again
Also totally agree about story telling and game world presentation, it isn’t always about what you see upfront sometimes it’s the unseen, thats simply alluded to, which grabs you by the imagination and keeps you excited for the sequel.
Balance is key, I’d rather have a balanced game with 25 weapons than 100 weapons in a game where devs are always chasing their own tales on half baked execution.
💯
Looking back at 2006-2012 shooters, what aspects from those games do you miss and wish to see brought back in games today?
Anything from styles of gameplay, UI, and story telling.
Man I miss the max Payne games.
Yeah that era was lightning in a bottle. Killzone2 is definitely worth a play through.
Aye I never said it was limited to what I posted. But tbf, this post is 2006-2012, fear is 2005, but I’ll give it a pass.
It also takes place this year, deserves a mention.
Miss the glory days of co-op.
Same, I miss killzone.
Singularity was in a league of its own.
I remember playing wolfenstien bioshock and signularity back to back, we were truly eating good.
Such an immersive world too
Absolutely
What was your favorite 2006-2012 shooter?
What made it stand out?
Companies spend way too much time & money finding ways to manipulate their players rather than just making an enjoyable gameplay experience. 🤷🏻♂️
We aim to be different. (End 🧵)
Modern SBMM disincentivizes playing w/ friends.
If youre new / less skilled than ur friends, & decide to play w/ them, SBMM will place u against consistently tougher lobbies.
Essentially punishing you for wanting to play w/ your friends.
Randomized matchmaking has the opposite effect (continued 🧵)
Banners/callingcards/icons/emblems, need to matter.
When saturated w/ so many that are obtained via purchase or doing nothing at all,
No one gives a shit 🤷🏻♂️
& it creates apathy for something that otherwise is supposed to facilitate a grind that earns a showcase of how you’ve progressed at the game.
Fresh out of the Oven.
It’s because share holders and investors for newer games push the notion that there’s no such thing as too much, that more is more is more.
And If you add more stuff it should always equal more money.
Quality over quantity is not part of their dictionary.
We reject excessive attachments. 20+ forgrips, 10+stocks etc, has just become clutter for players to dig through just to use a handful of attachments that are actually useful or unique.
We aim for a simple class system w/ solid variety, but won’t waist ur time. More time in game, less time in menus.
Making a golden era FPS game, means clean, laid out, intuitive, easy to read, & quick to navigate user interface.
We outright reject having 150+ tabs/sub-tabs in our settings, let alone a “Hulu” style interface in the menus.
Nobody likes that.
Thank you for following along. I know it’s been a while, things just got busy.
I’ll be more active.
For now enjoy some movement tests.
Skills/perks/abilities/proficiencies
Whatever you want to call them, should each apply effects unique to them. Serving their own individual purpose.
Cross over features w/ other abilities as a way for players to attempt having all of not most benefits applied at once, is pointless.
(Continued)
Must suck having your claim denied…..