Agents of Mayhem gameplay details!

The "looks like a PS2 game" meme really needs to die.

It's called a hyperbole. And in this case it's not that far from the truth.

I was initially going to be more literal and say "it looks like a Wii port" but with the release of the Switch and all the (deserved) shit Nintendo is getting over it seemed a bit cliche.
 
All Agents have unique animations; jumping, running, melee, etc.

There is a HUGE amount of dialogue for each Agent. Each line of dialogue for each Agent in missions is different and unique. There's also mission replay if you want to hear it all.
I can't remember being so hyped for a game like I am now!
 
All Agents have unique animations; jumping, running, melee, etc.

There is a HUGE amount of dialogue for each Agent. Each line of dialogue for each Agent in missions is different and unique. There's also mission replay if you want to hear it all.

Wouldn't it have made more sense to implement that into a character creator and let the player mix and match as they see fit?
 
Wouldn't it have made more sense to implement that into a character creator and let the player mix and match as they see fit?
i think the reason is because volition wanted a new franchise and decided character creation would be to similar to sr.
 
Wouldn't it have made more sense to implement that into a character creator and let the player mix and match as they see fit?

First of all, it doesn't fit the creative vision of the game. AOM was designed to be a Saturday morning cartoon like GI Joe, with iconic characters (but with mature themes of violence, humor, and adult situations... it's what Volition does.) The moment you throw in the ability for the player to create their own character, you lose the ability to write a fleshed out specific persona and backstory, but rather have to keep it somewhat generic. Secondly, this is a brand new engine and developing a feature like customization or coop for it is MASSIVELY expensive in resources and time. Game development is about trade offs. You can't have everything, but rather have to pick and choose where you want to dedicate your time and resources (which are finite.) Our focus on AOM was a large story campaign, improved combat and traversal, a detailed open world, and of course a large cast with a huge amount of dialogue and banter.
 
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I think it would've been neat if you could customize the characters' outfits a bit more, but at the end of the day if there are enough skins available already it won't matter that much.
 
First of all, it doesn't fit the creative vision of the game. AOM was designed to be a Saturday morning cartoon like GI Joe, with iconic characters (but with mature themes of violence, humor, and adult situations... it's what Volition does.) The moment you throw in the ability for the player to create their own character, you lose the ability to write a fleshed out specific persona and backstory, but rather have to keep it somewhat generic.

You don't have to dump all that top notch character development into the protagonists you know. Saints Row had a great support cast, and they stood out very well next to the generic waifus the player created.

Secondly, this is a brand new engine and developing a feature like customization or coop for it is MASSIVELY expensive in resources and time. Game development is about trade offs. You can't have everything, but rather have to pick and choose where you want to dedicate your time and resources (which are finite.) Our focus on AOM was a large story campaign, improved combat and traversal, a detailed open world, and of course a large cast with a huge amount of dialogue and banter.

So what did Agents of Mayhem gain from the trade? Because Saints Row already had those more or less.

Also what was the point in developing a new engine if you use it to render Wii level graphics? Is it really that much more cost effective than licensing say something like Unreal? Or even Unity? I understand the designers were going for a cartoon-esque look but there's a difference between cartoon-esque and outdated...
 
Also what was the point in developing a new engine if you use it to render Wii level graphics? Is it really that much more cost effective than licensing say something like Unreal? Or even Unity?
One does not simply make an open-world game with Unreal or Unity. You'd have to heavily modify the engines to make a game of such large scale with decent performance in them. Also, AoM's engine uses PBR so the game's assets are rendered pretty much exactly like they would be in Unreal/Unity. The game looks like it does because of its art direction, not because the engine's too weak to handle realistic visuals.
 
I'm getting a bit of a Mercenaries vibe from AOM tbh
 
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