STOIC'S PROFILE
Designer, producer, cool dude
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X-Noir
Good video. Unlike LA Noire though where I'm pretty sure they tacked combat on later we did plan having combat in X-Noir from the start. The creator of the video referenced Chinatown and LA Confidential which have great shootouts even if they are few. It would be a waste of resources though to create a combat system like we did for X-Noir and only use it a few times. I don't think it's good to look at combat so literal in games or else it does seem silly.
Maybe combat wasn't appropriate for X-Noir but I think I'd rather have it in than not. Before we had a very moody intro to X-Noir that featured almost no combat. Players complained that the game was "boring" and lost interest before they even got to the first fight. Hence the new intro where Eddie is shooting up a hotel full of mobsters. I know it seems a little ridiculous that Eddie would pick up a gun and be able to take out these cold-blooded killers but in that case suspension of disbelief was necessary to improve the overall experience.
I'm not sure if it's a good or bad thing that this is what we expect. Our next project will have no combat which I'm actually excited about. It's always seemed to be a point of contention with our games and it will be nice not to have to focus so much energy on it.
Maybe combat wasn't appropriate for X-Noir but I think I'd rather have it in than not. Before we had a very moody intro to X-Noir that featured almost no combat. Players complained that the game was "boring" and lost interest before they even got to the first fight. Hence the new intro where Eddie is shooting up a hotel full of mobsters. I know it seems a little ridiculous that Eddie would pick up a gun and be able to take out these cold-blooded killers but in that case suspension of disbelief was necessary to improve the overall experience.
I'm not sure if it's a good or bad thing that this is what we expect. Our next project will have no combat which I'm actually excited about. It's always seemed to be a point of contention with our games and it will be nice not to have to focus so much energy on it.
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Thanks! We've gotten a lot of feedback that people like the puzzles so there will be more focus on them in the later cases.
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Requests for Deckiller to review your game
I'd appreciate another review of our game. It's not a typical RPG so I hope that's not a problem. It's also a VX Ace game. And a demo.
X-Noir
http://rpgmaker.net/games/4211/
Estimated playtime: 4-5 hours
X-Noir
http://rpgmaker.net/games/4211/
Estimated playtime: 4-5 hours
Looking For Feedback
Once again thanks for all the feedback Clareain. It certainly raised awareness for the game somewhat as I can tell by the download count. I'd still like to see more people playing and commenting on it but I don't want to come off as begging.
X-Noir Review
I also appreciate all the effort you put into this review. You certainly went beyond the call. I must admit I really like this format too. Being able to watch and listen to you play gave me a lot of added insight.
You mentioned the repetitiveness of environments. For case 3 there was going to be the town of Birchwood to walk around in but that got cut for the demo. That will probably appear in the full version of the game. Case 4 will also have a new area to investigate. But I like to think of the city as the hub so you'll always be coming back to it.
For the combat, we designed a completely custom system with the help of fomar0153. It has some inherent problems being a 2d tile-based shooter. But it is fun as you mentioned despite being somewhat clunky. Some of the issues such as the shooting through walls and the enemy pathfinding are things we are working on. I'll be looking at reducing enemy respawns and boss health and perhaps reducing the frequency at which you can use healing items as well. I don't think it will ever be perfect but there are certainly things we can do to improve it.
Thanks again for all the feedback. You gave me a lot to think about. :)
You mentioned the repetitiveness of environments. For case 3 there was going to be the town of Birchwood to walk around in but that got cut for the demo. That will probably appear in the full version of the game. Case 4 will also have a new area to investigate. But I like to think of the city as the hub so you'll always be coming back to it.
For the combat, we designed a completely custom system with the help of fomar0153. It has some inherent problems being a 2d tile-based shooter. But it is fun as you mentioned despite being somewhat clunky. Some of the issues such as the shooting through walls and the enemy pathfinding are things we are working on. I'll be looking at reducing enemy respawns and boss health and perhaps reducing the frequency at which you can use healing items as well. I don't think it will ever be perfect but there are certainly things we can do to improve it.
Thanks again for all the feedback. You gave me a lot to think about. :)
Looking For Feedback
At 6 hours it sounds like you played through the entire demo. I'm looking forward to seeing your feedback video.
There are premade saves at different locations in the game but right now I only use them for testing.
Also thanks SaitenHazard. I can understand your reasoning for not playing the full game. I've become more like that with game these days as well.
There are premade saves at different locations in the game but right now I only use them for testing.
Also thanks SaitenHazard. I can understand your reasoning for not playing the full game. I've become more like that with game these days as well.













