Best feature after ~5 minutes of Steep:
100mph wingsuit faceplant into the goal still counts as successfully completing the tutorial run
This is a record of a twitter thread, originally posted in 2016
Best feature after ~5 minutes of Steep:
100mph wingsuit faceplant into the goal still counts as successfully completing the tutorial run
Also Mutemath is rad
Professional Wingsuitist
The video stops there because the game crashed
Steep beta is... a lot less fun than I'd hoped it would be
Controls are SUPER heavy and sluggish
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
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
I wasn't recording but one guy tried to move and suddenly exploded out of it in a flurry of wonderfully distorted ragdoll polygons
Put some more time into Steep. One interesting system: You have a health bar which represent how much impact force you can absorb
Hitting the ground after a jump is effectively "damage", so there's actually a difference between landing a slope vs on flat ground
Has some neat implications for planning your movement; bigger jumps are survivable IF you still have enough health to withstand them
I feel like Steep's biggest sin is that it's *inconsistent*
It very heavily prioritizes iffy physics vagaries over player intent
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
You can only jump when you're touching the ground but the ground is rough and unpredictable and you're constantly getting bounced slightly
Pretty sure just adding a few milliseconds of coyote time would have made a night/day difference
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.
This is compounded by the wildly inconsistent camera which keeps getting stuck with the player model hiding everything in front of you
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
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
It's not deep/difficult controls, it's a *inadequate* controls that are constantly overpowered by unpredictable forces
It's fighting a losing battle against a highly opinionated and largely capricious physics/animation engine
The tech for which is, admittedly, super impressive
But it's not deployed in service of making the game fun to play