Psicho
(Psicho)
July 15, 2006, 2:20am
21
cmq "calarsi" e' un espressione da anni 80. LOL... post manicomio. Hmm torniamo in topo?
coma
(coma)
July 15, 2006, 4:16am
22
the e.grammar experience
L'ho riguardato per bene, se scaricate la versione ad alta risoluzione fa veramente impressione la grafica.
Mi sembra invece scattoso nella parte del combattimento.
Kaldais
(Kaldais)
July 15, 2006, 10:13am
23
E' stata crackata, dovevi usare è stata. Ecco, l'ho detto.
Aanok
(Aanok)
July 15, 2006, 10:34am
24
C'è qualcosa che non quadra
Boh
Promette bene la possibilità di intervenire in ogni momento della discussione, anche se sa molto di "salta il dialogo"
TheWorld
(TheWorld)
July 15, 2006, 4:59pm
28
dai fai una ricerca in google e tutto sarà chiaro
edit: umm.. ma avrò capito io?
Kaldais
(Kaldais)
July 15, 2006, 5:34pm
29
FINALMENTE, QUALCUNO MI HA CAPITO.
Psicho
(Psicho)
July 15, 2006, 7:03pm
30
oddio, ho capito pure io adesso lol
_castor
(castor.)
July 16, 2006, 1:32pm
31
Qualche informazione presa da neogaf
Anyways, some little singular points that may be worth hearing. They're focusing on mass(lol) gameplay. Huge worlds, huge galaxies, huge universe to explore. Open ended and non linear. Go and do what you want. Really stressed that there was lots to go, see, and do. 120 people on the team. To compare, there was about 70 on KOToR. Been in actual development around 2.5 years. Ideas and stuff began 3~ years ago. They thought of what to do next before ending KOToT. They thought the barriers in exploration and dialogue were the big leaps they could make. Said they were happy with the combat in KOToR, and thought it was fun, but wanted to make something that is easier to jump into (omg casual attack) and more exciting and enjoyable. Obviously ME uses UE3, and they're using some propriery tech to bring characters to life. Says if characters skin isn't right, or they don't move right, or they react off or their expressions are awkward, it comes off as creepy, so a "tremendous amount of work" is going into that. Wants to make all NPCs seam real and unique and such. Some uncanny valley babble. The player shouldn't be thinking or noticing if the lip syncing is off and such. They have "actual" corneas in the shape of their eyes to create the reflections. Says it's really past simply being tech features, that for the close up and cinematic stuff it really makes an impact. More work going into how NPCs react to all sorts of causes, like being mean, or flirting. Says the previous dialogue systems was less cinematic, and caused too much reading. ppl r dum lol The dialogue interface is a circular interface with general emotions mapped to general directions, so you can begin to ease one way without seeing the paraphrases and simply by how you feel to how the conversation is going. So if an NPC is being one way, you instinctively move to an area of the stick/interface. One of his favorite moments is when a squad member of yours joins in with you when you intimidate who you're talking to to pull a "good cop, bad cop" type situation. Notes that the dialogue system is beyond that, it's more of an interaction system where tons of actions and things occur, not just characters idley standing and talking. Onto combat. Nothing really juicy here. Says it feels like GRAW. You can control each squad member, of which you choose 3 total, from a larger group, a la KoTOR. You can control 1, say your main character, and give commands to the others. Things like moving, or entering a sniping position and such. When you start you choose a class. Soldier, Adept (Dark Energy user), and Tech (didn't go into detail, but one can assume the basics). Says no class is weak at combat, unlike most games where some classes are strictly support. Says he guesses it'll be between KoTOR and JE in length. Main story is aiming to be around 30 hours, with all the side quests and epxloring other stuff should easily double that. Says it's almost impossible to choose to do NOTHING extra. You could be flying from 1 bar to a far off planet, and get a distress signal from a space station stuck in an asteroid belt or something. (Which sounds totally awesome) Sounds as if the game's totally nonlinear. My guess is that it's almost Oblivion like in that sense. You start off a main quest from the get go, and you go meet a person here, and get sent there, all in places you can explore beforehand and such. Um, I also guess that the Marketplace trailer was cut from something a bit longer. When this was recorded the trailer wasn't up yet since they said the public hasn't seen it in motion yet, blah blah. But they mention the bartender talking to a friend of his, the character swaggering up to the bar, and looking at the friend, and him getting scared and scurrying off. And lastly, I may have this wrong, but going back to the dialogue stuff, it may have been how he said it, but he sounded like he was saying that you begin to react even before you start to talk. So, even before you select a response, if you move towards anger as an NPC is saying something you dislike, you character shows that you're getting upset. Like I said, I coulda heard wrong, but I wanted to add it. To paraphrase one thing he said, though: "You're playing it live, instead of simply waiting to make a choice"
In più aggiungo io che la Bioware punta molto sul supporto post produzione. Conta di rendere disponibili, tramite Xbox Live, interi pianeti.
_castor
(castor.)
September 29, 2006, 9:48pm
32
Hanno aggiornato il sito con un bel po' di info sul background e qualche nuova immagine.
http://masseffect.bioware.com/
certo che se con un motore grafico di questo genere con le stesso stile di gioco facessero un cyberpunk/bladerunner style ....
0.eroes.0
(* * Eroes * *)
September 30, 2006, 8:03am
34
Il motore è impressive [Unreal3]. Scarica il filmato [tutte sequenze di gioco in real time] presentato all' X06 di questa settimana e preparati a rimanere a bocca aperta. L'unica cosa che mi ha lasciato un po' spiazzato è che, da gioco di ruolo, i combattimenti poi diventano in terza persona con telecamera ravvicinata sulla spalla e in tempo reale [come l'attesissimo Gears of Wars, in sostanza]. Ecco, perde un po' il sapore di rpg ... Cmq se lo hanno fatto i Bioware sicuramente non si tratterà di una cazzata!
si e' vero quella cosa della telecamera sopra la spalla mi ha stranito un po' visto il genere, cmq mi sono piaciuti i fondali e l'ambient in se. Ma e' anche per pc spero non solo per xbox360
TheWorld
(TheWorld)
September 30, 2006, 8:34am
36
* * Eroes * *
L'unica cosa che mi ha lasciato un po' spiazzato è che, da gioco di ruolo, i combattimenti poi diventano in terza persona con telecamera ravvicinata sulla spalla e in tempo reale [come l'attesissimo Gears of Wars, in sostanza]. Ecco, perde un po' il sapore di rpg ... Cmq se lo hanno fatto i Bioware sicuramente non si tratterà di una cazzata!
alla fine dipende da come viene trattato il combattimento. Per me l'ideale è qualcosa tipo gothic (vabè li faceva schifetto, ma come idea) in cui a combattere sei tu e diventando bravo nelle skill il personaggio diventa più preciso/veloce e i colpi fanno più danni
0.eroes.0
(* * Eroes * *)
September 30, 2006, 10:13am
37
Al momento totale esclusiva della X verde. E ci mancherebbe: è la prima vera killer application da quando è uscita la console.
@World: non so nulla circa la modifica di skill per il combattimento in seguito al guadagno di punti esperienza; cmq spero che i Bioware l'abbiano implementata. Cazz, non sono mica gli ultimi arrivati
si ma porca puttana mi spiegate perche deve esser solo per x box 360 stronzate?
nessuna speranza per una ver pc ??
http://masseffect.bioware.com/gallery/#dl-movies il gameplay video... -_-''
Nemmeno io l'ho capito, sarà per via del suo gameplay semplificato e votato all'azione oltre al fatto che per programmare su pc c'è da farsi il culo a 4 e che la pirateria è più facile che su 360.
Dex
(Dex)
February 15, 2007, 6:14pm
40
è scontato che arrivi anche su pc, come per Jade Empire e Kotor