Something they really need to do with zerospace AND stormgate is nail the fight animations. The tanks/shots/explosions NEED to be hard hitting, impactful, cool. The explosions need to look seriously cool. Mini slow-mo's before detonation. Deep bass sound as stuff hits. Thats what will really get in the new players and make the fights look interesting and exciting. The tryhards and professionals will play it for the maths, and they'll do that on low graphics anyway. I cant stress how much the success of these games hinges on that. (For bringing in new/casual players, which will be the majority) not that it should come at tge sacrifice of depth and stratgical complexity, but that looks like its already there. Just really looking forward to the class visuals on these games
Great point. Although obviously for an RTS, you can give things audio and visual effects fairly easily, making the units balanced and mechanically intresting is the difficult bit. That being said, even for Pros animations can be Extremely important. Seeing when a unit is seigeing or landing or aiming at you or doing any possibly dodgeable or trackable thing can be the difference between winning and losing a fight, and thus the game. There was even a controversy with the Mecha Zerg skins years ago, as the Skin has spikes on the Back, which is reminiscent of the spikes roaches get when you research burrow move, and that led to a lot of people not noticing thr burrow move spikes on the mecha roaches when it was researched, losing games from something they wouldn't have if the opponent had any other skin.
@@Jerryhayes2exactly. The pros will play with low settings anyway, but the possibility for filthy cool, (and very clear) animations needs to be present and operational
That's a great point, if SC2 would cater to the new and casual players a bit more it could be in a better position. It's all well and good to appeal to the pros but by definition they will always be the minority
This looks like if SC2 and CnC Red Alert 3 had a baby, which is great. I do hope they increase the readability of the units, that's what made SC2 much easier to learn, you can almost tell the function of a unit just by looking at it. Roaches looked heavily armored, Hydras were soft but menacing, banelings were glowing with green slime so you knew they were volatile. Marines were tiny, tanks were huge and their blast was enormous, so you knew they hit hard. Everything in this game feels a little too homogenous visually so it's hard to tell what's going on.
Readability is such an underappreciated aspect of game design. Even in other game genres, sacrificing "realism" for sharper colors that stand out is so important.
@@GruppeSechs hell yeah exactly! Just look at CS2, it's extremely bright and pastel but it's so easy to see enemies since they are dark and sharp even though the game is running on a stunning engine
Attacking is usually much easier than defending when these games are new, so it's interesting that you were not able to just A move for the immediate win despite getting a pretty significant army lead in that first game. I also like that the Harvesters have to go outside your bases, so there's more granularity to how your economy can be harrassed. Lots of small differences whereas Stormgate seems to stick closer to Starcraft (which I do prefer, but this has potential).
I didn't see Harstem having advantage in 1st game, not watched/played much but from his comments: Game1-Denied H veterancy by not having stuff to kill (buildings don't give I guess), first built closer faster gas instead of taking further rich ones, outmacroed then outmicroed with what seemed like better unit composition. Also lost units for those mercenary timings H mentioned.
@@tondekoddar7837 Probably, it's just that around 10:40 it seemed like the opponent had lost their army, yet a couple turrets (and tanky buildings) kept about 10 units from dealing fatal economic damage. That's not usually how games flow in SC2, it reminded me more of AoE early feudal timings where the opponent's army is gone, but you can't end yet against static defense (which I like), so you have expand/tech up instead (which is where Harstem failed imo) while holding map control.
@@eduardoserpa1682 He seemed to fall back from every turret shot even when they didn't seem to be doing significant damage. Looked like he could have pressed and won to me. But it can be hard to tell with new games.
There is a big complain about stormgate, which I agree with, regarding visual clarity and I got to say, this game looks waaay better. The thing about stormgate is that it does not differentiate between background and foreground. Units aren't as pronounced because the ground behind them glows almost as much as them. It just looks as some goofy mobile game and even between units I feel like sometimes there isn't enough difference. Here on the other hand background is more relasistic and toned down which makes this stylized units just pop and overall the game just looks more nice and professional. If they can fix this freezing animations and sometimes mismatch between animation and unit movement like in that mech in menu at 25:20 it will look perfect.
Calm down buddy, its not as if rts was ever particularly mainstream. Rts just isnt a particularly attractive genra, spend 10-40 minutes stressed, the first couple minutes are just kinda boring, and then the game typically ends in one major engagement. And the less experienced you are the longer the games tend to be, if you dont like rts' u probably hate it. If you've never played it's confusing stressful and annoying.
@@user-vh4oo9nm8kthis is actually the problem. Some RTS lack scale despite the fact that the genre is implying it. Like, in SC2 you can manage to lose to a cannon rush. In my opinion, RTS match should be 40 minutes of intense strategic management, not just good micro in the first couple of minutes. You can try playing Silica, if you want more action. Although the game is very raw and the number of people playing significantly affects the ability of the commander to take the reigns of a unit. The alternative would be something like Mechabellum with the ability to control units - you skip the macro altogether and proceed to being micro monster, makes perfect sense just as well.
@@InfraynorGB HAHAHAHAHAHA why so mad kid? I'm GM terran on Starcraft2, top 100 Age of empires IV, 2.1k Age of empires II, Challenger league of legends BR server. Cry more and cope little fortnite kid.
I think this first game is the sign of a good game. Like, if you can get everything you want and your opponent wins just by prioritizing the more important strategy, it means that it's not just tactics that matter, it's the global strategy.
@@greenlitlleman definitely one of the problems I see here, it is quite literally impossible to cheese because the bases have been designed so that you can literally not kill them early, it takes like 10 tier 1 units about a minute to kill the enemy main, you can cripple the economy though and if you are able to deny access to flux through cheese that is still basically a win, because although you get energy for losing units, you dont get units without resources.
It seems like there is a ton of flexibility with upgrades/units/heroes/mercenaries. like an honestly overwhelming amount of options… which for me is a good thing! Clearly needs a lot of work but looks more interesting to me than Stormgate.. at least in these early stages
@@nfcheezeunits look stiff and awkward with incredibly cursed animations. the presentation isn’t there but units seem responsive and react to commands quickly. looks full of placeholder visuals so hoping it becomes more readable down the line. Stormgate seems less stiff atm but also looks like there’s about 1/3 the amount of units (but could be wrong) so I would expect more time has been devoted to making each unit feel good there
Honestly man this RTS looks amazing, it's so entertaining to watch! I really like all the quality of life features they have put like the fact that if you don't have enough money for a building/unit it just queues it or the massive rectangle on the minimap when you spot units. It makes these guys able to focus more on the action and I'm here for it.
Also the fact that you don’t have to create workers and only need to focus on base building and unit queueing back at home. And it feels like they took cool campaign abilites and stuff from sc2 and added them to the multiplayer as well.
The map control through towers is Company of Heroes. The resource system and how units feel seems like very Command and Conquer. Slight hero content from WC3. Then a bunch of Starcraft. A lot of systems.
@@chabosmulm because not everything needs to be failed start of cyberpunk 2077. people who play RTS don't give a shit about detailed graphics, just ask anyone who still plays starcraft 1 or 2 to this day it looks cool as it is if you get rid of your own rose tinted glasses. then again, i'd agree that UI feels bit outdated than SC2, but hey if it works good enough for me.
@@WhiteGryphus your answer literally has nothing to do with the point... he claimed the game has "good visual aesthetics" and I asked him how he came to that conclusion with a game, that is objectively poorly made visually... now you say "well it has bad graphics, but I like bad graphics".. yeah sure thats called taste and everyone can have their own taste, but dont use terms like "good visual aestehtics", just say "i like the art style" and thats fine
I think that people need to google what alpha state of game is based on amount of comments about the graphics XD. Oh c'mon actually nvm there are lots of definitions. Actually I think this one is kinda even pre-alpha. So what I have learned when studying gamedev is that "At this point in game development, some big decisions will need to be made. Content may get cut, or new elements will need to be added to improve gameplay.". So some elements of the game are in pre-alpha. But what about opened and closed alpha? Well, closed alpha means "The game is “feature complete” meaning the main features have all been added and the game is fully playable from start to finish. Some elements, such as art assets may still need to be added, but controls and functionality should be working properly.". So even if they were in closed alpha stage, they would not have graphics... And this is why I bought beta key :P But I am following updates and development, because it looks like fun and creative freedom.
I really like the ablity to make your Grell unit bigger/stronger. It just resonates with this image of a biological, alien monstrosity. That fresh ultra isnt so scary, but the buffed one is something different
i have never seen the zerg race lose a single game. they definitely seem very op especially because of the fake ultra lisks. they tank too much and there doesnt seem to a a unit in the entire terran arsenal that can deal with them since there is no good single target damage for the terrans and there doesnt seem to a a stat like bonus damage to armor. every game is just the entire terrran army focusing a single ultralisk and their entire army dies by the time its at half health. in general the zerg units seem to have a ton of health compared to the terrans and they have all of the area of effect damage. several times harstem got outplayed by the terran and his army got caught out of position but when the terran moved in the 2 or 3 zerg "siege tanks" just would not die and obliterate the entire terran army
I'm really hoping to see more of both this and stormgate from you, the way you talk while playing is both entertaining AND impressive, I usually only can manage one at a time.
This looks promising. Would love to see more of this, maybe some build walkthroughs? I've been missing a fresh RTS to watch, even if I'll never be much of an RTS player. And the design team folks give me some hope here (especially GGG).
the real question is, With ZeroSpace and Stormgate coming out which of these 2 feels more fluid and gameplay feels more like the freedom Starcraft 2 provides? I've seen gameplay from them both but ZeroSpace seems to fit the bill a bit more than Stormgate even though they have ex blizzard devs
It's funny how every recent RTS with potential have a faction that works with some "creep" system~ In any case the spectacle is definatly here with 2 good players facing eachother :o
The sort of movement and map control of this one really reminds me of how company of heroes plays. And I enjoy that alot more than the way starcraft plays.
Game looks awesome but the devs kind of ignored the main reason why so many new players dont stick with RTS. the complexity of this game is insane, different factions, different mercenaries, global abilities, multiple heroes with unique abilities, and there`s like 3 talent tree's running simultaneously in a game. I'm a veteran RTS player and honestly couldn't be bothered to learn a semester worth of information before actually being able to play the game and strategize accordingly. Plus the devs openly brag about how much more stuff they plan on adding to the game
and the combat pacing is too all over the place for spectating, which is how I would normally start learning casually. A lot of mechanics don't really seem impactful and the minimap is so crowded.
I think it's the exact opposite. Simpler RTS games were made and flopped horribly (see Dawn of War 3). RTS games need to have sophistication and depth. Just look at how well AoE 2 has been doing despite adding tons of new civilizations. Also Dota and LoL keep adding new heroes, adding to the complexity. I think there is simply no argument for what you're claiming.
Seeing quite a difference in quality between Stormgate and ZeroSpace. Stormgate seems like Warcraft 3 era without the fun stuff and it's not visually appealing to me. ZeroSpace looks great and the mechanics and builds are exactly what I'm interested in for an RTS. It reminds me of the old days when Broodwars was blowing my mind with the asymmetric yet beautifully balanced factions. I'm all for ZeroSpace, lots of room for great plays and unique strategies.
This was super cool. I love how simple the game seems to be on the surface, but complimented with the skill-based depth that the RTS genre thrives on. Great for onboarding new players and retaining those more serious. Obviously needs polish and a balance review (undoubtedly coming from the data generated by this early access) but seems like an IODIS goldmine. Super keen to see more of this
i like the breakdown of the mechanics you did at the beginning but you left out an important one... the power resource builds up passively but also you get more when your units die so it works as sort of a come-back mechanic... which is very interesting because the abilities seem to be relatively defensive which prevents snowballing after one big fight
That is already such a great game. you can see the designe influence of Grant like the come back mechanics so it isnt going to be snwbally at any given time .
It was a little slow, but I think part of it was also that it didn't feel like anything when the units died. Like, harstem would be in a fight, and it'd seem like the armies were just tickling one another, and then then the battle would be over. In SC2 I think they're better at making units explode in gore or plasma and that really sells the 'these fights are deadly and fast' element
Im kinda counting on it. Granted im a fairly slow sc2 diamond player, but the fights are so fast imho in sc2, it all comes down to a couple good or bad moves you can do to influence the fight. With fights lasting longer in Zerospace, i hope you can make much more decisions, making it more fun.
@@firestarter000001 Less punishing when you need to multitask for sure but also garbage for spectating. Watching a healthcare go down isn't exactly peak content. Feels like SC2 needs macro to be on very fast and combat to be on fast or regular. Can definitely see they have the pace of the gameplay at the forefront of their focus for ZeroSpace.
Looks solid for an alpha build, will definitely have to keep my eye on how it develops. One question, though: do the ultras in this game attack air units as well?
Seems like it has strong catch up mechanics. There's certainly an appeal to that type of design. Might help newcomers keep from being discouraged early in the learning curve.
For me, Stormgate looks like it's trying to be the next SC and ZeroSpace looks like it's trying to be the alternative RTS. So I think they'll both be able to fill a different niche if they're both good. This appeals to me more than Stormgate though.
Its interesring that zero space is getting attention with stormgate on the way. Like i guess there trying to get peoples attention while everyones all horned up to play the neweat rts. This game came out and i forgot it existed immediatly, and i never saw any one talking about it so i feel like most people did.
@@GoreTheSummoner no specific movie, i'm talking about budgets summer blockbuster movies get which would be around 150 to 200 million Star Craft 2 is one of the few games that had such insane budget and backing behind it ... and then people shit on Indie games for looking "low budget" .. well duh ... that´s because they HAVE much lower budget and backing behind them, are done by much smaller teams with less resources available to them ..
I really hope they find a way to make the online features of this game feel a little more inclusive for casual players. The fear factor of sc2 ladder games doesn't really feel helpful to get a wide and diverse base of longterm players. Like, somehow make one ladder optimized for e-sport and make a different version that is less demanding for just for fun play. Some vs. game mode that doesn't care about being cool to watch but being more accessible.
Yes but at the same time, they might not want the feedback as mass amount of people at that stage. It make sense to value more the opinion of experienced RTS players that are ready to pay that amount.
For Esport, Zerospace has a way better look than Stormgate. I could definatly see myself look more Zerospace than Stormgate were after 10 minutes I shut down the stream/video.
It's so hard to follow the movements of units. Most of them get bugged out of their walking animations aswell. Then I heard this is only alpha, and I guess more polish will come later.
i love how in the first game im correctly guessing that the enemy player has expansions that harstem doesnt even know about cause of his insane eco and the units he is pushing out and harstem is like "im ahead." the whole time when he isnt XD
LMAO "how am i losing?" because you didnt have as much map control as you thought you had. you where behind in expansions from the moment he took a third and you stayed on two. he literally expanded behind every push you did improving his lead by leaps and bounds in eco allowing him to take those trades he was taking till he was ready to push with waves and waves of units against yours as your army died and couldnt come back online as fast as his you lost when you where on two bases and he had around 4 to 5 that you didnt even know about. bruh. you literally said in the intro how this game requires more map control then other games but neglected that map control. you also failed in getting ahead and staying ahead hardcore. you didnt have any map vision of any additional bases using the low tier units like marines to station them on his bases he could take and while you got all the exp and thats a good idea the most important in this game is eco into the exp. he had three bases before you knew it.
"How did I forget to macro?"
"I don't know where my tanks are ..."
"This game is hard"
... Harstem experiences what it is like to be mortal
Makes me feel better knowing we all suck at the start.
merely a demigod
Something they really need to do with zerospace AND stormgate is nail the fight animations. The tanks/shots/explosions NEED to be hard hitting, impactful, cool. The explosions need to look seriously cool. Mini slow-mo's before detonation. Deep bass sound as stuff hits. Thats what will really get in the new players and make the fights look interesting and exciting. The tryhards and professionals will play it for the maths, and they'll do that on low graphics anyway. I cant stress how much the success of these games hinges on that. (For bringing in new/casual players, which will be the majority) not that it should come at tge sacrifice of depth and stratgical complexity, but that looks like its already there. Just really looking forward to the class visuals on these games
I agree, for me COH had that impact
Great point. Although obviously for an RTS, you can give things audio and visual effects fairly easily, making the units balanced and mechanically intresting is the difficult bit.
That being said, even for Pros animations can be Extremely important. Seeing when a unit is seigeing or landing or aiming at you or doing any possibly dodgeable or trackable thing can be the difference between winning and losing a fight, and thus the game. There was even a controversy with the Mecha Zerg skins years ago, as the Skin has spikes on the Back, which is reminiscent of the spikes roaches get when you research burrow move, and that led to a lot of people not noticing thr burrow move spikes on the mecha roaches when it was researched, losing games from something they wouldn't have if the opponent had any other skin.
Yes, and the more comllex animations need to be toggled in the menu for people with lower end systems/pros who don't want the extra fx.
@@Jerryhayes2exactly. The pros will play with low settings anyway, but the possibility for filthy cool, (and very clear) animations needs to be present and operational
That's a great point, if SC2 would cater to the new and casual players a bit more it could be in a better position. It's all well and good to appeal to the pros but by definition they will always be the minority
This looks like if SC2 and CnC Red Alert 3 had a baby, which is great. I do hope they increase the readability of the units, that's what made SC2 much easier to learn, you can almost tell the function of a unit just by looking at it. Roaches looked heavily armored, Hydras were soft but menacing, banelings were glowing with green slime so you knew they were volatile. Marines were tiny, tanks were huge and their blast was enormous, so you knew they hit hard. Everything in this game feels a little too homogenous visually so it's hard to tell what's going on.
still 2 leagues above the Stormgate though....
Its more like Sc2 campaign with Heroes of the Storm mixed in.
Readability is such an underappreciated aspect of game design. Even in other game genres, sacrificing "realism" for sharper colors that stand out is so important.
@@GruppeSechs hell yeah exactly! Just look at CS2, it's extremely bright and pastel but it's so easy to see enemies since they are dark and sharp even though the game is running on a stunning engine
@@sevazakharenko8176 Imagine if explosive barrels were grey and rusty. Realism, man!
Attacking is usually much easier than defending when these games are new, so it's interesting that you were not able to just A move for the immediate win despite getting a pretty significant army lead in that first game.
I also like that the Harvesters have to go outside your bases, so there's more granularity to how your economy can be harrassed. Lots of small differences whereas Stormgate seems to stick closer to Starcraft (which I do prefer, but this has potential).
I didn't see Harstem having advantage in 1st game, not watched/played much but from his comments: Game1-Denied H veterancy by not having stuff to kill (buildings don't give I guess), first built closer faster gas instead of taking further rich ones, outmacroed then outmicroed with what seemed like better unit composition. Also lost units for those mercenary timings H mentioned.
Harvesters moving out gives me a lot of C&C-vibes!
@@tondekoddar7837 Probably, it's just that around 10:40 it seemed like the opponent had lost their army, yet a couple turrets (and tanky buildings) kept about 10 units from dealing fatal economic damage.
That's not usually how games flow in SC2, it reminded me more of AoE early feudal timings where the opponent's army is gone, but you can't end yet against static defense (which I like), so you have expand/tech up instead (which is where Harstem failed imo) while holding map control.
it forces people to play the whole map i am looking forward to try the single player and the coop since i am a campaign player
@@eduardoserpa1682 He seemed to fall back from every turret shot even when they didn't seem to be doing significant damage.
Looked like he could have pressed and won to me.
But it can be hard to tell with new games.
This looks way cooler than stormgate, definitely want to see more of this :)
There is a big complain about stormgate, which I agree with, regarding visual clarity and I got to say, this game looks waaay better. The thing about stormgate is that it does not differentiate between background and foreground. Units aren't as pronounced because the ground behind them glows almost as much as them. It just looks as some goofy mobile game and even between units I feel like sometimes there isn't enough difference. Here on the other hand background is more relasistic and toned down which makes this stylized units just pop and overall the game just looks more nice and professional. If they can fix this freezing animations and sometimes mismatch between animation and unit movement like in that mech in menu at 25:20 it will look perfect.
False
Playing a different game - "Did I hear a Nydus?!"
That's a man with some trauma LOL
lol thats exactly what i tought
haha same for me @@firestarter000001
real ptsd
Exactly what it is lol
It’s fun to see you not totally confident in every part of the game but still applying your infectious enthusiasm and earnest curiosity
I love this, I hope its a sign of RTS's making a huge comeback.
Unfortunately kids these days only play 5 IQ Fortnite shooters that require no thinking or effort to play
Calm down buddy, its not as if rts was ever particularly mainstream. Rts just isnt a particularly attractive genra, spend 10-40 minutes stressed, the first couple minutes are just kinda boring, and then the game typically ends in one major engagement. And the less experienced you are the longer the games tend to be, if you dont like rts' u probably hate it. If you've never played it's confusing stressful and annoying.
@@user-vh4oo9nm8kthis is actually the problem. Some RTS lack scale despite the fact that the genre is implying it. Like, in SC2 you can manage to lose to a cannon rush. In my opinion, RTS match should be 40 minutes of intense strategic management, not just good micro in the first couple of minutes. You can try playing Silica, if you want more action. Although the game is very raw and the number of people playing significantly affects the ability of the commander to take the reigns of a unit.
The alternative would be something like Mechabellum with the ability to control units - you skip the macro altogether and proceed to being micro monster, makes perfect sense just as well.
@@HenriqueRJchiki I can guarantee you’ve never topped the leaderboards on any game you’ve played. What a childish mentality you hold.
@@InfraynorGB HAHAHAHAHAHA why so mad kid? I'm GM terran on Starcraft2, top 100 Age of empires IV, 2.1k Age of empires II, Challenger league of legends BR server. Cry more and cope little fortnite kid.
Enjoying this game ! :D Glad to see you cast ZeroSpace !
And yes we need more !
I think this first game is the sign of a good game. Like, if you can get everything you want and your opponent wins just by prioritizing the more important strategy, it means that it's not just tactics that matter, it's the global strategy.
Or it can mean that there's no decent cheeses in the game and each one is a macro game only.
@@greenlitlleman definitely one of the problems I see here, it is quite literally impossible to cheese because the bases have been designed so that you can literally not kill them early, it takes like 10 tier 1 units about a minute to kill the enemy main, you can cripple the economy though and if you are able to deny access to flux through cheese that is still basically a win, because although you get energy for losing units, you dont get units without resources.
@@blutwirbel3180imo cheese prevention isn't a problem.
Or that krell is OP
The true mark of a StarCraft veteran is trying to fight ultras with Marines
What about seeing air units and teching to ultras?
It seems like there is a ton of flexibility with upgrades/units/heroes/mercenaries. like an honestly overwhelming amount of options… which for me is a good thing! Clearly needs a lot of work but looks more interesting to me than Stormgate.. at least in these early stages
What do you think visually?
@@nfcheezeunits look stiff and awkward with incredibly cursed animations. the presentation isn’t there but units seem responsive and react to commands quickly. looks full of placeholder visuals so hoping it becomes more readable down the line. Stormgate seems less stiff atm but also looks like there’s about 1/3 the amount of units (but could be wrong) so I would expect more time has been devoted to making each unit feel good there
1000th comment that felt the need to compare this to SG.
@@HighLanderPonyYT aye almost like these two games are interesting to a specific group of people and have similarities/differences worth discussing
Honestly man this RTS looks amazing, it's so entertaining to watch! I really like all the quality of life features they have put like the fact that if you don't have enough money for a building/unit it just queues it or the massive rectangle on the minimap when you spot units. It makes these guys able to focus more on the action and I'm here for it.
Also the fact that you don’t have to create workers and only need to focus on base building and unit queueing back at home.
And it feels like they took cool campaign abilites and stuff from sc2 and added them to the multiplayer as well.
Submit the replay for IODIS and review it with like, Grant or Scarlett (I know Grant is more involved in the campaign but you two have a good synergy)
I have to say, so far from what I have seen, I think I find Zero Space more interesting than Stormgate.
The map control through towers is Company of Heroes. The resource system and how units feel seems like very Command and Conquer. Slight hero content from WC3. Then a bunch of Starcraft. A lot of systems.
putting extractors on the starting resource fells very Total Annihilation/Supreme Commander like
Global abilities reminds me of Age of Mythology haha
lots of WH40K vibes also with resources, heroes and race-specific ultimate abilities not tied to heroes.
I was expecting salt but that was pure sugar, very wholesome. Gg to both!
This game actually looks to have very good potential to carry the torch :D
This is the game I thought stormgate would be. Zero space looks sick. Good visual aesthetics.
the game looks like its from 2007 with very low detailed graphics and 2,5d optics... how is that "good visual aesthetics"?
@@chabosmulm because not everything needs to be failed start of cyberpunk 2077. people who play RTS don't give a shit about detailed graphics, just ask anyone who still plays starcraft 1 or 2 to this day
it looks cool as it is if you get rid of your own rose tinted glasses.
then again, i'd agree that UI feels bit outdated than SC2, but hey if it works good enough for me.
@@WhiteGryphus your answer literally has nothing to do with the point... he claimed the game has "good visual aesthetics" and I asked him how he came to that conclusion with a game, that is objectively poorly made visually... now you say "well it has bad graphics, but I like bad graphics".. yeah sure thats called taste and everyone can have their own taste, but dont use terms like "good visual aestehtics", just say "i like the art style" and thats fine
Beyond that starcraft 2 looks really good anyways it still holds up great 13 years later
@@Popchip99 SC2 looked different on the release...
I think that people need to google what alpha state of game is based on amount of comments about the graphics XD.
Oh c'mon actually nvm there are lots of definitions. Actually I think this one is kinda even pre-alpha. So what I have learned when studying gamedev is that "At this point in game development, some big decisions will need to be made. Content may get cut, or new elements will need to be added to improve gameplay.". So some elements of the game are in pre-alpha. But what about opened and closed alpha? Well, closed alpha means "The game is “feature complete” meaning the main features have all been added and the game is fully playable from start to finish. Some elements, such as art assets may still need to be added, but controls and functionality should be working properly.". So even if they were in closed alpha stage, they would not have graphics...
And this is why I bought beta key :P
But I am following updates and development, because it looks like fun and creative freedom.
Really enjoyed this video. Would love to see some more ZeroSpace gameplay in the future
That bio-siege-tank reminds me one bug from Starship Troopers movie
I was thinking the same thing
"starts at the very start" 1:51 - indeed, that's how begining something works. Brilliant.
I really like the ablity to make your Grell unit bigger/stronger. It just resonates with this image of a biological, alien monstrosity. That fresh ultra isnt so scary, but the buffed one is something different
Not sure which unit exactly it is, but all I hear is the genie from the AVGN Aladdin deck enhancer episode
i have never seen the zerg race lose a single game. they definitely seem very op especially because of the fake ultra lisks. they tank too much and there doesnt seem to a a unit in the entire terran arsenal that can deal with them since there is no good single target damage for the terrans and there doesnt seem to a a stat like bonus damage to armor. every game is just the entire terrran army focusing a single ultralisk and their entire army dies by the time its at half health. in general the zerg units seem to have a ton of health compared to the terrans and they have all of the area of effect damage. several times harstem got outplayed by the terran and his army got caught out of position but when the terran moved in the 2 or 3 zerg "siege tanks" just would not die and obliterate the entire terran army
25:26 that's a Mammoth Mk II inspired unit on the back, u can't fool me
(C&Q Tiberian Sun unit)
one of the factions has even a MARV-esque tank
I'm really hoping to see more of both this and stormgate from you, the way you talk while playing is both entertaining AND impressive, I usually only can manage one at a time.
13:25 Its more like a stalker then a marine with the jetpack innit?
This looks promising. Would love to see more of this, maybe some build walkthroughs? I've been missing a fresh RTS to watch, even if I'll never be much of an RTS player. And the design team folks give me some hope here (especially GGG).
the real question is, With ZeroSpace and Stormgate coming out which of these 2 feels more fluid and gameplay feels more like the freedom Starcraft 2 provides? I've seen gameplay from them both but ZeroSpace seems to fit the bill a bit more than Stormgate even though they have ex blizzard devs
Hyped for ZeroSpace but definitely not expecting the range of builds sc2 has.
@@dontcallthemliberals3316 to be fair SC2 had 2 expansions...give it some time.
can recommend if you want to see harstem play with his food, and then gets eaten by it.
You actually made a ZeroSpace video! Yay!
Im still not sure im sold on mercenaries. The way someone can be playing the plant zerg, but then the plant zerg just also had some cars in her army?
Love seeing the transition from SC2. Getting people accustomed to the game is needed to get us to the next big RTS.
feels like macro dawn of war 2, the top bar abilities are such a great feature in that game, glad to see them well implemented over here
I think the alpha access is $90, if you were wondering.
180
It's funny how every recent RTS with potential have a faction that works with some "creep" system~
In any case the spectacle is definatly here with 2 good players facing eachother :o
The sort of movement and map control of this one really reminds me of how company of heroes plays. And I enjoy that alot more than the way starcraft plays.
As a (small) backer of ZeroSpace, I love that you cover the game :)
Honestly VERY happy to watch you play some other games!
Love this and since I got my hand on the Stormgate beta and felt severly disappointed my hopes are staked on ZS
Game looks awesome but the devs kind of ignored the main reason why so many new players dont stick with RTS. the complexity of this game is insane, different factions, different mercenaries, global abilities, multiple heroes with unique abilities, and there`s like 3 talent tree's running simultaneously in a game. I'm a veteran RTS player and honestly couldn't be bothered to learn a semester worth of information before actually being able to play the game and strategize accordingly. Plus the devs openly brag about how much more stuff they plan on adding to the game
and the combat pacing is too all over the place for spectating, which is how I would normally start learning casually. A lot of mechanics don't really seem impactful and the minimap is so crowded.
I think it's the exact opposite. Simpler RTS games were made and flopped horribly (see Dawn of War 3). RTS games need to have sophistication and depth. Just look at how well AoE 2 has been doing despite adding tons of new civilizations. Also Dota and LoL keep adding new heroes, adding to the complexity. I think there is simply no argument for what you're claiming.
"Is this IMBA?"
"Maybe, probably even, they haven't had the time to balance it and we are learning how to play"
To be fair to title your job is to complain in alpha and beta so thats improved in final version.
This game looks interesting, I like it
Seeing quite a difference in quality between Stormgate and ZeroSpace.
Stormgate seems like Warcraft 3 era without the fun stuff and it's not visually appealing to me.
ZeroSpace looks great and the mechanics and builds are exactly what I'm interested in for an RTS. It reminds me of the old days when Broodwars was blowing my mind with the asymmetric yet beautifully balanced factions.
I'm all for ZeroSpace, lots of room for great plays and unique strategies.
I'd also like to add that if youtubers and pro players were to play more of ZeroSpace, I'll be watching it. I am not interested in Stormgate at all.
Thanks for the explanation at the start, can you do another with macro and control group info?
This was super cool. I love how simple the game seems to be on the surface, but complimented with the skill-based depth that the RTS genre thrives on. Great for onboarding new players and retaining those more serious. Obviously needs polish and a balance review (undoubtedly coming from the data generated by this early access) but seems like an IODIS goldmine.
Super keen to see more of this
more of this please
Navy and Marines are 2 separate armies. Marines are transported by the Navy but they don't share money or men.
First game looked like my first game after learning to build stuff. But i got third base before going in aggression. XXD
Bro was like "everytime i lose units my power grows" while getting completely destroyed
Game looks pretty sophisticated with all the upgrade decisions you have to make, that's great.
Unbelievably excited for ZeroSpace.
I gotta say. This looks way better than Stormgate to me.
This game is giving Emperor: Battle for Dune vibes, i love it. When is the worm and tornado update coming 🤣
Noone is going to comment on 33:24?
Still love you Harst!
The voice acting reminds me a lot of They are Billions, it's not necessarily final, and not necessarily bad, just wanted to call it out.
new game, new races: so it's a growth / plant race :P
This looks amazing. I wouldn't play it as I wouldn't play SC :D but it was fun to watch for sure
i like the breakdown of the mechanics you did at the beginning but you left out an important one... the power resource builds up passively but also you get more when your units die so it works as sort of a come-back mechanic... which is very interesting because the abilities seem to be relatively defensive which prevents snowballing after one big fight
after watching the rest of this video maybe you where unaware of how that mechanic works 🤣
Really liked this, would love to see more!
That is already such a great game. you can see the designe influence of Grant like the come back mechanics so it isnt going to be snwbally at any given time .
This game looks really cool but holy crap fights are slow. The units just tickle each other.
Yea, same thing with stormgate.
But if it really helps bringing in new players to revive the genre then i can overlook it.
It was a little slow, but I think part of it was also that it didn't feel like anything when the units died. Like, harstem would be in a fight, and it'd seem like the armies were just tickling one another, and then then the battle would be over. In SC2 I think they're better at making units explode in gore or plasma and that really sells the 'these fights are deadly and fast' element
Honestly, kind of nice compared to Sc2 where you can look away and you entire army dies in 2 seconds.
Im kinda counting on it. Granted im a fairly slow sc2 diamond player, but the fights are so fast imho in sc2, it all comes down to a couple good or bad moves you can do to influence the fight. With fights lasting longer in Zerospace, i hope you can make much more decisions, making it more fun.
@@firestarter000001 Less punishing when you need to multitask for sure but also garbage for spectating. Watching a healthcare go down isn't exactly peak content. Feels like SC2 needs macro to be on very fast and combat to be on fast or regular. Can definitely see they have the pace of the gameplay at the forefront of their focus for ZeroSpace.
Really excited to see my ZeroSpace
Nice presentation of the Game. Game Looks promising
Kinda makes me think of command and conquer mixed with warhammer in some ways.
this game looks cool. I likke seeing you do other rts on rare occasion. its nice.
This game looks a lot cooler than the other one.
Looks solid for an alpha build, will definitely have to keep my eye on how it develops. One question, though: do the ultras in this game attack air units as well?
thank you for explaining this game looks pretty good, has potential
Seems like it has strong catch up mechanics. There's certainly an appeal to that type of design. Might help newcomers keep from being discouraged early in the learning curve.
this game feels like all of the rts at once, maybe missing wargame
For me, Stormgate looks like it's trying to be the next SC and ZeroSpace looks like it's trying to be the alternative RTS. So I think they'll both be able to fill a different niche if they're both good. This appeals to me more than Stormgate though.
"i love things that are good" - Harstem, 2024
this looks great. I am not the biggest fan of heros in rts but i will give this a try
It reminds me of school but with brighter colors.
the eco is really weird and yet familiar its like a mix between halo wars and starcraft, literally.
Wc3 in space?
it's much more sophisticated
11:40 The US Marines is where the Marines are lmao
Dang Ninkazi beat me to it
Zerg op as usual.
The more I watch, the less excited I get for Zerospace.
Anyone can play now or no?
Go grab the tourney, my captain
Its interesring that zero space is getting attention with stormgate on the way. Like i guess there trying to get peoples attention while everyones all horned up to play the neweat rts. This game came out and i forgot it existed immediatly, and i never saw any one talking about it so i feel like most people did.
this reminds me of Zero K
looks much better than stormgate so far edit: starcraft look superior to all of them even after all these years lol.
true
well non of them have the blockbuster movie backing SC2 enjoyed ...
@@MrTBSC what movie r u talkin about?
@@GoreTheSummoner no specific movie, i'm talking about budgets summer blockbuster movies get which would be around 150 to 200 million
Star Craft 2 is one of the few games that had such insane budget and backing behind it ...
and then people shit on Indie games for looking "low budget" .. well duh ... that´s because they HAVE much lower budget and backing behind them, are done by much smaller teams with less resources available to them ..
This Game will be released in like 2 years. Sc2 looked like shit weeks before Release
I really hope they find a way to make the online features of this game feel a little more inclusive for casual players.
The fear factor of sc2 ladder games doesn't really feel helpful to get a wide and diverse base of longterm players.
Like, somehow make one ladder optimized for e-sport and make a different version that is less demanding for just for fun play.
Some vs. game mode that doesn't care about being cool to watch but being more accessible.
dang this game looks pretty fun
if I had access to play the game maybe i'd care about how it works...
$180 for early alpha is crazy
Yes but at the same time, they might not want the feedback as mass amount of people at that stage. It make sense to value more the opinion of experienced RTS players that are ready to pay that amount.
For Esport, Zerospace has a way better look than Stormgate. I could definatly see myself look more Zerospace than Stormgate were after 10 minutes I shut down the stream/video.
Comment to tell you that I enjoy these videos & and am looking forward to Zerospace
The zerg sounds sounded like zerg sounds.
It's so hard to follow the movements of units. Most of them get bugged out of their walking animations aswell. Then I heard this is only alpha, and I guess more polish will come later.
Polish is always the very last thing that is done in game development.
ping 0 ? harstem has the mainserver at home , godlike ^^
i love how in the first game im correctly guessing that the enemy player has expansions that harstem doesnt even know about cause of his insane eco and the units he is pushing out and harstem is like "im ahead." the whole time when he isnt XD
LMAO "how am i losing?" because you didnt have as much map control as you thought you had. you where behind in expansions from the moment he took a third and you stayed on two. he literally expanded behind every push you did improving his lead by leaps and bounds in eco allowing him to take those trades he was taking till he was ready to push with waves and waves of units against yours as your army died and couldnt come back online as fast as his you lost when you where on two bases and he had around 4 to 5 that you didnt even know about. bruh. you literally said in the intro how this game requires more map control then other games but neglected that map control. you also failed in getting ahead and staying ahead hardcore. you didnt have any map vision of any additional bases using the low tier units like marines to station them on his bases he could take and while you got all the exp and thats a good idea the most important in this game is eco into the exp. he had three bases before you knew it.