•  Drathro   ( @Drathro@dormi.zone ) 
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    2126 days ago

    The shift from “we’re making a fun and relatively casual arena shooter with a neat gimmick and extremely rewarding fundamentals” to “we’re making a generic e sport shooter” was swift and, frankly, uncalled for.

      •  Jimbo   ( @Jimbo@yiffit.net ) 
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        25 days ago

        While it’s not ideal there is something actively played out there, with plenty of custom maps and kind of recent…

        I’ll copy-paste a previous comment about it here:

        Though development is long dead, the servers were taken offline recently and it was delisted by Epic, people are still playing the Unreal Tournament pre-alpha (commonly called UT4) which you can get here: https://www.ut4ever.org/downloads

        You’ll also need to register an account here and merge it with an Epic account: https://ut4.timiimit.com/Instructions/UT4UU

        The download should come with the unofficial update which gives access to the private servers, I play on the Unreal Carnage servers regularly which often gets 8-15 players at a time, more than enough for some deathmatch. Would love to see some more people around!

        (Mind I’m in New Zealand, which is why my ping is so high, the netcode handles it well somehow)

  • The biggest problem to me is, that they will shutdown the previous game. I think its different enough to keep it, but probably not many people play it. What is the current Don’t kill videogames campaign called again?

  • 4v4, objective based gameplay with a slight hero-shooter twist

    This sounds awesome to me! Add the portal mechanic to the mix and its a unique hero shooter with objectives. I played the first game back when it was new, but stopped playing because lack of content, playing the same thing over and over again. It got boring. Hopefully they learned their lesson this time.

    • I appreciate your enthusiasm! I think a lot of folks are a bit burnt out on hero shooters at this point, given the market saturation. On the other hand, you are correct that Splitgate 1 was a bit thin, and they needed to do more with it. To me, it feels like they looked at that problem, and just went “what if we made it more like every other multiplayer shooter on the market right now?”, which strikes me as…lazy? Uninspired?