1. #1

    Your views on AFTER THE INCIDENT?? (I got WOOD.. woohoo)

    So... its landed.. The last DLC. . (Of this batch)

    What do you think?

    I got wood.. just thinking about the builds now we got wood

    Well done RL. . You got there in the end
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  2. #2
    Wow factor = 10/10
    Fun factor = 3/10
    Repeat playability factor = 2/10
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  3. #3
    Only played them through once....
    but there seems to be some nice variation of styles and some cool ideas..
    (Although let's be honest KaliniuS was making tornado tracks back in evo days)

    jumped straight into the editor just to check out out the new objects..
    I'm loving the theme.. .and between this, rustlands, Abyss and fire in the deep.. There is some nice variation of objects which will give us some great Customs
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  4. #4
    How do you guys have access to the DLC? Its not out for me yet (X1).
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  5. #5
    I got it yesterday on X1 you got to go into the store and git it!
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  6. #6
    nannerdw's Avatar Senior Member
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    After a year of waiting, they finally added the wooden objects that should have been in the base game. I'll consider working on a new track now.
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  7. #7

    Wood Returns! Hoorah!


    Wonderful DLC! I might have to say my favorite, but I think I'm being swayed by the Wood returning. I'll give it a few days and then see what I think.

    Haven't tried for Plats yet, but all DL seemed good. The time saver on Waterworks was a nice touch. All the maps were gorgeous too, and the treetop buildings in the Extreme reminded me fondly of MYST Favorite decoration though has to go to Static Discharge, loved the city setting in that map. It reminded me of Dark/Light City Run, plus I'm a sucker for maps that correctly implement rain

    And of course, it's awesome to finally get wood in the Editor. Me gusta!


    Down here I wanted to talk about some of the story elements of After the Incident. If you haven't already played through the DLC, look away. I may have accidently spoiled some plot details.

    Spoiler:  Show

    The little cutscenes with SynDI "Squirrel" definitely wrapped up the mystery of Fusion's story, and I enjoyed hearing the explanation for all the events of the game. The dialog tied up most of the loose ends nicely, and it gave some good concrete backstory to SynDI, George, the other AI, and the Crater. I'm still trying to piece together how each location in the game can tie to the Beacon and the astronauts, but it's coming to me. I also enjoyed the humor you guys put in to their conversations, like the "Paperclips" and "SynDI used Plot Twist! It's Super Effective!"; it made me chuckle out loud

    The question I have though is...

    Why is so much crucial information delivered now, and in a Pokémon/Anime/RPG style? Was it easier to convey information as opposed to overlaying dialog on all the Trials tracks? (I know some people got annoyed hearing SynDI in the Base game talk; I personally enjoyed the snippets of story). I'm asking this because while watching them, I felt put off by them. It seemed odd that so much plot information was given so quickly and in such a different format. The mysterious backstory of Fusion with clones, AI, and some kind of space invader was an interesting premise, and I was looking forward to seeing how it would develop over the course of the game. With each DLC we got more and more pieces of backstory, some related and some new. My favorites were those hidden audio files in Fire in the Deep, which hinted at the Crater but still centered around the mining operation. With this DLC I felt like the information was simply unloaded onto me entirely, and coupled with SynDI posing as some kind of humanoid-squirrel, it left me scratching my head.

    It's possible I missed some over-arching joke in the cutscenes with "Squirrel" SynDI, I haven't played very many RPG's In that case disregard my comments about the delivery style.

    On a side note, is it possible that map creators may be able to use some of that text delivery in the future? I'd love to get my hands on it



    Overall a great finish to the DLC Season, nice work Redlynx!

    - PneumaticBog484
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  8. #8
    StormPsykoz's Avatar Member
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    WOODtastic DLC, the best among all the 6.

    That definetly pumped me up to build tons of tracks.

    Only bad thing is the FMX track, which, of all the 110 tracks, has BY FAR the worst riding line. Even when you run the track normally without doing any FMX tricks, you get TONS of tire glitches. This track is the only track that I didn't get platinum on, and maybe I might give up on this one if these glitches keep choking my runs

    Also, there's a little issue with it : When you land on the breaking bridge near the end of the track, there's a very high chance that you'll get a "Bad landing" bonus even if you land perfectly, causing your multiplier to go down.

    All the other tracks are wonderful, that aside. Loved the squirrels, you guys went completely all out with that lol.
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  9. #9
    Rudemod 69's Avatar Senior Member
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    Aesthetically pleasing technical tracks, with a nice variety of ruined type shenanigans.

    FMX did nothing for me (nothing new there, lol) and only had a quick blast at the Skill Game.

    One of the better Fusion DLC's, the builders have wood! Hopefully this will entice more builders to come out of the woodwork. Sorry for the lame pun.

    RTC 2 still holds the DLC crown. I know it wasn't a DLC, but to me it was just as good as having one.
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  10. #10
    Its decent. Anyone else get alot of screen tearing and frame drops on xbox one? Outside of this DLC ive rarely if ever experienced that. Its like they skipped QA with this DLC.

    Other than that, LOVE the driving line of the new extreme track. But its way too dark, and the meteor/screen shaking is annoying as hell. If not for those two things, I think it would have probably been my favorite extreme track in fusion... but as it stands I probably wont bother to improve my plat time.

    I really wish redlynx would stop making such dark tracks, or at the very least put a brightness option in th egame.
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