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Kabuto: I don't know who that is but they received full funding from investors after that kickstarter campaign so yeah something good should have been released.
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doady: Okay, Christian Allen, my bad.

As for "full funding", I doubt they received the millions of dollars that I would think they'd need to make a game of this type properly, if they got any money at all. That whole thing about the "investors" I thought was the oddest thing about the project.
Isn't engine license costs alone for the Unreal 3 engine at least double the kickstarter amount? There's no way this game was made for under a million dollars.
After some more co-op:

It defaults to "mission mode" and the map "Biolab" every time you fail a mission you can't just restart you have to select it all again. It doesn't always play the map selected, you end up on "Biolab" or the map you selected before that. On "tango hunt" in the level "HQ" there is a dodgy player spawn, you can die before you spawn. It won't tell you what your loadout consists of, you have to remember what you set as "loadout 1" or "loadout 4". There is no tactical challenge to the game, it wears off pretty quickly. The easiest way to play the game is to run and gun because the A.I has a hard time hitting moving targets. The hardest part is trying to shoot the bad guys as they run back and forth and dance around. The singleplayer teammate A.I rarely shoots even when set it to aggressive and you cannot order them around other than: Hold position/Follow me Aggressive/Only return fire. Grenades and flashbangs are useless, especially when the enemies are facing the other way staring at the walls for some reason (and didn't even notice the flashbang! uuuugghhh!)

It could write an essay on all the obvious bugs since it clearly wasn't tested at all or at least was not fit for release yet. It does have some positives though:

+ Level design is great (apart from the doors all open in some of the levels)
+ Graphics and sounds are fine
+ It does "feel" like a tactical game, very SWAT/Rainbow Sixy
+ The text-to-speech is hilarious (singing, dialing tones, trollolololol etc) <--- best feature of the game

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doady: Did people really think that a $200,000 Kickstarter for the development of a 3D first-person game led by Christian Serellen with an initial title of "Crowdsourced Hardcore Tactical Shooter" was actually going to amount something good?
I had no idea this was a kickstarted game. I bought this based off of the early footage shown and the description on the store page. It sounded promising and It does have the potential to be pretty decent but the glaring bugs on release such as the multiplayer lobby being broken (I can only connect via server IP) and the A.I being pants (The main feature of the game co-op vs A.I). It's not worth trying at the moment.
Post edited September 22, 2013 by Alfie3000
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Kabuto: Isn't engine license costs alone for the Unreal 3 engine at least double the kickstarter amount? There's no way this game was made for under a million dollars.
Did they use Unreal3 engine or some cheaper option like Unity?
From Kickstarter update #29 (19/06/2012);
"It's been another exciting week here at Serellan HQ. We've brought on board two new developers from Zipper Interactive and made our final decision to use Unreal Engine 3 for TAKEDOWN. "
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Alfie3000: I had no idea this was a kickstarted game. I bought this based off of the early footage shown and the description on the store page. It sounded promising and It does have the potential to be pretty decent but the glaring bugs on release such as the multiplayer lobby being broken (I can only connect via server IP) and the A.I being pants (The main feature of the game co-op vs A.I). It's not worth trying at the moment.
the problem is that it is not really released yet, it is an alpha. bugs and unfinished things are to be expected for some time yet. at the moment it is more or less an engine and concept demo, as the first alphas are supposed to be. It is hard to say anything about the finished product yet, and I am not aware about any timescale the developers have (I do not follow this project as this is not my type of game)
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amok: ...
It's not marked as an alpha, that's the issue here
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amok: the problem is that it is not really released yet, it is an alpha. bugs and unfinished things are to be expected for some time yet. at the moment it is more or less an engine and concept demo, as the first alphas are supposed to be. It is hard to say anything about the finished product yet, and I am not aware about any timescale the developers have (I do not follow this project as this is not my type of game)
while true that the reality is this ammounts to a concept demo, far as i can tell thats not how theyr advertising it. Its not marked as early access on the steam page.
Wow what a mess... that ai..
Post edited September 22, 2013 by zavlin
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Wesker: Holy crap...
Will someone please give me the cat o' nine tails? I kickstarted that thing, which ends up being a steam exclusive while advertised as drm-free...
This looks so bad, here's a cat o' 11 tails just to make sure.
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amok: ...
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Fenixp: It's not marked as an alpha, that's the issue here
is it not? I thought it was in early access
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amok: is it not? I thought it was in early access
No, it's not. Just the folder upon installation is called early access. Kinda makes it even worse.
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amok: is it not? I thought it was in early access
This is in the FAQ:

Why is the folder labeled “Early Access?” Is this the beta version of the game?
No, the game you are playing is the release version that was built up from the Early Access. It is just a folder name and not a version indicator.
source
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Smannesman: snip
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Fenixp: snip
Then I agree - it is bad.
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Wesker: From Kickstarter update #29 (19/06/2012);
"It's been another exciting week here at Serellan HQ. We've brought on board two new developers from Zipper Interactive and made our final decision to use Unreal Engine 3 for TAKEDOWN. "
Was it before or after they found the investor? Perhaps that was the investros major contribution, the engine.
I've figured out why the A.I is so dumb. First of all they start off "sleeping" (remember the first level of DOOM 2 where you could wake the first two enemies by punching the air? It's like that. They're "asleep"). Second, they look where the gunshots land and not where they are coming from... *facepalm*
Here, thank Chow

He has a compilation of video reviews for you to peruse at your leisure to get a feel for what you're in for.


http://steamcommunity.com/app/236510/discussions/0/846965056805208672/?tscn=1379903007