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Author Topic: Sir, You Are Being Hunted (PC/Steam)  (Read 1574 times)
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jztemple2
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« on: August 25, 2013, 07:26:42 PM »

Picked this up early this afternoon off Steam. It's in Early Access, but I liked the concept, it being one of those genres I think can be fun. Sir, You Are Being Hunted, or as I prefer, SYABH, might be a bit bare bones for some folks, but the developers are adding new content to make it a deeper game. It reminds me a bit of Don't Starve, except the play style is more relaxed, more.... English icon_biggrin
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« Reply #1 on: August 25, 2013, 07:32:19 PM »

I’m really looking forward to this one but I want to wait until it’s closer to being finished.  The content they are talking about adding sounds like it will add a lot to the experience.
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« Reply #2 on: August 25, 2013, 07:47:12 PM »

Quote from: Lordnine on August 25, 2013, 07:32:19 PM

I’m really looking forward to this one but I want to wait until it’s closer to being finished.  The content they are talking about adding sounds like it will add a lot to the experience.

Yeah, same here.  I like the concept, but it doesn't look nearly done enough to be where I want to play it yet.
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« Reply #3 on: August 25, 2013, 08:59:38 PM »

I may jump in on this, but I wish they were promising more than monthly updates, so me jumping in may be a bit down the road.
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« Reply #4 on: August 26, 2013, 06:56:11 PM »

I've got in about three hours on this so far. The game is very stable and is playable, which is nice. There are a few points I'll pass on which have pleased me:

1. Saves. There is no quick save, but instead you can save at a few specific locations. The map, which is procedurally generated, consists of one center island (or as they like to call it, Centre Island icon_biggrin) and four more islands at the four cardinal compass points. Saves are made at the middle of Centre Island and at the four boats which transport you to each island. So saving your current game does require some planning, but it isn't onerous.

2. The map. For being procedurally generated it has a nice, crafted feel to it. There are unique buildings and landmarks like the below facade. These help you navigate since there is no built in mapping function. Scratch paper and pencil work nicely thumbsup.


3. You are pretty much left on your own to figure things out, but it's pretty simple and straight forward. There is satisfaction in discovering things on your own and the occasional eureka moment when you figure out a clever way to utilize your rather limited resources.

4. There are humorous little touches here and there, but you have to look for them. Here's one that has been posted a bunch of times, so I'm not giving anything away.


I'd like to address one other point that has been raised by a number of folks on the SYABH and Steam forums. They complain that you cannot enter buildings. The developers have reasonably pointed out that it would be very difficult to enable the robots to navigate into, inside and out of buildings. And from my own point of few, right now it's not really necessary to have the buildings modeled inside. The islands are reasonably large and have numerous terrain and man-made features around which to hide.

In conclusion, I think SYABH is more than a rough alpha game right now. I would compare it to a competed $10 USD game; it's not terrible deep, but there are several hours of useful gameplay in it, more if like me you enjoy the "being chased by robots" genre. I think it will only get better with time and more updates, but I'm happy I got it now.
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« Reply #5 on: August 27, 2013, 01:56:20 AM »

I am really liking the game.

I just have one question: What are those blue-green flying glowbug type things I keep seeing all over the place?
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« Reply #6 on: August 27, 2013, 02:24:08 AM »

Quote from: MythicalMino on August 27, 2013, 01:56:20 AM

I just have one question: What are those blue-green flying glowbug type things I keep seeing all over the place?

I think they are just glowbugs, but the effect from them would seem to be that that they raise your visibility level for a few moments, which could be bad if robots are nearby.
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« Reply #7 on: August 30, 2013, 02:58:53 AM »

New alpha update!

Quote
The first major alpha update is here. Mostly fixes this time, but also a totally new keybinds system, and leaning. LEANING!

IMPORTANT: If you experience issues with controls or settings, please delete previous save games in the "sir_alp" folder in your root menu. On Steam that's in Steam > Steamapps > common > SirYouAreBeingHunted > sir_alp

This is a much smaller update than the closed alpha backers may be used to in terms of content. That's because this is more to address a number of frustrating/game breaking bugs than to provide new toys. That said, there are some new things to check out. You can expect content patches in September and October, and the months following.

As before, please report your experiences with features and bugs in the forums.

Changes:

*Kill layer added.
*Roadside furniture should no longer spawn in opposite pairs.
*Pub sign needs oiling.
*Streetlights shatter more pleasingly.
*Several Bot audio detection functions reworked. Bot's should be easier to distract.
*NEW - Simulation now fully paused when alt-tabbed.
*Dog visor angled down slightly, less kerraazy bouncing.
*Bots who are guarding an item will now go into a searching state after investigating noise. Previously would instantly return to guarding upon reaching the source of the sound...
*Graphics are now set to High by default.
*Balloon can no longer see through hard cover (buildings, trees). Can still see through concealment (grass, bushes).
*NEW - Lean function. You can now lean (default Q/E). Leaning even gives a small cover bonus. Please report feedback on this.
*Save slots now stamp the last time a save was modified, not when the world was created.
*Supermassive Screenshot dump now only 2x resolution (was 6x!). Now saves to a file with a time stamp.
*NEW – Totally reworked key binding system. You can now bind any key or mouse button to any action. Controller buttons will work too, but not axis atm.
*Hunters now flee slightly slower. Slightly easier to hit a fleeing bot with the axe (axe still needs work however...).
*Intro music volume reduced until we have proper sliders...


Fixes:

*Loading Regions (game hangs without loading) bug fixed. This was to do with an underlying Unity issue to do with network controllers apparently being referenced out of context. Should be fine and dandy now.
*Killing dogs in Linux should no longer crash the game...
*Fixed major issue where non-English system languages resulted in control issues. All non-English users would have been affected by this bug until now...
*Empty weapons don't magically gain some ammo when reloading a scene.
*Dog will now release you if killed while pinning.
*Swimming while intoxicated should no longer remove water effect.
*Fixed Screen flicker on resolution change.
*Fixed several issues where pieces were spawning inside Village Centre objects. Still may be cases of pieces spawning in trees/sheds. Please report these if you find 'em.
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« Reply #8 on: August 30, 2013, 03:27:56 AM »

This is a promising looking game that I'd buy today if I had world enough and time. I can easily envision myself playing so much that I would dream I heard those robotic hunters just outside my bedroom window. The game seems that atmospheric. (Somehow I'm reminded of an old arcade game that I played as a ten-year-old (Robotron) - being hunted is very compellling).
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« Reply #9 on: September 01, 2013, 05:08:48 AM »

hmmm... since they're so big I'm thinking probably one more update and then I'll get the game.
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« Reply #10 on: September 23, 2013, 09:44:53 PM »

Big update for the game. Give it a try if you can break away from GTAV icon_biggrin

Quote
New Build! The “Dead Haggis” Update
September 23rd, 2013 - Mr Rossignol   

We've changed and added a massive amount for this, so we're going to need you to get stuck in and let us know how it all feels. The other big change is a total reworking of the equipment management The new system allows you to drag and drop equipment to 'slots' which you can then bind to whatever key you like, rather than being hard bound to a key. On top of that we've done a lot of AI tweaking for the hunters. This has mainly been about making distraction more reliable. It's also allowed us to bring back interbot combat. Listen out for distant gunfire, because their duels are fun to watch! We really, really need your feedback to knock the new loot tables into shape this month. Help us by posting your thoughts on loot distribution in the official feedback forums.

IMPORTANT NOTE:
* This update will break your saves. Sorry! We had to do it.

Changes
* Hunter Investigate and Searching State viewcones are reduced. Bots now have less peripheral vision when investigating stuff . This makes distraction more reliable, and bots also won't be able to see you out of their ears anymore...
* NEW - Equipment Handling redesign. Slot-based equipment assignment.
* NEW – Toy Train deployable.
* NEW – Alarm Clock deployable.
* NEW – Map Item. You can mark three waypoints on the map and they will show on your compass. Click on the map to set the markers. By defauly M is the map key.
* NEW – Scanner Item. Guides you to nearby telepieces.
* Compass now shows 180 degrees, not 360. Waypoints stack at edges if they go behind you.
* Some bots have quit smoking.
* NEW – Playable Trombone. Change the pitch of your warbling with the mouse scrollwheel.
* Increased Inventory size by one column. Experimental to accommodate all the new kit.
* NEW – Sir/Madam now receives a Visibility bonus during night hours.
* NEW – Idling hunters can now drink tea, show off trophies to each other.
* Camera no longer sways when crouched and static.
* NEW - Dramatic skies. Or is that melodramatic?
* Braver ravens. Less cowardly corvids.
* NEW - Loads of new food and bric-a-brac items.
* Loot tables totally redone from scratch. Will be a bit unbalanced this update.
* NEW - Inter-bot combat. Occasional fisticuffs between bot factions.

Fixes
* Fixed some Z fighting on House2 model
* Cursor no longer locked to centre on end game stats screen.
* Fixed issue where clicking Continue on non existant worlds could hang hang the game.
* Fixed issue where you could charge up a megajump while in water.
* Fixed issue where having anything other than Mouse 1 as your Drop Down menu button broke those menus...
* Squire ragdoll doesn't start in T pose anymore.
* Getting pinned by a dog now closes any open loot windows.
* Fixed issue where leaning would stop you moving, but the Vis meter did not register the change in speed.
* Leaning no longer rotates the moon. frown
* Dying with a window open (reading a book/letter/tooltip) no longer messes up the death screen.
* Fixed issue where falling into water delayed the fall damage until after you reached dry land.
* Player Health/Vit stats are now displayed correctly when you change islands or load.
* Fixed issue where graphics options were resetting on load for some users.
* Pub sign pulled in a bit to stop clashing with some walls.
* Attempted fix for centering issue in windowed mode on multi-monitor setups.
* If you kill a dog just as it pins you, you should no longer remain pinned.
* Telepieces now all have sound effect.
* Trapped camera wobble now correct length
* Squires no longer aggro when you collect a trap
* Fixed serious glitch with Hunter sound investigation. Bots should now investigate sounds much more reliably.
« Last Edit: September 23, 2013, 09:53:16 PM by jztemple2 » Logged

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jztemple2
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« Reply #11 on: October 22, 2013, 05:25:37 PM »

For those who might be interested, the game is on sale on Steam through the 25th.
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« Reply #12 on: October 22, 2013, 05:46:46 PM »

Has anyone completed the game in its current state?  Does it have some form of satisfying conclusion or does it basically just end?  At that price I'm definitely picking it up but not sure if I should still wait a while to play...
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jztemple2
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« Reply #13 on: October 22, 2013, 06:06:07 PM »

Quote from: Lordnine on October 22, 2013, 05:46:46 PM

Has anyone completed the game in its current state?  Does it have some form of satisfying conclusion or does it basically just end?  At that price I'm definitely picking it up but not sure if I should still wait a while to play...

It's actually in a pretty complete state. There's no real campaign, nor is there a big backstory. You, the main character, are on an island (with four other islands around it ) and you are being hunted by robots. Nothing really says how this happened, but it's really not important. To get off the island you have to find mysterious fragments and bring them back to the mysterious rocks in the center of the main island. The main gameplay involves avoiding (or defeating) robots while looking for these fragments. Maybe before it reaches beta they will flesh out the story a bit, but it's really not necessary. If you have played or read about the game "Don't Starve" it somewhat like that, although at a much slower pace, and played from a first person perspective. Stealth and planning are a big part of the gameplay. Also, unlike "Don't Starve" you don't need to gather much in the way of resources to survive, only food really. The other items you find are to help in avoiding or defeating the robots and finding the fragments. Oh, also unlike "Don't Starve" you can save at certain checkpoints and if you die you go back to the last save, rather than having to start from scratch. Hmm, maybe it's not like "Don't Starve" all that much...

I've never actually finished the entire game (IE, finding all the fragments). I have spent hours wandering around the islands exploring and dodging robots and looking into buildings. It's very much an open world game in that respect, you aren't obligated to proceed if you don't want to. Just remember to get food, eat, and avoiding getting caught!
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« Reply #14 on: October 22, 2013, 06:22:39 PM »

Technically, Don’t Starve has a storyline and a conclusion if you make it that far.

I’m very much a person who needs a reason to play a game, some story or plot needs to drive me forward.
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« Reply #15 on: October 22, 2013, 06:32:12 PM »

Quote from: Lordnine on October 22, 2013, 06:22:39 PM

Technically, Don’t Starve has a storyline and a conclusion if you make it that far.

I never survived long enough to get to the conclusion of Don't Starve  Roll Eyes

There is a conclusion to SYABH since supposedly you do get to leave the island if you get all the fragments. There also is an opening intro that kind of gives the background as to why you are there, but I watched it once months ago and don't really remember it.
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« Reply #16 on: October 23, 2013, 12:34:35 AM »

I played about 30 minutes, long enough to discover two wreckage components.  The gameplay is very solid but the world feels pretty empty right now.  Graphics are also poor by today's standards, even for a small team.  Textures look about on par with the original Mount and Blade.

At $10 I would still say it's worth a look but I think I'm going to wait for a couple more updated before really diving into it.
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« Reply #17 on: December 05, 2013, 05:54:42 PM »

Another update, here's the change list:
Quote
IMPORTANT NOTES:
* This update will break your saves. Also, savegames now version controlled. The game won't try to load incompatible saves (this does not mean every new update will break saves, but will stop the game just hanging IF the save is incompatible).

Changes

Axe impact logic totally reworked. Much easier to land a hit now.
- NEW – Alarm Clock timer now settable with Right Mouse (default key).
- NEW – Volume slider for overall game volume added.
- NEW – Controller support for player control. Menus/Inventory still require mouse.
- Scanner now creates noise AI can hear when turned on. You have been warned...
- NEW – Pheasants. Can be shot and cooked. Startle easily.
- NEW – Rabbits. Can be shot and cooked. Or just cuddled.*
- NEW – AI 'State' indicators. Can be toggled on/off in Game Options. Show the current behavioural state of an AI. - This will be anathema to many, but we urge you to try them for a while if only to give us feedback. NOTE: "Used Indicators" will be logged on your stats even if you only have them on for a second.
- Increased despawn timer to 500 seconds. You now have lots of time to find those bodies...
- Reworked Cooking fire spawning. Fires may appear in slightly different positions than you are used to now.
- New lootable items added to certain locations where previously there were none.
- Axe Impact now creates noise AI can hear.
- Pub origin lowered. No more huge step up into pub (was a trip hazard for the inebriated).
- NEW – Wild mushroom gathering. Mushrooms now spawn and respawn periodically in certain locations on the ground.
- NEW – Blunderbuss. New equippable item.
- NEW – Poacher NPC.
- Changed spawn logic for scarecrows to prevent them dropping on top of telepieces.
- NEW – Professions. You can now select a Profession at the start of a new world. This defines your starting equipment and will be logged on your stats screen.
- NEW – Added more infographic tooltip thingers.
- Tweaked some loot distribution values.
- Broken Shotgun/Blunderbus now labelled 'Junk' not 'Dubious'.
- Some AI-hearable volumes for a number of items tweaked (bottles made a bit louder, etc).
- Sundry tweaks to the “release schedule” for AI, bot state variables.
- Reworked LOS scanning for more reliable cover detection in wooded areas.


Fixes

- Fixed potential crash issue on Linux
- Text for a number of books de-typoed.
- Slag heaps in Industrial given foundations
- 'Network Adapter/Hamachi bug' fixed
- Can now use “Interact” key on a trap you are caught in to access pliers (previously had to open inventory with - “Inventory” key while looking at trap...
- Fixed several issues with dog-pinning event. Can no longer kill dogs with axe while pinned, being pinned with a window open no longer breaks...
- Fixed issue where bots fighting could shoot ravens off camera, throwing errors.
- Fixed issue where LODed AI were trying to access deactivated objects.
- Fixed issue with Trombone loot failing to spawn.
- Fixed an issue where Bog Monster took forever to depsawn...
- Fixed issue where Scarecrow loot not being saved could prevent a saved game from loading.
- Fixed issue where dying did not always drop the camera to the ground.
- LODing added to various elements that had non. Deployables, mushrooms, ragdolls etc...
- Fixed serious issue with some object not blocking pathing grid during generation.
- Fixed issue where bots could spawn inside chapels.
- Fixed issue where bots could go off pathing grid and into water.
- Fixed issue where scarecrows could tele-follow you into water.
- Fixed issue where traps and other deployables could fall through bridges.
- Clamped impact camera wobble to prevent crazy swinging when taking massive damage.
- Fixed pixel lines on several textures (barbed wire, menus etc).
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« Reply #18 on: December 05, 2013, 08:03:49 PM »

Quote
This update will break your saves.

dangit.  oh well, I don't think I was very far in my previous save.
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« Reply #19 on: December 05, 2013, 09:08:30 PM »

So is this one far enough along now to make it worthwhile?  Or does it still feel sort of hollow?
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« Reply #20 on: December 07, 2013, 06:35:11 PM »

Sir, You are being Steamed @ $9.99 (-50%)




48 hours (starting a half hour ago)


the trailer on that page is for the December update
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« Reply #21 on: December 07, 2013, 07:00:28 PM »

Quote from: EngineNo9 on December 05, 2013, 09:08:30 PM

So is this one far enough along now to make it worthwhile?  Or does it still feel sort of hollow?
It’s fully playable with solid gameplay but it doesn’t grab me yet.  Seems fairly devoid of personality.
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« Reply #22 on: December 07, 2013, 07:05:20 PM »

Quote from: EngineNo9 on December 05, 2013, 09:08:30 PM

So is this one far enough along now to make it worthwhile?  Or does it still feel sort of hollow?

I think it's in very good shape. Adding new Professions means you get different starting inventories which is interesting. And the other new functions add more depth. There really isn't a campaign, but just one play-through can take hours. And because the island terrains are procedurally generated you never play on the same islands twice.

Regarding being devoid of personality... hmm, I don't think there will be more of that added. It's more sort of a puzzle game (outwit the robots to get the mysterious fragments) but 3D, first person and with lots of gameplay depth.

And on sale at $10 USD, it certainly fits the premise of getting entertainment of at least one hour per dollar. Consider it an investment; the developers have been pretty timely with their updates and I fully believe it will be completed and released.
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« Reply #23 on: May 01, 2014, 08:53:00 PM »

Sir, You Are Being Hunted has been officially released at version 1.0. And here's the launch trailer, which is very clever.
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« Reply #24 on: July 12, 2014, 10:21:22 PM »

I picked this up on Steam yesterday in the $5 sale.  Strangely enough it defaulted to being in Madam mode, which I didn't even realize was an option so the voice over kept calling me "Madam" instead of "Sir" until I quit and figured out where that setting was.

So far the game seems pretty cool, but it does feel just a bit limited.  I haven't gotten all of my pieces yet, but I have played for quite a while and I kind of wish there was one more layer of mechanics or something.  I feel like even with the random generation I'm going to finish it once and never play again. 

For 5 bucks I guess I can't complain too much, though.
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