아메리칸 맥기가 만든 American McGee's Alice의 11년만의 후속작. id를 나온 후의 맥기 작품들은 앨리스 이외에는 평도 별로였고 판매량도 별로였는지라 결국 중국에 Spicy Horse 개발사를 설립하여 중국 개발자와 제작하였다. 덕분에 앨리스임에도 동양적인 분위기의 원더랜드가 곳곳에 등장하고 완성도도 떨어지는 편. 내용은 미친 앨리스가 자신의 생각 속에 있는 원더랜드를 구하면서 기억을 되찾게 되어 죽은 가족들의 복수를 한다는 스토리.  

+ McGee의 분위기. 더 그로테스크해진 듯
+ 콤보가 거의 없음에도 무기들과 적들의 상성 관계로 지루하지 않게 만드는 전투 
+ 낙사가 많지만 적절한 체크포인트로 인하여 짜증날 요소를 줄임
+ 3D 지원. 입체감 좋음

- 버그. 특히 사운드 버그. 덜 다듬어진 부분들
- 조작감은 괜찮지만 빡빡한 낙하 포인트로 짜증 유발
- 원더랜드에서 왜 왜색과 동양색이? 
- 콤보의 다양성이 전무
 


3D 스샷. 확장자를 pns로 바꾼 후 3D Vision Photo Viewer 등으로 보는 방법이 있음. 

 

오랜만에 엔딩 본 레이싱 게임. 레이싱 게임을 좋아하지만 바쁜 일상에 엔딩까지 가기 어려운데 간만에 본 엔딩. 정말 몰입감은 최고였다. 이 게임과 가장 비슷한 게임은 마리오 카트. 이 게임은 드래프트, 드리프트, 공격 회피 등으로 게이지를 모으고, 모여진 게이지를 이용하여 배경이 놓여진 구조물 등을 폭발시켜 적을 공격하거나 트랙을 변경하거나 지름길을 통과하는 등에 이용할 수 있다. 레이싱 모드도 단순히 순위를 가리는 모드 외에도 꼴지부터 차례차례 떨어뜨리는 서바이벌, 헬기가 쏘는 미사일을 회피하는 레이싱, 미사일을 되돌려서 헬기를 격추시키는 미션, 트럭에서 떨어뜨리는 폭팔하는 드럼통을 회피하는 미션 등 다양한 레이싱 모드로 구성되어 있다. 시점이 몇 가지 없고 실제 자동차가 등장하지 않는다는 단점도 존재하지만 여기 저기 폭발하는 효과가 남발하고 트랙조차 레이싱 중에 폭발로 인하여 변경됨에도 꽤 괜찮은 배경 그래픽. 완전 아케이드 방식이라서 휠의 조작감은 최악이지만 패드 플레이는 상당히 좋은 편이다. 

그런데 개발사가 이 게임을 마지막으로 문을 닫아버렸다. 아이러니한 엔딩. T_T

 
드디어 DX11과 High res texture 패치가 이루어졌다. 크라이텍의 패치 내는 정도를 봤을 때 여름이 끝나갈 때 쯤에나 패치가 나올거라고 예상했었는데 생각보다 많이 빨리 나왔다. SLI에서 3D Vision으로 3D로 보면 SLI이 제대로 되지 않는 버그도 패치가 이루어졌고 SLI나 3SLI에서 플리커링이 생겨나는 현상도 해결이 되었다. 아무튼 DX9으로도 엔딩을 봤지만 다시 한번 플레이. 

+ 많은 가짜 광원들이 진짜로 탈바꿈, 테셀, 눈에 많이 띄는 저해상도 텍스쳐의 고해상도화, 등. 드디어 크라1의 후속작 같다. 
+ 적당한 3D 효과지만 프레임 감소는 엄청 적다. 

- High res 패치가 이루어졌음에도 여전히 1보다 눈에 많의 눈에 띄는 저질 텍스쳐. (유저 패치를 기다려야 하나)
- 물리효과로 높은 평가 받은 1인데 2에서 파손 등이 대거 삭제된 것은 그렇다치고 왜 아직도 물건이 겹치는 현상들이? 컷씬에서도!
- 스토리가 참... 반전 같지도 않은 개연성이 없는 반전들. 전작의 팬을 무시한 스토리. 


Mechanics

Winning/losing

A team wins if the opposite teams leader is destroyed or the time runs out while the team has the most total health. You get a "Perfect" if both enemy VRs were destroyed.

Locking on:

Jumping lock-on happens either at the top height of a jump or once you land from a canceled jump. This means that if you air dash in the middle of a jump you wont rotate. You can still air dash from the top height though. You also always end up facing the opponent, unlike in VOOT where if you make a short jump cancel you might not have time to turn enough because the lock-on happens during the jump.

You will also lock-on automatically when you get back up from a knockdown. Pay attention while you're down so you can switch targets if necessary.

Most VRs have an attack that if hits will disable lockon by jumping, if this happens the target VR gets visual noise and a noticable sound. This also happens to both players of a team if an enemy VR that is not the leader is destroyed.

If you finish off the secondary enemy VR with a dash attack you will start rotating towards the leader during the dash.

Switching targets:

You can switch the enemy you want to target by pushing both turbos, this will not cancel a dash. You can do it any time as long as you aren't attacking or in the middle of jump lock-on? You can also set a separate button for this in the port.

On the HUD double attack means that both players in your team are targeting the same enemy. Lock-on alert blinks when you are being targeted by both enemies.

To shoot projectiles in melee range you can just switch targets and attack. If you want to do a turbo attack you can attack and switch targets at the same time.

Rescue dash:

Pushing the "special" button will make you dash at your teammate and make a distinguishable sound. You can do it from the ground and the air. This depletes all your weapon gauges but you can always do it as long as you have health left. Once you reach your teammate the teams health will be balanced out with the same total amount as before. If you push the button when you are right next to your teammate your weapon gauges wont be depleted. Angelan SH can also redistribute health with her TCW.

If your teammate is corrupted/destroyed you will also revive him. However, you can also revive a teammate and balance the health just by moving inside the circle he is in, making you keep your weapon gauges. So if you can get into the circle fairly safely it's a better idea not to use the rescue dash.

You and your teammate get momentary invulnerability if one is revived.

VR states, weapon disables

blue glow: stunned
grey particles: jump lock-on disabled
white circle: invulnerability (angelan MH TCW, specineff TLW)
transparency (blinking): invulnerability
transparency (pixellated): VR with stealth ability isn't attacking/dashing
large white circle, knocked down: corrupted, revivable

A red X and skull over a weapon means that its projectile attacks are disabled, yellow means that melee is disabled.

Various projectiles can also get stuck on a VR, slowing down movement and/or causing damage.

Angelan WH's TCW removes all status ailments from her teammate.

Air dashing:

The length of an air dash depends on how high you jump. If you air dash before you reach the apex of a jump you wont rotate towards the enemy you have as your target.

Turbo attacks:

Both turbos make the same attack variant if combined with an attack, unlike in oratan where you had left turbo (LT) and right turbo (RT) variants.

Crouch attacks:

You can do crouching attacks if you keep holding the crouch input, unlike in VOOT where you need to give the crouch input and attack at the same time. Looks like you cant do any crouch attacks quickly after landing from a jump? 

There are no crouch dashing or crouching melee attacks, but some melee attack variants make VRs crouch while attacking. There are no crouching turbo attacks apart from some VR-specific special attacks.

You can't do sliding(moving crouch) attacks if you're in range 120 from an enemy. You will stop moving because you'll start blocking with the crouch input. You can only do sliding attacks if you are moving to the left or right.

Quick Step attacks:

Quickstepping is now much easier to do, but you cant do it without attacking. Just move left or right while doing a melee attack without turbo and you will rotate around the enemy (yeah, no quicksteps that go forwards/backwards) You can cancel the attack and quickstep by blocking. You can also combo quickstep turbo attacks by inputting them after a normal quickstep attack.

You can do quickstep turbo attacks from a guard with the following technique:
1. hold guard (the animation must be finished), a turbo button and a direction
2. release guard and push an attack button at the same time

Quickstep turbo attacks have more time to be cancelled (with guard, dash, etc.) compared to stationary ones.

Uppercut melee:

Moving backwards from the enemy while triggering any melee attack will make you do an uppercut attack. This attack makes you rotate towards the opponent much less than the jump melee attack.

Blocking/Guarding: 

You can always block with the crouch input as long as there is an enemy close to you (range is 120) and you block melee attacks from all directions. Turbo melee attacks go through the guard.

If you block an enemy melee attack and push an attack button quickly afterwards you will do a guard reversal attack similar to the blocking attacks in VOOT. If you move while doing it you will strafe. You don't need to be targeting the enemy to do this.

Watari Dashing:

Watari dashing (switching directions in the middle of a dash, also changes attacks) is much slower than in VOOT and if you start an air dash from a short jump you might not even have time to start switching directions.

Dash and landing freezes:

Dashing attack freezes are shorter than in VOOT (in comparison to the speed of the game) and there is pretty much no freeze from landing unless you have attacked while being in the air. This means that doing ground dash attacks off of platforms is beneficial; the attack animation gets skipped and you will land without a freeze time.


Unlockables (xbox360 ver.)

Unlocking Virtuaroids

You unlock virtuaroids in the port by completing missions in mission mode. After each mission you will unlock one or more "cards" with a star rank attached to it. The higher the rank the rarer the card, and you are more likely to get higher rank cards on the later missions. If it says NEW on the top right, it's a new virtuaroid. Otherwise it's a color scheme for one you already have. 

All virtuaroids apart from the Kagekiyo series, Guarayakha, Temjin 707J+, 10/80adv, Apharmd "the hatter" and Jaguarandi have "commander" variants which play exactly the same (apart from Bal-series and Temjin 707J/c) but look different from the main variant, and are considered separate VRs. The commander types are all pretty rare unlocks. For the Bal Series these are the female variants, for Angelan and Fei-Yen a + is added to the end of the name and for Specineff and Myzr they are called Type-R. For all others the name just ends with /c, meaning commander.

Two new VRs that weren't in the arcade version were added to the port: Apharmd the hatter and Jaguarandi. The Jaguarandi is the one Guarayakha can transform into. You can't use him in versus mode.

Color schemes

Each VR has 12 color schemes in total. In mission mode you will unlock a color scheme for the VR you are using every time you beat a mission. It is displayed as a card like the VRs you unlock, but it never says NEW in the top right. Once you have the 11 color schemes from the cards you will still keep getting a card with the VR you are using. Once you've unlocked most of the VRs you can get color schemes for VRs you didn't use in the mission.

All of the color schemes are received through cards in mission mode like the VRs apart from the 12th, a shadow VR color scheme you unlock for reaching 101% sync ratio with the VR.

There are no custom color scheme options like the ones VOOT MSBS 5.45 and 5.66 had.

EX option points

You can get more EX option points by beating missions or arcade mode and collecting the crystals that randomly appear in both modes.

AI points

AI points are unlocked by getting wins with the AI in arcade or mission mode, beating missions or arcade mode and collecting the discs that randomly appear in both modes.


-----------------------------------------------------
--Tutorial 1: Basics--
a. Just move forward/back/left/right 3 times. The numbers will go down as you do them.
b. Dash in the 4 directions 3 times each.
c. Jump and Jump Cancel 2 times each (you can get them both at the same time).
d. Shoot RW, LW and CW 2 times each.
End: Win the battle.

--Tutorial 2: Shooting--
a. Shoot TRW, TLW and TCW 2 times each.
b. Perform Dash RW, LW and CW 2 times each (any direction).
c. Perform Jump RW, LW and CW 2 times each.
End: Win the battle.

--Tutorial 3: More Dashing--
a. Air Dash in the 4 directions 2 times each.
b. Perform Air Dash RW, LW and CW 2 times each (any direction).
c. "Vertical Turn" (Watari Dash) 5 times. Change direction during a dash.
End: Win the battle.

--Tutorial 4: Rotation--
a. Rotate left and right 2 times each.
b. Rotate left and right while dashing 2 times each. Make sure you let go of the movement stick while dashing if not playing 'twin' style.
End: Win the battle.

--Tutorial 5: Melee 1--
a. Get into melee range.
b. Perform RW, LW and CW melee 3 times each.
c. Guard against two attacks.
d. Perform Quick Step RW, LW and CW melee 2 times each.
End: Win the battle.

--Tutorial 6: Melee 2--
a. Perform Dash RW, LW and CW melee 2 times each. Dash straight towards enemy, when in melee range, pull back on the movement stick then attack.
b. Perform Jump melee 2 times (Jump + Any weapon at the same time, in melee range).
c. Perform Uppercut 2 times (pull back on the movement stick + any weapon in melee range).
d. Perform TRW, TLW and TCW melee 2 times each.
End: Win the battle.

--Tutorial 7: Targeting--
a. Change target 2 times.
b. Win the battle.

--Tutorial 8: Rescue Dash--
a. Perform Rescue Dash 2 times.
b. Win the battle.

--Tutorial 9: Advanced Techniques--
a. Dash then Jump then Jump Cancel 2 times.
b. Dash attack then Jump 2 times.
c. Guard Cancel a melee attack 2 times. The melee must hit before you cancel with Guard.
d. Cancel a Ground Dash Attack by falling off a raised platform 2 times. The 'bullet' must come out before canceling.
e. Melee, then Melee while rotating 2 times. You can hold the rotation after the input for the first melee, then press the 2nd melee. To make it easier, start with pressing either LW or RW, hold Rotate, then press the opposite Weapon button. 
f. Follow a Quick Step Melee combo with a Turbo Melee 2 times.
g. Perform Quick Step Turbo Melee 2 times.
You can do quickstep turbo attacks from a guard with the following technique:
1. hold guard (the animation must be finished), a turbo button and a direction
2. release guard and push an attack button at the same time

h. Dash, Rotate, Shoot 5 times. How I did it: Ground dash and keep holding Turbo. Rotate in the direction of your target a little, then press Guard and Attack. This is the one that gave me the most trouble--someone more experienced may be able to explain it better.
End: Win the battle.

--Tutorial 10--
a. Just win.
 
+ 위모트를 잘 살린 조작 체계 및 시스템. 가히 최고가 아닐까 싶다. 

-  B급 영화보다도 못한 스토리. 그런데 왜 이게 레드 스틸 2? 1과 전혀 무관. 
- 위의 한계 때문에 그렇게 느껴지는지는 모르겠지만 어중간한 캐릭터, 레벨 디자인. 센스가 참~ 

 
+ 샌드박스의 대표적 게임.
+ 다양한 미션. 

- 잘 나가다 막판에 삐긋하는 스토리. 배신자는 황당하게 튀어나오고 막판의 딜과 복수 선택은 억지스러운 면이.
- 그런데 왜 여전히 차도둑?
- 실패한 최적화. 드라이버에 따라서 이렇게 요동치던 게임이 있었던가.
- 진행 불가 버그. 아래 헬기 스샷까지 (마지막 미션. T_T) 세번이나 진행했었다. 아래 부분만 강제로 싱글 코어 할당하면 진행시킬 수 있음. 

 




 


옛날엔 툼레이더였지만 이젠 언차2~

 좁은 곳에서 엄폐 꼬이고 추락사하는 거 빼고 이 겜의 단점이 있을까? 
히어로 캐릭터를 주제로 한 게임 중에 최고의 게임. 콘솔로 이미 엔딩을 봤지만 PhysX와 3D Vision 때문에 PC판으로 다시 한번 엔딩을. 분기가 있는 게임도 어지간해서는 다시 플레이하지 않지만 이 게임은 다시 해도 즐겁게 플레이하였다. ㅎㅎ

+ 잘 짜여진 스토리
+ 생각보다 좁은 맵이지만 잘 짜여진 레벨과 스토리에 따라 변하는 배경, 동선 때문에 지루하지 않다.
+ 3D, PhysX 효과, 괜찮은 그래픽 (마피아2와 같이 한 GPU를 PhysX dedicated로 하는 것이 좋음)

- 단색 톤의 detective 비전 위주로 돌아다니는 경우가 많다. detective 비젼을 AR처럼 특정 부분만 하이라이팅하는 모드, IR 투시 모드 등으로 세분화했으면 하는 바램.

+ FPS와 RPG의 접목. 지금까지 해본 FPS 중 시스템적으로는 RPG를 제일 잘 접목 시킨 듯.
+ 넓은 맵과 자유스럽게 이동이 가능.
+ 괜찮은 카툰 렌더링. 
+ 3D Vision 잘 동작. (AO를 꺼야만 고스팅이 생기지 않으나 어두운 배경에서 조금 견디면 AO 놔둔 상태에서도 할만)
+ 다회차 진행을 위한 시스템이 존재 

- 미션의 스토리가 단순하고 패턴이 비슷
- 적과 몹의 종류가 다양하지 못하다. 색깔 놀이로 인한 속성 차이는 있지만.
- 위의 두 가지로 인하여 가끔 지루하게 느껴질 때가 있다.
- 프레임이 넘쳐나는데 AA 못거는건 넘 한 것 아녀? 


 
variable: r_StereoDevice DUMPTODISK, REQUIRE_APP_RESTART 
type: int 
current: 100 
help: Sets stereo device (only possible before app start) 
Usage: r_StereoDevice [0/1/2/3/4] 
0: No stereo support (default) 
1: Frame compatible formats (side-by-side, interlaced, anaglyph) 
2: HDMI 1.4 (PS3 only) 
3: Stereo driver (PC only, NVidia or AMD) 
4: Dualhead (PC only, two projectors or iZ3D screen) 
100: Auto-detect device for platform 


variable: r_StereoFlipEyes DUMPTODISK 
type: int 
current: 0 
help: Flip eyes in stereo mode. 
Usage: r_StereoFlipEyes [0=off/1=on] 
0: don't flip 
1: flip 

variable: r_StereoMode DUMPTODISK 
type: int 
current: 0 
help: Sets stereo rendering mode. 
Usage: r_StereoMode [0=off/1/2] 
1: Dual rendering 
2: Post Stereo 

variable: r_StereoOutput DUMPTODISK 
type: int 
current: 4 
help: Sets stereo output. Output depends on the stereo monitor 
Usage: r_StereoOutput [0=off/1/2/3/4/5/6] 
0: Standard 
1: IZ3D 
2: Checkerboard (not supported on X360) 
3: Above and Below (not supported) 
4: Side by Side 
5: Line by Line (Interlaced) 
6: Anaglyph 

variable: r_StereoSupportAMD REQUIRE_APP_RESTART 
type: int 
current: 0 
help: Disables/Enables [0/1] stereo support on AMD hardware 


r_StereoStrength = 1
This appears to control the amount of depth to a degree. If I set it to .5 I barely have any bars showing when I start messing with the depth wheel. If I set it to something like 2 the bar is maxed out already. Default is 1 (If you take off your glasses and scroll the depth wheel either way, you can see the separation change on your crosshair and some of the near objects but I can't see any change to actual game depth)

r_StereoScreenDist = .25
This is kind of their way of adjusting convergence, at least you will notice it with a weapon held. If I change it to .1 the weapon doesn't stick out so much. Setting it to something like .5 makes it a lot more pronounced. Default is .25

r_StereoEyeDist = .02
Wow, this appears to be a major 3D tweak. The default is .02. Changing it to .1 you can see a big increase in separation to me. The only problem is on either edge of the screen is a weird distortion effect but the 3D looks a whole lot more pronounced when I tweak this. The field range appears to be in a fairly tight range.

variable: g_stereoIronsightEyeDistance
type: float
current: 0.0064
help: Distance of eyes when in ironsight

variable: g_stereoIronsightWeaponDistance
type: float
current: 0.375
help: Distance of convergence plane when in ironsight

variable: hud_stereo_icon_depth_multiplier
type: float
current: 1

variable: hud_stereo_maxDist
type: float
current: 10

variable: hud_stereo_minDist
type: float
current: 0.1

variable: hud_stereo_multiplier
type: float
current: 1

variable: hud_stereo_objective_icon_depth
type: float
current: 500

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