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Topic: E.y.e Divine Cybermancy - Huge indie Deus Ex like cyberpunk fps game on steam for 18$

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All Forums : [Adventure Games Forum] : Other Games > E.y.e Divine Cybermancy - Huge indie Deus Ex like cyberpunk fps game on steam for 18$
4 AUG 2011 at 6:21pm

Stiler

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This game just came out of nowhere, surprised no one has talked about it here.

It's basically a huge FPS-rpg, similar to Deus Ex. It just came out on steam this past week and has been getting a lot of attention through word of mouth. It just popped out of nowhere and seems a lot of people love it.


The main complaints are that it's really really hard to learn some things, due to weird control schemes/poor tutorials, and some bad localization. However if you can get by this and enjoy Deus Ex it seems right up that alley.

It's only 18 bucks on steam (13 and change if you get in on a 4-pack deal).

video:
http://www.youtube.com/watch?v=DO3b0u6dovk&feature=player_embedded

Some reviews:
http://pc.gamespy.com/pc/eye/1185987p1.html

http://games.on.net/article/13354/ber_Review_E.Y.E_Divine_Cybermancy

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4 AUG 2011 at 6:45pm

markornikov

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Originally Posted By Stiler (4 AUG 2011 6:21pm)
This game just came out of nowhere, surprised no one has talked about it here.

It's only 18 bucks on steam (13 and change if you get in on a 4-pack deal).


Wait, this is a new game? [smiley=zombie.gif]

I honestly thought this was just some old game that was added to the steam store, because it's sold at such a low price. That's why i didn't notice it at all, although i'm a huge fan of Deus Ex  [smiley=doh.gif]

thanks for the heads up!


 

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5 AUG 2011 at 12:18pm

markornikov

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Honestly, i don't like it.
This review highlights most issues i also have with this game
http://www.bit-tech.net/gaming/pc/2011/08/04/eye-divine-cybermancy-review/2" target="_blank">
http://www.bit-tech.net/gaming/pc/2011/08/04/eye-divine-cybermancy-review/2


But doesn't mention it's biggest issue, you can't save!
There's only one auto save. So why did the developers invest in non-linear level progression, when you can only explore the different options by completely restarting the entire game  :-/

Also when you fail a hack, you're frequently killed instantly and end up at the beginning of the level, forcing you to play the entire level again

 

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5 AUG 2011 at 1:37pm

Traveller

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Originally Posted By markornikov (5 AUG 2011 12:18pm)
Honestly, i don't like it.
This review highlights most issues i also have with this game
http://www.bit-tech.net/gaming/pc/2011/08/04/eye-divine-cybermancy-review/2" target="_blank">
http://www.bit-tech.net/gaming/pc/2011/08/04/eye-divine-cybermancy-review/2


But doesn't mention it's biggest issue, you can't save!
There's only one auto save. So why did the developers invest in non-linear level progression, when you can only explore the different options by completely restarting the entire game  :-/

Also when you fail a hack, you're frequently killed instantly and end up at the beginning of the level, forcing you to play the entire level again


Thanks for the warning, Markonikov.  The save issues you mention is a biggie for me and enough to put me competely off a game.

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5 AUG 2011 at 4:31pm

CrisGer

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Agreed, I detest not being able to save, that had really handicapped some great tames like the Indiana Jones free roam Emperors Tomb which is a great game that could have rivaled Tomb Raider but ...save only at check points. Dumb move on this indie devel team part. Too bad.

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5 AUG 2011 at 5:41pm

tincup2

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The rationals given for limited saves [more 'realistic', more tension, discourage save and try/save and try etc. etc.] never convinced me either. Honestly i don't really care what the reason is for not letting you save I just drop the game. We do have lives, tea kettles, and phone calls that regularly interupt our gaming! Imagine being prohibited from using a bookmark while your are reading!

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5 AUG 2011 at 6:14pm

Fnord

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I still think there are games in which limited saves is a good idea. Horror (with frequent save spots), platformers, 2d shooters and so on (I think Ikaruga would have been worse with a save feature actually).

This really does not seem like the right type of game for that though.

 

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5 AUG 2011 at 6:15pm

Traveller

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I actually have not the faintest idea why anyone would want to discourage "save and try/save and try" in the first place.  It is exactly the ability to do this that gives me the courage to explore in action and strategy games.  Without the ability to do that, I'd be too scared to try out anything in the game, in case I die and have to start right over again.

..and having to start a game again for the 3rd time, is where that game and I say good beye to one another.   :

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Despite my ghoulish reputation, I really have the heart of a small boy. I keep it in a jar on my desk.”   - Robert Bloch
 

 

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6 AUG 2011 at 2:34am

Stiler

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Yeah that is a disappointment about the save system.

I too like to explore every nook and cranny in games and with a manual save system it lets me easily do that without fear o fmessing up or missing out on something (IE, you come to a fork in the path, you choose one way and it leads you out the lv and you can't go back and see what you missed, that sucks).

They have been adding quite a few patches recently, with enough eople asking for it maybe a manual save system is something we'll get down the road.



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13 AUG 2011 at 10:30am

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So, it does not have a manual save system? Oh, and I really wanted this game.... Yeah, I remember too, when the are mote paths in the game, I always try not to choose the right one, seeing as how there are always some supplies in alternative routes. That's why I liked the breadcrumb system in Dead Space.
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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15 AUG 2011 at 11:24pm

Fnord

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I've heard that the devs have released a patch just recently that fixed many of the issues that people have been having with the game. Did they fix the save issue with that patch?

 

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16 AUG 2011 at 2:39pm

Child Of Dunwich

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What's the save system like, anyways?
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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16 AUG 2011 at 6:09pm

markornikov

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steam is installing a big patch right now, fingers crossed

 

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16 AUG 2011 at 6:29pm

Child Of Dunwich

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And the specs are not too high, yes?
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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16 AUG 2011 at 7:17pm

markornikov

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here's the changelog of the patch found at the steam forums:

Spoiler AlertBug fixes:
- Fixed loading crashes between maps
- Improved general stability
- Fixed an exploit linked to the Deus Ex Machina
- Fixed the characteristic exploit
- Fixed Alt-Tab messing-up the UI
- Fixed the Permanent Death when a hack fails
- Fixed saves losses and character resets
- Fixed the dialogues in multiplayer games
- Fixed Brouzouf resets
- Fixed ATMs not giving money when hacked
- Fixed enemies not reacting to hacked traitors
- Fixed enemies not reacting when a friend dies close to them
- Fixed return to first PSI power when a player dies
- Fixed the required agility for the Scrabouillor
- Fixed the required agility for the Sentry
- Fixed the Bio Regen 5 not resetting Head Traumas
- Fixed the hacking list reset when a NPC dies
- Fixed the crashes linked to a certain number of hacked slaves
- Fixed "EYE_GHOST" being defined both in EYE_English and Gameui_english
- Fixed the achievements linked to the legendary classes
- Fixed the Medkit achievement
- Fixed the Triangular Gates and some spells giving Fatal Wounds despite the researches
- Fixed the increase of implants beyond the limit
- Fixed the missing Streumonic Complementarity research description
- Fixed the missing Cyber briefcase for researches
- Fixed the campaign results displaying esoteric and nasty things
- Fixed the VIP exploit
- Fixed the researches not always launching
- Fixed the lighting in cc_temple*, cc_new_eden, cc_tuto and cc_monolith
- Fixed cc_new_eden secondary quests not being saved
- Fixed cc_forgotten secondary quests not being saved
- Fixed an incorrect Deus Ex spawnpoint in cm_sheep
- Fixed the broken ladder in cc_sheep
- Fixed the infinite XP exploit on New Eden (Mentor)
- Fixed Locken not having a weapon when hostile on cc_new_eden
- Fixed Locken’s departure and death not being saved on cc_new_eden
- Fixed a possible money exploit on cc_tuto2
- Fixed a possible XP exploit on cc_new_eden
- Fixed being able to respawn in front of the Immortal King on cc_noctis without having completed the required quest
- Fixed a fall in the temple not always killing the player
- Fixed the players being Jian/Culter on cm_sheep
- Fixed a missing texture on cc_new_eden
- Fixed a missing texture on cc_forgotten
- Fixed a missing texture on cm_dreams
- Fixed being able to get stuck in the armory on cc_noctis
- Fixed Tobi not killing himself on cc_forgotten
- Fixed the invisible water brush on cc_ancient
- Fixed a superfluous armory logo on cc_noctis
- Fixed being able to get stuck in stairs after a resurrection on cc_purge
- Fixed being able to get stuck in stairs after a resurrection on cc_forgotten
- Fixed the Mauve Mentor objective not being attached to the actual NPC on cm_purge
- Fixed a Perigrum Forma being able to spawn in front of the player in the maintenance tunnels of cc_monolith
- Fixed the spawning view distances next to the player on Noctis Labyrinthus and Electric Sheep
- Fixed the achievement ‘Revelation’ not being awarded when a player finds Akmal, the ancient
- Fixed the retrieval objective on cm_noctis not being clear
- Fixed a possible answer to Akmal not being active on cc_ancient
- Fixed the Supreme Manduco being able to always kill on cc_new_eden
- Fixed the door of the Supreme Manduco closing behind the player
- Fixed the physic boxes of the streetlamps
- Fixed the invisible switch on cc_falling
- Fixed typos in some texts
- Fixed not being able to shoot through some fences with some weapons

Additions/Modifications:
- Optimized memory
- The Resurector invincibility is longer and more visible
- Added a max player option in the server creation
- Added a camera option when running
- Added an option to disable the blur effect when running
- Added a delay for using weapons after a dialogue
- Increased the numbers of given missions in Coop Missions depending on the number of players
- Escape allows to close certain menus
- Decreased the sight cones and maximum sight distance of all NPCs
- Increased the Deus Ex Machinas’ resistance
- Decreased the number of XP and Brouzouf earned when killing a Deus Ex Machina
- The Deus Ex Machina’s main weapon deals more damage
- Decreased the player’s Heavy Armor protection
- Decreased the Sulfatum’s accuracy
- Decreased the fall damage
- Throwing grenades cancels the Cloaking Field
- Limited the maximum amount of Brouzoufs
- Limited the amount of XP and Brouzoufs with a hit
- Decreased the exploit of Fatal Wounds optimization
- Some cheating techniques aren’t possible anymore
- Revamped the save system and added a temporary “backup” save system
- Some little balance tweaks
- Made the exit in cc_tuto2 more obvious
- Decreased the difficulty of the protection mission on cm_noctis
- Added an Ally icon on the Heavy Culter squad on cc_noctis
- Turrets in cc_monolith should be easier to spot
- Added some more player spawn points in the levels


So at least the instant death when you fail a hack is gone, but still no proper save system though


...

the specs are indeed not very high, but it still looks pretty:

Spoiler AlertSystem Requirements
Minimum:
OS: Windows® 7 32/64-bit / Vista 32/64 / XP
Processor: Pentium 4 3.0GHz, Athlon 64 3000+ or better
Memory: 1 GB for XP / 2GB for Vista
Hard Disk Space: At least 6 GB of free space
Video Card: : DirectX 9 compatible video card with 128 MB, Shader model 2.0. ATI X800, NVidia 6600 or better
DirectX®: 9.0c
Sound: DirectX 9.0c compatible sound card


 

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16 AUG 2011 at 7:59pm

Child Of Dunwich

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And what is the system like? Autosaves?
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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16 AUG 2011 at 10:30pm

markornikov

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just one single autosave, that saves at some points during a 'level'.
You ressurect when you die, but when you quit the game you'll always lose some progress.

Also the game saves immediately after you made a game changing choice, so there's no way to find out what the results would have been of the other options

 

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17 AUG 2011 at 1:54pm

Child Of Dunwich

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Oh, that sounds very annoying, indeed. This game reminds of Prey 2. is it something like that?
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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30 AUG 2011 at 4:37pm

nicolas

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   Well given they responded quite fast with the patch ,if they make another update ,ironing and polishing the game a bit and fixing the various remaining bugs it sounds like a gold deal to me.Depending of your choices there is a LOT of game and story to be found in this game.It is described by some even more open then dx hr and given how great dx hr ended to be that says a lot.(on a sad fact something nobody talks about is that the pc version of dxhr is a straight port without better textures and even worse....having compressed washed out 720p cinematics instead the ps3 uncompresses 720p ones....

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31 AUG 2011 at 12:55pm

Child Of Dunwich

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So, did they fix the save system yet?
Nature's first green is gold,&&Her hardest hue to hold.&&Her early leaf's a flower;&&But only so an hour.&&Then leaf subsides to leaf.&&So Eden sank to grief,&&So dawn goes down to day.&&Nothing gold can stay.

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16 JUL 2012 at 11:39am

Fnord

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Thread necro!

 

 

If anyone is interested, they recently released a pretty major patch for the game, which among other things allows you to set the degree of enemy respawn.

I've been playing the game with a bunch of friends, and it really is a lot better when played in co-op. Not only does it alleviate the problem that big enemy hoards can cause, but the way different powers & abilities interacts allows for a lot of interesting tactical choices. A strategy that we have been employing against more powerful foes is to let me (Psycher) summon a powerful clone of myself, which can take quite a beating, and thus works well as a tank, while one of my teammates plays sniper. 


 

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16 JUL 2012 at 12:36pm

markornikov

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how about the save system, still the same?

because that's what kept me from playing any further


 

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16 JUL 2012 at 4:41pm

Fnord

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There are automatic mid-level saves when you finish mission objectives (I don't know the exact details on if it is only major objectives or any minor objectives), but you can still not save on demand.


 

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17 JUL 2012 at 7:23am

markornikov

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weird design choice for a storyline that's affected by the character's choices.

Such save systems should be abolished >


 

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17 JUL 2012 at 9:52am

Ray

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Thanks!  I will check this out!


Remember, procrastinate now.  Don't put it off!!


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All Forums : [Adventure Games Forum] : Other Games > E.y.e Divine Cybermancy - Huge indie Deus Ex like cyberpunk fps game on steam for 18$

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