The wait is finally over, the game is out now and we hope that everyone is enjoying Terminator: Resistance so far! We have been paying close attention to everyone's feedback and it's great to see so much support and interest for the game!
The main goal with this project has been to create a story and world which Terminator fans will love, remaining faithful to the source material shown in the beloved movies.
Although the game has released, we will still be working hard to ensure that everyone gets to enjoy the game to it's fullest. If you are unsure about something before purchasing, or experiencing any technical issues, please let us know in the discussion section.
We are aware of some of issues which have already been posted, so rest assured that we're paying attention! We will work with the developers at Teyon to ensure that the game can be played by as many people as possible!
A very big thank you to everyone again for supporting and showing interest in Terminator: Resistance!
So don't expect an AAA product but a nice smaller game with some soul.
Burrito of Peace wrote on Nov 17, 2019, 15:47:I suppose in cosmic terms, 31 years is "not long after."
It is decidedly a Terminator game set not long after the events of Judgement Day.
I'd recommend it if you like non-hyperactive shooting and running constantly. You can sneak your way to most objectives.That's just what the Dr. ordered.
bigspender wrote on Nov 17, 2019, 17:18:
Or an asymmetric multiplayer game. 60 human resistance players vs 4 (human) AI commanders controlling the machines from an RTS view.
Acleacius wrote on Nov 17, 2019, 17:07:I'm sure that mod is coming.
Just checked, it's 3rd person and we play as naked Mackenzie Davis the whole game.![]()
Kxmode wrote on Nov 17, 2019, 19:27:Pacing and dealing with save-scumming in a simple and obvious (to the player) way. Some developers want players to replay scenarios/encounters "as intended" and not "from the instant before things went wrong", and designing and implementing systems for detecting when things "will go wrong" before they actually do is folly in most genres. It is, simply, a design decision.
Why is there a checkpoint? If the answer is consoles, today's console have hard drives making the checkpoint system obsolete. So why do developers persist with checkpoints? Does it take too much development time to put in a save/load anywhere system?
Rilcon wrote on Nov 17, 2019, 20:34:Kxmode wrote on Nov 17, 2019, 19:27:Pacing and dealing with save-scumming in a simple and obvious (to the player) way. Some developers want players to replay scenarios/encounters "as intended" and not "from the instant before things went wrong", and designing and implementing systems for detecting when things "will go wrong" before they actually do is folly in most genres. It is, simply, a design decision.
Why is there a checkpoint? If the answer is consoles, today's console have hard drives making the checkpoint system obsolete. So why do developers persist with checkpoints? Does it take too much development time to put in a save/load anywhere system?
Kxmode wrote on Nov 17, 2019, 21:08:
How I choose to play a game is of no concern to the developers.