There's lots of games out there that borrow from several genres and/or IPs, and most of the time they do a piss-poor job of it. Some don't understand why some conventions were done away with on iterations upon them, keeping in an annoying aspect for the sake of staying true to the nostalgia. It's never a good look. In my ten hours so far, Selaco doesn't seem to be making this mistake. The game borrows what works, and glues it all together for an experience that's seemingly tailor-made. Hell, the levels alone feel like what would happen if high-talented map makers for Doom or Duke got some proper funding and/or time. That perpetual feeling of pushing the limit and going "Look at what I can do!" with your level design. Old games may stagnate as the tech evolves, but modders seem to love to push the envelope as computers grow beefier. It feels good, is what I'm trying to say. What are the insprations, and what is it doing (well) with them. Duke - Not Doom. Why? Environmental interactability is a major reason as to what made Duke3D become one of the holy boomshoot trinity. So many things to futz with pointlessly. Faucets, keyboards, mouses, move stuff with physics. All of it breaks. It's what elevates a combat zone from an arena to an actual immersive location. As Civvie once put it, Duke's level design is at its best when it takes place in a believable location. Selaco, despite being futuristic, constantly has you move from one believable location to the other. It's helped by the fact that, in order to find secrets, you really have to turn the place upside down. Though thankfully there's a handy-dandy item you can grab and move around with that'll ping as you get closer to a secret. A+ idea, every boomshoot should retroactively have this. F.E.A.R This one's obvious. The grunt AI is miles smarter than what you'd expect from any in (GZ)Doom. It's not just that they try to flank you. 2010's covershooters did that too. It's that they try that when they know you're firing at another enemy and you're distracted and the sound of gunfire masks their footsteps. It singlehandedly makes mines worthwhile, because commonly firefights will not provide you a perfect place to take cover in. Run & Gun only works with an exceeding amount of skill. Lacking that, you're carefully peeking. And don't you think for a second that the enemy won't pixel peek exactly the same way you've been doing. You need to be smart, or tough. The enemy progression works in its favor too. There's a handful of different enemies, but story/area progression will gradually 'unlock' upgrades for them, such as more damage and new tactics they can employ, keeping the familiar enemies still relatively fresh. The harshness and lethality of combat reminds a little of Ion Fury, though the encouraged playstyle is very different, obviously. Frankly, if Ion Fury is a Blood successor with the atmosphere of Duke, Selaco is a FEAR successor with a technical atmosphere of Deus Ex, but a style all of its own. Deus Ex This one's all about the environmental and datalog storytelling. Logs/e-mails/etc. are strewn around the place and tell a story about the area from before the enemy started attacking, all from the context of e-mail conversations. Sometimes you'll find keypads, and you bet the codes for them are hidden in these datalogs. Even your own plot motivation and (immediate pre-game start) background is all written out there. If you don't want it, ignore it. The goals list generally does a good enough job of leading you by the nose on what you need to do. It's up to you to get from A to B to go do these things. Resident Evil (the classic ones) Speaking of goals, much like in the classic RE titles, your main goal generally is to get 'somewhere'. Your intermediate goal is to clear up any obstacles that are in your way from doing that. This ranges from keycard hunting, to disabling hazards, to finding some explosives to blow up a gate. The intermediate goals generally compound on one another, so if you find one key item, it's best you immediately set out to finding what it unlocks. They also really let you experience an area at their fullest, as most key items are guarded by goons and/or will trigger an ambush once picked up. Here are some things I'd like to see added/different. Frankly, they're nitpicks. Their issues are absolutely are not a deal breaker, but to heck with it, I wanna throw some suggestions in there. F.E.A.R had slow-mo. It was the great equalizer. Plopping that in Selaco wouldn't be a bad move per sé, but we can think of something better. How about something akin to, say, Cyberpunk 2077's Kerenzikov? Dodge while aiming (maybe figure something other than aiming for a GZDoom boomshoot...) and you'll get a couple of seconds of slow-mo. It's intuitive, simple, though probably would require the slide to move to a different button. Speaking of which... It doesn't feel super great to use dodge, and the slide even less. I'm going to blame this on it being Early Access. When you slide (button press on forward) or dodge (button press on anything BUT forward), you generally do so strictly in the direction you were pressing. This should blend a little, or at least permit some proper diagonal sliding/dodging. I've missed sliding behind a doorway and got shot for it because my slide aiming wasn't perfect. It doesn't feel great. Sliding's required to progress early in the game, so there's no sense in doing away with it. Other games intuitively mix sliding with their crouching functionality. Maybe a slide triggers when you crouch after a dodge? It would make dodging in all directions possible, in the very least. Maybe I haven't found an upgrade yet that addresses this, but even though the shotgun is MASSIVELY POWERFUL, like UMPTF strong, the firing rate is really just slow. So slow in fact, that if an enemy survives it, they most definitely will take away half my health in retaliation while I'm pumping the shotgun. To its merit, it pretty much feels like what a KS-23 would feel like, I venture to guess. Just an irresponsible amount of kinetic power in a shotgun casing. When it kills, it kills good. When it doesn't... you feel like your pants have dropped down. It's lead to it pretty much being relegated to just the task of corner-hunting. Some [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3260172966]idiot-proof stuff for keyitem hunting might be needed too. I was unaware the broken seal bar had a basement, something about the wooden walls just making everything blend together. So there's a PSA for ya. I was backtracking pretty far, thinking I must've missed something. Oh well. In conclusion: You can borrow from 2 or 200 different games, genres and IPs if you like, but if you don't know how to marry them cohesively, your game'll be a mess. Dark Souls knockoffs are the most notorious example of it. Selaco's development 'feels' like it knows what it's doing, and if my gut tells me that, it's probably not that far off. Oh yeah, and just in case you need to be reminded: THIS IS ALL DONE IN GZDOOM. IT'S MADNESS. Why would you do that to yourself, Dev? And how have you done it so competently? Have you signed a pact with something?
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