AlphaStrategyGui des.com
Hey all,
Even though this game isn't out until next weekend (in the UK) I was given it to play to produce a guide for it. So having played it for 26 hours, I have a - reasonable - idea of what things can help in a speedrun (and as it's such a bloody good game, I reckon it may prove to be a popular one for running in the near future). Whilst I can't go into too much detail now (as I don't want to spoil anything story related) I'll start the ball rolling with a few observations I've made whilst playing it to 100% (including EVERY treasure collected).
* You can take an extra step out over edges to get a bit more distance on a jump. This proves to be rather useful for some of the longer jumps in the game as you don't have to worry about only just making it and having to pull yourself up.
* Some of the unlockable 'tweaks' in the game will make speed running this (as NG+ obviously) a LOT faster (for example, firing a gun whilst using inf ammo when Drake is injured on the snow level allows you to walk forwards over twice as fast as it bypasses the limping animation, whilst using the inf' ammo means you can repeat it over and over again to make the two levels you're limping in faster
).
* I'm confident that the retail release will have the potential for some 'clipping through walls' action as there was a bit of buggyness when hanging off certain ledges.
* The bullets from the don;t actually hit/hurt you. I stood still for 2 mins as it fired at me constantly and never hurt me once, so I reckon on a run it can be ignored and is primarily there for dramatic purposes.
I'll give it another run through this weeked to get a better idea of initial times (very first run watching all cut-scenes took 13hrs). Most of a new game run will consist of time improvements with shot accuracy as there are a few occasions where you won't progress until all/a certain number are killed.
Even though this game isn't out until next weekend (in the UK) I was given it to play to produce a guide for it. So having played it for 26 hours, I have a - reasonable - idea of what things can help in a speedrun (and as it's such a bloody good game, I reckon it may prove to be a popular one for running in the near future). Whilst I can't go into too much detail now (as I don't want to spoil anything story related) I'll start the ball rolling with a few observations I've made whilst playing it to 100% (including EVERY treasure collected).
* You can take an extra step out over edges to get a bit more distance on a jump. This proves to be rather useful for some of the longer jumps in the game as you don't have to worry about only just making it and having to pull yourself up.
* Some of the unlockable 'tweaks' in the game will make speed running this (as NG+ obviously) a LOT faster (for example, firing a gun whilst using inf ammo when Drake is injured on the snow level allows you to walk forwards over twice as fast as it bypasses the limping animation, whilst using the inf' ammo means you can repeat it over and over again to make the two levels you're limping in faster
* I'm confident that the retail release will have the potential for some 'clipping through walls' action as there was a bit of buggyness when hanging off certain ledges.
* The bullets from the
first attack helicopter scene
I'll give it another run through this weeked to get a better idea of initial times (very first run watching all cut-scenes took 13hrs). Most of a new game run will consist of time improvements with shot accuracy as there are a few occasions where you won't progress until all/a certain number are killed.
Thread title: