To start with, someone’s gotta work on optimizing load times and matchmaking. But some of Nexuiz’s troubles are a bit more universal and may even turn off the most hardcore of players. This one will only appeal to a specific subset of (probably old-school) shooter fans. Maybe you’re more tortoise than hare, and Nexuiz is entirely too speedy for you. But that’s all optional - and for the crazies - so it’s nothing most gamers would have to worry about. You’d have to be awfully dedicated if you want to do any customization at all. It took seven matches before I could even start with one fraction of a singe level-one power, and they get progressively more expensive through the five tiers. The problem is - and this goes back to that “crazy people” remark - you’ll have to play an unreasonable amount of online sessions to earn enough points to customize this system (to make certain Dynamic Mutators appear more often in your ranked bouts). Though this feature doesn’t necessarily make this a must-download winner, it does add a lot of unpredictability and variety to what would otherwise be fairly standard shooter fare. Nexuiz has a huge arsenal of these game-modifying Mutators. And some are just plain goofy (turn everyone’s heads into that of one of the designers). Some mess the game up for everyone (slick surfaces, light gravity, retro or black and white graphics). Some are defensive (extra health regeneration, protection from head shots, heavy home flags). Some are purely offensive in nature (faster firing, infinite ammo, double damage). These can come from pickups, when capturing a flag, or via killstreak rewards, and they come in many different forms. Then you reach another plateau in your connection with this game when you learn to take advantage of its Dynamic Mutators. Random variables and all-around weirdness All of a sudden, you’re pretty good at Nexuiz. You will dart through the labyrinthine stages, rocket jumping (which the game has a dedicated button for) and hitting launch pads with streamlined efficiency. You will find optimal routes to bring enemy flags home. But as you adjust to the speed and learn the weapons’ nuances (and their secondary, alternative firing modes), you will start appreciating the game. The zippy gameplay harks back to the days of the aforementioned Quake and Unreal Tournament, when instant-twitch action and reaction were perhaps more important than the actual weapons you were firing.Īt first, playing Nexuiz involves a lot of circle-strafing, desperately firing at targets who can move faster than you can track them, missing more than hitting. Halo is one of the slower paced representatives in the shooter genre, but its Spartan combatants might as well be running around in giant sumo fat suits compared to the speedsters in Nexuiz. Illfonic's Nexuiz was released for XBLA in February 2012, and Steam May 3rd 2012.The bad news? Only crazy people will be playing Nexuiz months from now…. ![]() Original Nexuiz designer Forest 'LordHavoc' Hale worked with Illfonic on the new version, many of the GPL contributors forked the project into a new game Xonotic, while Lee Vermeulen moved towards Capsized development. In mid-2010 it was announced that a new XBLA, PSN, and Steam downloadable remake of Nexuiz would be done from the ground up by IllFonic using Crytek's CryENGINE3 game engine. ![]() Since its release it has been downloaded over 6 million times, and is included with many Linux distributions. Development continued with many online contributors over the years, with version 2.5 released in October of 2009. The first version of the game was released in 2005. The engine that powered Nexuiz was Forest Hale's Darkplaces engine. The goal of the project was to create a high quality first person shooter that could be played freely across all platforms in one package: PC, Mac, and Linux. Nexuiz was originally developed by Lee Vermeulen and Forest 'LordHavoc' Hale, who started Alientrap in the summer of 2002.
0 Comments
Leave a Reply. |