Loakum @Driftwood Awesome! I’m loving it! It does show a much crisper picture and the frame rate looks good! I was playing Stella Blade and Dragonball Soarkling Blast! :) (2 Weeks ago)
Driftwood @Loakum: enjoy, the one Sony sent us will be there on launch day. Coverage will follow asap. (2 Weeks ago)
Loakum *takes a large sip of victorious grape juice* ok….my PS5 pro arrived early! So much winning! :) (2 Weeks ago)
Driftwood @reneyvane: non ils l'ont publié le 1er octobre et je crois que tu l'avais déjà linkée. ;) (6 Weeks ago)
CraCra Y a un souci sur les forums ? (9 Weeks ago)
nostradamus very few with religious beliefs are naive or zealots, but for sure don't find amusing their beliefs being thrown in for clout. maybe STFU with that discourse? (> 3 Months ago)
Driftwood Download is now functional again on Gamersyde. Sorry for the past 53 days or so when it wasn't. (> 3 Months ago)
Driftwood Another (French) livestream today at 2:30 CEST but you're welcome to drop by and speak English. I will gladly answer in English when I get a chance to catch a breath. :) (> 3 Months ago)
Driftwood GSY is getting some nice content at 3 pm CEST with our July podcast and some videos of the Deus Ex Mankind Divided preview build. :) (> 3 Months ago)
Driftwood For once we'll be live at 4:30 pm CEST. Blim should not even be tired! (> 3 Months ago)
Driftwood More Quantum Break coverage coming in a few hours, 9:00 a.m CEST. (> 3 Months ago)
Driftwood We'll have a full review up for Firewatch at 7 pm CET. Videos will only be tomorrow though. (> 3 Months ago)
Driftwood Tonight's livestream will be at 9:15 GMT+1, not GMT+2 as first stated. (> 3 Months ago)
"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox
YAY!!
FROM THE DARKNESS I DRAW MY STRENGTH!!
New suit looks nice, but just feels bit too shiny don't know, maybe it will grow on me... I liked the suit from first game, felt big, heavy and added to the tension.
Hope Isaac doesn't turn into a badass. Installed the first game again, should replay it in the future.
http://www.youtube.com/watch?v=hL-X53ze5O0&feature=related
I think its awesome,I really love the Tank one in the first.
FROM THE DARKNESS I DRAW MY STRENGTH!!
I think Dead Space lacked personality in most of its design, but the suits had a really distinct, weird look to them. They seemed designed (within the fiction) to be useful and practical and to be truly armored as opposed to being all anime-y and deliberately "cool" looking. They definitely had a certain design flair to them but nothing overly *flattering*. It was a great, unique look.
As Sath pointed out, this looks very made-to-be-snazzy, and I always pick up on attempts to broaden the appeal of something and fancier suits will look *cooler* on the cover. I dunno.. I'm not stoked about the front of the helmet fitting right in with a cover for a Zone of The Enders game.
But yeah, there'll be many suits in there, and the premise is different this time. The first one had mining gear for armor, but this is pretty obviously MADE to be sent into battle and designed accordingly no doubt.
I am, regardless, very excited about this game. I'm just about to play Dead Space Extraction this weekend with a friend of mine, so this couldn't have come at a more fitting time. :)
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
http://www.twitter.com/simonlundmark - Follow me
http://www.twitter.com/mode_7updates - Follow Mode-7
That one size fits all thinking is really dangerous, and it risks uniforming all games for one type of gamer who doesn't want to explore, take his time and take things in. Uncharted 2 is a great game, but it's THAT GAME. There's no mechanics to it, no thinking to it, sometimes outright no depending on the player to do much at all. It's a blockbuster ride that anyone can enjoy, and limiting games that are freeform and gamey to that type of thing is just devaluing choice, keenness to explore, and tinkering with mechanics in games.
The speed with which Uncharted 2 rolls along and never risks putting the player in a situation where he needs to do more than shoot his way out or traverse the absolutely obvious route means that its story can move along at a similar pace.
In a game where you are actually required to think about what you're doing, where systems are in place that you can explore and tinker with, the story and pacing must accomodate those things. In an open world you should be able to go off on a 3 hour tangent exploring side missions or just goofing around, and the story should convincingly accomodate that. It shouldn't be this insane authored thing that merely holds its speeding trains and nigh-disasters when you don't trigger the next story mission.
You love story, so that style of game isn't up your alley and stuff, but thing is, Dead Space is very much the style of game where the player is meant to play it and set the pace for himself. It appeals to people who may find games like Modern Warfare or Uncharted 2 downright frustratingly enclosed, stumping their imagination at every turn.
Yes, it does have it fair share of on rails "shoot everything" sequences BUT, the core gameplay and little puzzles srpinkled throughout are open enough for exploration for the player to "tinker" and be all "keen" and shit... >_>
Dead Space is pretty much the same dog with a different collar. It isn't Grand Theft Auto or InFAMOUS, but the only differentiation is the "style" not the mechanics. All modern games are "shallow" by archaic standards. Whereas a game like Demons Souls is riddled with enemies, and you have a gazzillion fcking weapons to hit em with and another gazzillion fcking meters, and powers and armour and shit to look after, games like Dead Space, InFAMOUS, U2, etc... have a common design layout to accommodate the progression of the story. Uncharted has open environments for the player to improvise with combat, with an array of weapons to suit your gameplay style. It's a very mobile, fluid game. The same applies to InFAMOUS, only that it sacrifices diversity for control and customization. And that's where the misconception of "pacing" lays.
See, Dead Space is a TPS, with combat mechanics similar to U2, but it sacrifices mobility to create tension with its theme in mind. Since shooting relatively dumb adversaries with the same quickness and ease of Uncharted in narrow corridors for 6-8 hours would be ideally retarded, it makes you into a miniature metal gear and gives you the ability to control not so much your set of moves for asswhoppin but the tools which you'd whoop ass with.
I don't think this game will be hampered by rippin a page or two from the Uncharted handbook. Games like RE4 are already archaic, the same way mere jump scares went out of fashion in horror films a fcking decade ago but they still pump em out just like Capcom fcking dared to put out that half-assed attempt at a hit they called RE5.
The player is just that, the player. The designers will give you a set of choices within the environment theyve crafted and that will result in a sub pacing that will correspond with the overall pace of the game. Youre never really THAT much in control. I can snipe my way through Uncharted 2 with The End's patience and it'll still be an action game.
... so yeah I ain't worried. Bring it. >:D
I tried to identify just what points of mine specifically you had a problem with by reading your text, but there's very little in there that actually talks about the subject of pacing at all.
I'll give you a few hints though. Puzzles have one, obvious solution. Puzzles in that game are not meant to be solved - they're already solved - they're meant to break up the action and slow the game down. They drop you in a HUGE box with an obvious problem/solution and the mere travel distance required and the methodical getting around offers a nice change of - yes - pace. Platforming is exactly the same. An obvious route, but a breather from the box of men. That's incidentally where people think it offers the appeal of Tomb Raider; it doesn't. TR is genuinely about plotting a path and traversing it, essentially a puzzle game in a physical space.
And when there's a box of men, shooting has one, obvious solution too. Headshots. Oh and melee if you're up close. The headshot and melee orgy of Uncharted 2 is far, far, *far* away from being open to tinker with. In loving air quotes.
UC2 throws a lot of amazing set pieces and scripted sequences at you, that's its hook, that's the experience. It's not meant to be experimented with it's meant to be experienced. There are simply no systems in place for management and decision making. There's no weighing one option against another because there is essentially always the one option; to push on towards the end of the game. Of COURSE that game can afford to be a thrill ride, of COURSE that game can hurl the player along with no sacrifices.
OF COURSE Dead Space is an entirely different prospect where deciding whether to check out a room for supplies, risking an encounter, or pushing on toward the end actually gives the player real agency. Upgrade systems, ammo conservation, weapon specialisation, currency, inventory management, it's a fundamentally different game.
Look, there's prolly some padding needed here. I really loved UC2, and I love me a lot of authored experiences like that. I don't think it's perfect even at what it sets out to do, necessarily, I've had some things to say about it tonally, balancing the sense of peril, and just straight up encounter variety, but ultimately I still think that's a superb game. This is not about me hating on UC2, or actually making qualitiative statements at all (although it's hard not to when me and Korn rev up because he's taking every stab he can at my fave game of last year, and I'm just human) this is a discussion regarding what pacing suits Dead Space best.
I think leaving the experience open to be pushed along by you, to be to an extent assessed and weighed by you, is key to the experience that Dead Space was.
AH! Now people have beards anyway, dammit. :(
http://modeseven.blogspot.com | Dominic and Simon - dyanamic games blog duo!
http://www.twitter.com/simonlundmark - Follow me
http://www.twitter.com/mode_7updates - Follow Mode-7
http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs329....
http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs309....
Most people wont even know what the hell is that :/
FROM THE DARKNESS I DRAW MY STRENGTH!!
FROM THE DARKNESS I DRAW MY STRENGTH!!
I still can't get over the suit, looks awesome :)
FROM THE DARKNESS I DRAW MY STRENGTH!!
Regardless, the cover of a game isn't going to really impact much of anything. Unless you're under the age of 7 and incapable of using a computer. In that case you shouldn't even be playing this game if you are that young.
I still can't get over the suit, looks awesome :)
Mods, stop changing my SIG! I'm going to end up banning you!
Most people wont even know what the hell is that :/
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
Regardless, the cover of a game isn't going to really impact much of anything. Unless you're under the age of 7 and incapable of using a computer. In that case you shouldn't even be playing this game if you are that young.
Like I said Im not against it I like it but I do know what it is,all Im saying its that not everybody knows that and if they never played the first they will not know what the hell is that thats all.
Again Im not against it.
FROM THE DARKNESS I DRAW MY STRENGTH!!
Looks completely awesome. Can't wait!
Zapp Brannigan: If we can hit that bull's eye, the rest of the dominoes will fall like a house of cards...Checkmate.
http://www.gametrailers.com/video/exclusive-multip...
Left 4 Dead style.
SO FUCKING EXCITED
looking forward to it. and if this gets confirmation of MOVE support through the main game and not just the Wii port, it could get me to buy it.
For their first attempt at MP with this game I'm happy it looks at least promising.
And then you get into the weird thing where the MP gets all the attention because that's obviously what makes the money, and suddenly it's not so much an SP game as an MP thing set in a linear set of successive maps with weapons and balance tweaks that answer to an MP environment rather than being beneficial to the progression and escalation of a single player game.
I dunno how you get people to buy a game rather than rent it though.. so hey, I probably shouldn't question their attempts.
http://www.twitter.com/simonlundmark - Follow me on twitter