[FPS/RPG] E.Y.E - PC exclusive

http://factornews.com/test-532-E_Y_E_Divine_Cybermancy.html

8/10.

Translation of the conclusion:
E.Y.E is one of a dying breed : PC exclusives that are "very" hardcore and that's got lean and some balls. The game will not take you by the hand to make you discover the wealth of its gameplay and you will curse at the difficulty or the health/save system more than one time. But once you have assimilated the basics and swallowed your pride, it's a great pleasure to play through this ambitious and visceral title.


RPS did a first impression:
http://www.rockpapershotgun.com/2011/07/29/thoughts-on-e-y-e-divine-cybermancy/

Streum On Studio Explain E.Y.E.:
http://www.rockpapershotgun.com/2011/07/28/streum-on-studio-explain-e-y-e/
 
Last edited by a moderator:
Ok -zap- to that post and here's an edit.

This reminds me of playing Killing Floor but with much larger maps. Yeah it's like a multiplayer shooting gallery of respawns but set in a sci-fi world with Deus Ex RPG mechanics added on. In the mission I'm on there are so many creature spawns that I can't make headway against it. I quit in disgust after an hour of working at it. I even turned the spawn frequency to the "reduced" setting.

Part of the multiplayer shooter feel is the way you load into missions. There's a hub area (home base) and you then load into a zone with it saying stuff like "connecting to server" and such. Then you get in there and there's an armory to stock up on stuff that's all free. Next you find your local commander who dishes out fedex missions with some pretty bad text tree dialog.

Saving is checkpoints during stages of each mission. There's this dream sequence area that you start in each time you start the game or if you die and have no "resurrections" left, and this leads you to either main base or to the campaign mission you left off on.

It's not particularly buggy and it has never crashed but I'm not exactly impressed overall. It's definitely priced appropriately.
 
Where are the reviews ?
A game released before reviews = shit, 99% of the time. :(

It's an indie game. But copies have been sent to reviewers and the reviews are coming. I'd take a look at the one from Canard PC in particular, as they—including the community—have been pretty involved from the beginning.

Anyway, I might wait for a couple of patches, but I'm definitely getting this game.
 
Why wait for patches if you want it? This isn't exactly Vampire Bloodlines like in its problems. I haven't even noticed bugs myself. It could use total rethinking in some ways though.
 
I don't think it's that simple really. The game is rough across the board. It's also awfully shallow, as in the missions are superficial and feel pointless because there's no emotional attachment to the ridiculous characters and there's no life to the world to care about. To me the gameplay is reminiscent of an extended UT Assault mode or Counterstrike set in a sci-fi world with hacking and some stats that you can somewhat ignore because it's a constant shooting gallery. It feels like it's not meant for single player at all, as if coop mode is the main attraction.

There are also some seriously annoying aspects such as the save mechanism that is completely out of your control. The respawn is designed to constantly keep you killing with no time to just wander peacefully, even on the reduced rate. And if you run out of respawns, which is inevitable, you get permanent injuries which can not be healed (though they are pondering an expensive doctor).

But I can't complain too much (;)) because it was only $18. You're better off checking out The Precursors though without a doubt if you can get that cheap. Unless you ARE looking for a relatively simple coop sci-fi shooter with missions.
 
Green Pixel did you buy this game? You hyped it on here. I'm curious if you got it. I'm still slowly working my way through it.
 
It took me about 8 hours to finish the game. I barely touched on most of the skills, powers and research. I'm not sure that there's much point to enduring killing respawns in the game's hollow shell of a world to get the money and experience for more of that stuff however.
 
These guys just came out of nowhere with a whopper of a patch. :oops:


Major update available on Steam

A new update/patch has been released for E.Y.E: Divine Cybermancy. One of the new features is a completely new setup panel for the artificial intelligence. As for the major issues, the characters’ resets and deletions have been fixed; we also heavily modified the respawn systems for the players and especially the NPC, so they don’t feel like they appear out of thin air behind players’ backs or magically spawn anymore. We also resolved various exploits.
We strongly recommend you to start a new game from the beginning with a new character in order to enjoy the various changes and the deletion of many bugs in the best way possible.
We apologize for releasing this update belatedly, for having left the Christmas achievements and features hanging for so long, but we wanted to fix several critical bugs and to modify so many things.
Please find the complete changelog below:
Patch 1.3:

Additions/Modifications:


  • Updated: Improved AI and squad tactics.
  • Added: Several new AI management options: sound detection, sight distance, shooting reaction time and shooting accuracy.
  • Updated: All the NPC spawn and repop system has been reworked; NPC don’t spawn in your back anymore, for example.
  • Updated: General latency reduced, especially on cm_new_eden, cm_noctis, cc_noctis, cc_purge and cm_purge.
  • Updated: NPC spawn frequencies on cm_forgotten.
  • Added: 43 new achievements.
  • Added: Messages during death caused by PSI shocks, medkit overdoses and hacking.
  • Added: Messages when players are hurt by PSI shocks, medkit overdoses and hacking.
  • Removed: Christmas gifts and reindeers.
  • Updated: Every magazine took in the armory now counts as one magazine, except for the Betty Boom.
  • Updated: Change of the font used in game.
  • Updated: Cubemap optimization on cc_falling.
  • Updated: Animations played during the cyber-brain transaction between the Special Force and the Culter on cc_new_eden.
  • Updated: Mapcycle.txt and maplist.txt filled with all cm_ maps.
  • Updated: Synicle and Manduco NPC animations compiled outside of the main model.
  • Updated: AI settings during the siege on cc_forgotten.
  • Added: Music track on cm_dreams.
  • Added: In coop campaign, if the master of fate leaves the game, the warp level is immediately launched in order to choose a new master of fate.
  • Added: When a player dies or disconnects, their sentries and scrabouillors are now destroyed.
  • Updated: Limitation of the velocity due to received damages.
  • Added: Maximum number of active grenades at a same time.
  • Updated: Improvement of the player respawn routine.
  • Updated: Improvement of the spawning routine at the beginning of a level.
  • Updated: The resurector does not kill nearby NPC and players anymore.
  • Added: Using the Dragon on an enemy where the teleportation isn’t possible will kill the user.
  • Added: The Deus Ex pushes away foes attacking it in close-range.
  • Updated: Change of the electric box sound on cc_tuto.
Bug fixes:


  • Fixed: Characters could be reset, deleted or lost in some cases.
  • Fixed: Possible crashes on cm_forgotten and cm_sheep during the display of the objectives.
  • Fixed: Crashes due to the use of Dragon or Invocation on a spawning player.
  • Fixed: Possible crash with the Substitution Door.
  • Fixed: Crash occurring when a player killed an unarmed player.
  • Fixed: Hacking and PSI powers being usable through the quick actions interface during dialogues or while a player was dead.
  • Fixed: Melee attacks that couldn’t hit in some cases.
  • Fixed: Prototype Xium displayed instead of Prositium in researches.
  • Fixed: Skills being able to increase to 120 when they reached 0.
  • Fixed: Some cases in which grenades couldn’t be thrown.
  • Fixed: The random assignment of the number of missions on the cm_ maps didn’t work.
  • Fixed: Cases in which players could respawn and get immediately stuck on geometry after the use of resurectors.
  • Fixed: Damages due to PSI drains could propel players far away.
  • Fixed: Exploit with the snipers that gave the player an XP surplus.
  • Fixed: The laser beam and the collision with the monorail didn’t do damage to players and could get them stuck on cc_ancient.
  • Fixed: Areas where players could get stuck on forgotten center.
  • Fixed: Bug of the invisible double agent on cc_forgotten.
  • Fixed: Gerard Von Spectre being invulnerable to sentries on cc_forgotten.
  • Fixed: Some current objectives weren’t saved on cc_forgotten.
  • Fixed: If Dutch died on cc_monolith before the player reached the entrance gate to hack it, it would remain permanently closed.
  • Fixed: Issues with some displacement surfaces on noctis.
  • Fixed: Player respawn issues on the stairs on electric sheep.
  • Fixed: Possibility to get stuck behind the statue in Rimanah’s office on temple.
  • Fixed: Possible spawn kill from the NPC on cm_purge.
  • Fixed: Brushes that could prevent the player from falling in some chasms on temple.
  • Fixed: The elevator didn’t hurt players on cc_tuto.
  • Fixed: Issue on a physical box of a door on cc_tuto.
  • Fixed: Vermin NPC could spawn underwater on cc_tuto.
  • Fixed: Some chasms that sometimes didn’t kill players on temple and noctis.
  • Fixed: NPC spawn frequency too important and radius too small on cm_dreams, cc_purge and cm_forgotten.
  • Fixed: Nodraw overlap with the main gate on cm_monolith.
  • Fixed: Nodraw overlap with a door on cc_ancient.
  • Fixed: TRK weapon appearing during its zoom deployment.
  • Fixed: Elevator physics on cc_tuto.
  • Fixed: Nocull property missing on the texture of the bottle gibs.
  • Fixed: Hands texture incorrect for the player in first person view with the grenade.
  • Fixed: Bad LOD setup and holes on the research briefcase.
  • Fixed: Incorrect light projector texture.
  • Fixed: Wrong design and incorrect physic box on the damaged water tank model on noctis.
  • Fixed: Nocull property missing on some clothes textures for the punks.
  • Fixed: Physics issues on the federal cops when their heads are cut off.
  • Fixed: Chair model not compiled on cc_shadows.
  • Fixed: Missing description for the Streumonic Complementarity.
  • Fixed: Non-localization of the name of a door on cc_ancient in the french version.
  • Fixed: Missing description for the Bioregeneration researches.
  • Fixed: Visible tiling of some rock textures displayed on Noctis.
  • Fixed: Definebones missing on the Carnophage models.
  • Fixed: Missing icon for the Bosco in the armory.
  • Fixed: Players being able to use the Medkit and PSI powers at an abnormal rate with an exploit.
  • Fixed: The Dr. Hyde achievement could be unlocked under wrong circumstances.
  • Fixed: Weapons not usable anymore after a death from a Triangular Gate.
  • Fixed: Wrong icon displayed when a player was killed by a physical object.
  • Fixed: Player animation missing when jumping and switching weapons.
  • Fixed: Culter Heavy’s mission texture not being animated.
  • Fixed: The Bosco model stayed on the ground after having been picked up.
  • Fixed: FOV and fire continuity when the hack interface is displayed.
  • Fixed: PSI powers could be activated during a weapon reload or a maintenance.
  • Fixed: Glitches allowing to reach some undesired locations on several maps.
  • Fixed: Possible problems with player respawns on monolith, cc_temple6, divine_cybermancy and cc_dark.
  • Fixed: Collision problem with Mitch when the script stops on cc_ancient.
  • Fixed: Nodraw overlap and model overlaps on temple.
  • Fixed: Non-hostile NPC in some cases.
  • Fixed: Mistake in the name of a mission on cm_new_eden and cm_monolith.
  • Fixed: Blur of the TRK still displayed when Attack1 key was held.
  • Fixed: Rate of fire exploit by switching weapons or fire modes.
  • Fixed: Moving continuity during dialogue with a NPC.
  • Fixed: Ability to use PSI powers and to reload while on a ladder.
  • Fixed: Exploit allowing to shoot while running.
  • Fixed: No limitation of the cybernetic implants depending on the researches done.
  • Fixed: The “I’m feeling better...” text appearing on player’s death.
  • Fixed: Holograms showing available levels were solid.
  • Fixed: Nodraw face visible in Rimanah’s office on temple.
  • Fixed: Missing soundscape on cc_falling.
  • Fixed: NPC navigation issue in some areas on monolith.
  • Fixed: Players spawn points were not the same as those of the master of fate.
  • Fixed: The desks were destructible but the objects on it were static on temple.
  • Fixed: Players could be stuck in mid-air while using an interface.
  • Fixed: The door to minos stayed closed in coop.
  • Fixed: The Kraaknagul couldn’t hit a crouched or small enemy.
  • Fixed: The Deus Ex couldn’t always hit its target in close combat.
  • Fixed: The Streumonic NPC couldn’t do damage in close combat to an enemy too high or on top of them.
  • Fixed: Explosive charges in missions could get players stuck while planting them.
  • Fixed: Various typo errors in texts.
  • Fixed: The camera could go through players’ arms with the Betty Boom.
  • Fixed: Incomplete message on cc_temple4.
  • Fixed: Mission exploit on cm_noctis.
  • Fixed: Blurred weapon icons in the armory.
  • Fixed: In coop campaign, the missions depended on the host instead of the master of fate.
  • Fixed: Exploit allowing to ignore the maximum weight limit carried by a player.
  • Fixed: Power Conversion worked only when the player had Dermal Sheath.
  • Fixed: Players could get stuck on a NPC if they used Invocation too close to it.
  • Fixed: Players’ weapons switched between lowered and normal state when they were at a certain distance of an allied NPC.
  • Fixed: Coop campaign progression blocked if the master of fate left the game.
  • Fixed: Some ammunition had no weight.
  • Fixed: Reno could be killed on Divine_Cybermancy.
  • Fixed: Bug with the pacifist mission on cc_falling.
  • Fixed: Grenades from the grenade launcher didn’t follow prop_physics, prop_ragdoll...
  • Fixed: Patrol bug on cm_dreams.
  • Fixed: Several corpses appeared for the mission “Find the corpse” on cm_forgotten.
  • Fixed: Collision issue with the skybox on the warp level.
  • Fixed: Menu_thumb texture missing for cc_point, cc_severed, zxdivine_cybermancy, cc_minos and cc_end.
  • Fixed: Localization of some texts in French concerning hacking.
  • Fixed: If the player used the PSI Wave when equipped with 444+katana, the 444 handgun that was not dual-wielded lost its ammunition.
  • Fixed: Missing entity to limit the dropped weapons on forgotten center.
  • Fixed: Error message when launching a dedicated server.
  • Fixed: Reset of the options setup of the create server panel.
 
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