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RE: Strike Suit Zero
Posted: Wed Jan 16, 2013 2:23 pm
by Pinback
Game will be available on GOG. Following on from the last update – and something we know many of you have been waiting to hear about for some time - we’re ready to formally announce our partnership with the fantastic guys at GOG.com. We can finally reveal that a DRM-free version of Strike Suit Zero will be available through the GOG.com website. As mentioned throughout the campaign, there are certain obstacles when creating a DRM-free game and as such, the online leaderboards and achievements won’t be available for this version. We’re working closely with GOG.com to support our DRM-free community in every way we can, but developing the DLC for this version will take a little while and - while we will be sure to release it for you - it won't be available at the same time as the Steam version's DLC (If you’ve ordered the Marauder or any other additional digital content, for example, this won’t be available at the same time as Steam. As soon as we can get this to you, however, we will).
RE: Strike Suit Zero
Posted: Wed Jan 16, 2013 7:30 pm
by MV2000
Even more good news
Quote:
Release date change! (Don't worry, it's one of those rare GOOD ones) Strike Suit Zero will be launching January 23rd (instead of 24th) 10am PST / 6pm GMT. ONE WEEK TO GO!
YAY FOR ONE DAY EARLIER RELEASE
RE: Strike Suit Zero
Posted: Thu Jan 24, 2013 2:25 pm
by Pinback
Games out any one played it, looked at a few reviews for it and most are saying the mission structure could be better.
RE: Strike Suit Zero
Posted: Fri Jan 25, 2013 2:34 am
by Straker
The reviews I've seen so far have not been kind.
RE: Strike Suit Zero
Posted: Fri Jan 25, 2013 5:35 am
by Stanith
The reviews I've seen so far have not been kind.Well, Eurogamer died 20 times on Mission 3 (press build was tougher), then gave us 3/10

Sadly, they have a huge metacritic weighting so it's forever going to be low on there :(Everyone else has universally given the game 7 - 8.5 / 10, so we're actually not doing too badly otherwise

Here are most of the reviews so far:
RE: Strike Suit Zero
Posted: Fri Jan 25, 2013 5:51 am
by MV2000
Don't trust the Eurogamer amateur-ish review.
RE: Strike Suit Zero
Posted: Fri Jan 25, 2013 1:50 pm
by Pinback
Don't trust the Eurogamer amateur-ish review. Yup Eurogamer has a real bad rep when it comes to reviewing games The game too big for me to download so I will have to wait and see if they get a disc release.
RE: Strike Suit Zero
Posted: Tue Feb 26, 2013 8:06 pm
by sscadmin
I did just recently posted a review of Strike Suit Zero here: [url]http://spacesimcentral.com/articles.html/_/space-and-scifi-gaming-news/strike-suit-zero-review-r115[/url] didn't state this as a flaw for SSZ but it would probably benefit them to have a demo, reason being is that one people can of course try out the game and get a feel for it, but two they can make sure there system can run this on full graphic settings. I had to ramp down some in my review to play it at a good rate. So for some of the PC owners that don't have at least a HD4890 you might want to wait until you get a better card because SSZ does look nice and the effects are smooth but you do have to have a system to run it on max settings.Outside of that I really liked playing it and will probably revisit it once I get my PC upgrade this year.
RE: Strike Suit Zero
Posted: Thu Feb 28, 2013 3:09 pm
by Guillaume
I've been curious about this game. How many different suits/ships are playable? Can they be customized in any way? 13 missions can be incredibly short or quite sufficient depending on if they can be revisited with new playable ships/weapons/setup.
RE: Strike Suit Zero
Posted: Fri Mar 01, 2013 8:01 am
by sscadmin
At where I was in the game I had only unlocked 1 ship there is 3 more that I can see and 3 missile types, 2 laser style and 1 projectile weapons. You unlock more as your progress in the campaign. There is no multiplayer mode which is fine and I didn't ding the game any points for not having it. The missions felt long in the sense that unless you are doing well you might not unlock everything during your mission and you may need to replay to do so. Generally a mission is broken up into three sub missions so use your missiles wisely.
RE: Strike Suit Zero
Posted: Fri Mar 08, 2013 1:58 pm
by sscadmin
The third patch for Strike Suit Zero is available now, offering some substantial updates to the game. Full patch notes below: Implemented the cockpit:Cockpit view now uses a 3D cockpit Mesh which we enable/disable when we switch camera modes.New settings option to play Suit in third person or first personCockpit uses a small speed shake when boostingCockpit reacts when damagedCockpit has mesh swap for Suit and Strike modesAdded option to make the cockpit visible or invisible Checkpoints now saved during a mission -- The Player can resume missions from the last checkpoint. Restarting a checkpoint will leave you with the flux you had when you started itChanging difficulty mid mission requires a restart of the mission New difficulty modes added: Easy and HardcoreChoose difficulty in mission selectScore per difficulty uploaded to LeaderboardsLeaderboards filter updated to reflect new difficulties Added message to start of the game first time running with new difficulty options Created new Targeting FilterOverride the current Select Nearest Objective functionality.Use mouse wheel or back button on pad to change Target from dynamic list of targets, press target button to confirm. Mission 7 Difficulty change: Increased number of allied fighters+ bombersIncreased enemy priorities on allied fightersSeparated enemy AI priorities from strike to player/fighter/bomberReduced the amount enemy fighters will target the player bomber. Mission 3 Difficulty changes:Increased time to destroy wreckage in final stageRemoved half the fighter squads and one bomber squad from final stage of the battle Mission M8 Difficulty Change:Removing one corvette squad + escorts from cruiser group. Other Fixes:Updated lighting on all missionsFixed intensities and coloursOUTPUT/ASSERT macros to allow output to stay on in distribution without performance hitSupport for direct input force feedback, edit ForceFeedbackEffect.ffe with DXSDK8 tool fedit.exe to make your own effects.Fix for windows 8Fixed exit message and added fail message in Mission 4Fixing for success scores to match gold medals scores across the boardFix for Mission 7 upgrade not unlocking in some circumstancesFixed plasma projectiles that were not properly targeting the turret platforms.Fix crash with hanging entity bug with multiple entities have same name.Decreased the explosion screen flash on the doors in Mission 13Fixed subtitles issues with the epiloguesFixed bug with turret dead zonesBug Fixes in Mission 9Moved explosion spawns to their own spawn points, and changed swap delay for the supply cylinders on the fuel platform.
RE: Strike Suit Zero
Posted: Tue Apr 23, 2013 1:58 pm
by Pinback
Looks like Born Ready Games have been busy as they have a muiltplayer version of the game coming out at the end of this month for $7.00. Could not find much about it on their website but RPS has noted it. [url]http://www.rockpapershotgun.com/2013/04/23/was-it-born-ready-strike-suit-infinity/[/url]
RE: Strike Suit Zero
Posted: Tue Apr 30, 2013 8:26 pm
by MV2000
Looks like Born Ready Games have been busy as they have a muiltplayer version of the game coming out at the end of this month for $7.00.Could not find much about it on their website but RPS has noted it. [url]http://www.rockpapershotgun.com/2013/04/23/was-it-born-ready-strike-suit-infinity/[/url] like you've mistook "multiplier" for "multiplayer" too.*sigh*. Anyway it's out now and it's standalone. What else?
RE: Strike Suit Zero
Posted: Wed May 01, 2013 3:07 pm
by Pinback
Oops so I did

RE: Strike Suit Zero
Posted: Wed May 01, 2013 4:03 pm
by Stanith
Looks like you've mistook "multiplier" for "multiplayer" too.*sigh*. Anyway it's out now and it's standalone. What else? Well here's a description I posted on the Steam forums, as the trailer is more directed at people unfamiliar with SSZ it seems! :- It's a combat simulator set within the SSZ universe. Rather than story-based, it's primarily a score chaser.- It consists of 18 unique rounds, each with its own set of waves and leaderboards. Round 18 is infinite play (and very hard!), and there are a variety of fun bonus rounds too.- One if its key features is the ability to spend credits earned while playing on ally reinforcements to bring into the following round (fighter craft and capital ships)- Access to all three Strike Suits, including the Marauder previously only available to Kickstarter backers. The Raptor and Marauder have also been rebalanced for SSI (these changes should be making it into SSZ shortly too).- Two new enemy types, exclusive to SSI- All new black-hole environment
RE: Strike Suit Zero
Posted: Wed May 01, 2013 11:28 pm
by MV2000
On the bright side, from what I saw they finally mark those capital ship weakspots. Hope they implement it on next SSZ patch as well.
RE: Strike Suit Zero
Posted: Wed May 22, 2013 2:37 pm
by Pinback
SSZ now has mod tools via Steam [url]http://steamcommunity.com/workshop/browse/?appid=209540[/url]
RE: Strike Suit Zero
Posted: Sat Jul 06, 2013 2:24 am
by Pinback
SSZ have a survey as what type of game they should make next. [url]http://strikesuitzero.com/blog/new-strike-suit-project-we-want-your-feedback/[/url] Hello, cadet! Today we’d like to call upon your services to help us out defining a new Strike Suit Zero-related project we have on the boil. We’ve set up a little survey, which shouldn’t take a minute to complete, which will help ascertain exactly what you’d like to see from whatever this next project might involve.Take the survey!We’re being intentionally vague with what this is all leading to, of course, but your input really will help us out. To that end, we’ve made sure there’s something in it for you, too. Everybody who takes the survey (and leaves their email address) will be entered into a draw where five copies of the game are up for grabs, plus a hoodie/t-shirt/artbook/soundtrack/collector’s edition of the game bundle for one lucky winner.If you have a spare second and fancy helping us out, we’d really appreciate it.Thanks, cadet!Jamin
RE: Strike Suit Zero
Posted: Fri Aug 02, 2013 11:34 am
by Pinback
News from SSZ if you have a copy of the game (Steam version) and a Oculus dev kit you can try the VR version of SSZ. [url]http://strikesuitzero.com/blog/strike-suit-zero-oculus-open-beta-now-live/[/url] Do you have an Oculus Rift dev kit? Do you have a copy of Strike Suit Zero in your Steam library? Good stuff — then you can now experience the VR version of Strike Suit Zero.After a closed beta formed from our Kickstarter backers, we’re now throwing the doors open to anybody with an Oculus dev kit. If you fancy going hands on with the VR version of the game, please do. If you fancy furnishing us with a bit of feedback based on your experience, that’d be even better. You can use this thread to post any comments, questions or suggestions you might have.Simply launch the game from Steam, and be sure to tick the ‘Oculus’ box on the launcher before jumping in. (Please note: you’ll need your resolution set to 1280×800)Enjoy!
RE: Strike Suit Zero
Posted: Wed Feb 19, 2014 3:27 pm
by Pinback
New version of Strike suite Zero coming [url]http://strikesuitzero.com/blog/announcing-strike-suit-zero-directors-cut/[/url] Hear that sound? It’s the news horn! Which means we have some big news to share.Today we’ve announced Strike Suit Zero: Director’s Cut, which will be heading to both the PlayStation 4 and Xbox One in March (£14.99 / $19.99). The Director’s Cut version of the game not only takes advantage of the power of the next-gen consoles, but adds a host of other additions and improvements, making this the definitive version of the game. Later this Spring, we’ll be following this up with a version of the game for PC, a platform that is very much considered a home by space combat fans. We’ll keep you updated with any developments relating to the PC version as they happen.The Director’s Cut features a restructured campaign – particularly relating to the first few missions, allowing the player to get in the cockpit of the Strike Suit much earlier – with an adapted story and all new dialogue. We’ve also given the game a complete graphical overhaul, including upscaled ships and updated textures and lighting. We’ve also included the Heroes of the Fleet mission pack, and both the Marauder and Raptor Strike Suits. We’ve taken a year’s worth of comments and suggestions on board, too, directly addressing the points of our community and critics. Looks like we have to wait till after the console version.