Pretty sure you can move, but you can't scavenge or craft. Because resources are scarce, you will easily die if you don't use those things.I think not being able to move while in listen mode is a pretty significant penalty to using it.
Pretty sure you can move, but you can't scavenge or craft. Because resources are scarce, you will easily die if you don't use those things.I think not being able to move while in listen mode is a pretty significant penalty to using it.
Some useless bickering going on in this thread.
The issues are:
2)That fucking see through walls bullshit (give us an option ND)
Most of these can be fixed. The only one i am disappointed in is the xray vision. Totally kills the mood and suspense of a survival horror and will make it easy.
. What this guy said! If you rely on that button you are going to die. It does not give you a huge advantage and can even be a disadvantage.WE'RE NOT SURVIVAL HORROR! *kills self*
Seriously we aren't, and if you treat this game as an action game or a survival horror game, rather than let the game teach you the "new" mechanics of this "new" genre, it game will be more difficult in an unsatisfying way. The game will teach you to think about combat differently, hard to do in a 30min+ demo, but that's a lot of what you see with the repeated deaths. The moment I tell someone - dont fall back to genre conventions for gameplay mechnaics, people start being far more successful in combat for this demo.
Listen mode is mapped to a button. Don't use it if you hate it, but it's not a massive advantage. You can't see things from across the map, only if they are making some sound, slows you down, etc. It will be a give and take. But if you hate it, and you want to be all hardcore, don't hit the button. You do have some self control right?
I think not being able to move while in listen mode is a pretty significant penalty to using it.
- zombies don't seem to react to the flashlight?
Hmm, this was the only PS3 game that still had me interested in buying it.
But the more I see of it, the less interesting it seems.
Looked so promising when it was first announced, but this doesn't do anything for me. So generic.
Very disappointed.
You have extremely selective critical faculties mate. Most of what you say is pretty reductionist and asinine.
Most are unprecise or even inaccurate. Poor geometry, I missed the one. Completely absurd.
wut? You mean compared to the current console standard graphic? Are you really serious? The use of procedural shaders is quite beyond the standard of ps360, like every ND game. Do you blame this game just to be on ps3? Wow. It use HDR, SSAO, dynamic light shaft, deferred light & procedural shaders, like every later game on those console. To be honest, HDR & procedural shaders are not even that mandatory in a lot of games. But if you prefer to play the magnificient tech of Crysis 3 at 20 fps of average & sub hd rez, good for you :\ To be honest Cryengine 3 on console not use anything more of the other common engine & run quite worse if I remember right...
Hmm, this was the only PS3 game that still had me interested in buying it.
But the more I see of it, the less interesting it seems.
Looked so promising when it was first announced, but this doesn't do anything for me. So generic.
Very disappointed.
Arne, any word on HUD (opacity, ability to remove, etc) options?
This doesnt look amazing and those are bullshots [click for full sized images and then add jaggies and lack of AF to this]
I think we can only get a sense of how well or ill fitting the listen mode is once we try it for ourselves.
Thanks for Pojo King for the info.
Pertaining to crafting, it sounds like that items are crafted in real time only (which would be nerve wrecking during hostile situation). Can you kindly confirm this?
@Arne: Kindly inform us if you plan to do anything about the Opacity?
I want to play this game w/o suffering image retention.
People seriously judging the visuals based on off screen demo footage?
It looks fucking amazing in person, believe me. Everything is nice and sharp and detailed, the lighting it superb and the animations are flawless compared to Uncharted 3.
People seriously judging the visuals based on off screen demo footage?
It looks fucking amazing in person, believe me. Everything is nice and sharp and detailed, the lighting it superb and the animations are flawless compared to Uncharted 3.
Crafting is real time. in fact the only "pause" is if you to into the options menu. looking at the collectibles is still real time.
image retention?
The studio is reading this thread, so they can discuss your thoughts about a hardcore mode and HUD opacity. Do note, we did hire a dedicated UI/UX several months ago and work on that is still constantly happening and evolving.
pre-order reinstatedI will apologize in advance for typing this on my phone.Alright guys time to stop this madness. I was at PAX east and actually played and beat the 30 minute demo. First thing to note is that this demo was the pre-alpha build. That being said I ran into no technical problems, save for some collision detection clipping at times. The game looks on par with the best this generation has to offer, especially the atmosphere which is just dripping with foreboding style. One of the things I took away from the demo was how intuitive and easy the crafting system was. There were set supplies lying around and if you opened your menu it would show you exactly what you could make with what you had and how many resources you had. It's simple when you are not in a tricky situation, but when you are among enemies it is so nerve wracking to try and craft something because you never know when they will turn that corner and spot you. Yes, you can use the listen mode but I never foun myself using that because I really needed to keep moving and finding supplies to craft because if you just go at it with fists you will likely die. The contextual combat is intense and brutal, and that manic nature fits the desperation of trying to survive.But stealth is really important especially when dealing with clickers. These guys are really scary and the sound design for them made my play through so intense. I can not state this enough how important it is to get your hit in or distract these guys and then hide. It's like Arkham asylum if Batman were really vulnerable. Only 10 percent of people actually finished the demo. The people who did beat it were not using the listen mode they were focusing on scavenging. The game is just super intense, and I felt more vulnerable in this game than I have in a long time. Those are just my opinions, and while you shouldn't overhype it, you really need to play this game, not watch it to understand why it is great.
What happened to the emphasis on fighting humans? Did they realize they had nothing as impressive as the e3 demo to show? Seems kinda lame.
The studio is reading this thread, so they can discuss your thoughts about a hardcore mode and HUD opacity. Do note, we did hire a dedicated UI/UX several months ago and work on that is still constantly happening and evolving.
What happened to the emphasis on fighting humans? Did they realize they had nothing as impressive as the e3 demo to show? Seems kinda lame.
Odd conclusion to come to. Did you forget there's an entire other type of enemy to show?
Crafting is real time. in fact the only "pause" is if you to into the options menu. looking at the collectibles is still real time.
image retention?
The studio is reading this thread, so they can discuss your thoughts about a hardcore mode and HUD opacity. Do note, we did hire a dedicated UI/UX several months ago and work on that is still constantly happening and evolving.
I will apologize in advance for typing this on my phone.Alright guys time to stop this madness. I was at PAX east and actually played and beat the 30 minute demo. First thing to note is that this demo was the pre-alpha build. That being said I ran into no technical problems, save for some collision detection clipping at times. The game looks on par with the best this generation has to offer, especially the atmosphere which is just dripping with foreboding style. One of the things I took away from the demo was how intuitive and easy the crafting system was. There were set supplies lying around and if you opened your menu it would show you exactly what you could make with what you had and how many resources you had. It's simple when you are not in a tricky situation, but when you are among enemies it is so nerve wracking to try and craft something because you never know when they will turn that corner and spot you. Yes, you can use the listen mode but I never foun myself using that because I really needed to keep moving and finding supplies to craft because if you just go at it with fists you will likely die. The contextual combat is intense and brutal, and that manic nature fits the desperation of trying to survive.But stealth is really important especially when dealing with clickers. These guys are really scary and the sound design for them made my play through so intense. I can not state this enough how important it is to get your hit in or distract these guys and then hide. It's like Arkham asylum if Batman were really vulnerable. Only 10 percent of people actually finished the demo. The people who did beat it were not using the listen mode they were focusing on scavenging. The game is just super intense, and I felt more vulnerable in this game than I have in a long time. Those are just my opinions, and while you shouldn't overhype it, you really need to play this game, not watch it to understand why it is great.
You think we add AF to our screenshots? We've already said a ton if times the only thing that can and often happens with our screens is that they're resized/downsampled. Nothing more. No special menu options, no 1fps mode, no photoshop.
arne could you confirm that there's a toggle for the item highlighting? I thought I remembered you guys saying there was but I'm not sure.
To me, every footage after the E3 demo has been boring. Just... generic? gameplay with sky-high production values, and it doesn't help that I haven't felt any kind of empathy for the characters so far.
What happened to the emphasis on fighting humans? Did they realize they had nothing as impressive as the e3 demo to show? Seems kinda lame.
how did you manage to triple post? item highlighting?
What happened to the emphasis on fighting humans? Did they realize they had nothing as impressive as the e3 demo to show? Seems kinda lame.
What happened to the emphasis on fighting humans? Did they realize they had nothing as impressive as the e3 demo to show? Seems kinda lame.
Downsampling filters textures, so You get free AF with this.
Fast example
Native: http://i1.minus.com/i5gu57Z3wXLK0.png
Downsampled from 3000x2400: http://i4.minus.com/iCG4di2aUk6Vw.png
I will apologize in advance for typing this on my phone.Alright guys time to stop this madness. I was at PAX east and actually played and beat the 30 minute demo. First thing to note is that this demo was the pre-alpha build. That being said I ran into no technical problems, save for some collision detection clipping at times. The game looks on par with the best this generation has to offer, especially the atmosphere which is just dripping with foreboding style. One of the things I took away from the demo was how intuitive and easy the crafting system was. There were set supplies lying around and if you opened your menu it would show you exactly what you could make with what you had and how many resources you had. It's simple when you are not in a tricky situation, but when you are among enemies it is so nerve wracking to try and craft something because you never know when they will turn that corner and spot you. Yes, you can use the listen mode but I never foun myself using that because I really needed to keep moving and finding supplies to craft because if you just go at it with fists you will likely die. The contextual combat is intense and brutal, and that manic nature fits the desperation of trying to survive.But stealth is really important especially when dealing with clickers. These guys are really scary and the sound design for them made my play through so intense. I can not state this enough how important it is to get your hit in or distract these guys and then hide. It's like Arkham asylum if Batman were really vulnerable. Only 10 percent of people actually finished the demo. The people who did beat it were not using the listen mode they were focusing on scavenging. The game is just super intense, and I felt more vulnerable in this game than I have in a long time. Those are just my opinions, and while you shouldn't overhype it, you really need to play this game, not watch it to understand why it is great.
At some point we had to show off the infected enemy types. it also coincided around the time we were asked to make a hands on demo. that's all - as someone else said, so much of the focus has been on human survivors. this was not a reveal of human survivors.
He thinks you guys faked the enemy AI, says it was all smoke and mirrors. I am also skeptical at this point, the enemy AI you guys showed at E3 was one of the most interesting I have seen since beat FEAR back in the day. Why suddenly hide it and focus on the brain dead clickers?
He thinks you guys faked the enemy AI, says it was all smoke and mirrors. I am also skeptical at this point, the enemy AI you guys showed at E3 was one of the most interesting I have seen since beat FEAR back in the day. Why suddenly hide it and focus on the brain dead clickers?
He thinks you guys faked the enemy AI, says it was all smoke and mirrors. I am also skeptical at this point, the enemy AI you guys showed at E3 was one of the most interesting I have seen since beat FEAR back in the day. Why suddenly hide it and focus on the brain dead clickers?
I would assume that it has to do with showing off "other environments and other types of enemies" given we haven't seen a long demo featuring the infected.
He thinks you guys faked the enemy AI, says it was all smoke and mirrors. I am also skeptical at this point, the enemy AI you guys showed at E3 was one of the most interesting I have seen since beat FEAR back in the day. Why suddenly hide it and focus on the brain dead clickers?