Binary Domain - Consequence System Walkthrough Video
This video showcases the game's Consequence System, a gameplay system unique to Binary Domain that combines gameplay elements and AI to create different in-game experiences based on your actions, choices, and words.
"is that the best you can do?" -YEEEAH! I mean.. context sensetive, please... I do like the idea, but just like "phrozac" said beneath - the execution looks terrible. on a side-note, I´ve been waiting for a shooter where you shoot of pieces of your enemies like you do in this one.. think I got hooked on the idea after watching Transformers.. looks so damn satisfying when pieces gets ripped off.. although the Transformers movies look a lot better ofcourse. =) I think the word for the game is "potential", I just hope it´s not the same word that will define it once it's out..
Also, looks like ME and this system should have been made long ago. The control aspect of it was implemented well in Star War: Republic Commando, but the team always did what you said in that and their attitudes never changed.
That big black character looks just like Cole Train from GoW. This looks alright, but i'll probly just Gamefly it.
It's a neat idea. The execution is terrible though. For example: I find it hilarious that a highly trained team of operatives selected by the international powers-that-be acting like teenagers in the middle of a fire fight because someone said someone else is ugly, then completely breaking the chain of command putting themselves, their squad mates, and the entire city at jeopardy, seems fully broken. Also, as it is, it seems there is only one way to play this game: Be a goody two-shoes or die. You should be able to legitimately play and enjoy this game as an @$$hole as well. Looks promising, but I bet my firstborn that this will get no higher than a 6.5 if unchanged.
This system seems interesting. I can't help but feel that it's not reaching its full potential, though. I think it'd be interesting if, when trust is low enough, a character might either ignore your advice and do something reckless that gets them killed, or just get fed up with your character and leave the squad entirely. Though that would require so many branching storylines it wouldn't be funny. I can also see this system or something similar being put to really good use in a party-based RPG.
like the idea just hope it dosent hinder the game in a way like making you so dependant on it that if u end up messing up a relation with ur npcs they never come back to liking you and so o. this consept has been use in many other games and dose well enough to give a bit more of a human like interface feel to ur buddies.
I like the concept, but the delivery at that this stage is horrible: "Cover me!" "The answer is no." Ok, first off, what are you, a Magic 8 Ball? Secondly, when bullets are flying that is less of a request and more of an order, if you don't want your team mates to die.
Very intriguing--this Consequence system definitely adds to the game. My thoughts though: that can't be the feature of the game, there needs to be a story worth telling. The setting looks good too, could be a nice lesser-known shooter...
wow, i love it when new titles come out of no where and push the boundaries to its type of game and get more complex than the others. This game requires you to think more in a tactical way with a team that is shaped from you're personality and skill in teamwork. This is going to raise that bar in team work and help kids understand that in shooters or in any game where youre outnumbered, the best way to advance in 1 piece is to work together with tactics.
Interesting concept - gameplay looks pretty smooth as well - hope the Consequence system isn't a hindrance on it. Loving the character design and art direction as a whole. Like a cyberpunk GoW.