Epic Kills Bulletstorm Sequel

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SenseOfTumour

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I'm still in favour of giving PCF the Painkiller franchise back, it keeps getting shat on by other people, who, although I believe they're trying and love the original, just don't have what it takes to make a new Painkiller FEEL good.

Give us a next gen Painkiller, with the old weapons and some new equally satisying ones, keep up the tarot card system for replay value, and the challenges it brought, add more of those wonderful, intimidating bosses whose toes outsize you, and just make it fun.

Oh and fuck multiplayer.

Unless you can make it an interesting co-op mode.

I'm not one for stealth, realism, or military angles in shooters, Painkiller had none and got everything else right too. I'm just glad (tho I did discover it earlier) that Yahtzee's praise gave it a barrel load more sales, it'd be another tragic loss of a great game that sold like shit I think if not for that review.
 

80Maxwell08

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Jul 14, 2010
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Kumagawa Misogi said:
What's wrong with GFWL? I keep seeing people ***** about it yet they never say why and when I ask when they last used it, it was when it first launched and we all know every piece of software is perfect when it first launches /s.
Honestly my main problem with it was when I bought Dawn of War 2 and had to make a new account for GFWL to use it. Which was annoying as hell since I got it on Steam but now I know how the people who don't like games requiring steamworks feel. For what problems I had with it then I can't say since all of the DoW2 games were absurdly buggy. I had at least one crash every playthrough and for the original DoW2 I had several crashes. Also for all of the games the sound would just die mid battle too which in a Relic game is a serious issue. So I honestly can't tell where the problems with GFWL begin or end but I never used multiplayer either so that could be why I didn't encounter problems that could be directly traced back to GFWL.
 

Imbechile

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Aug 25, 2010
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A shame.
While Bulletstorm wasn't fantastic, I still had loads of fun with it.
It ended on a cliffhanger and now there won't be a sequel? GRRRRRRRRRRRRRRRRRRRRRRR

About the port, huh? I had no problems with performance, nor with other things whatsoever.
 

Imbechile

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j-e-f-f-e-r-s said:
Andy Chalk said:
Capps said the game was "very critically successful" and it wasn't a complete sales disaster, eventually topping one million copies sold, but it didn't quite meet EA's expectations.
Since when was one million copies sold seen as a bad thing?

OK, I get it, games are expensive to make now. But if your new IP manages to sell a million copies, and you still see that as a bad thing, then you're either crap at managing money, or you simply need to reduce your expectations.

This is why AAA publishers are killing the industry. If it's not pulling in Modern Warfare type figures, then it doesn't matter if a game was still relatively successful, publishers will see it as a failure. Capcom have already said they're changing Resident Evil's style and gameplay in order to try and pull in COD sales figures. I'm not even going to mention the catastro-fuck that occured when Bioware said something similar regarding Mass Effect.

We're increasingly seeing an industry form where not just most, but all the focus is going on blockbuster gaming. There simply isn't any room for niche genres or games any more. It used to be that publishers would put money into surefire blockbusters while at the same time also investing in more niche titles as well. Now, they're all putting their eggs into the "maximum potential profit" basket, and it's going to kill the industry. You can't have a sustainable industry where everyone is trying to outdo each other in terms of blockbuster success. With today's economy the way it is, it'll just lead to another crash.

So yeah, my condolences to People Can Fly. Bulletstorm wasn't my cup of tea, but its' a sad fucking day when a game that sold 1 million units still wasn't seen as successful enough to warrant a sequel.
This basically.
What the hell Epic/EA? You put out a new franchise that is also a shooter no less(and we know how much of those come out yearly). It makes 1 million and you're not satisfied with that number? You need to tone down your expectations.

With this kind of practice the industry surely will crash, but if it will help it go back on the right path, the let it come(my sympathy for all the people who are going to lose their job).
 

robert022614

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Dec 1, 2009
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I bought this game at launch and I really liked it. It was goofy, quirky fun. I laughed a good couple of times. In the end though it did not justify the full price purchase. For maybe 20 bucks off it would have went down a lot smoother. So right now it is pretty cheap and I would say worth the price.
 

GeorgW

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Aug 27, 2010
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Bulletstorm had a few rough edges, but that's just more reason for a sequel, I think it had a good core that can turn into a really great game with the lessons learned by the first game. Still, new IP is always great, and I hope what People can Fly are working on is indeed something new.
 

Andy Chalk

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Nov 12, 2002
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NameIsRobertPaulson said:
I tried out Bulletstorm (yeah for GameStop return policy) and beat it in about 10 hours. It was fun, most fun I've had with a shooter since Borderlands came out, but it didn't have replay value and I'm not a huge shooter fan anyway.
So you got ten hours of entertainment out of it and then demanded your money back?

j-e-f-f-e-r-s said:
Since when was one million copies sold seen as a bad thing?
A million unit sales these days is pretty much a failure for a major release, which also ties into my point about Epic and EA trying to position Bulletstorm as a triple-A release rather than a mid-range, bargain-priced shooter. I give props to EA for having the stones to try something different but I think its expectations were a little high for a brand-new, rather oddball IP.
 

raichu845

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Apr 15, 2009
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I enjoyed Bulletstorm, sure the port was a bit bad but hey that's what you get for actually porting a game from Console to PC. Yes it is a shame it uses GFWL and yes it may not be the best game, but hey, at least it gave the world a break from the boring,tedious,mediocre (I could go on) games that are Call of Duty and Gears of War and the such. Such a shame they won't finish up the story :/
 

Aiddon_v1legacy

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Nov 19, 2009
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You had best have them working on something awesome, otherwise Epic has just cemented themselves as a bunch douchebags
 

DeMorquist

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It didnt need a damn sequel...it needed to be longer then about 7h on Normal and could have ended in a better then shitty cliffhanger with a nice DLC wrap up!
 

Rad Party God

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Feb 23, 2010
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I liked Bulletstorm, although I just can't call it "stellar" in any way, it was certainly good, mindless fun and the characters surprised me by how good they were portraiyed.

With that said, I didn't liked some things, first, GFWL, but that's just beating a dead horse, second, the shitty performance it had, at first I blamed my fairly dated PC, but then I realised it was legitimately badly optimized.

And please Epic, would you stop with the cliffhanger bullshit you have in every single game you've made post Gears of War?, that's really annoying.
 

Missing SHODAN

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Jun 9, 2010
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Bought it shortly after launch for PC before I noticed it required GFWL, and it was the title that cemented my hate for GWFL forever. It soured me on the title so much that I doubt I played it for more than a half-hour or so.
 

Bob_F_It

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May 7, 2008
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mParadox said:
Despite the problems, many many port problems, I liked Bulletstorm.

Shame they killed the sequel. The ending was set right for a sequel. Damn cliffhangers and promises of swearing while kicking someone in the balls. >_>
How many people do I have to tell? You shoot them in the balls, and then you kick their head off.


Epic need to get in touch with the PC better in general if they want successes there. The Unreal engine is lovely, but UT has been forgotten while Epic tried it's hand on other platforms (not that I'm condemning that). I'm interested to see what it is that's even more suitable for PCF than Bulletstorm.
 

Vivi22

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Irridium said:
The game was a crappy port and used Games For Windows Live.

Do you not see the problem with that, Epic?
Why admit to fucking up when you have a seemingly perfect scapegoat you can blame instead.

It happens all the time and not just with video games.
 

DSK-

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May 13, 2010
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Kumagawa Misogi said:
What's wrong with GFWL? I keep seeing people ***** about it yet they never say why and when I ask when they last used it, it was when it first launched and we all know every piece of software is perfect when it first launches /s.
It took me three hours to install Bulletstorm, and there was a massive design oversight when I had to try and close the game because of GfWL. I couldn't quit the game because I didn't even have access to the main menu, so I'd have to end the process.

It was beyond fucked up. I'm a bit hazy on the details because it was a long time ago and a very annoying experience.

Bob_F_It said:
mParadox said:
Despite the problems, many many port problems, I liked Bulletstorm.

Shame they killed the sequel. The ending was set right for a sequel. Damn cliffhangers and promises of swearing while kicking someone in the balls. >_>
How many people do I have to tell? You shoot them in the balls, and then you kick their head off.


Epic need to get in touch with the PC better in general if they want successes there. The Unreal engine is lovely, but UT has been forgotten while Epic tried it's hand on other platforms (not that I'm condemning that). I'm interested to see what it is that's even more suitable for PCF than Bulletstorm.
I think the UT community is hoping for a 'UTLive' of sorts. At least that's what the people I play with keep saying.
 

gigastar

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Sep 13, 2010
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Kumagawa Misogi said:
What's wrong with GFWL? I keep seeing people ***** about it yet they never say why and when I ask when they last used it, it was when it first launched and we all know every piece of software is perfect when it first launches /s.
I first used GfWL with Dead Rising 2: Off the Record. It took me 2 hours from initial startup of the game to actually playing the game itself because i had to make a GfWL account, download GfWL updates which were perplexingly not included in a downloadable Steam version. And if at any point i lost internet the game wouldnt allow me to save.