Ratchet & Clank per "adulti"?
Tizio
(Tizio)
August 23, 2017, 11:47am
22
Quel trailer CGI fa cagare comunque
I trailer CGI dovrebbero coinvolgerti nella storia del gioco per poi farti incuriosire e guardare il trailer in-game. Quel trailer CGI mi ha fatto l'effetto contrario, è fatto così male come regia che mi ha fatto passare la voglia di guardare qualsiasi altro trailer per questo gioco
(alla fine l'ho guardato lo stesso, confermo che anche il trailer in game è pessimo, il gioco non dice niente)
Cunz
(Cunz)
August 23, 2017, 12:06pm
23
boh, dal gameplay offscreen il combattimento non mi sembra tra i più riusciti, anzi..
A me piace.
Infatti, dopo aver visto il gameplay, direi che è la cosa che fa nettamente l'impressione migliore di tutto il gioco.
Wizzy
(Wizzy)
August 24, 2017, 6:28pm
28
ciao, è qui il raduno di furry?
Ficus
(Ficus)
February 19, 2018, 4:28pm
34
lo stile è davvero fiqo, sperem
D1ablo
(|Di@blo|)
February 20, 2018, 9:09am
36
mi puzza di grossa occasione sprecata, personaggi e ambientazioni non sono affatto male, il problema è che da quel che ho capito non sarà open world (che imho ci stava benissimo) e durerà pure poco (sulle 10 ore), ma soprattutto tecnicamente siamo proprio indietro, per non parlare del gameplay che mi sembra ancora piuttosto scattoso insomma, per un gioco previsto entro quest'anno non mi pare che la situazione sia buona...felice di essere smentito ovviamente
Niente, conitnuo a pensare che l'ambientazione sia la cosa con più appeal di tutto il gioco, perché poi quando si passa a guardare il gameplay vero e proprio continua a sembrare una mezza zozzeria, giustificata solo in parte dagli evidenti limiti di budget.
Lucasart
(Lucasart)
February 20, 2018, 1:47pm
38
Tuco Benedicto
Niente, conitnuo a pensare che l'ambientazione sia la cosa con più appeal di tutto il gioco, perché poi quando si passa a guardare il gameplay vero e proprio continua a sembrare una mezza zozzeria, giustificata solo in parte dagli evidenti limiti di budget.
Io per il momento trovo tutto abbastanza confusionario nella presentazione.
Sicuramente il budget e lo stato dei lavori non aiutano.
Info:
Character customisation Stats are divided in six Attributes: Strength, Vitality, Charisma, Intellect, Agility, and Luck. The way your character looks has direct impact on these stats. A bigger head means you have high Intellect, which means you can create more complex Psy-Abilities Fur style and color don't affect stats, so you still have some aesthetic control. Weapons and crafting In the full game, you collect weapon parts and mix-and-match to create weapons. Each part has its influence on the weapon's stats, such as Damage, Critical Chance, Reload Speed (for guns), and more. There are guns and swords. Some parts have an affix type. Cryogonal bullets freeze the enemy on impact for example. Even the material type of a weapon part can change the stats. After one year and a half of development, they calculated the amount of possible weapon combinations so far, and it was at around 550.000. Mutations You can mutate your character (surprise, surprise!) There are a couple of mutation types: Biomutations, Psyonic Mutations Biomutations are physical mutations. You can mutate at green chemical pools, like you saw in the trailer. You can also recode your DNA at these pools, like you can in the character creator. To biomutate, you use Bio Points, which you get from specific creatures in the world, called Morcs (?). If you kill a Morc (?), you get 1 Bio Point. You have to take them down fast, because they infect you when they get the chance. Psyonic Mutations are your 'X-Men mutations', mental powers. With higher Intellect, you will be able to unlock more of these mutations. You need Mana/energy to use these mutations. You can get these mutations at old radioactive machines like the one in the new trailer (with the electrocutions). An example of a Psyonic Mutation is telekinesis Bionics Artificial powers that are created by the crazy investor Wizz (small, furry, yellow guy) For example, gliding wings. They won't enable you to fly, but you can glide through the air. There's also the Bionic Bow. This isn't really a weapon tho. You can shoot an arrow to a higher place and then hang on your arrow to actually get to that place. Bionics can be used for exploring the world, reaching places where you can't get otherwise. There's a jump pack. Gizzmo the Mechanic The focus of the game is on certain key characters that own a specific feature. There's Wizz, like mentioned before. There's also another character, called Gizzmo, a grease monkey. He's a mechanic. He builds a mech. With the mech, you can reach parts of a 'Dead Zone' where you wouldn't be able to survive normally. There's a power fist. You need Bionics for this tho. It's mainly for combat. Biomes and the dynamic weather system The story revolves around a tree in the middle of world that is dying from an oil infection. Around the tree are seven vastly different regions called Biomes. Biomes have a huge impact on the climate, so you need to equip properly. In combination with the game's dynamic weather system, it will get dangerously cold in the snow Biome (official name not named) in the winter. The dynamic weather system also affects the areas you can or cannot reach. The main character can't swim, so when the water is frozen, it can suddenly reach the other side of the river. Saving or destroying the Tree of Life The game has multiple endings You can choose to save or destroy the world through your decisions throughout the game. There's also five creatures eating away from the roots of the tree, so you can decide to kill them in order to save the tree. There are also a bunch of tribes living the world. Some of them want the Tree to live; other want it to die. You can team up with individual tribes, unite them, do whatever you want. Game structure “Structurely, the game is closer to Zelda [Breath of the Wild] than Horizon: Zero Dawn.” The game is really holding your hand in the first ~30 minutes (the demo), teaching you the basics. “Once you get out of the bunker and you see the world for the first time, from that point on, you can go anywhere.” “The game doesn't end in a specific place in the world. The game can end when you're pretty much anywhere in the world. You're fulfilling a couple of big events that will enable you to complete the game. But you don't have to do that at that point. But we open up that possibility for you.”
Le 550.000 armi differenti craftabili saranno sicuramente in buona parte utili e interessanti, e scommetto che non ci ritroveremo con un centinaio di armi e materiali trash da dover costantemente gestire in inventario.
Tutte le altre caratteristiche e meccaniche sembrano promettenti, pare che l'obiettivo sia effettivamente quello di realizzare un clone di Zelda BOTW, il problema è che BOTW è un prodotto ricco di sistemi di gioco innovativi, divertenti e ultra-polished nella realizzazione, qui pare un po' l'opposto. E onestamente anche come art-direction i due giochi si collocano in poli opposti.