the Twarchive

This is a record of a twitter thread, originally posted in 2016

Thew
@AmazingThew

Best feature after ~5 minutes of Steep:
100mph wingsuit faceplant into the goal still counts as successfully completing the tutorial run

Thew
@AmazingThew

Also Mutemath is rad

Thew
@AmazingThew

Professional Wingsuitist

Thew
@AmazingThew

The video stops there because the game crashed

Thew
@AmazingThew

Steep beta is... a lot less fun than I'd hoped it would be

Controls are SUPER heavy and sluggish

Thew
@AmazingThew

It's got that Extremely Ubisoft feeling of all your inputs being just sort of a vague suggestion that the game's free to ignore if it wants

Thew
@AmazingThew

It's sort of forgivable in something like Far Cry but to do that in a game that's ostensibly ABOUT movement and speed is... disappointing

Thew
@AmazingThew

This happened though so that's pretty nice

Thew
@AmazingThew

I wasn't recording but one guy tried to move and suddenly exploded out of it in a flurry of wonderfully distorted ragdoll polygons

Thew
@AmazingThew

Put some more time into Steep. One interesting system: You have a health bar which represent how much impact force you can absorb

Thew
@AmazingThew

Hitting the ground after a jump is effectively "damage", so there's actually a difference between landing a slope vs on flat ground

Thew
@AmazingThew

Has some neat implications for planning your movement; bigger jumps are survivable IF you still have enough health to withstand them

Thew
@AmazingThew

I feel like Steep's biggest sin is that it's *inconsistent*

It very heavily prioritizes iffy physics vagaries over player intent

Thew
@AmazingThew

Like the single least-reliable input in the game is JUMPING

You'd think that would've been a priority in a game about jumping off of things

Thew
@AmazingThew

You can only jump when you're touching the ground but the ground is rough and unpredictable and you're constantly getting bounced slightly

Thew
@AmazingThew

Pretty sure just adding a few milliseconds of coyote time would have made a night/day difference

Somebody Else (omitted for privacy)

GAME DESIGN JARGON OF THE DAY "COYOTE TIME" The number of frames during which you can still execute a jump after running off a ledge.

Thew
@AmazingThew

This is compounded by the wildly inconsistent camera which keeps getting stuck with the player model hiding everything in front of you

Thew
@AmazingThew

Like pretty often I'll be retrying a run multiple times and the success of the run depends on whether the camera hides the jumps or not

Thew
@AmazingThew

I feel like the biggest indictment is the fact that it's nearly impossible to retry a run and consistently hit the same jumps/landings

Thew
@AmazingThew

It's not deep/difficult controls, it's a *inadequate* controls that are constantly overpowered by unpredictable forces

Thew
@AmazingThew

It's fighting a losing battle against a highly opinionated and largely capricious physics/animation engine

Thew
@AmazingThew

The tech for which is, admittedly, super impressive

But it's not deployed in service of making the game fun to play