Trogdor1123
Member
Interesting for sure but i think im going to wait to see how it actually plays before buying...
Yeah it seems to be open world in the same sense as Dead Rising. You can go anywhere but the world is broken into areas. You get missions from the three NPCs (one of which we have heard in the Buckingham palace sequence) and I guess you can tackle them how you see fit.Maybe not traditionally open-world, but that screenshot leads me to believe you can pretty much go wherever you want. Basically it is all fast travel?
From what I gather it is not level based. You have your hub world, and use the sewers to travel to different locations around the city.
It's orchestrated but just watch the hands-on media. It looks the same (and not unbelievably good anyway).I'm sorry but that trailer reeks of the usual bullshit Ubisoft PR has been pumping out for a decade now.
Highly doctored and carefully edited. Don't you guys remember the Red Steel media before release?
Aiming with the pad (turrents, snipers) also looked really awkward.
The weapons in your hands look like piddly pea shooters -- your hands look piddly as well -- and I get a sense of spongy feedback from the way you interact with the environment (I.E. you might as well be shooting muffins). But maybe there are previews that speak to the contrary and say there's a strong sense of cause/effect, action/reaction that gives real weight to the gunplay, actions, etc? Because conceptually it looks inspired, but the execution? Not so sure.
You're right, but it's just kind of funny.
Ah ok, it makes some sense now. Guess we will see if it does it as well as Demon's Souls did. I get the comparisons now, but I mean at the same time...there's a whole lot more to what makes those games great than those mechanics.
Yeah it seems to be open world in the same sense as Dead Rising. You can go anywhere but the world is broken into areas. You get missions from the three NPCs (one of which we have heard in the Buckingham palace sequence) and I guess you can tackle them how you see fit.
Oh, absolutely. But at the same time, it's still pretty damn neat that they are doing this in a survival zombie shooter and I think that is what people dig about it. Nobody is saying that it is going to be as great as the Souls series, but it just looks neat for what it is and these additions certainly make it stand out from other shooters.
Yeah, anybody expecting Dark Soul-like quality is (probably) going to be disappointed. This game was originally a PS3/360 title, and was a completely different game at one time (Killer Freaks from Outer Space), so it has been through a lot. I expect a quality game, and hopefully we get a sequel that blows our socks off with these ideas fully developed, and an awesome online multiplayer mode to boot.
My main concern right now though is length.
Really looking forward to seeing who on my friends list can survive the longest.
Friend code 37456195 survived longer than friend 241561956.
I was thinking of getting this at launch just to have something, but the more I read the more I'm actually excited to get my hands on it. Could be pretty great.
Friend code 37456195 survived longer than friend 241561956.
I was thinking of getting this at launch just to have something, but the more I read the more I'm actually excited to get my hands on it. Could be pretty great.
You have to start the level again. It does save what you have done, yes. But it's compareable i thinkYou don't start over in Dark Souls, you just drop your souls on the spot. Your character does not lose progress.
If anything it's the most permanent and consistent game I have ever played because it saves constantly and every decision is 100% permanent.
Friend Codes don't work like this.
You have an FC attached to a specific handle that you create.
That's because the concept is more important than the fact that zombies are in the game, imoI'm sick of zombie games in general, but I'll definitely be getting this. Still my favorite that I played of the Wii U launch lineup.
Friend code 37456195 survived longer than friend 241561956.
I was thinking of getting this at launch just to have something, but the more I read the more I'm actually excited to get my hands on it. Could be pretty great.
Maybe my WiiU name will be 37645217. Jeez.
Nice gimmick but the game looks very ordinary in every other respect.
Nothing there strikes me as being more efficient from a gameplay perspective; lets face it, in an fast action game do you really want to be constantly switching your view between screens? You can only focus your gaze on one thing at a time, well designed games like Halo even try to reduce the difference between points of interest within the screen (ammo display on the gun is quicker to check than a readout on the periphery) - so how is having a sub-screen going to help?
Projectjustice said:Sounds like you havent done any research on the game.
Nice gimmick but the game looks very ordinary in every other respect.
Nothing there strikes me as being more efficient from a gameplay perspective; lets face it, in an fast action game do you really want to be constantly switching your view between screens? You can only focus your gaze on one thing at a time, well designed games like Halo even try to reduce the difference between points of interest within the screen (ammo display on the gun is quicker to check than a readout on the periphery) - so how is having a sub-screen going to help?
I can get on board with that for sure. Gonna look forward to hearing the impressions once this drops.Oh, absolutely. But at the same time, it's still pretty damn neat that they are doing this in a survival zombie shooter and I think that is what people dig about it. Nobody is saying that it is going to be as great as the Souls series, but it just looks neat for what it is and these additions certainly make it stand out from other shooters.
It looks fast action to you?Nope, I just watched the trailer and used basic critical thinking in game design to note why its more about novelty than functionality.
Sounds like you havent done any research on the game.
Nope, I just watched the trailer and used basic critical thinking in game design to note why its more about novelty than functionality.
Nope, I just watched the trailer and used basic critical thinking in game design to note why its more about novelty than functionality.
Nope, I just watched the trailer and used basic critical thinking in game design to note why its more about novelty than functionality.
Skiesofwonder said:It's not a fast action game, but a survival horror. It is suppose to make you feel vulnerable, and immerse you within the world.
When a zombie, or worse a cerberus or a hunter is after you in RE you need to think fast! Survival horror is no less fast action than most arcade-type games, its just that those bursts of activity are punctuated by tension building lulls.
Having to look away is no less tense than popping up an inventory overlay that obscures most of the screen. Hell RE/SH etc actually froze the game when the inventory was popped-up to save players from the frustration of having to deal with being murdered when they were unable to defend themselves.
Point being, if the game allows this sort of situation to occur its drifting into Demon's/Dark Souls territory where the player needs to choose an opportune time to adjust their loadout within the game. Part of game design is deciding where to draw the line in terms of protecting the user from their own mistakes.
Now while the unique features of the Wii-U dilutes this issue, (i.e. I assume the pad controls operate normally at all times) using a touch screen is still a potentially undesirable distraction.
When a zombie, or worse a cerberus or a hunter is after you in RE you need to think fast! Survival horror is no less fast action than most arcade-type games, its just that those bursts of activity are punctuated by tension building lulls.
Having to look away is no less tense than popping up an inventory overlay that obscures most of the screen. Hell RE/SH etc actually froze the game when the inventory was popped-up to save players from the frustration of having to deal with being murdered when they were unable to defend themselves.
Point being, if the game allows this sort of situation to occur its drifting into Demon's/Dark Souls territory where the player needs to choose an opportune time to adjust their loadout within the game. Part of game design is deciding where to draw the line in terms of protecting the user from their own mistakes.
Now while the unique features of the Wii-U dilutes this issue, (i.e. I assume the pad controls operate normally at all times) using a touch screen is still a potentially undesirable distraction.
Its not open world?...So the only things making it like a soul game is dying and having to get back to your body without dying to retrieve it. Is that correct? If its not open world is it level based or something? Do you respawn at a checkpoint? The whole thing that make DS so tension filled is the distance your traveling and how connected everything is.
Well, there are certain points that you can access through the sewers. So, for instance, my character died after I grabbed the medicine needed from the nursery and was trying to escape. My next character is spawned at the hub area, and then I can either travel to the nursery on foot, or either access the sewers to automatically spawn to a pothole at the beginning of the nursery, which I have to travel through again and find my former (now zombified) character and kill him/her to get access to bag that holds all the items I have collected so far.
Any skills or attributes you gain with your character is tied to said character, and will not carry over to your next character after dying.
Maybe not traditionally open-world, but that screenshot leads me to believe you can pretty much go wherever you want. Basically it is all fast travel?
From what I gather it is not level based. You have your hub world, and use the sewers to travel to different locations around the city.
Yep.
I don't know exactly how this works, but it looks like your previous character will also pop up in your friend's ZombiU campaign game, and can be killed (before you get to him/her). I'm given the impression that your friend can then take all your stuff, and you are shit out of luck, because all of your previous collected ammo, guns, and story-related items (?) have been stolen, and whatever they took you have to go and find again.
I could be mistaken on this though (went on a semi-blackout since my playtime), so maybe D-e-f can explain this better.
People desperately want this game to be the next "GAF darling" by connecting it to Dark Souls every two sentences when it only really borrows a few mechanics that are loosely related to the Souls series.
Still, they are great mechanics and could potentially work really well in this setting so I applaud Ubisoft for it, but it's very disingenuous to call this game "dark-souls-esque" in any way, shape or form.
I'm pretty sure I have posted this before.
has anyone confirmed that you can "WIN" Zombie U??
I'm sorry but that trailer reeks of the usual bullshit Ubisoft PR has been pumping out for a decade now.
Highly doctored and carefully edited. Don't you guys remember the Red Steel media before release?
Aiming with the pad (turrents, snipers) also looked really awkward.
RE: the Souls talk, it's clear that the series is an inspiration to the devs, and some elements can be seen in ZombieU's design. That doesn't mean anyone is saying Zombi-U will be as good as the Souls games, so chill the fuck out.
My main concern right now though is length.
Friend code 37456195 survived longer than friend 241561956.
I was thinking of getting this at launch just to have something, but the more I read the more I'm actually excited to get my hands on it. Could be pretty great.
Nope, I just watched the trailer and used basic critical thinking in game design to note why its more about novelty than functionality.
Skiesofwonder said:That's the point. It's desirable becuase it is realistic, and creates tension. Lastly, saying a pop-up menu and the inventory being in your hand is similar, is like saying it is the same amount of danger to (while driving) full around with your GPS on your front window and look down at your cellphone to text someone.
for what i played is nothing like darksouls,nothing at all.,ts more a dead island than anything else
Part of that is not placing impediments and barriers to effective performance within the interface.
When a zombie, or worse a cerberus or a hunter is after you in RE you need to think fast! Survival horror is no less fast action than most arcade-type games, its just that those bursts of activity are punctuated by tension building lulls.
Having to look away is no less tense than popping up an inventory overlay that obscures most of the screen. Hell RE/SH etc actually froze the game when the inventory was popped-up to save players from the frustration of having to deal with being murdered when they were unable to defend themselves.
Point being, if the game allows this sort of situation to occur its drifting into Demon's/Dark Souls territory where the player needs to choose an opportune time to adjust their loadout within the game. Part of game design is deciding where to draw the line in terms of protecting the user from their own mistakes.
Now while the unique features of the Wii-U dilutes this issue, (i.e. I assume the pad controls operate normally at all times) using a touch screen is still a potentially undesirable distraction.
Character accounts or bust!Any skills or attributes you gain with your character is tied to said character, and will not carry over to your next character after dying.
That's a non-issue because I just supplied you with alternatives that don't require a second screen and still generate the requisite tension.
Regarding your cellphone analogy, in my country that's kinda frowned upon by the authorities because it is dangerous to be driving around without your eyes on the road and your hands on the wheel. Despite the roads being far less hazard and hostile enemy filled than the environment you find in your average game!
"Realism" is meaningless in this context too, the point of games like this is escapism, and part of the escape is providing the means for the player to do things that would get them dead right-quick in real life. Part of that is not placing impediments and barriers to effective performance within the interface.
But whatever, proof is in the playing so we'll see how it turns out.
Oh boy that guy's house is really falling apart, good for him that Wii U is a priority...
Game looks good tough, Hope its better than Red Steel!
I've already played it. Even with the sound mumbled by the other loud booths, it was one of the most intense experiences I have had in gaming in awhile. Running out of a bullets in the middle of an undead infested nursery, using a cricket bat to defend yourself against a teleporting sprinting zombie, and desperately using your scanner to find bullets in the brief moments she runs away can do that to you.
Man... I don't want to wait until Nov. At least X-Com will keep me warm through Oct.
Of course it's not impossible to generate the same feeling of vulnerability or tension without the GamePad. Other gamers have done similar things where the game doesn't pause for things like inventory management, door opening etc.That's a non-issue because I just supplied you with alternatives that don't require a second screen and still generate the requisite tension.