
Epsilon is a hybrid stealth-action near-future tactical shooter where pre-planning and commanding your squad is essential for survival. Through high intensity kinetic operations, Epsilon is the unit tasked by Unipol to counter Eastern European militias engaged in human trafficking.
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Languages: English**languages with full audio support
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This is something that has a lot of potential to become a really fun game. It reminds me of Rainbox Six Vegas 2, one of my all time favourite shooters. I think the major thing the developer needs to focus on is polishing some nice, clean base mechanics and then really pushing for content. The worry with this game could be overdoing it. If executed right, this game could have that simple charm that games like Rainbow Six vegas had. The thing the vegas had and this game didn't is smoothness to the movement. Obviously, this game is very early in its development so I could possibly be too critical in that respect, but it is definitely something that needs to be done right early on. The planning phase of this game is a really nice feature, but it is hindered a lot (and honestly quite frustrating) by how clunky it is. I think the cameras need a high sensitivity and should controlled with WASD. A and D should look left and right, and W and S should cycle between them. It's nice and quick and can be done without needing to use the mouse for everything. There are like 20 cameras per level and people are going to replay levels a lot so it needs to be fast and convenient in order to avoid it being really frustrating. The last thing you want is a nice quirky feature being ruined by how long it takes to use. Movement and aiming is something that needs a lot of attention. I feel the base speed should be slightly quicker in general, creeping around everywhere where not much goes on does get a little boring. The aiming is very hard to use due to the glitchyness of it. Couldn't imagine why it is happening but it is very jittery, and I would focus on having cleaner recoil, that was the thing that bugged me about Rainbow six, but you could counter it by going up against the wall. This game (I guess) isn't going in that direction, so clean recoil is a must. The bots are a little too fast to act. They need to dumbed down a bit by having a delay from when they hear shooting. Again, It's something I'm sure will be sorted out, but finding out where you are being shot from is a big issue. I can never see the muzzle flare from any guns being fired and there are no damage indicators that I can see. Story isn't something I expect to get from this game, I really wouldn't care if it is there or not. I think the focus should lie in getting some really good mechanics down and working on fun PvE levels. Because that is where I feel the real value could lie in this game. Perhaps consider a replay button when you die to go back to the start of the level with your plans already in place with the option to go back and alter the plans instead of wiping them every time. In short, this could be a game with a lot of playtime value if the Mechanics are cleaned up as soon as possible. It doesn't really need any more features that I can see, just a nice big pollish and then a push for content. I will follow its progress because I really want to see sucess in this title.
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Made by amateurs, then left development like little girls. Absolutely worthless
Just checked out all the games I kickstarted. Well, this one is abandoned AND bad. Well, except, maybe, for some weird reason, a magical big update will pop out of the floor somehow after over 5 years and it being close to a complete rework.
What can I say about Epsilon? I'm not one for words and don't think I've left a review on a Steam Store Page so far but I want to show my support for this title. I know some of you will have come here maybe to bash on the game since Takedown has Mostly Negative reviews but anyone who kept track the Dev Team got stuck in a bad situation with support from the Publisher dropping out soon after the game launched, The team still managed to put out updates to fix issues with the game despite the lack of money but it wasn't quite enough to save the game and with the publisher owning the title they had to stop working on it. Enough about Takedown, just wanted to bring it up to talk about Serellan themselves, they are very active within the community taking feedback to heart and replying daily to users, I'm sure the team didn't want to leave Takedown but had no other choice, now with them being indie they don't have to worry about all that red tape that comes with a Publisher. Sure, Epsilon has its problems but the moment you boot up the game you can already see how many things have been fixed with each build and within the same day the game had come out feedback was already being put into the game ready for the next build, you can't ask for more then that from a team of 5 devs. Some of you have come looking at this title for the next SWAT/Rainbow Six game and while the game does have those elements with the Planning Map, Commanding Squads and such you have to remember its been 10 years since we had those games, nostalgia is a b***h and its easy to be more forgiving of say AI from then, then it is now. Epsilon has to work on being unique while at the same time trying to cater to what the fans want, sure some are not big on the near future Sci-Fi stuff but you need to think about it, we have so many games that are already trying to cover the now, we don't need the market over saturated like with World War 2 games at one point in time. I feel like I've already spent my fair share of time with the 1 mission, 7 weapons, 2 gamemodes and I can safely say this is already a solid foundation for the future of what Hardcore Tactical Gamers want and you should be keeping an eye on it! you can choose to jump on the Early Access bandwagon and give the team feedback and help shape the game while getting it at a low price before the bigger features hit like co-op/pvp and it starts costing more or you can wait and see how it goes. Don't forget, Steam has a refund program, jump in now give the game a shot see if you see the same potential others are and keep playing with each new update, not happy? take the refund and with any luck come back in the future when it has had more time to grow. ... Feel like I didn't really talk about the games features itself but you can find others reviews for that and hit up the Videos section on the Community Hub if you want to see some gameplay. TL;DR: I can recommend this game to anyone who wants to see the Hardcore Tactical Genre make a come back, sure it has its issues but you will get some fun out of it and remember its in PRE-ALPHA, just the fact Serellan is still around after the failure of Takedown? I enjoyed it... anyway, they deserve the chance to make the game they want and hopefully the game you want. Mainly wrote this to give my Thumbs Down...
Questo gioco fa schifo, l'intelligenza artificiale dei nemici e` una cosa oscena.
最近闲着无聊大费周章买了个傻逼行动红色利剑,因为这傻逼玩意绝版了,然后我就查了下这傻逼玩意的开发商,to my surprise,这傻逼开发商还做了个硬核fps,于是我点进去一看,震惊了全世界60亿人,这游戏好评很多,然后我就上isthereanydeal查了价格,发现是个几块钱的便宜货,大费周章收了个key,下完进去玩了下,发现还可以,比傻逼行动红色犯贱强,于是老子勉为其难的给了个好评,这游戏后面还有coop对战,坐等,据说这傻逼工作室有做过halo reach的,那么麻烦解释下为何前作傻逼行动如此犯贱 http://serellan.com/sample-page/ Serellan LLC is an indie game development team based in Seattle, Washington, founded in 2011 by Christian Allen. Christian Allen is an experienced AAA game designer and creative director. Prior to founding Serellan LLC, Christian served as Lead Designer, Creative Director, and Design Director of several AAA game projects for Ubisoft, Red Storm Entertainment, Microsoft, Bungie, and Warner Bros. Games. Christian’s titles include the award-winning Tom Clancy’s Ghost Recon Advanced Warfighter and Halo: Reach. Titles he has contributed to have shipped over 15 million units, and earned over 20 “Game of the Year” awards in various categories.
Jogo legal, boa mecânica.
As with Takedown: Red Sabre, it’s clear that this studio’s strengths lie in their visuals. The animations, character models, weapon models, map designs, and even the UI to some extent, are all fantastic. It’s everything else that’s problematic. Many mechanics are either buggy or straight-up don’t work, and some will even tell you that the feature hasn’t been added yet despite the game being released at full price and having no discounts over the three and a half year period the game was available. Allies can’t open doors, disarm traps, etc., and they take almost no damage even though the player can be melted in a matter of seconds. You also can’t switch characters like in Takedown, which means that when you die, you fail the mission. The achievements for getting a hundred kills/arrests don’t seem to work, unless you have to complete the mission successfully in order for them to count, but I’m not going back to replay the same mission over and over again just to check when I know for a fact that I got the required amount of kills/arrests over the course of my playthrough. Even if that were the case, it’s a fifty-fifty chance that the game just wipes your score upon mission completion, so said kills/arrests might not even count towards your total in the end. There are also only two missions and the keybinds menu makes me want to kill myself. After re-reading my review of Takedown: Red Sabre, I can genuinely say that this game is less buggy and more polished overall, but it was still so far from complete even three years into development that it never should’ve been released in the first place.
Like Takedown... with more style!
its dead
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