There's a lot this does right. Being able to adjust individual speakers on-the-fly is a breeze, and managing your group subscriptions is clean and streamlined. My grandfather could use this if it wasn't launch day bugged. Looking forward to updates rolling out on this bad boy.
So Okinyo suggested that I give HAWKEN a swing a while back. Fired it up this morning and gave it a whirl.
There's a lot I've seen before, match-based gameplay with upgradable characters. Different mechs offer different strategies and approaches in a way that even the noob mech (the microwave oven) can find a way to compete with more advanced mechs.
I think there's something important to be noted regarding the pacing. For a mech combat game, the matches are incredibly fast-paced. Compared to a shooter like TF2 or Unreal, it's decidedly slower. There's a fine in-between that I think Hawken is striving for that strikes a balance between quick, cover-based twitch shooting and battlefield positioning and teamplay.
Worth checking out, props for the incredibly well-detailed maps. www.playhawken.com
Found out today I may be getting the Developer SDK and one of these prototypes for a possible Unity project for NASA's travelling display. Nothing set in stone yet, but fingers crossed.
Had a good time freaking the fuck out this afternoon. My father and his wife live less than twenty minutes away from where the explosions occurred in Boston this afternoon, and they're often in that part of town. Took me a bit to get through busy phone lines but got a hold of him at work, about ten minutes away from the Back Bay area.
Hold those you love, my friends - hold them tonight.
For the record, I thought Cloud Atlas was good, but everything since Reloaded (including V) from those two has been letdown after letdown after letdown.