Concord - robots with pronouns

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This is the only design that I truly can't get over.

Outside of being fat, outside of not being fuckable, why does it look like he's wearing random thrifted garbage?

Is it part of his backstory? That he grabbed whatever was laying around in his great-aunt's garage and went out to save the galaxy or whatever? It looks so intentionally amateur that I can't believe it wasn't a design choice to make him "endearingly frumpy" rather than "badass."
 
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I wonder if any of these woke "retro game community" people are going to try and buy up the physical Concord copies, thinking "IT'S GOING TO BE THE NEXT STADIUM EVENTS!"

Update: And I just got my answer. Check this out.
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The Concord DualSense Controller was also changed to be "Unavailable" on the PSN Store, so either "investors" bought them out, or Sony pulled them from the store in preparation to write Concord off for tax purposes:

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Oh no y'all how this keeps happening? truly a mystery...
To be fair to Deathloop, that game didn't suck because of niggers and marvel writing. The voice acting, (specifically that of the main character) was generally good enough to sell the mediocre dialogue. Deathloop sucked because the gameplay loop (;)) was repetitive, one-note, and got old quickly. It felt more like a launch title or a tech demo than a proper game.
 
Case in point: TF2 has some of the best character design ever. With a roster that includes an androgynous genderblob and a disabled BIPOC European with addiction issues.
It's astonishing to me how few developers have learned one of the most important design elements Valve figured out two fucking decades ago. Every TF2 character has a distinct, unique and easily-distinguished silhouette during gameplay. Once you've learned those shapes, you can identify the class of every player in view with just a quick glance.

Beyond the style of the animation and art, every class has a unique shape that makes a significant improvement to the gameplay experience. "Large amorphous blob 1" is not visually distinct enough from "large amorphous robot blob 2" for a player to tell them apart and thus know what weapons and abilities they might be up against.

C'mon, devs, if you're gonna rip other devs off, why not rip off one of the best instead of each other?
 
unpopular opinion: the control looks pretty cool...

probably they hired professionals to design it not the same people that designed the concord chacaters, like the diabetic healer and the fungus guy
The controller looks painfully generic. If I didn't know it was based on Concord, it could literally be a generic "space" controller or for any number of games. Design is ultimately fine but emblematic of the issue Concord had, which is a lack of identity that went anywhere near above average.
 
What would be their incentive to do that, though?

This made me think of Paragon, a multiplayer game that was also shut down with full refunds being offered to players. It was developed by Epic Games on their own Unreal Engine. After shutdown, the assets were made free-to-use, but I mention this because the assets were specifically made accessible via the Unreal Engine Marketplace. So while that decision would garner them some good will (especially important at the time due to Fortnite rising in popularity), it also served to direct Paragon fans and game developers towards using the Unreal Engine.

Meanwhile, what use is good will to Firewalk Studios once all of their employees have been laid off? And it's not like they can funnel their tiny playerbase into something else, because Firewalk Studios has nothing else.

I'm not going to pretend to know anything about games development or open source software, but is there not a possibility of Concord's engine and all of its assets being sold to another company and then used as a foundation to create something new and unique? Surely that would be a more viable option than making it available to everyone for free?
Funneling their code as foss first and foremost shows a level of care and trust to your set of consumers. There is a reason many linux users refused to use nvidia cards for years and opted to use amd ones since they had open source iterations of their drivers. Open source code also forms communities by its very nature as if the code is abandoned, others can take, modify, update, etc. what was last posted. Others following the project have the ability to fix bugs, add patches, and even compile the project to work on a multitude of systems. Id software also is a good example of this as they did this too and now products Doom markets itself as being able to run on anything. In a way shit like that also drums up free marketing without even having to pay money.
 
The controller looks painfully generic. If I didn't know it was based on Concord, it could literally be a generic "space" controller or for any number of games. Design is ultimately fine but emblematic of the issue Concord had, which is a lack of identity that went anywhere near above average.
The irony is they probably would've made more money if they'd just sold a prettily designed controller.
 
This had to been a money laundering scheme. It cost 200 million to make a generic Overwatch clone?

Spent on what? A marvel movie blows this kind of cash on salaries for actors who demand 10 million for voice lines with CGI action scenes.

You made a few arenas, hired some voice actors, and added basic gameplay. FTP games churn these out monthly, yet it cost more than most other games who needed to create a world, voice act lines, have choices matter, etc.
 
It's astonishing to me how few developers have learned one of the most important design elements Valve figured out two fucking decades ago. Every TF2 character has a distinct, unique and easily-distinguished silhouette during gameplay. Once you've learned those shapes, you can identify the class of every player in view with just a quick glance.

Beyond the style of the animation and art, every class has a unique shape that makes a significant improvement to the gameplay experience. "Large amorphous blob 1" is not visually distinct enough from "large amorphous robot blob 2" for a player to tell them apart and thus know what weapons and abilities they might be up against.

C'mon, devs, if you're gonna rip other devs off, why not rip off one of the best instead of each other?
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I actually watched a video earlier today talking about this, how Concord's designs are generic and don't tell you much about what the characters do. Daw is a medic that uses healing pads and domes (which strangely don't show on his model, unlike Demo's grenades for instance), yet nothing about his design says so other than rubber gloves. Haymar isn't a spy or a dark mage, but a fire mage with a crossbow. Take the rocket launcher from Roka, and you can gleam that she's a high-mobility character, but not her attack style or even a good sense of her mobility. The helmet resembles a spacesuit, but would you know if she can jump high? If she's a slow-faller? If she has other abilities that affect gravity? Her light color scheme suggests a lunar theme, so why a skintight suit? Granted other designs (Theo, Not-Heavy) don't have those problems, but they have others (i.e. being very generic or bad overall).

The TF2 and even Overwatch cast share themes- mercenaries for the former, borderline comic book characters for the latter. The closest Concord has is sci-fi, like Guardians of the Galaxy, but even then you have Not Sombra Tall Gremlin and Disco Funk Tranny who's actually a melee specialist. There's little thought put into these designs, what they do or even how they fit into a bigger picture. They have this bootleg quality about them. Not good for a AAA release.
 
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I wonder if any of these woke "retro game community" people are going to try and buy up the physical Concord copies, thinking "IT'S GOING TO BE THE NEXT STADIUM EVENTS!"

Update: And I just got my answer. Check this out.
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View attachment 6381042
Yeah, I said I wanted to buy it and resell it as a collector's item in a few years, but I was too late. The Gamestop near me didn't even have any physical copies left.
 
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