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Reakktor Media has released a new tailer for their upcoming space action MMO, Black Prophecy. The video is made up entirely of game-play footage and takes players from character selection all the way through to large scale space battles.
Watch the Black Prophecy Game-Play Trailer
Comments
looks good, after BP, they can patch NC
http://acominos.evony.com <- if your bored at work
Jumpgate who? Wow, amazingly fantastic.
Looks good, nice music, hope it's not -just- a shooter.
excellent!
so...
Im a big fan of jumpgate , but this is the 1st Video of Black Prophecy ive seen , and first impressions is ..... this looks great maybe even more than Jumpgate..... will have to wait and see.
Looking good !
The force is strong in this one.
Very impressed with the gameplay.
Give us beta soon!
game looks great but i seen that u dont dock to a ship/station/planet?? might be a big prob for pvping
allso instanced missions?? might allso be a prob if u want a lively universe on side not might allso be that entire zones are instance?
other than those things all i can say is freelancer.. great game.. this one looks interface the same but damn looks a LOT beter! hopefully has loads of the things freelancer has
Netdevil has more info out about the game than Reakktor, who just did a media blitz the other day. We know (or there is more info) about Jumpgate's game play systems and mechanics than there is this title. The jump gate dancer engine has been live, and in use since September 25, 2001 (launch date for JG:Classic), the infinity engine, IF it was the same one used in Neocron, is from 2002.
Not that i care about any above. The video and shots shown were quite stunning, and my response was pointed at the graphics, as i know, or can find very little about the REAL mechanics of the game at this time.
The REAL contrast in the two game is system requirements. We have essentially what is a Low teach going up versus a high teach, or low system requirements versus a extremely high requirements game (Judging by that rendering features can pick out from that video, as even the system requirements have not been produced yet). Jumpgate developers have been trying to maintain that low barrier to entry, with very good reason. They are two different schools of thought. If i may, i will say: Its like AOC going up VS. World of Warcraft (EXAMPLE PEOPLE TRY TO KEEP TRACK), not in mechanics, but in development guidelines and tech used.
I think currently, they are both attractive titles, and i think each will do well. However, my eye is still on Jumpgate:E. For a few reasons. First i do not think we will see 50 x 50 x 50 battles in Reakktor's game...Ever. Second, Jumpgate classic was, for its time, quite well received, and quite well done, and the developers have almost 10 years of LIVE knowledge from that title to apply (not that Reakktor has nothing... But i do think this is their first space MMO). This is a refinement of the first, with modern concepts and tech tossed in, Reakktor's game, from just about every angle is an unknown.
Having said all that, you know i will be trying them both.
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"Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me
"No, your wrong.." - Random user #123
"Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.
How are you?" -Me
It still plays like a first person shooter, give me Eve combat any day in the week and then some. That is also exactly what is wrong with Jumpgate too.
I know a lot of you enjoy that kind of fighting. Just not for me. Have fun with it. Let face it, space combat is going to about you telling the computer to do something and it does it.
The no-docking thing in the video has me a little concerned too. One thing to note however is that when you log in you pick a character to play - not a ship or a portrait. That would lead me to believe there must be some kind of in-station interaction. Perhaps it hasnt been implemented yet, but why else would you make a character to play if the only time you'll ever see him is at the login screen?
just something to think about.
as for the FPS style combat. i look forward to finally having a space game based on "twitch" skill as opposed to right click menu navigation (but im still a fan of EVE) - also looking forward to the overall "speed" and feeling of truly flying in space.
Programs are never perfect. And a computer that can run a space ship perfectly is near to impossible. Human error will always make a computer-controlled ship a dream and nothing more. Simple commands fine, but anything complex like a full navigational system is near to impossible. How many times has your ship in eve clipped through a space station or another players ship ^^
Anyway, I just thought I'd give my two cents, hehe but yeah there are those who like Eve's strategic combat, and there are those who like to be the people holding the stick and pushing the trigger.