Shoot them weren't you paying attention. Seriously tho I'm bad for doing that too. This is fantastic great art and gameplay! The only slight problem is sometimes he won't aim, and the aim and shoot swap over.
Now that could work. I've always been interested in the vita but never really researched it, so now might be a good time to at the very least look at the ones available.
Anyone played the USSR part on Sonys gadgets, and can tell us roughly how long the gameplay is/how many mission there are?
Why does it matter the levels are randomly generated so when you play on harder difficulties it will seem like more game. If I screw up it's like playing a new level. I love this game!
Well I don't know. I don't have it. But if levels truly are randomly generated, that does sound good!
Yep - still not out in Australia. Sony Computer Entertainment America must not like us Aussies. .... oh look - there's Stealth!
guys, this game is really good, i'm loving it... don't understand where's the control system issues... are you out of your brain??? it works fine
Levels are randomly generated. You have to beat 5 - 6 levels before moving on to the last mission. Depending on how much intel you get. You can toggle and play more levels before tackling the final level. It is very possible on higher difficulties to fail at your mission and have to start over. The guns and other power ups you earn are persistent between playthroughs, giving a sense of progression Whether you succeed or fail. They do need to be purchased, however, until you get blueprints for them you can't purchase them. The game itself is more of a hi-score chaser than straightforward story based game. You get a score every time you play based on a lot of different factors. If you only played through once and never again, I would estimate a time of 1 - 2.5 hours. Hope that helps in answering your earlier question. Not sure about the vita or ps4 versions.
Hey Guys, I'm one of the CounterSpy devs. I'll try and answer a few questions on here. First thanks to people for trying the game! and also for coming on here with interest to discuss it. Definitely interested in people's experience with controls. We REALLY wanted to try and create an experience for controlling the character that would feel like it worked for a touch device and NOT do the 'inferior control pad' option with virtual buttons. The use of gestures was a way for us to make the game work without buttons to achieve that. Also, we wanted to avoid a game where to shoot the enemy, you have to put your thumb directly on the enemy. This feels weird because you are obscuring the thing you are looking at with your thumb? Because the control felt pretty different, we were definitely interested to see how people took to it. We did a lot of testing it on people as well as playing ourselves. Obviously when you play your own game you can master the controls pretty well. Some people seem to have taken to the controls intuitively whereas others are struggling. What in your mind are really solid controls for a game of this type? What examples of games have you guys played that really nailed it? I'll try and keep an eye on this forum so we can keep the conversation going. Thanks!
Also, let me know if you are not seeing the game in your country I will try and follow up with Sony to see if there is a plan to release. So far I have seen people mention Lebanon & Australia.
Thanks DynamightyDave for replying to this thread. I'm personally quite interested in purchasing this game. What's holding me back is the comments about the controls. It always scores big points with me when developers take the time to interact with our community to help improve the product.
Hi Klink, I'm interested in hearing more people's experience to better help understand! It is interesting that some people have no problems. One thing we did quite late in development, was add the animating thumbs to the tutorial, to try and suggest a good way to play and apply gestures. If using an iPad you 'can' actually play with one hand using swipes, but we thought we would focus on suggesting playing with both thumbs. The truth is, you can use any thumb/finger. You can even switch during play use your right thumb to move and hold the left thumb for aim (good for left handed people?) I find on mobile I play with my thumbs whereas on iPad I like to hold in one hand and use my other hand to swipe. We also thought gestures were good to reduce 'thumb fatigue' of having to keep a thumb pressed for movement (such as with virtual sticks). Hope this at least explains some of our thoughts behind control! I'm logging off for night will check back on forum tomorrow. Thanks!
Yes definitely interested in this. It's all related to how Sony is set up for different territories I'm sure but I'll post an answer when I find out.
I'm finding the controls decent. I did just have to swipe up under a ladder around 5 times while my character just jumped straight up and down though. A great option, to me, would be an alternative control scheme with R/L buttons on the lower left of screen. Ideally adjustable in size and placement (this goes for all proposed buttons, so I don't repeat it constantly). A jump button lower left. A contextual action button that appears only when near interactive objects. This button could be near the jump button and work for stealth kills, ladders, lockers, etc. the shooting (while out of cover) work fine and the only option I see for an alternative is an analog v-stick in the right lower part of the screen. I don't imagine it would be "better". Options are always good though. The in cover shooting is well handled, as is. A v-stick could work here as well though. I'd like it more if the Aim started slightly above where I put my finger as opposed to always straight ahead the first time. Minor gripe. The game itself reminds me a lot of Bonanza Bros. Which was a great game. So is this. As asked already, any chance on expanding the game to include USA missions? Edit: see "Stealth inc." for a somewhat similar idea with very good touch screen controls.