I was about to post a comment about that as well. When i see cheap things like that it make me worried about the quality of the combat. When directors do it in movies its typically because they dont think their combat is dynamic or exciting enough.
Camera shake could be very good if used correctly. This is just overused af, the animation is slow and clunky as well. Like what were they thinking? I feel like they don't even have a decent animation supervisor or director.
@@BigLoveMachine Yeah, it doesn't worry me that it looks like this during development, it what does worry me is that they think this is good enough to show it.
is no one else bothered by the field of view? why am I stuck in the ass crack of my character? this isn't third person view, this is little brother view
I don't think you know what FoV even is, but usually games are shown with lower FoV than what is possible in the final game. High FoV is helpful for the player (during gameplay) as it makes up for the lack of peripheral vision we lose by lookingat a screen in front of us, but in order to do so, it also distorts the image, so it's not how you want to show off your game in a lot of cases.
@@se7enhaender i mean what i said was a total joke but thanks for the lesson point dexter. the FIELD of view is super small, the joke is that THIRD person view usually has a LARGER FIELD of view but the 'third person' in this camera is basically to the right and much shorter than the character, as if it's a lil bro watching big bro. it just isn't good and showing a game off like this is a mistake imo. though pop off homie u smart af 💯
@@AuralAzure Sure, you can try to cover up your ignorance about the topic and terms in question as an attempt at humor, all while being awfully cringe, but all it did was making me think you can't handle being wrong and that you don't know what a joke is, either.
@@ubiquidade I probably should have explained that what you see in the center of the screen and where the camera is placed has nothing to do with FoV, but he doesn't seem to take new information very well.
I'm like 99% sure Asmon thinks this is a gameplay trailer for the general public, and not a pre-alpha development update for existing fans and pre-alpha testers.
I don't think he watched the Tennocon 2024. Steve Sinclair specifically said this is a pre-alpha release. Considering this is pre-alpha, it's not bad at all.
@@BloomBlossomStore He can have an opinion, it's just based on a complete misunderstanding. Had he known this was a pre-alpha, he wouldn't have been negative at all. The fact they even have a functional build this early in development is unheard of. In case you don't understand, alpha is when studios start making the first playable build for internal testers to test individual mechanics and features. This is the PRE-Alpha. Criticizing the combat is like criticizing the lack of textures in a grey box level. Its a PLACEHOLDER. Most studios wouldn't even have a game engine yet at this stage of development.
@@HexJK Then that's on the developers. And that goes for any developers that drops "placeholder" combat. The trailer has a lot, I can't imagine they don't have an engine. But regardless of the state of your game. If you drop content of your game, someone is going to judge it. And sure more slack to the fact it's pre-alpha but that doesn't really matter to people who don't follow the game. The fact is they posted it and shouldn't have with this degree of combat, because it looks terrible. You can say context all day, but it doesn't matter. What matters is what we see, because I and I am sure many more are not following the game like you seem to be. If this was my game, I wouldn't have posted it. I could see the trash combat asap and would assume others would too. Which does a big disservice considering how core that is. But it's not like they are out the game yet. They can always drop more.
Yeah unfortunately that's the way things are with many games but we also have to remember that it's a big studio and things are supposed to be developed in tandem, we can clearly see that the other peeps are doing their jobs quite well but the combat department is seriously lacking in leadership or adequacy, and just increasing the numbers on any one job isn't a guarantee that it will get fixed but is more likely to have even more organization problems. The thing with combat and any player controller is that it should feel responsive both in feel and visuals so slowing it down looks even worse if its mediocre, Soul's combat i don't believe is perfect but it also doesn't have to be perfect, the point is for it to work well enough and feel satisfying for the majority of the systems. Sekiro's combat i believe is closer to perfection because they had one type of playstyle so they invested a ton of effort into mastering it, adding more weapons before you figure out how even one should feel great is a quick recipe for disaster, Path of Exile 2 had to re-evaluate the whole game because they recently found out that active shield blocking is a mechanic they wanted in the game all along. Anyway hope they figure their shit out because the rest of the game doesn't look bad.
If you have a team of 50 developers, 30 of them can't wait around, twiddling their thumbs for the other 20 to get the combat right. They have content to build, quests to design, dialog to write, etc. Sure, it's way easier to get a petting animation right that has no impact on gameplay than all of the dozens and dozens of combat, movement, reaction etc animations. But that doesn't mean you wait til the last minute to do all the easy stuff just to make the prioritization look "balanced". Every game is going to have what feels like bad prioritization to someone who knows nothing about running a game studio.
DE struggles with melee combat. In warframe they have revamped it a lot. The one saving grace is that once you get things going, your warframe deletes everything before you have a chance to notice anything. Here. . . They have to re think things seriously. The wite knights of Warframe aren't going to be helpful in this one.
Imagine hardcore warframe players trying to melee without a Cowbarf build that's soulframe. hell 99% if wf players don't even know wf has a block/parry button😅
not to mention that the animations for the melee attacks in warframe are so incredibly fast that they can away with a lot less and have people pay no mind since it's sped up and harder to detect mistakes.
This right here. I remember playing warframe years ago and even then noticing the melee annd sword strikes animations looked pretty mid, but the game was fast paced and it was never an issue. Now they have themselves a slow paced game and their inability to do combat animations is making itself glaringly obvious. Devs should drop their "moth brain" and stop focusing on lighting and volumetrics and focus on animation.
The fact that the fucking duviri paradox melee combat is better, still dogwater, but better is actually insane to me. Why not just make it a warframe hack and slash as this point.
@@douglasmurdoch7247 I mean it seems like u guys have enough ppl who are hating on a game (thats only in alpha by the way) to make a game. Ill paypal u 20 to start i expect a fully fleshed game in a few years. Ill even send u another 20 after its done.
First attack of the game. Smallest sword ever, more like a large dagger. Light, fast attack, screen started shaking violently, lightning outta nowhere, world about to explode. Top tier game designing right there.
I see all these aspects as quite acceptable for the current stage of testing the game. In principle, you don't have to worry about these details being adjusted if you know which studio is developing this game))
Decrease readability further by having a „under the shoulder camera“, so you feel permanently claustrophobic and have no overview during combat. This will work extremely well to get the visuals to work properly 🥰
You've clearly never played warframe lmao. I think it's definitely rougher here and it doesn't logic as much as it does in warframe as that's space robot ninja scifi, but it's that same style visual flare style.
No ones even commenting on the backstab. THE SWORD DIDNT EVEN HIT THE ENEMY. The enemy’s body jolts sideways and you can see the sword isn’t even connecting with the enemy character
That was so bad and yet the crowd cheered for the combat what the hell. Can't the developers tell this combat is bad from just playing it themselves like wtf.
@@MrArthys Yeah, I commented as I watched the vid. This game looks more shit than New World, but New World’s desync and weapons hitting when there’s no visual weapon connecting to the opponent is pretty similar in that regard
a little detail that is not being trasnmitted, is that the character has the power to turn invisible, you only see him flash green for a second, the he stars crawling around, trying to get an advantage, but cant run because you lose the invisibility, that is why you see him skirt around the boss easily. As far as I have played it powers are not very accesible, the magic bow above the others. In the game sometimes you have to liberate a settlement or som fortress, and you may face several guards, if you can sneak them while on patrol and reduce the risk before you face the group arond a bonfire or something, only deploy your magics when necessary because you cannot replenish them easily. I know Asmons sounded harsh, but i think it was fair, but i think this presentation is mostly a report on what they are doing rather than an announcement of the game being near ready, i suppossed a better title for the presentation that mentioned the earliness of the concept would have soften the blow on this impressions. Asmon mentioned that it was the third iteration of the concept, but the fist one he mentions was as trailer for the concept 2 years ago, they only showed combat last year, they are in the process of inviting playtesters, so subscribe to the game maybe you can get an invitation and you can tell them all you want on their discord server, cheers.
(im in the soulframe preludes and have been playing for a good while) The game is nowhere near finished. The current state of the game is basically pre-pre-pre-alpha. Imo it was a somewhat bad decision to just call the video the "gameplay demo" which doesn't indicate anything about the development stage which *to most watchers* will be VERY misleading and can give the wrong idea that the game is "nearly finished" when it's not at all finished. The game that'll be available for everyone to try this fall is basically still at the very least an alpha, so very early in development still. Also from my own experience playing the game, it feels a lot better to play yourself than what the gameplay demo looks like.
There's basically no transition between animations. The character just jerks around awkwardly, the jumps are weirdly floaty and it feels like the character doesn't obey basic physics when moving.
@@Slvl710 Worse than that. Some of the animations look like the OG fable game that came out 20 years ago. I've been replaying it recently and it's all I could think about when looking at the rolls, and staggers. Even some of the attacks.
DE literally took the WORST part of warframe (operator combat) and made a game out of it. It was literally dead on conception. It doesn't help they can't animate combat or faces for shit. Their clunky animations only work on warframe cus of "ninja robot from space" thing.
Soulframe and Warframe are both made in Evolution Engine, DE's in-house engine. I believe it's a fork of Unreal Engine 2 or something. Digital Extremes was a very close partner of Epic Games back in the day, they were co-developers of Unreal and Unreal 2 and the main developers of the Unreal Tournament series. They also contributed a lot to Unreal Engine itself. The partnership with Epic ended when Epic signed a deal with Microsoft for Gears of War, for some weird business reasons I can't remember. Had to do with Epic being a US company, while DE is Canadian or something. Steve, Scott and Geoff, the creative leads of Soulframe, also created Warframe, and Steve was one of the main designers of Unreal Tournament and one of the lead programmers on Evolution Engine. And yeah, the combat in Soulframe needs a lot of work. Having played Prelude for a while, it doesn't feel as bad as it looks, but it's such a core part of the game, it should be excellent, not just serviceable.
Glad to see Prelude player perspective here. I don't have an invite, so I have mixed feelings - for the one hand DE can't do slow melee at all at least for now. For the other hand - their history with Warframe gives hope (2 melee reworks, movement rework, 2 damage systems reworks). What are your feelings on this? Does it look like they can figure it out before release or soon after?
@@Blackwing2345635 The game is going to "launch" this fall, I doubt they're going to completely rework combat until then. But again, the game feels quite a bit better than it looks, and they launch only on PC to be able to iterate quickly. We'll see, but that approach certainly worked for Warframe (which I've also played since alpha). I think melee will probably never be outstanding, but there will hopefully be enough other stuff to keep players happy and engaged.
@@wsippel I asked this in another comment, but is it confirmed as an actual launch/release? I interpreted it as them just opening the doors to be an open beta rather than a closed beta. Signed up when the game was early in announcement, but still sadly waiting for a key/invite to see how gameplay actually feels vs how it looks.
Here to remind everyone that this is in pre-alpha. They need to hear the critique we have, the combat IS bad, but elaborate as much as you can. This developers really really hear their players.
the entire character animation set looks like warframe on 50% speed. Clunky jumps, lightning effects that burn your eye receptors. They have a lot to fix... Also that npc enemy looks like every warframe npcs close combat attacks. Very bad. They have to do a u turn on the gameplay or this will fail miserably and i like warframe and played it for like 200 or so hours. I hope the devs see this video. Its hard but honestly good advice
@@Jake-ALGSxNBPL Which to be fair, is also what warframe basically is. Corridor shooter with 4 player co-op. Warframe doesn't really fit the standard MMO description either.
People can talk good or bad about this game... But as a Warframe player in the top 5% I have seen pretty much all of the content offered and I can tell you that digital extremes is one of the only gaming companies left that you can trust will make a good game. If the only negative thing you can really say about a new game that's literally in pre-alpha, does the animations and combat look jank. That means we're on the right track. Let them cook.
The way the Boss moves so fast and the main character is so slow, feels like that one of those nightmares wherein you're being followed by entities and you're running stationary :D
Whoa. I have astigmatism and that's how bad my vision is without my glasses at night. Impossible to drive with every car rear lights, street lamps and traffic lights looking like that. Who thought that would be a good idea as VFX lol.
I hate how "petting le doggo" has become such a souless thing that it at this point just feels like a check box to be done, instead of a cool thing a dev added cause they liked a certain animal.
@@pokemonfan2630 No, we want actual good games made with passion and focus, not ambitious promises and overhyped catchy trailers Maybe the dog can be added later, idk. At this point i want dogs to be more like a mechanic (companion) like in Fallout or Remnant 2 rather than a interaction (pet) like every other company does for those juicy approvals by the public
I don't understand why people are getting so pissy about this. It's not a big deal. Adding that petting animation was probably a 1 or 2 day job for the devs it's not meant to be a wild accomplishment or addition to the game. People like to be able to pet animals in a game, who gives a shit. No sense dwelling about it like it's the only thing the devs care about.
Exhibit A of "the sword goes here and the enemy is getting stabbed over there" Everything seems weightless, which makes sense in Warframe because you're in outer space, but here?
@@junechevalier you think I know? I play and love warframe for what it is, I don't care what DE does with Soulframe. All I know is that warframe does not take place in an environment where weightlessness makes sense, which is what my only point was.
5:29 female blacksmith. Ugh. The shake cam in combat. Oof. They seem to have prioritized art over gameplay. What is the gameplay even? Turning into a bird, talking to rats, playing flutes? It’s an art project.
To be fair, DE do art and story really well, at least they have with Warframe. I would love to get into the preludes myself so I could speak more on how the combat feels.
@@zaviki7819I myself fear that all resources are prioritizing Warframe. Rebecca even said some soulframe devs even helped on Warframe 1999. Edit: though it is the only thing founding it so perhaps it is not the right move
@@zaviki7819 They can also do good combat, they did so with unreal, unreal tournament and warframe. So I don't know what the fuck they're doing with this.
@@ERECTED_MONUMENT gun combat is different from sword combat, they haven't had the best track record with melee combat even in Warframe, which is why I imagine the bow is probably going to be better than people think (despite the excessive lens flare) they couldn't even help but add a psudo aim glide to it. If the full game ends up having options when it comes to ranged tools like crossbows it could end up being fairly engaging. Again really hope I get into the preludes so I can talk more about it.
Lmao no way. If thats true then its a great example why every project needs guys at high level positions who are not afraid to say/agree "nah thats not gonna work".
Combat really reminds me of ESO. It has that same floaty and disconnected feel. And I agree about the UI. There’s something called 508 Compliance that they should consider. The rest does look pretty good.
It saddens me to see this… the game does have potential. But they really need to get their priorities straight. The combat animations feel cheap and floaty, the enemy lacks reaction to being hit, screen effects are extremely obnoxious, the camera angle and fov are really bad, I don’t know but if feels like you can’t even lock on to an enemy. I really hope they polish this, especially the animations, and combat floatiness. Putting a bunch of screen effects doesn’t make the combat feel impactful, just really polluted.
DE have a bad habit of giving up on something and jump on the next project instead of trying to make it work. This is a core mechanic, they cannot just abandon it . Hopefully they learn their lesson this time.
I understand why they don't want to go with the combat system from warframe, but damn I do agree that this new combat system does not look good, would've expected more from DE after playing their previous games
In all honesty the melee combat was always a problem for DE, in Warframe too. They tried to make it 3 times and what we have now I rather see as the dart that finally sticked to the board than something they finally mastered. That said, I have hope for this game, what it needs is time to make Steve's team create mechanics that will feel better and polish what they already have. And since it's Steve's (CEO if someone doesn't know) pet project then I doubt he will let it go to waste. I know this developing strategy is far from ideal, but it's the reason why Warframe plays that good today
DE's melee combat has always been kinda ass, but because Warframe is fast, it feels good and you don't really notice it being bad. When you slow it down, this is how it looks. It's not good. I hope they can sort it out
@@ababil2408 Ye I mean Warframe is more of a hack and slash than a methodical dance. They should have put more thought into this before slowing down the combat in a new game
@@amvibes9633 Yep, in warframe you don't care much cause you smash drop from a 200 foot jump and a bunch of enemies are sent flying, you dive into a crowd of enemies, melee, and body parts fly everywhere. It's fast, it's silly, it's dynasty warriors in space. Slow it down, reduce the number of enemies, make them spongy, and you're in for a bad time.
So, I know people are trying to say that Asmon's nitpicking with the combat but I just wanted to add something very specific that is telling and I really do hope the devs heed what hes saying because this is actually huge imo. I primarily play a sword shield build in souls likes. ER DLC currently playing with the fingerprint shield and a great hammer. In Monster hunter my main weapon is the charge blade. I just want to point out that when the nimrod guy is hitting the player characters shield that exact animation looks and feels like when you're in a small hallway in DS3, or Elden Ring and your weapon doesn't hit the enemy/mob but instead it hits the wall. In those games the animation is almost like cut short and the impact feels paper thin your character kind steps back and there is a slight lock in the animation. That animation is absolutely fine in those scenarios (when you hit a brick wall...your attack MISSES from the enemy). The animation in those games is deliberate. If you've played those games you know what I mean, it almost makes you cringe. Hopefully that makes sense. Which is why it looks so rough in this game when you are blocking a hit with your shield. Think about how blocking a bosses hit feels in elden ring. Hell the Charge blade in world is probably the best feeling when you block (especially when you get the offensive guard to proc by blocking perfectly). In those games it feels weighty, like very weighty, the feeling from the animation with the blocking I almost guarantee you is why many people play sword and shield builds in these type of games. In Soulframe it just looks and sounds absolutely paper thin. Which is my final point I guess. Souls games/the mh games feel so good because they look, sound and feel impactful. Theres weight behind them when your playing a melee build (in ers case, ER nails this even with ranged builds). The combat is absolutely a huge thing in souls like games. It's literally the main point of the game. Its why we invest so much time into the games even if we are failing because of the impact. Paper thin doesn't equate to damage. Its a literal feeling the combat provides through its animation, fluidity, and specifically the sound. IMO its absolutely not a nitpick and is 100% a big issue with this game. Specifically the attacks you do, and the blocking you do look and sound weak. It's almost like the weapons are made out of cardboard. edit: I'd also like to add that we have seen examples out of this in many games as well. Imo a perfect example of this is Last Epoch in the looter arpg genre. This game while deliver on everything and even the combat, has certain weapons that just feel like your attacking with a piece of cardboard. I played it in EA and one time on release and while there were improvements the moment to moment combat felt significantly worse the PoE and D4. While it served as a good middle ground in its systems id absolutely needed to make masterclass level combat to be able to swipe its competitors player base. It fell just short of being acceptable imo and I think for many others as well which is why its playerbase tanked significantly since official release.
ABSOLUTELY agree. I also love MH and Soulgames, and the impact of attacks was also the biggest critique for Lord of the Fallen. If you watch the first trailers it looks weightless. And the biggest contributor for adding weight is the way the whole body reacts when hit. In MHW when you block a hit with any shield the character crouches a little as to redirect the weight to the legs, and you get pushed behind slightly and the sound feedback is also on point.
For... a rat to sit on a hand, and a hand to move over it a couple times? How dumb is my community, looking at comments about how people think things work on this video is making me feel embarrassed to be part of the gaming community.
@@Agrivaen i dont know in depth how games are made but i have an idea about animation and that rat quite looked high quality. The movements were very accurate and a lot of polish was added to it.
nothing this is just how warframe is most of the time. janky animations and weird swings. It just works for warframe cause its a horde shooter/slayer game so you don't care when each swing kills 7 enemies but you start to see the jank when its on on one fights like these.
@@enricod.7198 it’s still being developed But the release date has me and a lot of other people worried If this is all they have and this game coming out sometime this year? They need to improve that combat and animation before this game gets released. Part of me trusts DE and so I will be trying it and sticking with it Hoping they make it better as time goes on but first impressions… not looking good so far.
Bro crouching around in circles getting hit multiple times against a boss, then just runs away and the boss disappears?? Also longest respawn in history, who tf wants to fly 5 minutes every death. Swinging a short sword looking like he swinging a sledgehammer lol. Code Vein so underrated
Considering how excellent Warframes artstyle and combat are, there is no way Soulframe would ever be shipped in that state. To be honest, they should have waited before shoing there new project until it actually looks presentable, but still.
@@Widur42 perfectly plausible for sure. Assuming you weren't around for it, look up closed beta gameplay footage of Warframe. Many of its gameplay mechanics had several major reworks since then. IMO it's reasonably presentable to those that understand Warframe's history, and similarly, it won't appeal to everyone. But anyone working in software dev knows that speculating on future problems is not a valuable use of resources.
I think this game uses the player animations of Warframe. That jump motion looks the same as the operator. The problem with that is that Warframe melee animation is crap. It was ok with Warframe since it focuses on gunplay range combat. Even the friction less movement is Warframe. DE needs to rethink this. The choice to delve into this genre may be a mistake. However, they may be too much into development to back out now.
I can tell this game at minimum is reusing character idles from Warframe. When the character is changed into the stupid clothes by the grey lady they are straight up just doing the Excalibur standard idle.
I'm glad someone else points out bloated particle effects/illuminations with maximum bloom in games that covers most of the screen. I have been complaining about this a lot.
Well, I can give some credit for DE here - they have sliders for both bloom and VFX intensity. It is still a mystery to me why default is so high, but 10-20% bloom and 30-50% effects intensity looks nice in Warframe. And I agree with you on bloated effects, I hate when you can't understand what is going on because of it. And Warframe is the only game I know, where you can manage this via slider + customizing cosmetics (yes, you can "paint" effects too in addition to mentioned sliders)
@@Blackwing2345635 Options are key, if you give the player the option to tune stuff down it's all good, they can keep their intended design but understand that some people don't like it. A good example is head bob in games, it's sometimes very heavy and not natural to humans so we get sick playing the game, but if you can turn it off it's great, and I see many devs doing this.
I have severe light sensitivity and the white and blue flashes in this demo are incredibly difficult to deal with. I won't be able to play this game if they don't disable them or reduce them. It's absolutely nauseating.
DE employees never had to focus on melee animations that much because attack speed is a stat you aim to max, why make high fidelity animations when youre attacking 10 times a second. and now that we go back to seeing slower souls like animations, we can actually see and pick apart its flaws and shortcomings. and yeah the visuals are a bit rough.
I'm playing slower, heavy weapons in Warframe since they got buffed, and they feel really nice to play. Very impactful. This is the worst melee system they've done yet, worse than Duviri even though it was supposed to be the same >.>"
As a long standing Warframe fan, and DE supporter overall, I gotta say this looks fine. The combat could definitely use some tuning and adjusting, and DE really needs to dial back the VFX because they are pretty obnoxious. But other than that, I don't see the need for such vitriol. Especially when DE has a pretty good track record of improving their games/mechanics via community feedback overtime. This feels like a perfectly fine pre-alpha showing. Hell, even if this was an early beta a half a year before launch, it'd still be decent.
@@NuchiAsaki "I credit it to the fact that she plays the game as a normal player would." Agree, she came in and almost immediately fixed so many things that regular players have been wanting for ages
@@flute136 oh man, i'm not gonna be able to remember everything. B - they had a huge rework to the status system to simplify it and make it more clear. - You also have more control of changing your loadout from the navigation screen, which is so incredibly convenient. - Just about every warframe released since she took over has had drop chance from the mission PLUS a pity system where you get tokens each run and you can use tokens to buy frame parts. - There's now a high level "omni" fissure what is always a high level survival and you can use any relic of any type. - There's been a lot of work on the UI to make things more clear, less cluttered, overall better. - The new content updates have introduced very popular new mission types that lean into the strengths of Warframe as a game. - And while I know this wasn't all Reb, Cross-Save was finally released under Reb and that has radically changed how I play the game. - EDIT: oh and here's a weird one. DE has taken a few misteps under Reb, but she listened to the community and quickly reversed the change, never released it, or otherwise fixed it. I believe that's due to her history as a consistent Warframe player and also her history as the community director. Just about every patch released under Reb has been a hit.
The random light flashes blinds you from seeing the Boss and where you are aiming, you don't see any details on the Boss ,and when your character gets hit it goes stiff (No reaction to the impact ). That's what I get from this footage , that's just for starters.
I have a lot to say, but the main things that bother me are: the models are sliding across the floor, why not put some lightning/electricity effect on Nimrod when he charges an attack instead of him shining and blinding you, and my biggest complain, your character has like only two animations when he gets hit. Like he either immediately faceplants or he just like gets staggered. There are no ragdoll effects, most of the time the way your character react to getting hit doesn't make sense, he doesn't get tossed etc ...
You know what, i'm tired of these MMO's presenting fairly if not really impressive artistically and visually good looking games, but with fundamentally boring/BAD combat. I'd 1000% be able to play game with amazing combat and graphics that could be improved on over time.
DUSK and ULTRAKILL some of the best games the last 10 years. They have graphics like they're from 2000, but have some of the absolute best combat I have ever played for games of their genre. I've been playing games since the era of Super Nintendo. I no longer care how good a games story is, or how pretty it looks. I've played 100's of games with decent to amazing stories. If a game doesn't nail good mechanics, I'm just not interested anymore.
On first encounter the boss just gets bored when the players hides and despawns, on second he just disappears after killing the player. So what the fuck was the point of even fighting it instead of running through?
For me, the biggest grafical sin is that the lights are only an after effect and barely a light source. It look so off when there is a blinding light on the screen but the environment around the light source doesn't seem to receive any light, looks cheap.
As soon as that first stealth attack did literally nothing, I lost all the interest I gained from the good art from earlier. Edit: That horrible fake French accent holy Christ
I'm starting to get used to this. The oversaturation of Soulsbourne games and live service. The graveyards. The beautiful corpses. The companies destroyed. It's all free television for me
I was chilling in a discord call with some warframe peeps watching this live and they were all like "oooooh looks so good! looks fun! they did a great job!" and im sitting over there thinking the combat looks so bad its DoA unless they shove enough cosmetics into it to keep it afloat financially
During this combat 9:00, there is a unacceptable amount of the character awkwardly sliding with the camera and a ridiculous amount of the weapons and characters clipping through each other and the environment. The flashes that occur when weapons impact other weapons or characters also has a particularly low graphic quality 😅
Not only is the gameplay bad, but the over the shoulder is too close. Hopefully there is a zoom out option or at least the standard starts further out. You already said it Zack about how it is a shame they are missing the gameplay parts so much. It is like Korean vs European MMO. Either they get 1 1/2 right & the other 1/2 misses the mark by a mile.
It has WF engine, and WF has a big range of adjustable FOV + you can switch right/left shoulder, so I assume for SF it will be the same. As well as adjustable bloom and VFX intensity. As for the gameplay - I wouldn't be so quick to judge. Their Warframe experience pulls them down hard here, but for the other hand: 1. They are actively listening to testers now; 2. With Warframe they have shown that they are ready to rework combat mechanics (not to a fantastic degree, but still they are willing to make things better instead of ignoring it completely). Warframe had 2 major melee reworks + some minor tweaks, 1 major movement rework long ago + minor tweaks, 2 major reworks of damage/elements/status system + minor tweaks. They have been showing all those 11 years, that they are willing to keep their "live service" actually live. Yes, they are still not a top tier studio, but they have good ideas. All that being said - I don't think it will bring many new people to DE. I think it will be like WF players who are ok with slow gameplay + very slow growth after the first, or even the second year.
I just want one game to show the melee attack button label over a dog and people press it, thinking they are going to pet the dog, but the character instead pulls out a knife and stabs it to death. Just imagine all of the instant regret twitch clips we would get.
@@NuchiAsaki Player count doenst make a game a MMO so i beg to differ and still say its a type of MMORPG in my books, my reasons are: Guilds, Factions and tiers in those factions, Trading between players, Daily quests/Weekly Quests, No official ending so the game is pretty much unbeatable, Some missions basically require a party of +2 and Random loot tables. Grinding itself is not inherent of an MMORPG, but replaying missions for specific items is. And yes youre right about the video series, it just wasnt very clearly conveyed in that comment :)
Basically take away the only thing that kept Warframe as a game afloat, and you get Soulframe. As people predicted, Duviri was in fact a testing gamemode for Soulframe, except not taking any criticism from said gamemode on how clunky the combat is.
Was copied 1:1 from operators (the human pilots) in Warframe. The get-up animation after getting knocked down is also straight from. Wf (the actual warframes). As well as it looked like there's also a red pulse when it happens (in WF the pulse means shield went down)
What a shame. Hope a new mmo is on the way, but elder scroll like. Custom characters, large areas, skills, loot. Everything. Idk but I wish Skyrim itself was 4 player coop.
That was the weakest backstab I have ever seen… and the noise it makes when you hit an enemy sounds weak. Asmon is totally right, as harsh as he sounds, that combat just didn’t FEEL good.
I love Warframe a lot but Soulframe looks great but feels and plays rough/ clunky. I see the history how the devs do Souls-like combat/ movement, it's not their strengths. Warframe generally plays very different from this and I'm not surprised that the studio making a different game is not going to turn out great at first.
It’s a project idea they wanted to tackle I respect them for trying to branch out But maybe they should’ve consulted with a dev that has a lot of experience on melee combat. Idk if they did but ye it’s looking rough And the game isn’t really ready yet They just showing like a fragment of what they have They did say they are making more improvements Let’s just hope those improvements are part of the combat.
@@gaoexkaiser don’t have to When they uploaded the same gameplay vid on their channel The majority of the comments were to fix the combat or look at the combat again. I’m sure they’re already aware
Surely it has been said by now but he wasn’t going forward in time; he threw a “draft of drought.” And the storm went away so the lightning enemy lost his power. Which was pretty cool.
something i'll leave here of note: when they're showing off soulframe (at tennocon etc) at this current stage (pre-alpha), it's more so they can garner feedback. they know the melee combat is stiff currently. warframe didn't have stance mods for like 3 years. and knowing Digital Extremes, you can just turn down/disable the onscreen sfx that you don't like. it's already a feature in the engine.
Melee combat wasn't their strong to begin with. I don't know why they decided to make a IP solely focus on melee combat. It even more worse that they go with GOW style combat, I think it probably better if they chose to go with Dynasty Warrior style of gameplay hacknslash stuff. About Bloom, Lens Flare, Motion Blur and Camera shake or the POV are adjustable in Warframe so probably they would do the same for this one.
Warframe gameplay is good, but the combat is quick and movement oriented. DE is incapable of making grounded visceral combat so i cant understand why they just didnt stick with what theyre good at.
DE is a company that takes risks and tries new things all the time, we wouldn't have moments like "The Second Dream" if they didn't, many of their team were probably bored of making content for the same grim si-fi universe year after year and wanted to branch out into a more hopeful fantasy setting and help maintain the spirits of their employees.
Gonna be honest, Asmon woke up and decided to baby-rage today. Some of the complaints make sense, but some of them are completly overblown especially when he himself enjoys worse games with ever worse animations and hit reg. Like New World, that pile of heaping sh*t of a game.
Yeah, something was off on todays stream .That whole rant at the end about him not being the genuine him on stream and that anyone who thinks that is a loser, was very offputting. Meanwhile, PirateSoftware has built a community that sustains itself and enjoys the interactions. Not sure, but lately he seems tired of doing the daily streams so I think he will rage again a few more times and then take a few days of a break before coming back with OTK stuff. I'll still watch because I enjoy his streams. But after 4 years of watching his stuff I sense something is off. Oh well....
@@CleverCodger Yeah it's this attitude that's basically hollier than thou. Criticisms for thee but no criticisms for me. Type attitude that's just, getting to his head recently and don't even get me started on politics. Dude would get blasted in any political debate, he's become what he hates the most.
What the hell does him enjoying more trash games have to do with him saying that this particular one looks bad. I also enjoy games about pirates on 25 years old engine. But that doesn't take away my right to criticize new games. I've been playing Warframe for 9 years and I know what are DE's strong sides and what are their weak points. And, as strange as it may sound, considering Warframe's, combat is their weak side. In Warframe you rely more on shooting mechanics and warframe abilities, here is a pure melee combat. And if you've tried Duviri you would know why this is bad. Soulframe's combat system is almost the same as that one and it feels just awful. If Soulframe will release like this, it WILL fail (At least on start) so what's the problem? He himself said, DE are known for listening to their audience. Hell, I've seen some changes recommended by me get implemented in Warframe. So why shouldn't he criticize them? Plus, can you name exactly what he said that you don't agree with?
this is honestly sadly expected imo, I find that DE often exaggerates animations to their own detriment which end up giving it a cheap and unfinished look to it's combat and such despite the extra effort they likely put into it to make it seem more animated, it's present in Warframe as well but most of the combat in WF is shooting so this slower mostly melee only focused combat is just not something they have much experience with compared to the not as focused on button mashing melee combat in WF
tbf, the art and visuals are pretty nice although the colors could be better, and the story and lore might be intriguing, but yes, if you don't have a good gameplay, no one will play this game.
thats because they are spoiled by thier art team that carried Warframe for 12 years. then they have the audacity to make a souls-like looking game ... you do the Math.
I work in animation, the rat is probably just a animation from a library they licensed while the main character is built fully custom hence the difference.
"How do we make the animation look impactful?"
"Make the entire camera shake!"
"WOW"
As someone who turns off any camera shake in games that i play, ive never seen so much of it any game
I was about to post a comment about that as well. When i see cheap things like that it make me worried about the quality of the combat. When directors do it in movies its typically because they dont think their combat is dynamic or exciting enough.
Camera shake could be very good if used correctly. This is just overused af, the animation is slow and clunky as well. Like what were they thinking? I feel like they don't even have a decent animation supervisor or director.
God of war combat is a good example how to use the camera and delays to create impactful hits
@@BigLoveMachine Yeah, it doesn't worry me that it looks like this during development, it what does worry me is that they think this is good enough to show it.
This is literally pre-Alpha peeps. This will most definitely improve in visuals and UI design as time goes by.
"Maybe if we make every single attack cover the screen in lens flares and white light, players won't be able to tell that the combat looks like shit"
I thought I was gonna have a seizure lol, wtf are those flashes
Everyone who played Duviri from Warframe knows how bad the combat will be, should without holding any expectations.
i already have astigmatism, i dont want a double lair of it
Yup! They copied the JJ Abrams school of cinematography into a game…with the same outcome.😅
@@chaosky5785 soon as I saw the combat I got immediate Duviri melee combat flashbacks
is no one else bothered by the field of view? why am I stuck in the ass crack of my character? this isn't third person view, this is little brother view
I don't think you know what FoV even is, but usually games are shown with lower FoV than what is possible in the final game. High FoV is helpful for the player (during gameplay) as it makes up for the lack of peripheral vision we lose by lookingat a screen in front of us, but in order to do so, it also distorts the image, so it's not how you want to show off your game in a lot of cases.
@@se7enhaenderYeah, he was thinking about POV
@@se7enhaender i mean what i said was a total joke but thanks for the lesson point dexter. the FIELD of view is super small, the joke is that THIRD person view usually has a LARGER FIELD of view but the 'third person' in this camera is basically to the right and much shorter than the character, as if it's a lil bro watching big bro. it just isn't good and showing a game off like this is a mistake imo.
though pop off homie u smart af 💯
@@AuralAzure Sure, you can try to cover up your ignorance about the topic and terms in question as an attempt at humor, all while being awfully cringe, but all it did was making me think you can't handle being wrong and that you don't know what a joke is, either.
@@ubiquidade I probably should have explained that what you see in the center of the screen and where the camera is placed has nothing to do with FoV, but he doesn't seem to take new information very well.
I'm like 99% sure Asmon thinks this is a gameplay trailer for the general public, and not a pre-alpha development update for existing fans and pre-alpha testers.
I don't think he watched the Tennocon 2024. Steve Sinclair specifically said this is a pre-alpha release. Considering this is pre-alpha, it's not bad at all.
exactly, for pre alpha it looks fantastic
It's still public. He can't have an opinion? Also, regardless of what state it is in. The combat being terrible looking is a major red flag.
@@BloomBlossomStore He can have an opinion, it's just based on a complete misunderstanding. Had he known this was a pre-alpha, he wouldn't have been negative at all. The fact they even have a functional build this early in development is unheard of.
In case you don't understand, alpha is when studios start making the first playable build for internal testers to test individual mechanics and features.
This is the PRE-Alpha. Criticizing the combat is like criticizing the lack of textures in a grey box level. Its a PLACEHOLDER. Most studios wouldn't even have a game engine yet at this stage of development.
@@HexJK Then that's on the developers. And that goes for any developers that drops "placeholder" combat. The trailer has a lot, I can't imagine they don't have an engine. But regardless of the state of your game. If you drop content of your game, someone is going to judge it. And sure more slack to the fact it's pre-alpha but that doesn't really matter to people who don't follow the game. The fact is they posted it and shouldn't have with this degree of combat, because it looks terrible. You can say context all day, but it doesn't matter. What matters is what we see, because I and I am sure many more are not following the game like you seem to be.
If this was my game, I wouldn't have posted it. I could see the trash combat asap and would assume others would too. Which does a big disservice considering how core that is. But it's not like they are out the game yet. They can always drop more.
Isn’t the combat and movements the first thing you should nail before anything else? “It needs to be fun before it’s pretty” - Halo 2 devs
We wouldn't have that much bad games if people listened to this advice more LMAO
Yeah unfortunately that's the way things are with many games but we also have to remember that it's a big studio and things are supposed to be developed in tandem, we can clearly see that the other peeps are doing their jobs quite well but the combat department is seriously lacking in leadership or adequacy, and just increasing the numbers on any one job isn't a guarantee that it will get fixed but is more likely to have even more organization problems.
The thing with combat and any player controller is that it should feel responsive both in feel and visuals so slowing it down looks even worse if its mediocre, Soul's combat i don't believe is perfect but it also doesn't have to be perfect, the point is for it to work well enough and feel satisfying for the majority of the systems.
Sekiro's combat i believe is closer to perfection because they had one type of playstyle so they invested a ton of effort into mastering it, adding more weapons before you figure out how even one should feel great is a quick recipe for disaster, Path of Exile 2 had to re-evaluate the whole game because they recently found out that active shield blocking is a mechanic they wanted in the game all along.
Anyway hope they figure their shit out because the rest of the game doesn't look bad.
@@melechgadol “It needs to make money, look pretty and then potentially fun. In that order.”
- modern devs
@@Soliye. yep
If you have a team of 50 developers, 30 of them can't wait around, twiddling their thumbs for the other 20 to get the combat right. They have content to build, quests to design, dialog to write, etc. Sure, it's way easier to get a petting animation right that has no impact on gameplay than all of the dozens and dozens of combat, movement, reaction etc animations. But that doesn't mean you wait til the last minute to do all the easy stuff just to make the prioritization look "balanced". Every game is going to have what feels like bad prioritization to someone who knows nothing about running a game studio.
7:52 Bro's ancestors didn't live and die for generations for him to deliver a backstab like that 💀
Tickle Tickle 😂
The SFX instantly reminded me of bleak faith and it gave me ptsd.
DE struggles with melee combat. In warframe they have revamped it a lot. The one saving grace is that once you get things going, your warframe deletes everything before you have a chance to notice anything.
Here. . . They have to re think things seriously. The wite knights of Warframe aren't going to be helpful in this one.
yup honestly warframe is just carried by its slick movement and crazy power fantasy
Imagine hardcore warframe players trying to melee without a Cowbarf build that's soulframe. hell 99% if wf players don't even know wf has a block/parry button😅
not to mention that the animations for the melee attacks in warframe are so incredibly fast that they can away with a lot less and have people pay no mind since it's sped up and harder to detect mistakes.
This right here.
I remember playing warframe years ago and even then noticing the melee annd sword strikes animations looked pretty mid, but the game was fast paced and it was never an issue.
Now they have themselves a slow paced game and their inability to do combat animations is making itself glaringly obvious.
Devs should drop their "moth brain" and stop focusing on lighting and volumetrics and focus on animation.
@@liamrooshif you don't use speed mods they look AWFUL. Same with the mercy kills.
The crazy thing is, in all the years they spent working on warframe, they still couldnt figure out how to do melee combat.....
They never had to because in Warframe you attack so fast, you can't see how much of a goober the operator/drifter is.
The fact that the fucking duviri paradox melee combat is better, still dogwater, but better is actually insane to me. Why not just make it a warframe hack and slash as this point.
So do it yourself next time...
@@moiaussi3785did you just tell him to make a giant videogame himself lol?
@@douglasmurdoch7247 I mean it seems like u guys have enough ppl who are hating on a game (thats only in alpha by the way) to make a game. Ill paypal u 20 to start i expect a fully fleshed game in a few years. Ill even send u another 20 after its done.
First attack of the game. Smallest sword ever, more like a large dagger. Light, fast attack, screen started shaking violently, lightning outta nowhere, world about to explode. Top tier game designing right there.
It's like the 4 horsemen of bad visual design:
>Bloom
>Lens Flare
>Motion Blur
>Camera Shake
I see all these aspects as quite acceptable for the current stage of testing the game. In principle, you don't have to worry about these details being adjusted if you know which studio is developing this game))
@@TigraPolosatiywow the copium
Decrease readability further by having a „under the shoulder camera“, so you feel permanently claustrophobic and have no overview during combat. This will work extremely well to get the visuals to work properly 🥰
all of which are 100% togglable in Warframe (and weirdly high by default), so I'm not particularly worried on this front.
>Astigmatism
@13:30 They somehow managed to put muzzle flash on a bow...that's impressive and not in a good way.
Doesn't your lightning bow have a muzzle flash? Mine does.
@@StTrina My lightning bow has a flash suppressor.
@@TheAzrai you guys have bows?
@@justincase1448 AR-Bows. Many.
You've clearly never played warframe lmao. I think it's definitely rougher here and it doesn't logic as much as it does in warframe as that's space robot ninja scifi, but it's that same style visual flare style.
No ones even commenting on the backstab. THE SWORD DIDNT EVEN HIT THE ENEMY. The enemy’s body jolts sideways and you can see the sword isn’t even connecting with the enemy character
That was so bad and yet the crowd cheered for the combat what the hell. Can't the developers tell this combat is bad from just playing it themselves like wtf.
Sounds like New World’s combat lol
@@LordofRacoons i've been to the biggest gaming events and seen them on video later, they definitely pump in noise.
@@GhostManCutlerynot even close
@@MrArthys Yeah, I commented as I watched the vid. This game looks more shit than New World, but New World’s desync and weapons hitting when there’s no visual weapon connecting to the opponent is pretty similar in that regard
a little detail that is not being trasnmitted, is that the character has the power to turn invisible, you only see him flash green for a second, the he stars crawling around, trying to get an advantage, but cant run because you lose the invisibility, that is why you see him skirt around the boss easily.
As far as I have played it powers are not very accesible, the magic bow above the others. In the game sometimes you have to liberate a settlement or som fortress, and you may face several guards, if you can sneak them while on patrol and reduce the risk before you face the group arond a bonfire or something, only deploy your magics when necessary because you cannot replenish them easily.
I know Asmons sounded harsh, but i think it was fair, but i think this presentation is mostly a report on what they are doing rather than an announcement of the game being near ready, i suppossed a better title for the presentation that mentioned the earliness of the concept would have soften the blow on this impressions.
Asmon mentioned that it was the third iteration of the concept, but the fist one he mentions was as trailer for the concept 2 years ago, they only showed combat last year, they are in the process of inviting playtesters, so subscribe to the game maybe you can get an invitation and you can tell them all you want on their discord server, cheers.
(im in the soulframe preludes and have been playing for a good while)
The game is nowhere near finished. The current state of the game is basically pre-pre-pre-alpha. Imo it was a somewhat bad decision to just call the video the "gameplay demo" which doesn't indicate anything about the development stage which *to most watchers* will be VERY misleading and can give the wrong idea that the game is "nearly finished" when it's not at all finished.
The game that'll be available for everyone to try this fall is basically still at the very least an alpha, so very early in development still.
Also from my own experience playing the game, it feels a lot better to play yourself than what the gameplay demo looks like.
Combat - Dogshit
Colour palette - Grey
Cinematically - Unbelievable
Unfortunately we don’t play games for the cinematics.
Uh... sorry bud but uh ... we do: Detroit Become Human, Rain, Last of Us - Its a tremendous list...
There's basically no transition between animations. The character just jerks around awkwardly, the jumps are weirdly floaty and it feels like the character doesn't obey basic physics when moving.
the combat looks like those xbox 360 era euro jank games that all star a female protagonist and have jrpg worthy names
this reminds me Skyrim motions.
It sucks, but at least Skyrim had a legit backstab motion
@@Slvl710 Worse than that. Some of the animations look like the OG fable game that came out 20 years ago. I've been replaying it recently and it's all I could think about when looking at the rolls, and staggers. Even some of the attacks.
Warframe: Operator only: the game
its called animation blending or smoothing
DE literally took the WORST part of warframe (operator combat) and made a game out of it. It was literally dead on conception. It doesn't help they can't animate combat or faces for shit. Their clunky animations only work on warframe cus of "ninja robot from space" thing.
The emergence of operator gameplay is what killed Warframe for me and watching this has done nothing to get me excited for Soulframe.
I have done hardly any Duviri stuff,because drifter combat is pure trash.
Warframe is so much fun, operator crap is the worst.
OMG, thank you for saying that. I thought I was the only one, I hate Duviri so much. @@Scarlet_moon.
only thing that makes operator worth using is the abilities that can give you buffs for your warframe. that's basically their only use
Soulframe and Warframe are both made in Evolution Engine, DE's in-house engine. I believe it's a fork of Unreal Engine 2 or something. Digital Extremes was a very close partner of Epic Games back in the day, they were co-developers of Unreal and Unreal 2 and the main developers of the Unreal Tournament series. They also contributed a lot to Unreal Engine itself. The partnership with Epic ended when Epic signed a deal with Microsoft for Gears of War, for some weird business reasons I can't remember. Had to do with Epic being a US company, while DE is Canadian or something. Steve, Scott and Geoff, the creative leads of Soulframe, also created Warframe, and Steve was one of the main designers of Unreal Tournament and one of the lead programmers on Evolution Engine. And yeah, the combat in Soulframe needs a lot of work. Having played Prelude for a while, it doesn't feel as bad as it looks, but it's such a core part of the game, it should be excellent, not just serviceable.
Glad to see Prelude player perspective here. I don't have an invite, so I have mixed feelings - for the one hand DE can't do slow melee at all at least for now. For the other hand - their history with Warframe gives hope (2 melee reworks, movement rework, 2 damage systems reworks).
What are your feelings on this? Does it look like they can figure it out before release or soon after?
@@Blackwing2345635 The game is going to "launch" this fall, I doubt they're going to completely rework combat until then. But again, the game feels quite a bit better than it looks, and they launch only on PC to be able to iterate quickly. We'll see, but that approach certainly worked for Warframe (which I've also played since alpha). I think melee will probably never be outstanding, but there will hopefully be enough other stuff to keep players happy and engaged.
That makes sense. I wonder if Sweet baby or Bridge is on any of thier teams.
@@wsippel I asked this in another comment, but is it confirmed as an actual launch/release? I interpreted it as them just opening the doors to be an open beta rather than a closed beta.
Signed up when the game was early in announcement, but still sadly waiting for a key/invite to see how gameplay actually feels vs how it looks.
@@OwlskiTV it is not, it is a start of open beta of the portion of the game.
Here to remind everyone that this is in pre-alpha. They need to hear the critique we have, the combat IS bad, but elaborate as much as you can. This developers really really hear their players.
the entire character animation set looks like warframe on 50% speed. Clunky jumps, lightning effects that burn your eye receptors. They have a lot to fix... Also that npc enemy looks like every warframe npcs close combat attacks. Very bad. They have to do a u turn on the gameplay or this will fail miserably and i like warframe and played it for like 200 or so hours. I hope the devs see this video. Its hard but honestly good advice
As a game designer i would guess they are using a lot of those flashbang lightning effects to hide rough animations and lack of feedback overall.
They use some kind of special bloom convolution filter, so everything bright become astigmatism
Can't they just copy Elden Ring or souls like combat?
from a gamer perspective i see the flashbang as an indication of an incoming melee attack which you can counter or dodge but it's poorly designed.
@@golik133why would they?
@@Floaydisorry what mean to say was take inspiration from Souls like combat with
I don't know if this is a MMO.
It isn't an MMO.
It's a single player open world rpg like skyrim. However you can play 2 or 3 player coop.
@@Jake-ALGSxNBPL Which to be fair, is also what warframe basically is. Corridor shooter with 4 player co-op. Warframe doesn't really fit the standard MMO description either.
@jazzyjswift yeah neither is it a true looter shooter like borderlands. Warframe is in its own really weird category
@@jazzyjswift i counts because of the relays i guess, when you have 100+ players in one place
this shit looks like duviri gameplay... duviri paradox was probably the concept for this game.
Yeah it doesn't look leaps and bounds different from Duviri which is a dissapointment
It basically was, and they directly said it.
they even made it suck ass like duviri combat 🔥
and except for the circuit, Duviri wasn't needed at all
@@eyesneveropen-meow-5125 LOLLL look I like warframe but DAMN I can't even disagree with this.
People can talk good or bad about this game... But as a Warframe player in the top 5% I have seen pretty much all of the content offered and I can tell you that digital extremes is one of the only gaming companies left that you can trust will make a good game. If the only negative thing you can really say about a new game that's literally in pre-alpha, does the animations and combat look jank. That means we're on the right track. Let them cook.
The way the Boss moves so fast and the main character is so slow, feels like that one of those nightmares wherein you're being followed by entities and you're running stationary :D
"How much bloom do you want?"
"Yes"
''BLOOM! BLOOM! BLOOM! BLOOM!...i want you in my room!...''
it's one of the options you have to turn down in their previous game.
Bloom Prime just released
Whoa. I have astigmatism and that's how bad my vision is without my glasses at night. Impossible to drive with every car rear lights, street lamps and traffic lights looking like that. Who thought that would be a good idea as VFX lol.
Combined with excessive motion blur.
Same here. I didnt notice the insane lens flares on my first viewing because that's how I see lights normally.
I hate how "petting le doggo" has become such a souless thing that it at this point just feels like a check box to be done, instead of a cool thing a dev added cause they liked a certain animal.
For real... it was cool the first few times, it's a hollow mechanic now
Do you want the doggo or not?????
Luckily enough it's DE here. Souless is the last word I'd use to describe their games.
@@pokemonfan2630 No, we want actual good games made with passion and focus, not ambitious promises and overhyped catchy trailers
Maybe the dog can be added later, idk. At this point i want dogs to be more like a mechanic (companion) like in Fallout or Remnant 2 rather than a interaction (pet) like every other company does for those juicy approvals by the public
I don't understand why people are getting so pissy about this. It's not a big deal. Adding that petting animation was probably a 1 or 2 day job for the devs it's not meant to be a wild accomplishment or addition to the game. People like to be able to pet animals in a game, who gives a shit. No sense dwelling about it like it's the only thing the devs care about.
Exhibit A of "the sword goes here and the enemy is getting stabbed over there"
Everything seems weightless, which makes sense in Warframe because you're in outer space, but here?
You are not in outer space in warframe
warframe physics are miles above this trash demo
😂 clearly never played warframe. 95% of the gameplay takes place on planets, moons or spaceships with artificial gravity.
@@brother_sothoth Oh really? So how did they fuck up so bad here?
@@junechevalier you think I know? I play and love warframe for what it is, I don't care what DE does with Soulframe. All I know is that warframe does not take place in an environment where weightlessness makes sense, which is what my only point was.
5:29 female blacksmith. Ugh. The shake cam in combat. Oof. They seem to have prioritized art over gameplay. What is the gameplay even? Turning into a bird, talking to rats, playing flutes? It’s an art project.
Garuntee you that whoever did the animations has astigmatism and doesnt realize thats not how everyone else sees lights.
Animators don't handle lightening in games just fyi
Animators work in a light and dark gray box without textures, they use a stick figure like model
Priorities feel 85% art 10% story 5% combat
you are wrong. 5% is way to high
To be fair, DE do art and story really well, at least they have with Warframe. I would love to get into the preludes myself so I could speak more on how the combat feels.
@@zaviki7819I myself fear that all resources are prioritizing Warframe. Rebecca even said some soulframe devs even helped on Warframe 1999.
Edit: though it is the only thing founding it so perhaps it is not the right move
@@zaviki7819 They can also do good combat, they did so with unreal, unreal tournament and warframe. So I don't know what the fuck they're doing with this.
@@ERECTED_MONUMENT gun combat is different from sword combat, they haven't had the best track record with melee combat even in Warframe, which is why I imagine the bow is probably going to be better than people think (despite the excessive lens flare) they couldn't even help but add a psudo aim glide to it. If the full game ends up having options when it comes to ranged tools like crossbows it could end up being fairly engaging. Again really hope I get into the preludes so I can talk more about it.
Wait until he finds out that the ability descriptions are poems
Jesus Christ.
A WHAT now? Damn.
Lmao no way. If thats true then its a great example why every project needs guys at high level positions who are not afraid to say/agree "nah thats not gonna work".
That guy is either working his ass off or generating poems with AI. You cant blame him for the animation staff.
Combat really reminds me of ESO. It has that same floaty and disconnected feel. And I agree about the UI. There’s something called 508 Compliance that they should consider. The rest does look pretty good.
It saddens me to see this… the game does have potential. But they really need to get their priorities straight. The combat animations feel cheap and floaty, the enemy lacks reaction to being hit, screen effects are extremely obnoxious, the camera angle and fov are really bad, I don’t know but if feels like you can’t even lock on to an enemy. I really hope they polish this, especially the animations, and combat floatiness. Putting a bunch of screen effects doesn’t make the combat feel impactful, just really polluted.
They didn't learn anything from Duviri aren't they
Yep Scott doesn't listen
Duviri is soulframe.
@@kylemenosliterally the worst part of the game btw
This somehow feels even worse than Duviri...
DE have a bad habit of giving up on something and jump on the next project instead of trying to make it work. This is a core mechanic, they cannot just abandon it . Hopefully they learn their lesson this time.
16:54 "I shit the bed!" lmfao what???
LOL
Amber Heard????
HAHA im fucking dying
Heard: I shit the bed!
Meaning: Hail! Hail! Thunder!
So… the dialogue is fucking stupid too…
Bro shat his bed 😔
The "graphics" are a bunch of shiny blurs.
They make the Consort Radahn fight look perfect compared to this
I understand why they don't want to go with the combat system from warframe, but damn I do agree that this new combat system does not look good, would've expected more from DE after playing their previous games
In all honesty the melee combat was always a problem for DE, in Warframe too. They tried to make it 3 times and what we have now I rather see as the dart that finally sticked to the board than something they finally mastered.
That said, I have hope for this game, what it needs is time to make Steve's team create mechanics that will feel better and polish what they already have. And since it's Steve's (CEO if someone doesn't know) pet project then I doubt he will let it go to waste. I know this developing strategy is far from ideal, but it's the reason why Warframe plays that good today
The combat reminds me of how in movies they use shaky cam and speed up footage to hide bad fight choreography.
DE's melee combat has always been kinda ass, but because Warframe is fast, it feels good and you don't really notice it being bad. When you slow it down, this is how it looks. It's not good. I hope they can sort it out
Imo Good melee combat is like a dance/turn based between you and enemy. In warframe you mod for speed/range, hold e, and hope for the best.
@@ababil2408 Ye I mean Warframe is more of a hack and slash than a methodical dance. They should have put more thought into this before slowing down the combat in a new game
@@amvibes9633 Yep, in warframe you don't care much cause you smash drop from a 200 foot jump and a bunch of enemies are sent flying, you dive into a crowd of enemies, melee, and body parts fly everywhere. It's fast, it's silly, it's dynasty warriors in space.
Slow it down, reduce the number of enemies, make them spongy, and you're in for a bad time.
@@ERECTED_MONUMENTbasically duviri lol
So, I know people are trying to say that Asmon's nitpicking with the combat but I just wanted to add something very specific that is telling and I really do hope the devs heed what hes saying because this is actually huge imo.
I primarily play a sword shield build in souls likes. ER DLC currently playing with the fingerprint shield and a great hammer. In Monster hunter my main weapon is the charge blade.
I just want to point out that when the nimrod guy is hitting the player characters shield that exact animation looks and feels like when you're in a small hallway in DS3, or Elden Ring and your weapon doesn't hit the enemy/mob but instead it hits the wall. In those games the animation is almost like cut short and the impact feels paper thin your character kind steps back and there is a slight lock in the animation.
That animation is absolutely fine in those scenarios (when you hit a brick wall...your attack MISSES from the enemy). The animation in those games is deliberate. If you've played those games you know what I mean, it almost makes you cringe. Hopefully that makes sense.
Which is why it looks so rough in this game when you are blocking a hit with your shield.
Think about how blocking a bosses hit feels in elden ring. Hell the Charge blade in world is probably the best feeling when you block (especially when you get the offensive guard to proc by blocking perfectly). In those games it feels weighty, like very weighty, the feeling from the animation with the blocking I almost guarantee you is why many people play sword and shield builds in these type of games.
In Soulframe it just looks and sounds absolutely paper thin.
Which is my final point I guess. Souls games/the mh games feel so good because they look, sound and feel impactful. Theres weight behind them when your playing a melee build (in ers case, ER nails this even with ranged builds).
The combat is absolutely a huge thing in souls like games. It's literally the main point of the game. Its why we invest so much time into the games even if we are failing because of the impact.
Paper thin doesn't equate to damage. Its a literal feeling the combat provides through its animation, fluidity, and specifically the sound.
IMO its absolutely not a nitpick and is 100% a big issue with this game. Specifically the attacks you do, and the blocking you do look and sound weak. It's almost like the weapons are made out of cardboard.
edit: I'd also like to add that we have seen examples out of this in many games as well. Imo a perfect example of this is Last Epoch in the looter arpg genre. This game while deliver on everything and even the combat, has certain weapons that just feel like your attacking with a piece of cardboard. I played it in EA and one time on release and while there were improvements the moment to moment combat felt significantly worse the PoE and D4. While it served as a good middle ground in its systems id absolutely needed to make masterclass level combat to be able to swipe its competitors player base. It fell just short of being acceptable imo and I think for many others as well which is why its playerbase tanked significantly since official release.
ABSOLUTELY agree.
I also love MH and Soulgames, and the impact of attacks was also the biggest critique for Lord of the Fallen. If you watch the first trailers it looks weightless.
And the biggest contributor for adding weight is the way the whole body reacts when hit.
In MHW when you block a hit with any shield the character crouches a little as to redirect the weight to the legs, and you get pushed behind slightly and the sound feedback is also on point.
I noticed there is no lock-on in this game wich is crazy. The camera feels so bad.
Combat and gameplay first and story second in video games
@@ithelegend67 Duviri combat in warframe has lock on, so pretty sure it'll still be a feature
@@aerinsoleris hopefully so
This looks like the early stages of when people were modding Darks Souls combat to Skyrim.
At some point the sentence “We need more money for the rat animation” was uttered during production.
For... a rat to sit on a hand, and a hand to move over it a couple times? How dumb is my community, looking at comments about how people think things work on this video is making me feel embarrassed to be part of the gaming community.
@@Agrivaen i dont know in depth how games are made but i have an idea about animation and that rat quite looked high quality. The movements were very accurate and a lot of polish was added to it.
36:40 "This is a backstab btw"
*NPC hitting the jazz hands emote*
Thank you for mentioning jazz hands. Now that’s how I will always see it from now on
Its Pre-alpha, bit hurried showcase made for big event
the warframe devs made this? wtf happened?
nothing this is just how warframe is most of the time. janky animations and weird swings. It just works for warframe cause its a horde shooter/slayer game so you don't care when each swing kills 7 enemies but you start to see the jank when its on on one fights like these.
@@KevinShmelvin this is nothing like warframe
New team. Steve is the lead for it since he got bored with warframe that's why Rebecca took over.
Hopefully it'll get better soon
Their usual quality tbh
@@singmysin This is just like warframe, And I have been playing warframe since I was 13. Warframe melee combat has ALWAYS looked janky as fuck.
Who woulda thought the first Dev stream would completely kill my Hype for the game 🫠
idk the since with the baby and the woman killed the hype for me just saying
@@brandenbrundage-bn9pzlol baby frame?
@@whysoserious4274Jade and Stalker?
I mean...aminations seem less fluid that last time but doesn't look THAT bad imo. Looks like it's still an interesting game.
@@enricod.7198 it’s still being developed
But the release date has me and a lot of other people worried
If this is all they have and this game coming out sometime this year?
They need to improve that combat and animation before this game gets released.
Part of me trusts DE and so I will be trying it and sticking with it
Hoping they make it better as time goes on but first impressions… not looking good so far.
Bro crouching around in circles getting hit multiple times against a boss, then just runs away and the boss disappears??
Also longest respawn in history, who tf wants to fly 5 minutes every death. Swinging a short sword looking like he swinging a sledgehammer lol.
Code Vein so underrated
Considering how excellent Warframes artstyle and combat are, there is no way Soulframe would ever be shipped in that state. To be honest, they should have waited before shoing there new project until it actually looks presentable, but still.
Okay, maybe I am just bs*****ing myself here, it would be perfectly plausible.
@@Widur42 perfectly plausible for sure. Assuming you weren't around for it, look up closed beta gameplay footage of Warframe. Many of its gameplay mechanics had several major reworks since then. IMO it's reasonably presentable to those that understand Warframe's history, and similarly, it won't appeal to everyone. But anyone working in software dev knows that speculating on future problems is not a valuable use of resources.
That camera shake is absolutely HORRENDOUS. My god
Steve love his lights and shadows. And Scott is going to do what Scott wants to do. I'm so glad Scott left warframe
Meanwhile while Soulframe trailer looked like this, Warframe 1999 was the biggest hype.
Tennocon 24 - "here's not warframe. Excited?"
"Not really"
@@AceonIce I'm glad you feel that way, but I'm excited.
Ill be fun to try it for sure something new always nice... but WF is slowly but surely getting koreanified AF.
@@stvrkx wdym koreanified, like I know they're trying to cater to the Korean market more, but what has changed I don't know
@@melechgadolhe’s just yapping
Bro, this game GLOWS
I think this game uses the player animations of Warframe. That jump motion looks the same as the operator. The problem with that is that Warframe melee animation is crap. It was ok with Warframe since it focuses on gunplay range combat. Even the friction less movement is Warframe. DE needs to rethink this. The choice to delve into this genre may be a mistake. However, they may be too much into development to back out now.
I can tell this game at minimum is reusing character idles from Warframe. When the character is changed into the stupid clothes by the grey lady they are straight up just doing the Excalibur standard idle.
"Okay guys, they said that the combat needs work and more impact"
"Ahh I know, let's add astigmatism lens flare and camera shake all over the place"
I'm glad someone else points out bloated particle effects/illuminations with maximum bloom in games that covers most of the screen. I have been complaining about this a lot.
Well, I can give some credit for DE here - they have sliders for both bloom and VFX intensity. It is still a mystery to me why default is so high, but 10-20% bloom and 30-50% effects intensity looks nice in Warframe.
And I agree with you on bloated effects, I hate when you can't understand what is going on because of it. And Warframe is the only game I know, where you can manage this via slider + customizing cosmetics (yes, you can "paint" effects too in addition to mentioned sliders)
@@Blackwing2345635 Options are key, if you give the player the option to tune stuff down it's all good, they can keep their intended design but understand that some people don't like it. A good example is head bob in games, it's sometimes very heavy and not natural to humans so we get sick playing the game, but if you can turn it off it's great, and I see many devs doing this.
I have severe light sensitivity and the white and blue flashes in this demo are incredibly difficult to deal with. I won't be able to play this game if they don't disable them or reduce them. It's absolutely nauseating.
DE employees never had to focus on melee animations that much because attack speed is a stat you aim to max, why make high fidelity animations when youre attacking 10 times a second. and now that we go back to seeing slower souls like animations, we can actually see and pick apart its flaws and shortcomings. and yeah the visuals are a bit rough.
I'm playing slower, heavy weapons in Warframe since they got buffed, and they feel really nice to play. Very impactful.
This is the worst melee system they've done yet, worse than Duviri even though it was supposed to be the same >.>"
As a long standing Warframe fan, and DE supporter overall, I gotta say this looks fine. The combat could definitely use some tuning and adjusting, and DE really needs to dial back the VFX because they are pretty obnoxious. But other than that, I don't see the need for such vitriol. Especially when DE has a pretty good track record of improving their games/mechanics via community feedback overtime. This feels like a perfectly fine pre-alpha showing. Hell, even if this was an early beta a half a year before launch, it'd still be decent.
God i'm glad Steve doesn't direct Warframe anymore.
The game has improved a lot since Rebecca took over. I credit it to the fact that she plays the game as a normal player would.
@@NuchiAsaki "I credit it to the fact that she plays the game as a normal player would."
Agree, she came in and almost immediately fixed so many things that regular players have been wanting for ages
@@smitty7326 like what? i havent played warframe for ages 🤣
@@flute136 oh man, i'm not gonna be able to remember everything. B
- they had a huge rework to the status system to simplify it and make it more clear.
- You also have more control of changing your loadout from the navigation screen, which is so incredibly convenient.
- Just about every warframe released since she took over has had drop chance from the mission PLUS a pity system where you get tokens each run and you can use tokens to buy frame parts.
- There's now a high level "omni" fissure what is always a high level survival and you can use any relic of any type.
- There's been a lot of work on the UI to make things more clear, less cluttered, overall better.
- The new content updates have introduced very popular new mission types that lean into the strengths of Warframe as a game.
- And while I know this wasn't all Reb, Cross-Save was finally released under Reb and that has radically changed how I play the game.
- EDIT: oh and here's a weird one. DE has taken a few misteps under Reb, but she listened to the community and quickly reversed the change, never released it, or otherwise fixed it. I believe that's due to her history as a consistent Warframe player and also her history as the community director.
Just about every patch released under Reb has been a hit.
@@smitty7326yeah like what havent played since like 2017
This is the exact same combat system that we saw in their 2023 trailer... I was disappointed they didn't improve upon that. Goddamn it.
Stabs a sword into their spine - 25% damage. Makes sense.
@@ELGUAPOIV And it was that poorly animated the sword went next to the enemy not into the enemy.
its an RPG type game, not a simulator. I shot a dude in the head with an arrow in Elden Ring and it only did like 1% damage. Makes sense hurr durrr
@@rykehuss3435 Your channel has some cool music in it. I like the Lilium one in particular.
@@ELGUAPOIVlmao
@@ELGUAPOIV thanks
i dont think this game was ever meant to be an MMO but I could be wrong.
Yeah I thought it was meant to be more of a solo experience with at most asynchronous coop ala Dark Souls.
@@ROFLWAFFLELAWL4 supposed to be more like warframe, town hubs, but 4 player coop in missions.
@@bobtony6036so a edgy bad PSO/2/NGS and Warframe?
As a Warframe player I did not ask for this game. Not sure what DE is cooking here
As long as it keeps Scott off warframe
@@lockermanwxlf 🤣
Looks like Black Myth Wukong has no competition for GOTY except Sparking Zero.
As someone with stigmatism this is worse then I get on my worst days, and is just annoying as a gamer, no one should have to deal with this.
astigmatism* The a is part of the name of the condition. Source: I have it too.
I can create a better looking mom in Dragons Dogma. Wtf is THAT
The random light flashes blinds you from seeing the Boss and where you are aiming, you don't see any details on the Boss ,and when your character gets hit it goes stiff (No reaction to the impact ). That's what I get from this footage , that's just for starters.
What I am seeing is, I'll wait for a year after release and try it out after they get a mountain of complaints and start fixing stuff
It will also be cheaper. I always appreciate everyone paying extra to beta test games
Don't hold your breathe. Warframe has 11 year old bugs that players have always complained about.
I have a lot to say, but the main things that bother me are: the models are sliding across the floor, why not put some lightning/electricity effect on Nimrod when he charges an attack instead of him shining and blinding you, and my biggest complain, your character has like only two animations when he gets hit. Like he either immediately faceplants or he just like gets staggered. There are no ragdoll effects, most of the time the way your character react to getting hit doesn't make sense, he doesn't get tossed etc ...
The gameplay feels like im driving at night. There are so many bright ass head lights
You know what, i'm tired of these MMO's presenting fairly if not really impressive artistically and visually good looking games, but with fundamentally boring/BAD combat. I'd 1000% be able to play game with amazing combat and graphics that could be improved on over time.
DUSK and ULTRAKILL some of the best games the last 10 years. They have graphics like they're from 2000, but have some of the absolute best combat I have ever played for games of their genre. I've been playing games since the era of Super Nintendo. I no longer care how good a games story is, or how pretty it looks. I've played 100's of games with decent to amazing stories. If a game doesn't nail good mechanics, I'm just not interested anymore.
On first encounter the boss just gets bored when the players hides and despawns, on second he just disappears after killing the player. So what the fuck was the point of even fighting it instead of running through?
If they increased the combat speed by like 1.25 and stopped the camera zooming in for no reason, they might have an okay game.
For me, the biggest grafical sin is that the lights are only an after effect and barely a light source. It look so off when there is a blinding light on the screen but the environment around the light source doesn't seem to receive any light, looks cheap.
Graphical
I thought soulframe was gonna be a souls like warframe game. Damn I hope it’s still gonna be good
Yay, I was also likely in "Oh, will this be an eldenring MMO?"
@@XY-Phoenixyh like cool idea, but man the combat needs more time polishing.
If you've played Warframe, it's basically like if Duviri was it's own game.
@@jazzyjswift Duviri was ass, and I spent 40+ hours on that alone. I tried so hard to like it.
@@TangeratorI love Duviri, not fond of melee combat though. It's serviceable but needs work.
As soon as that first stealth attack did literally nothing, I lost all the interest I gained from the good art from earlier. Edit: That horrible fake French accent holy Christ
Crazy how it's a fake accent but is a french making it...
@@pedroretore884 Wanna hear me do a forced German accent *as an actual native German speaker* ?
I think the word that applies here is exaggerated.
I'm starting to get used to this.
The oversaturation of Soulsbourne games and live service. The graveyards. The beautiful corpses. The companies destroyed. It's all free television for me
Soulframe wont be a soulslike
@@ezoteric_9275 This is exactly what they said in the Tennocon. A soulike but not as difficult.
I was chilling in a discord call with some warframe peeps watching this live and they were all like "oooooh looks so good! looks fun! they did a great job!" and im sitting over there thinking the combat looks so bad its DoA unless they shove enough cosmetics into it to keep it afloat financially
Smoothbrains
During this combat 9:00, there is a unacceptable amount of the character awkwardly sliding with the camera and a ridiculous amount of the weapons and characters clipping through each other and the environment. The flashes that occur when weapons impact other weapons or characters also has a particularly low graphic quality 😅
Not only is the gameplay bad, but the over the shoulder is too close. Hopefully there is a zoom out option or at least the standard starts further out. You already said it Zack about how it is a shame they are missing the gameplay parts so much. It is like Korean vs European MMO. Either they get 1 1/2 right & the other 1/2 misses the mark by a mile.
He compared it to from soft games cause he considers it the gold standard in melee combat but imo it's also dated
It has WF engine, and WF has a big range of adjustable FOV + you can switch right/left shoulder, so I assume for SF it will be the same. As well as adjustable bloom and VFX intensity.
As for the gameplay - I wouldn't be so quick to judge. Their Warframe experience pulls them down hard here, but for the other hand:
1. They are actively listening to testers now;
2. With Warframe they have shown that they are ready to rework combat mechanics (not to a fantastic degree, but still they are willing to make things better instead of ignoring it completely).
Warframe had 2 major melee reworks + some minor tweaks, 1 major movement rework long ago + minor tweaks, 2 major reworks of damage/elements/status system + minor tweaks. They have been showing all those 11 years, that they are willing to keep their "live service" actually live. Yes, they are still not a top tier studio, but they have good ideas.
All that being said - I don't think it will bring many new people to DE. I think it will be like WF players who are ok with slow gameplay + very slow growth after the first, or even the second year.
love that every game is adding a pet dog option thinking its an auto win nowadays
It's free pr because of one big twitter account and curator on steam who lists your game if you have pet feature.
I just want one game to show the melee attack button label over a dog and people press it, thinking they are going to pet the dog, but the character instead pulls out a knife and stabs it to death. Just imagine all of the instant regret twitch clips we would get.
I can’t wait for this game to be on Josh Strife Hayes’s Worst MMO’s series
Not an mmo though
@@PurgeRap Neither is Warframe but it's there.
@@NuchiAsaki And if you actually watched the video he praises alot of the game, and yes warframe is an MMO just a "Shooter MMO"
@@tobywiz8820 Not enough players to be a MMO. It's a co-op shooter.
My point was that not every game in that series is bad.
@@NuchiAsaki Player count doenst make a game a MMO so i beg to differ and still say its a type of MMORPG in my books, my reasons are:
Guilds, Factions and tiers in those factions, Trading between players, Daily quests/Weekly Quests, No official ending so the game is pretty much unbeatable, Some missions basically require a party of +2 and Random loot tables. Grinding itself is not inherent of an MMORPG, but replaying missions for specific items is.
And yes youre right about the video series, it just wasnt very clearly conveyed in that comment :)
They just took Warframe animations... When the combat is not focused in super fast ninja action you get something like this....
Basically take away the only thing that kept Warframe as a game afloat, and you get Soulframe.
As people predicted, Duviri was in fact a testing gamemode for Soulframe, except not taking any criticism from said gamemode on how clunky the combat is.
Nah. First descendant is definitely not better than this. That's just coping.
Both are meh
Jumping animation was copied directly from Elder Scrolls III Morromind.
First thing I noticed was that there were no transitions between animations, looked straight out of Morrowind.
Was copied 1:1 from operators (the human pilots) in Warframe.
The get-up animation after getting knocked down is also straight from. Wf (the actual warframes). As well as it looked like there's also a red pulse when it happens (in WF the pulse means shield went down)
The attack animations are like swinging a hammer type weapon in Warframe without any attack speed mods
Nah. At least those have impact.
But bro was clearly using a short sword for such a slow animation
And my friend said this was the Elden Ring Killer…what a joke😂
I remember early days Elden ring demos looking like ass and Elden Ring still has wonky moments..however this is basically a fantasy version of warfame
What a shame. Hope a new mmo is on the way, but elder scroll like. Custom characters, large areas, skills, loot. Everything. Idk but I wish Skyrim itself was 4 player coop.
That was the weakest backstab I have ever seen… and the noise it makes when you hit an enemy sounds weak. Asmon is totally right, as harsh as he sounds, that combat just didn’t FEEL good.
9:13 RIP the guy who was just going for a stroll
I love Warframe a lot but Soulframe looks great but feels and plays rough/ clunky. I see the history how the devs do Souls-like combat/ movement, it's not their strengths. Warframe generally plays very different from this and I'm not surprised that the studio making a different game is not going to turn out great at first.
It’s a project idea they wanted to tackle
I respect them for trying to branch out
But maybe they should’ve consulted with a dev that has a lot of experience on melee combat.
Idk if they did but ye it’s looking rough
And the game isn’t really ready yet
They just showing like a fragment of what they have
They did say they are making more improvements
Let’s just hope those improvements are part of the combat.
@@whysoserious4274 idk I'm not the dev so tell it to them.
@@gaoexkaiser don’t have to
When they uploaded the same gameplay vid on their channel
The majority of the comments were to fix the combat or look at the combat again.
I’m sure they’re already aware
Surely it has been said by now but he wasn’t going forward in time; he threw a “draft of drought.” And the storm went away so the lightning enemy lost his power. Which was pretty cool.
something i'll leave here of note: when they're showing off soulframe (at tennocon etc) at this current stage (pre-alpha), it's more so they can garner feedback. they know the melee combat is stiff currently. warframe didn't have stance mods for like 3 years.
and knowing Digital Extremes, you can just turn down/disable the onscreen sfx that you don't like. it's already a feature in the engine.
Melee combat wasn't their strong to begin with. I don't know why they decided to make a IP solely focus on melee combat. It even more worse that they go with GOW style combat, I think it probably better if they chose to go with Dynasty Warrior style of gameplay hacknslash stuff.
About Bloom, Lens Flare, Motion Blur and Camera shake or the POV are adjustable in Warframe so probably they would do the same for this one.
Warframe gameplay is good, but the combat is quick and movement oriented. DE is incapable of making grounded visceral combat so i cant understand why they just didnt stick with what theyre good at.
hello, some bot stole your comment is now a top comment 😂
DE is a company that takes risks and tries new things all the time, we wouldn't have moments like "The Second Dream" if they didn't, many of their team were probably bored of making content for the same grim si-fi universe year after year and wanted to branch out into a more hopeful fantasy setting and help maintain the spirits of their employees.
Gonna be honest, Asmon woke up and decided to baby-rage today. Some of the complaints make sense, but some of them are completly overblown especially when he himself enjoys worse games with ever worse animations and hit reg. Like New World, that pile of heaping sh*t of a game.
Yeah, something was off on todays stream .That whole rant at the end about him not being the genuine him on stream and that anyone who thinks that is a loser, was very offputting. Meanwhile, PirateSoftware has built a community that sustains itself and enjoys the interactions. Not sure, but lately he seems tired of doing the daily streams so I think he will rage again a few more times and then take a few days of a break before coming back with OTK stuff. I'll still watch because I enjoy his streams. But after 4 years of watching his stuff I sense something is off. Oh well....
@@CleverCodger Yeah it's this attitude that's basically hollier than thou. Criticisms for thee but no criticisms for me. Type attitude that's just, getting to his head recently and don't even get me started on politics. Dude would get blasted in any political debate, he's become what he hates the most.
What the hell does him enjoying more trash games have to do with him saying that this particular one looks bad. I also enjoy games about pirates on 25 years old engine. But that doesn't take away my right to criticize new games. I've been playing Warframe for 9 years and I know what are DE's strong sides and what are their weak points. And, as strange as it may sound, considering Warframe's, combat is their weak side. In Warframe you rely more on shooting mechanics and warframe abilities, here is a pure melee combat. And if you've tried Duviri you would know why this is bad. Soulframe's combat system is almost the same as that one and it feels just awful. If Soulframe will release like this, it WILL fail (At least on start) so what's the problem? He himself said, DE are known for listening to their audience. Hell, I've seen some changes recommended by me get implemented in Warframe. So why shouldn't he criticize them? Plus, can you name exactly what he said that you don't agree with?
@@vaxtanglomaia494 Yeah, its like a somehow even worse version of Duviri but its the whole game...
this is honestly sadly expected imo, I find that DE often exaggerates animations to their own detriment which end up giving it a cheap and unfinished look to it's combat and such despite the extra effort they likely put into it to make it seem more animated, it's present in Warframe as well but most of the combat in WF is shooting so this slower mostly melee only focused combat is just not something they have much experience with compared to the not as focused on button mashing melee combat in WF
The game is a prime example of when devs focus on art and visuals instead of gameplay and mechanics
tbf, the art and visuals are pretty nice although the colors could be better, and the story and lore might be intriguing, but yes, if you don't have a good gameplay, no one will play this game.
thats because they are spoiled by thier art team that carried Warframe for 12 years. then they have the audacity to make a souls-like looking game ... you do the Math.
Its pre-alpha.
@@Stanehable its already a pre-alpha and there is fuck all to do in the game which is my point
I work in animation, the rat is probably just a animation from a library they licensed while the main character is built fully custom hence the difference.