Jperf
Jperf
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PDZ addicted :D
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Jperf
Jperf
Inscrit depuis 7233 Jours
En réponse à
greg10
Inscrit depuis 7337 Jours
laspotgun, super dragon... !!! pinaise, que de souvenirs le bouclier risque de faire un carton en multi
Miaaaaaaaam
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[img]http://www.gamercardpics.com/greg10/greg10.jpg[/img]

Jperf
Jperf
Inscrit depuis 7233 Jours
Forget everything you know about Perfect Dark Zero.

Seriously. Right now.

We good?

Good.

Let’s just start with some good old fashioned hype. Perfect Dark Zero is the premier multiplayer title on the Xbox 360 and will be the most fun Live game you have ever played before. No, that isn’t a marketing tagline. That’s what I’m telling you now, having played it in an Xbox 360 preview session. While I tried out the single player mode for a bit, I primarily played the co-op mode. It was, in a word, godly.

I’ve been following Perfect Dark Zero from the beginning, through the system changes, disastrous MTV Unveiling, screenshots from hell, uninspiring X05 cam footage, and everything in-between. To be honest, I was expecting mediocrity taken to all-new highs. Fortunately, I was dead wrong. This game has quite a bit of bad buzz surrounding it. As it turns out, that buzz is just plain incorrect.

First things first. Perfect Dark Zero’s graphics will be among the best on the market come November 22nd. Characters are all painstakingly modeled with top-notch animations, creating a very fluid experience. Frame rate remained steady regardless of the action on screen. Explosions are the best I have ever seen and the lighting beats out most everything else out there. Most all lights can be shot out, or at least caused to flicker in and out, F.E.A.R. style. Everything casts its own shadow. Imagine Doom 3's lighting minus the ridiculous amount of darkness. The night maps especially have some gorgeous lighting, with billboards and neon signs lighting up their adjacent walls. Also, muzzle flashes look great against the wall, and on the ground. Water effects look as next-gen as they come, with waterfalls that you truly have to see to believe. Particle effects abound, as do the enemies, which are far more plentiful than in current-generation games. There is also quite a bit of blood. Each time you shoot someone a little spurt of blood comes out, especially when you get a headshot; the blood then accurately sticks to the walls. And stays there, even if you come back 5 minutes later. It's things like that that really set apart Xbox 360 games.

Speaking of enemies, the AI of Perfect Dark Zero is leaps and bounds ahead of what has been showcased of the title so far. Opponents in PDZ take cover, rush, fall back, and snipe at you according to what the situation necessitates. If you run into a room without thinking ahead you will be killed and earn yourself a quick trip back to the last checkpoint, your teammate’s revive kit, or the restart menu.

Co-op in Perfect Dark Zero has you playing through the regular set of missions, but many of the levels have a twist. For instance, in one mission the first player takes to the rooftops covering the second player who must fight their way down on the ground floor. There are no checkpoints in co-op, which makes the entire experience all the more tense. You must depend on your teammate for cover and for revival. If you are killed, the only way for you to come back to life is for your teammate to use their revival tool by walking next to you and pressing right on the d-pad. That takes out the revival tool and automatically begins the revival, which takes about 5 seconds. Five seconds may not seem like much, but when you have gunfire surrounding you, it’s an eternity.

Gameplay in Perfect Dark Zero is much more tactical than Halo. If you are expecting to run and gun, expect to see a “game over” screen. To succeed in PD0 you must use cover efficiently, conserve ammunition, and not run into the open and stand still. Movement seems to be about the same speed as Halo, but characters are smaller so you need to aim more carefully. Also of note is the fact that when you are in a firefight you are often taking cover behind a car, wall, or barrel. Many times you will be pinned down, which works great as long as you have ammo. However, when that ammo runs out you are forced to make some very interesting, and often amusing, calls.

For instance, on one level you fight across a large cavern/base and reach a bridge. At the end of a bridge is a door behind which a horde of enemies lurks, ready to ream you in ways you don’t want to be reamed. Unfortunately, I ran out of ammo after fighting them for a bit, and my partner in crime wasn’t doing much better weapons wise. So, like any decent super-spy, I grabbed my handy dandy katana-ish ViBlade and went to town. Rolling through the doorway I managed to slash away at the unsuspecting enemies and stunned most of them with my slashes before they were able to get a shot in. My partner then finished the rest of them off with his assault rifles. That, my friends, is a kickass game.

Speaking of the ViBlade, it was probably one of my favorite weapons in the game. It handles much the same as the swords of Elder Scrolls: Oblivion, as seen in its videos. It, as is the case of the entireity of the game outside of rolling and certain action spots (zip-lines, ladders, etc), is controlled from the first person perspective. Pull on the right trigger to slash. Two hits should take down most enemies, or one hit from behind. The first hit, however, has the effect of stunning them as they reel from the blow, allowing you to get that second slash in nice and quick. Expect many a ViBlade-only deathmatch server come PD0's release.

One of the features of PD0 that has been complained about the most is rolling, and the lack of jumping. Personally, I believe this to be a brilliant design choice. Rolling creates cinematic moments just by its very existence. Rolling up in front of an enemy and blowing them away with a shotgun is just plain fun. However, it also prevents the exploits that have plagues Halo 2 online. Instead of constantly worrying about ways a player can jump themselves into a black hole level designers can spend their time crafting enjoyable and detailed levels. A worthy tradeoff indeed.


Furthermore, there are many more enemies onscreen at any given time than you would see in a current-generation title. For instance, in a Chinese snow map you are faced with infiltrating a fortress. In the courtyard in front of it are a multitude of opponents. There are a good four or five enemies on the ramparts, two enemies in each of the watch towers, and three or so patrolling the bridges. And, naturally, the entire environment comes to life to form the best snow level you have ever seen.

At the beginning of each mission you get to pick your weapon loadout. The weapons of Perfect Dark Zero tread the fine line of choice and function perfectly. There is a weapon for every situation, but not so many that there are weapons that overlap in usage. Each weapon is individually useful, and has its own specific ‘feel’. From the sniper pistol to the magnetic boomerang to the P90 with threat indicator, each weapon fills a niche. Most weapons also have a secondary fire or mode. For the sniper pistol, it’s the silencer. For the P90 it activates a vision mode in which enemies are outlined in red and allies in green, perfect for forests, dark environments, and hunting down those snipers.

In the debug version I played, all the weapons were unlocked, but in the final version you will unlock weapons as you play through the campaign. Starting with just the sniper pistol, you slowly build up an arsenal based on what you utilize. Whichever weapons you finish a level with are added to your arsenal. Want a rocket launcher? Better hang onto that sucker till the end. But what do you do when you run out of ammo for it? Do you keep on hauling it, trading 3 or the 4 inventory slots for the opportunity to use the rocket launcher in the future? Or do you throw it away and pick up that shiny AK on the ground?

I hope you realize by now how much this game rules.

One of the most maligned features of Perfect Dark Zero has been the physics. In early videos of the game death animations were very ‘floaty’, with enemies just kind of floating to their death. I’m pleased to say that that is simply not the case. Physics in PD0 in general are outstanding, with enemies gorily collapsing just as you would expect an enemy to gorily collapse. One of my favorite physics touches was related to the body armor most opponents wear. After you shoot the body armor a couple of times, the body armor will shatter. The cool thing, though, is that each individual shard of the body armor will fall to the ground and bounce along on its own. Touches like that really bring the world of Perfect Dark Zero to life. This is truly a next-generation title.
That’s not to say there are no issues with PD0. From the little bit of multiplayer I played, it seemed very, very spammy. You basically run around, rolling, shooting over and over again hoping to score a kill. Melee damage also seemed a bit off. However, I was only playing against bots, and only played multiplayer for about five minutes, so this is by no means a definitive impression of multiplayer. Looking through the options there were a myriad of interesting features, from a base assault mode to an infection mode that from the description sounds like the ever-popular Halo 2 game mode Dawn of the Dead.

In the end though, the co-op and the single player alone are worth the price of admission. Blasting enemies with your friends has never been this much fun, nor this finely tuned. Sure, Rainbow Six has had co-op on live for quite some time, but it was never this integrated into the experience. Lag is nonexistent, and every single level has been planned from the beginning with co-op in mind. Even in single player, you often have an AI teammate in tow to help you out. Many levels of PD0 are outdoors, or at least have outdoor parts, alleviating the major problem people took with Halo. Also, for all those who were disapointed with the length of many recent FPS titles, you will be quite pleased with PD0. John Dongelmans, Product Manager for Perfect Dark Zero, estimates that the game will be 10-12 hours on easy, and 20-30 hours on the higher difficulties. Now that is replay value.

One point of contention about PD0 has been its release date. Initially everyone expected it to be a launch title. Later reports had it coming out "launch window". Microsoft's fascination with the term 'launch window' didn't help matters. Wondering about this myself, I asked Scott Henson, Director of the Xbox Advanced Technology Group, about whether Perfect Dark Zero would make launch. With a smile, he said that he feels very (notice the italicization signifying emphasis in speech) good about PD0; though he won't comment on specific date; though I'm of course free to speculate. And speculate I will. Perfect Dark Zero will be available at launch, count on it.

On the whole, I couldn’t be more impressed with Perfect Dark Zero. I went in expecting mediocrity, I came out amazed by what Rare has accomplished. They’ve spent almost five years on the game, and it really shows. Innovation runs through every facet of the game, and the attention to detail of this title is truly mind-boggling. If you want the best damned co-op experience to date, Perfect Dark Zero looks to be the go-to game this November.
coolp from **************.com posted:
--------------------------------------------------------------------------------
1. What is the most visually impressive level you saw, and why?

2. How many different environments are there?

3. How's the profanity/gore level in this game?

4. People have been complaining about the controls of this game - that they're too loose, which makes aiming a real *****. Is this true?

5. I still hear *****ing about the AI, yet you seem impressed by it. Care to elaborate a little more on this?

6. Are there a lot of non-human enemies in this game?

7. Does the vegitation (plants, etc) look as bad as it does in the photos, or is it just the quality of the photos? Because to be honest, those leaves and trees look pretty terrible...

8. How many enemies are on-screen at once?

9. How was the lighting? Such as shadows and what not. I know you touched upon it lightly, but maybe you can give us something a bit more indepth?

_________________

1) A China level that has you infiltrating an enemy base. The entire level is snowy, and there are gorgeous effects everywhere. The waterfall is absolutely jaw dropping, and the art direction is to die for.

2) I forget of the top of my hand, but there are urban, underwater-evil-base-type-areas, snow, rainforest, and others I am completely blanking out on

3) Quite a bit of blood, each time you shoot someone a little spurt of blood comes out, especially when you get a headshot. The blood then accurately sticks to the walls, and stays there. There's quite a bit of swearing to boot, though not to the level of FEAR.

4) I didn't find that to be true at all, I turned it to inverted aim because that's just how I roll, but aside from that it controlled perfectly. I played a much more up to date build, and the game was just far more 'tight' than the builds described in past previews and impressions.

5) On the difficulty I played on, it just seemed like a great balance between playability and challenge. I felt myself constantly having to stay in cover, and think ahead so I wouldn't get killed. But, on the other hand, it wasn't so much that the AI was award-winning, it's just that from a gamedesign point of view it perfectly complements the action. There are lots of enemies, so it's a fine line they have to watch to make sure the game is playable. FEAR could have such great AI because there are only 4 or 5 enemies at a time. There are just plain more enemies on screen in PDZ, and if each one of those enemies had FEAR quality AI it wouldn't even be fun. Then again, I didn't play on the highest level of AI, and that could very well have been FEAR quality AI.

So basically, the AI just makes the game fun, period.

6) No, aside from spiderbots. There are lots of different types of enemies though. From futuristic gun-samauri to standard security types to gang members.

7) They look great in person, you just have to see it in motion.

8) A bunch. On that China map I mentioned you are faced with a fortress. There are a good 4 or 5 enemies on the ramparts, 2 enemies in each of the watch towers, and about 3 enemies patrolling the bridges.

9) Everything casts its own shadow, all lights are interactive (you can shoot them out or at least cause them to flicker). Imagine Doom 3 except not so LOLDARK. The night maps especially have some gorgeous lighting, with the billboards and neon signs each lighting up the wall next to them. Also, muzzle flashes look great against the wall.
http://www.talkxbox.com/preview745.html

Excusez moi mais
En réponse à
Ronan_Berthelot
Ronan_Berthelot
Inscrit depuis 7744 Jours
Ah oui pas mal comme preview :D
En réponse à

@+++

Newrare est de retour !
http://www.rare.new.fr

Folken
Folken
Inscrit depuis 7744 Jours
En tout cas ça donne envie !
Bientôt les tests américains, on y vera plus clair sur la qualité finale des jeux !
En réponse à

No need to run and hide, it's a wonderful wonderful life !
No need to lie and cry, it's a wonderful, wonderful life!!
JC

Zoidberg
Zoidberg
Inscrit depuis 7053 Jours
[quote=Jperf]
Forget everything you know about Perfect Dark Zero.
En même temps ca fait combien de fois qu'on nous la fait celle la ?
Mais c'est vrai que la preview est intéressante, le gars a l'air convaincu par l'IA, y'aura du sang sur les murs et même une sorte de katana. Youpi ?
En réponse à
greg10
Inscrit depuis 7337 Jours
VIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII en effet, ça sannonce plustôt bien, surtout qu'apparement les problèmes d'ia sont résolus, le multi est top... Rhaaa vivement le 22.
Parc contre, du voup, quand on va arriver, on va se faire piner les fesses par les américains qui auront déjà 10 jours de jeu. Snif "French people are nooooooob" j'en ai déjà les oreilles qui sifflemnt
En réponse à

[img]http://www.gamercardpics.com/greg10/greg10.jpg[/img]

Pejeeha
Pejeeha
Inscrit depuis 7135 Jours
Parc contre, du voup
L'abus d'alcool est nocif pour la sante
:D
En réponse à
DaBigApe - Joue en easy
DaBigApe
Inscrit depuis 7219 Jours
Tout ce que j'espere c'est que le code réseau sur PDZ( et les autres fps) sera top, non pas que je craigne le lag physique avec freeze d'écran (sur Conker ct inexistant) mais plutot le syndrome balle en mousse que l'on peut voir sur Black Arrow, notement quant des Quebequois viennent sur des serveurs français.

La ou une balle dans la tete suffit pour un français, c'est pas rare de devoir en mettre 3 ou 4 a un Canadien ou Ricain alors quant ces derniers sont "bons", c'est le duel pratiquement perdu d'avance, syndrome de balle en mousse constaté sur Halo2 aussi.

Bon maintenant quant on se demerde sur BA a ne jouer qu'entre français et quant le serveur a 1méga d'upload, c'est impec et pratiquement plus de balle en mousse, au pire on fera comme ça dans PDZ avec le mode Dark OPP à une seule vie comme sur Rainbow ou counter.
En réponse à
greg10
Inscrit depuis 7337 Jours
Ouai, pareil, c'est ce qui me fait le plus peur, surtout avec le nombre de joueurs dans une même partie toujours croisssant, et ma conection, toujours aussi mauvaise. A mon avis, on ne poura jamais jouer a 32 en france sans laaaaaaaaaaaaaaaaaaaaaaaag .
En réponse à

[img]http://www.gamercardpics.com/greg10/greg10.jpg[/img]

DaBigApe - Joue en easy
DaBigApe
Inscrit depuis 7219 Jours
On verra bien, en France les conection avec 1 ou 2 mégas d'upload commencent à etre nombreuse, meme le bébit max de wanadoo a été débridé en upload et pas mal de gens se retrouve a 500 voir 600mbts d'up.

J'ai moi meme été débridé en UP et j'avais du 550, mais a cause d'un probleme de synchros j'ai demandé a ce qu'il me redescendre a 6méga/320 en attendant de trouver le probleme et repasser en débridage complet de l'UPload.

Hier j'ai jouer sur un serveur d'un pote sur BA, il a maintenant presque 2 mégas en UP et ça tournait nikel de chez nikel, gardons espoirs pour PDZ a 32, si ça merde pour les head shot en one shot ça va gueuler...
En réponse à
jet1911
jet1911
Inscrit depuis 7420 Jours
Merde... je suis de nouveau hyper pour PDZ.

EDIT: http://forums.somethingawful.com/showthread.php?s=...

Thanks for answering. I have a few more questions... if you don't mind?

1. What is the most visually impressive level you saw, and why?

2. How many different environments are there?

3. How's the profanity/gore level in this game?

4. People have been complaining about the controls of this game - that they're too loose, which makes aiming a real bitch. Is this true?

5. I still hear bitching about the AI, yet you seem impressed by it. Care to elaborate a little more on this?

6. Are there a lot of non-human enemies in this game?

7. Does the vegitation (plants and whatnot) look as bad as it does in the photos or is it the photos? Because to be honest those leaves and trees look pretty terrible...

8. How many enemies are onscreen at once?

9. How was the lighting? Such as shadows and what not. I know you touched upon it lightly, but maybe you can give us something a bit more indepth?
1) A China level that has you infiltrating an enemy base. The entire level is snowy, and there are gorgeous effects everywhere. The waterfall is absolutely jaw dropping, and the art direction is to die for.

2) I forget of the top of my hand, but there are urban, underwater-evil-base-type-areas, snow, rainforest, and others I am completely blanking out on

3) Quite a bit of blood, each time you shoot someone a little spurt of blood comes out, especially when you get a headshot. The blood then accurately sticks to the walls, and stays there. Tehre's quite a bit of swearing to boot, though not to the level of FEAR.

4)I didn't find that to be true at all, I turned it to inverted aim because that's just how I roll, but aside from that it controlled perfectly. I played a much more up to date build, and the game was just far more 'tight' than the builds described in past previews and impressions.

5)On the difficulty I played on, it just seemed like a great balance between playability and challenge. I felt myself constantly having to stay in cover, and think ahead so I wouldn't get killed. But, on the other hand, it wasn't so much that the AI was award-winning, it's just that from a gamedesign point of view it perfectly complements the action. There are lots of enemies, so it's a fine line they have to watch to make sure the game is playable. FEAR could have such great AI because there are only 4 or 5 enemies at a time. There are just plain more enemies on screen in PDZ, and if each one of those enemies had FEAR quality AI it wouldn't even be fun. Then again, I didn't play on the highest level of AI, and that could very well have been FEAR quality AI.

So basically, the AI just makes the game fun, period.

6) No, aside from spiderbots. There are lots of different types of enemies though. From futuristic gun-samauri to standard security types to gang members.

7) They look great in person, you just have to see it in motion.

8) A bunch. On that China map I mentioned you are faced with a fortress. There are a good 4 or 5 enemies on the ramparts, 2 enemies in each of the watch towers, and about 3 enemies patrolling the bridges.

9) Everything casts its own shadow, all lights are interactable (you can shoot them out or at least cause them to flicker). Imagine Doom 3 except not so LOLDARK. The night maps especially have some gorgeous lighting, with the billboards and neon signs each lighting up the wall next to them. Also, muzzle flashes look great against the wall.
coolp c'est le gars qui a écrit le preview. Mon attente envers le jeu a passé de "Bah" a "Holy shit must buy?!?" en 5 minutes. :O
En réponse à

Ninja Gaiden Black own mes fesses.

DaBigApe - Joue en easy
DaBigApe
Inscrit depuis 7219 Jours
Tu sera pas le dernier a faire la girouette durant le mois de novembre...

En tout cas ça devient amusant pour nous autres( TRUSTER en PDZ depuis son annonce et ce meme apres des vidéos et des photos décevante fut un temps) de vous voir changer d'avis ces derniers temps , poil aux dents. ; )
En réponse à
jet1911
jet1911
Inscrit depuis 7420 Jours
Ya plein d'autres questions/réponses aussi.
En réponse à

Ninja Gaiden Black own mes fesses.

DaBigApe - Joue en easy
DaBigApe
Inscrit depuis 7219 Jours
Je sais déja tout ce qu'il faut savoir sur PDZ a quelques détails pres.

Je ne veux pas en savoir trop et d'ailleur je ne regarderais pas les vidéos des test ricains, je lirais juste vite fait les tests quant meme, mais je ne veux pas me faire spoiler la gueule plus que ça, on connait déja un peu 2 ou 3 niveaux, ça me suffit.

A la sortie de Golden eye, j'avais lu juste le test de Player one je crois, a cette époque j'avais pas internet et ça sufisait pour avoir envie du jeu et le découvrir, quelle baffe les premieres minutes de jeu...

C'est pour ça que je n'ai pas été au MGS et que je n'essaie jamais les jeux avant d'acheter, je sais déja ce que vaut le jeu et je prefere garder la surprise pour chez moi tranquile avec une p'tite bierre pepere. ; )
En réponse à
Jperf
Jperf
Inscrit depuis 7233 Jours
Et oui c'est l'effet Rare :D
Et Perfect Dark surtout :)
En réponse à
balita
balita
Inscrit depuis 7367 Jours
le xbox360 tour est arrivé sur Lille, j'ai donc passé près de 4h manette en main cet après-midi.
Et de nouveau PDZ me fait douter. Qu'est-ce que ça brille, qu'est-ce que ça aliase et enfin que c'est mou du genou. Alors on va me dire c'est une vieille version, mais j'en reste quand même bien refroidi. Quelle emmerde manette en main :/
En réponse à

Canada is a nice country!

Ghalou - Mungen_Tenshin
Ghalou
Inscrit depuis 7205 Jours
et tes resté 4heures sur une jeu qui ta fait chier ?
put1 tu cartonnes toi lol.
En réponse à
balita
balita
Inscrit depuis 7367 Jours
Posté par Mugen_Tenshin
et tes resté 4heures sur une jeu qui ta fait chier ?
put1 tu cartonnes toi lol.
je suis resté environ 4h en tout sur les lieux, mais le plus clair du temps je jouais à DOA4 :)
En réponse à

Canada is a nice country!

Ghalou - Mungen_Tenshin
Ghalou
Inscrit depuis 7205 Jours
ah oki ^^ lol
je comprend donc mieu ;)
En réponse à
INVINCIBLE - Madame Soleil
INVINCIBLE
Inscrit depuis 7134 Jours
Posté par Zoidberg
En même temps ca fait combien de fois qu'on nous la fait celle la ?
en même temps le mec, il a raison surtout

et ce n'est pas la dernière fois qu'un mec tiendra ces propos....
En réponse à
leparrain
Inscrit depuis 7235 Jours
Très clairement une question d'impression....

J'ai un pot qui a put le tester au MGS 05, et il n'a pas du tout trouver le jeu mou (
Bon, ca reste tout de meme un FPs console qui n'aura pas la nervosité d'un FPS sur Ordi!

En ce qui concerne la preview; ca conforte bien mon opinion actuel sur PDZ...... et c'est bon ca (
En réponse à
halo_fan2004
halo_fan2004
Inscrit depuis 7404 Jours
Je vien de reserver PDZ collector avec la ma 360 au micromania mais la version collector je l'ais pris rien que pour le nom sans vraiment savoir ce qui a de plus dedans donc si quelqu'un sais Speak NOW!!
En réponse à

http://www.zone-box.com/

Jperf
Jperf
Inscrit depuis 7233 Jours
dans ce pack une édition de la bande dessinée Hong Kong Sunrise dont est inspiré le soft. A ceci s'ajoute la présence de l'une des neuf cartes à collectionner de la série Holographic Glyph.

De son côté, le disque additionnel vous permettra de visionner le film The Art of Perfect Dark Zero afin de découvrir les coulisses du développement ainsi que des screens (à utiliser pour votre Gamer Card sur le Xbox Live). De surcroît, vous pourrez écouter l'une des chansons de la bande originale, à savoir Limelight du groupe de San Francisco DJ Kepi & Kat. Vous pourrez, de même, lire le premier chapitre du roman Perfect Dark : Initial Vector de Greg Rucka dont les évènements prennent place six mois après le scénario du jeu.
Xbox-mag
En réponse à
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