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Vacant Sky: Contention

Vacant Sky Complete Edition: Act I+ Released!

I've finally decided to post a player review. Here goes nothing...

Storyline:
From what I already know and what was shown in the demo, I can say I'm satisfied with how the story is turning out—yes, very little has been shown so far, but it was the way it's been shown. I don't know many other games that let you play the villain at the outset before the "boring exposition section" begins, and I feel that adds a bit of spice to the interesting formula of having action followed by exposition. The whole shutting-down-the-power-to-leave thing seemed a little strange, but then at least you didn't have a load-bearing boss many RPGs seem to fall back on in times of dire need. (I'll give you credit for that.) Another thing that was rather odd was Officer Tearson's line about not hurting at the ending segment; it was a little vague, and I do hope it'll be explained or hinted at later. All in all, good story, good concept, and you manage quite well to avoid most of the trappings of RPGs.

Gameplay:
In the starting dungeon and the town to follow, it plays about like any two-dimensional RPG does, and I like that there are no random encounters a great deal. (Here's hoping the entirety of the game follows that example.) I also like the random little interactions you can have between characters and the field, like the morbid musings of Sandarga as you examine the many bodies you encounter, the use of the skills in the town segment with Auria, and the hidden item you can obtain by moving a certain object in a certain way...

That said, the battle system feels extremely awkward at this point, but it works. Correct me if I'm wrong, but it seems like I'm getting one attack to the three of the guards in the battles you do fight.  I went through my first battle, wondering why my other party members weren't attacking while one was, until I found that you actually had to pick which one of them got to attack in each round, rather than in turns. I don't know if this was intended or not, but it seems like three level 25 characters would be getting multiple moves apiece before their level 1 or 5 enemies even got to take their turn.

Save points; boy was it nice to see them. Even if it is just a demo, some people don't have the leisure of even the 45 minutes or so it'll take to complete the demo, and I was glad to see that saving was added for their sake.

The skills are a good touch, but it should probably be alluded to by means of some kind of prompt that you should update your skills. Also, dumping 80 and 12 points into skills a point at a time is quite a hassle. If it's at all possible, I'd like to see a way to deposit them in greater quantities than just one.

The town itself seems to have confused a couple players, for even with that tiny sign beside what appears to be a cliff overlooking a town below, many people won't realize: "Oh, hey! This is the path to the rest of the town!" Just put a little blinking/spinning/gyrating/dancing arrow just before the end of the path to indicate that there is more that way and it's not a sheer drop into another town below.

Graphics:
This is arguably the crux of Contention at this point, given that the story has yet to begin and the music is yet incomplete or looking to be completely changed. On the whole, the environments look great and effects like rust and blood-spattered walls really bring the first segment together. The field animations aren't bad, but something about the part where you could swim bothered me: rather than actually having Auria hop into the water and swim to get something, it's just "implied" that she dives in and gets something. If at all possible, maybe work on that tiny irksome detail.

The characters look good, especially the battle sprites. I was really impressed that you went the extra mile and had scale battle sprites rather than the typical "two gigantic heads tall" super-deformed sprites. (I'm not just waiting to see if the battle sprites will be fully animated or minimally, obviously hoping for the former.) The battle animations are a little off-kilter somehow, like they don't exactly fit; this is most easily noticed on the Guard animation, and sometimes damage numbers seem to pop in and out.

From an artistic standpoint, the character artwork is highly inconsistent. You have characters like Auria and Weapon, whose artwork looks great (apart from Weapon's jumpsuit), and then you have Vastale and Sandarga, whom I could hardly believe were even drawn by the same artist. This isn't to say that they all look bad (but Vastale's anatomy makes him look like either a child or an extremely effeminate man, and judging by his voice, I think that's unintentional). On the contrary, Sandarga looks fine, apart from appearing to have been drawn by someone else entirely.

Sound:
This is the part we'll all hate me for, but ah well. What can I say?

The sound on the character voices is very muffled or broken up at times, and some lines don't play at all while the very next line will (I know Vastale isn't intended to actually speak, so that can be excused), but this may not be such a bad thing, considering some of what you actually can hear. None of the voice actors are professionals, and it really shows that few of them have any experience whatsoever. Ranksmith sounds as if he's trying not to laugh and has a bad cold. Sandarga, to be honest, doesn't sound bad, so much as she sounds like she overemphasizes a syllable here and there, and that takes away from the effect of the lines. Auria, I rather liked. Her voice sounds natural, and she sounds as irritable or indifferent as I'd expect a teenage girl from a small town to. Examiner... Oh, lord. I wasn't aware you had any Sonic Adventure voice actors in Contention, and quite frankly, I just can't say enough... Please, re-cast this one. As for Officer Tearson, he doesn't sound bad so much as miscast. He sounds about ten or fifteen years too young, and he doesn't come off as gruff and ill-mannered as he was reputed to be.

The music, from what there was, wasn't bad. Not outstanding, considering it came direct from the RMXP program or from a sample site, but it at least fit where it was placed.

As for environmental sound... Well, the footsteps, which have lately been removed, were—How would I describe this?—funny and/or annoying beyond all reason. Doors, elevators, etc. They all sound like they belong where they are, though the cell phone ringing—it is a cell phone, right—sounded a little out of place. Try recording an actual cell phone ringtone and see if it comes to about the sound quality you were hoping for.

Overall:
I'm not astounded by the progress so far, but I am impressed by it. It came together, yes, but not as well as I'd been hoping. But when it comes right down to it, this is a project I can't wait to see more of, and I'm quite eager to see how it grows into a completed game. Keep up the good work, but kick it up a notch or two in some areas, lest they bring you down.

Score: 7/10 (Good)
 
Well, I just finished a quick run-through of your team's demo and I was thoroughly impressed.

Because I did a quick run I know that I missed some of the extras, but I think that the essentials were enough to get me salivatin'.  :thumb:

I didn't much care for the loud clip-clopping of feet while I was going down the halls. Maybe tone it down a bit? The voice acting was a pleasant surprise although, and I'm not sure if it's on my end or yours- maybe both, the quality was lacking. And, maybe just me, but I would like to be able to "walk" at a slightly faster pace. Especially when there's quite a bit of ground to cover.

That cliffhanger's got me at the edge of my seat. Great job on the demo. I look forward to seeing the next installment.
 
I didn't much care for the loud clip-clopping of feet while I was going down the halls. Maybe tone it down a bit? The voice acting was a pleasant surprise although, and I'm not sure if it's on my end or yours- maybe both, the quality was lacking. And, maybe just me, but I would like to be able to "walk" at a slightly faster pace. Especially when there's quite a bit of ground to cover.
Fortunately, those are all issues that have been resolved in the new demo. XD That and the ability to skip messages.

Where have I seen Rayonne before..?
Uh...I don't know, unless you've seen some of our fanart before.  All the characters are completely original.
 
Just saw the site not too long ago. Looks pretty good, but some parts of it aren't quite as up-to-date as your DA gallery. Anyway, let's have an updated demo so we can all give it a shot, huh? The anticipation is killing me...
 
I was fortunate enough to get hold of the beta version of ProjectBC's brainchild, and while still incomplete, the demo/prologue, whatever you will, is coming together rather nicely. While there are still some technical issues to work out and segments to add in—mostly just minor bugs that didn't affect the experience—I think players will come to appreciate the updated version a great deal more. But let's get this under way and let you guys know exactly what's changed.

Story:
As you know, the story throws you right into the action and has you playing the bad guys before you meet your main protagonist, Auria Edith. Her day begins as what can only be assumed to be a typical one: forget to do a chemistry paper, go shopping, have lunch with a friend, get killed by a cop. Auria Edit is having a bad day. Luckily, she's offered a contract of sorts when she meets a peculiar man in a place known as the Void. She then finds herself in a surreal hall floating in darkness where she happens across a strange book that vaguely details her future. This is where the last, the incomplete, demo left off. This new prologue continues from there and details what happens after Auria wakes from what she assumes to be a nightmare and her day becomes even worse still. But she's just been killed! is what some may think. How can things go downhill from there for her? You'll just have to play and find out what happens next, because I'm keeping my lips sealed on the details.

Gameplay:
No random encounters, hidden items for those willing to look. These are both nice qualities, and I hope to see much more of the latter as the game progresses. Funny little interactions between controlled characters and the environment and NPCs (Weapon with the random guard and Auria with most any minor NPC or environmental detail she happens by)  sort of round things off and give the characters a bit more personality, and I like that, since the story is driven by, though not outrageously dependent upon, its characters.

The battle system has come together wonderfully. Techniques have been divided up into your generic Attack, more specialized Techniques, which have varyings costs, effects, and damage output (Pulse, for example, basically clears the field for 275 SP). The reaction mode has been successfully implemented now, and it works like a charm, though the reaction icons can be a little obstructive; making them a bit smaller might be prudent.

Again, the skills system is a nice feature, but there should probably be a prompt or a cheesy tutorial to give you a quick rundown of how to manage your skills and when you gain more points for them. (Maybe do it by means of a tongue-in-cheek parody of how other RPGs would handle it?) It was also nice to see more of the skills implemented this time, as before it was only Strength and Security you had use of before, and there wasn't all that much to do with them. So, kudos for putting that in and at least giving us something else to use them for this time around.

It's really good to see that you took my advice and added in indicators for paths leading out of the areas of the town. Though it doesn't affect much, the indicator at the south entrance to May Hill is covered up by the bottom of the window, so you may want to move that up, if for nothing else than the sake of consistency with the other areas. One way or the other, it probably won't mean much, but it's a minor discrepancy that stuck out a bit to me. Another issue is that every time you check a door in the beginning, you're given a prompt that tells you what room you're about to enter, when this could just as easily be done with a small sign so that you don't have to constantly be reminded.

Graphics:
It's good to see that things have progressed even here. There are some nice lighting/darkness and rain effects later on, for those who play far enough, and even some of the random obstructions have been moved out of the way or removed. One example of this is the lightposts that were in the middle of a couple streets in East Naven. This was a good call on the part of ProjectBC, and I was glad to see it done, as most anyone will be, unless they had a particular soft spot for those obstructive things.

Where the environmental graphics remain largely the same—and this is not a bad thing at all, because they just look great—the battle graphics have had a noticeable overhaul. The battle menu is much cleaner, with the interface having had a couple of tweaks here and there, such as the almost Final Fantasy X-esque turn-order indicator at the right of the screen and the sleeker character information along the bottom. Reaction mode is also now indicated by means of floating icons next to your characters (boots mean dodge, weapon means counter, and something else I didn't check out due to character builds means guard), and although these icons are translucent against the backdrops, they still seem a little distracting, as if they should be made smaller or moved. One of the most noticeable improvements to the battle graphics, though, is the techniques like Pulse and Shadow Wave, which are now done in Particle Illusion, along with some of the other abilities used outside of combat. Even with all the improvements, there was still a minor issue with the battle menu: you have about seven options in combat, but it only shows you five. If you don't scroll down, which you wouldn't otherwise know to do, you're not going to see them. It won't affect the outcome in that very first segment in particular, but it's something to consider for the future.

The out-of-battle sprites are pretty nice-looking, and there's even a little bit of animation on their hair and clothing, which adds a bit more life to the characters as they move about their surroundings. They also bear close resemblance to their artwork counterparts, which is good, considering some games have a character featuring a completely different look in their artwork than their in-game appearance—a diminishing trend that I find to be exceedingly annoying.

While there have been improvements and additions, it's also important to point out the bad. There's some annoying clipping that occurs in several places, mostly with trees and benches, where Auria gains the ability to walk through benches and fences, and occasionally walk on walls. Some things also appear to happen at the wrong time, like rain starting up later than it seems was intended. There are other weird issues like chimneys inexplicably blocking your path and characters facing the wrong way when they talk to someone. I imagine these will all be addressed in the final version, but they're definitely cause for docking a couple points.

Sound:
Well, well, you have been making improvements, haven't you? Much of the music and sound effects remain the same here, but the music choice isn't bad, though I have it on good authority that much of the music currently will be replaced by completely original tracks, and this is something I look forward to hearing quite eagerly.

The biggest and probably only improvement here has been the voice acting. Examiner's voice has fortunately been cut entirely, though a re-cast may eventually occur as the first Act is released. Apart from that, most of the voice actors are quite good, though it seems as though Tearson's VA is trying to force himself to have a deep voice rather than put more of his focus on sounding natural. Maybe there could be a bit more leniency there; rather than have someone doing a specific voice, have them. Another voice actor I did have a bit of an issue with was the man in the Void. His problem is that his voice fits fine, but he's trying too hard to sound ominous or mysterious, to a point that it was a mild irritation. Still, the voicework has improved nicely, and I can see that it's coming along.

Even so, there is some interference that comes in every so often, a little static in Auria's lines and some of those by later characters come in pretty muffled. Also, characters' lines occasionally overlap with one another and cut out inopportune parts, such as with Auria and her mother, of the conversation later between Auria and Seri. The sound effects themselves are pretty good, though, and most of them sound pretty good, apart from the beeps and boops in the beginning, when doors are being opened. There might be a better sound effect out there for that, so I'd recommend looking for something that sounds less dated.

Overall:
Things are comping along nicely now, and you've made some good improvements that are certainly taking this in the right direction. Still, you're not quite there yet, and it'd probably be wise to look into your voice actors a bit more, see if you can't find anyone a little better. Aside from that, your issues here seem to be little bugs that will inevitably be fixed. Good work, and good luck.

Score: 8/10 (Admirable)
 
Now that you mention it, Vagrant Blood, in spite of the contest's restrictions holding back some of the finer graphical points, is also pretty good. It doesn't take itself very seriously, and you can tell that from the start with some of the dialog, especially nearly all of Weapon's lines and his interactions with the characters—mostly the female characters. It's got some cool little side quests, although the date sim isn't quite up to snuff and the coliseum opponent can be difficult at times. That aside, it plays smoothly, looks nice, and has a great, irreverent sense of humor. What's not to like? It's worth the twenty minutes it might take to download it, and it's a relatively small file size.
 
I'm excited to announce that the new demo will be released tomorrow. I'm preceding the release with the announcement of the title change: it is no longer called EPIC: Contention.  The new title of our game is Vacant Sky Vol. I: Contention.  I updated the main post with some new goodies.
 
I love this project. Really liked the first demo and downloading the new one right now! Also, why was the name changed? Don't get me wrong, I really like it. <3 Oh and does Vol. I mean there's going to be more?  :D
 
Bananananananana":2tfiie6o said:
I love this project. Really liked the first demo and downloading the new one right now! Also, why was the name changed? Don't get me wrong, I really like it. <3 Oh and does Vol. I mean there's going to be more?  :D
The original series title (EPIC) was a nod to the role playing group whose misadventures inspired the original story, but we eventually had to face the fact that it was a lame and unmemorable series title, regardless of its origins.  And yes...there are a planned 3 volumes. :)
 

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