Mike Works
Member
Voice acting seems pretty bad, but everything else looks great.
Exactly just let the video speaks for itself I hate these type of dumb narrationsGame looks fantastic. Trailer dialogue was groanworthy though.
I like that she has a slo-mo slide attacks like in Vanquish.Oh yeah, that line launcher was cool for sure. I wonder if you can rope swing or climb cliff faces with that thing.
I really hope they do take advantage of a cool idea for a weapon like that and its only purpose isn't securing a dino in place. I remember the trip bomb now too. So yeah, if they have cool ideas for setting up traps and stuff that would definitely make up for a lack of gun-like weapons.
I like the idea that its not just a shoot-bang with fancy guns kinda game. I just fear the combat getting stale after a bit.
Sucks that Amazon is the only place to have the CE right now, and it's not even currently release date shipping...
C'mon Best Buy!
Well, yeah, the goal here is discussion
Btw, the first was a classic sci-fi novel called Uplift, but the idea has been used in many other sci-fi works since (us uplifting other species, or aliens uplifting us) while the latter was Planet of the Apes.
But there are other silly examples. A towering radioactive monster emerges from the ocean and razes Japan. It's silly, but they treated Gojira with a seriousness befitting its Hiroshima/Nagasaki inspirations, treated it as a unstoppable force of nature, and gave the movie a dark disturbing pathos that still resonates today
So I just think it rests more on the execution rather than the idea. And we really don't know how they're going to execut the narrative idea of Horizon yet
I actually have many of the same questions you have. However we also have zero information on the how and why of robo dinos so it's simply not something to worry about until we know the background. Plus, and I think this is the disconnect, robo dinos are so cool that I'll probably be okay with a far weaker explanation than the one you might like.
Say mad scientist who loves robots and dinosaurs builds automated factory, hence it turns out robots with the parts other robots can gather. This explains the robots built to the same-ish specs, the lack of armour (perhaps scientist didn't think of programming mining robots?), and whatever other quirks are covered by rich mad genius personal issues.
I have no idea how a PS4 can run that, looks close to an open world UC4. Gurreila are wizards if they nail it.
2) The dialogue. What the hell happened here? "Am I an outcast?"
...
Are you kidding me? Cheesy writing like this has no place in such a creative game. I hope this was just a trailer thing. Otherwise Im worried.
Yeah that is cool for sure. I imagine there is some kind of skill tree to unlock new skills and stuff too. I'm still curious how "RPG" this game is and if it leans more towards the action or RPG side of things.I like that she has a slo-mo slide attacks like in Vanquish.
Yeah that is cool for sure. I imagine there is some kind of skill tree to unlock new skills and stuff too. I'm still curious how "RPG" this game is and if it leans more towards the action or RPG side of things.
Does Aloy have skills you would upgrade?
de Jong: Absolutely. One of the core ideas for setting up the character is that, in a lot of games you get a selection of what player you are, a combat player or stealth player. In our game we wanted to keep that completely open for the player. You can mix and match and put it together in any way you want. Also during the game you can switch. So the different weapons we present, you can work with the weapon wheel and customize it, but also with the skill trees they are very open. As the player levels up, you get skill points, you get to spend them on the skill trees. There, you can go in all directions you want. You can really create your own custom character instead of having to go through this fixed path and not being able to switch things around.
http://www.gameinformer.com/b/featu...rld-of-horizon-zero-dawn.aspx?PostPageIndex=2Some games get a bit overboard with their crafting menu systems. How are you guys going to tackle that in the game so players aren't intimidated by the menu or encumbrance, etc.?
Norris:
One of the things you just saw in the behind-closed-doors demo is that we have the quick-craft menu. Because we're an action RPG, everybody calls themselves open-world action RPGs. At this point, that's really hard for gamers to understand, so if we were to put this on a graph, you would say, on the far left is Watch Dogs or Far Cry, where the menus are simple, not super in-depth. You could do a lot of things just inside of the wheel. Specifically in Watch Dogs they allow you to craft inside of that wheel as well. On the right side of the spectrum, you'd have your Witcher 3s and you have to jump into the menu just to put oil on your sword, or a Skyrim or a Fallout. I don't think any of those are wrong. Those games, on the left side, are more action RPGs and on the right side it's more RPGs with action on the back end.
For us, interestingly, we're carving out a spot almost in the middle of the spectrum. We don't want to be inundated with U.I. [user interface - ed.]. I know Mathijs is constantly trying to keep the U.I. very simple. And we certainly don't want very complicated menus. One of the things that would be bad is [for players to say], "Hey, I don't know exactly how I do this," or "I have all these resources but I don't know how they map to the different things." But we're working on all of that stuff.
Nice to see some Mexican looking environments in a Western RPG for once. Dry sunbaked landscape with cacti plants.
No MPQuick question, does this game have multiplayer? If so, is it co op, competitive, or both? Any details? If not, any reason why not?
Visual wise and atmosphere pleases me. They seemed to have created another great gaming world.
Dialog and VA, though, seem poor. GG has never really done a good job with that either. "Scatta, grenade" from Killzone 1 still haunts me. Killzone 2 had great gameplay and graphics, but VA was poor and Rico just pissed me off. Killzone 3 seemed to have better VA from what I remember, but still subpar. Haven't played Killzone SF.
They are taking about crafting stuff sorry I wast not clearAwesome
Or wait.. so they are saying its more along the lines of watchdogs and far cry? That doesnt sound too awesome...
A day later.Just got the email. March 1st in Australia.
Fuck.
Yeah, I just read the first part you quoted but when I read the rest you added in it became more clear, thanksThey are taking about crafting stuff sorry I wast not clear
Something about the aesthetic is giving me the same vibe as the new Zelda - provided there's not too much POI-janetering, this could be an amazing piece of virtual tourism
Jamie Grey Hyder did a great job on Echo with KZSF imo. Loved her character. Now David Harewood, oddly enough left alot to be desired. The main protagonist you play as was hot garbo too. I like all the VA they've shown for Aloy so far.Quick question, does this game have multiplayer? If so, is it co op, competitive, or both? Any details? If not, any reason why not?
Visual wise and atmosphere pleases me. They seemed to have created another great gaming world.
Dialog and VA, though, seem poor. GG has never really done a good job with that either. "Scatta, grenade" from Killzone 1 still haunts me. Killzone 2 had great gameplay and graphics, but VA was poor and Rico just pissed me off. Killzone 3 seemed to have better VA from what I remember, but still subpar. Haven't played Killzone SF.
Look good, though my main takeaway is "I wonder how that looks/runs on OG PS4", which unfortunately is going to colour all PS4 trailers for me going forward.
With all the money they are pouring into a game like this, I really would hope Guerilla takes inspiration from Naughty Dog's mo-cap, facial animation, and story design. They are under the same umbrella company, so I would hope they'd atleast give it a thought because this game looks to have the gameplay and aesthetic part of the equation down.
it is pretty much OG Ps4 footage lol
Now Lance Reddick, oddly enough left alot to be desired.
Source?
Just got the email. March 1st in Australia.
Fuck.
Look good, though my main takeaway is "I wonder how that looks/runs on OG PS4", which unfortunately is going to colour all PS4 trailers for me going forward.
Lol my bad! Still purging the Destiny out of my system.That's because it wasn't Lance Reddick. David Harewood, actually.
I'll disagree with those saying the writing is terrible and that the dialogue sucks. That seems like hyperbole to me. I wasn't trying to say that, but simply that this game deserves better than average dialogue.