I played ‘Star Marine’ for 30 minutes or so and it’s, um, ‘interesting’. It still obviously seems early days, but initial impressions are:
- Graphics look great, of course.
- Levels are a bit ‘choke point’ orientated on the ‘hack/defend’ maps, but I suppose that makes sense.
- Really nice ‘zero G’ areas that remind me of ‘Shattered Horizon’ (such a unrecognized classic that game…).
- Gameplay feels really ‘floaty’ in that nothing is tight about aiming or getting your lump of a body to move around. It’s quite frustrating in that it often feels a bit ‘Fifa’ like in that animations start and the feeling of loss of control is there.
- Hiding or running around like a crazed baboon and melee’ing people works pretty well.
- Grenade physics is a hilarious mess. I don’t think I’ve seen one yet that didn’t bounce back into the throwers face.
Hopefully it will tighten up a bit, and the levels make more of what makes it unique (the zero g and vertical natural of the levels for example). The fact it is now public at least lets it start iterating improvements quicker.
Some screens, as they get across the game so far a bit better:
The new entry for this gameplay mode.
A couple of game modes with Last Stand being a team checkpoint thing with Elimination being deathmatch single.
Nice loadout stuff with suitably mean looking Outlaw.
Joining a pub match is very quick, and I think is 8 vs 8 so far (maybe more).
Similar to ARMA and the like, you won’t really hit anything without standing still (or prone at the least) and using a sight.
A team-mate. It’s christmas, let’s kill him in spawn!
There’s the usual three of SMG, Shotgun and a rather weak Sniper Rifle pictured here.
A TV scope, no premium cable though. Plus, apologies for this teammate…
A look at the zero-g area’s.
Very Moon-Raker…
Lot’s of random dying shots. At least there is Creamy_Goodness…
Ok, time to get -<=TACTICAL=>- and take an objective. Look, Ma, I’m hacking!
We’re in - free cable!
…and so on. Not too bad, has room to improve but it’s at least a start now.