That would be an amazing way to make a semi-MMO. Get bit and know you only have a certain time left, set traps for the other people. Monster Closet reborn!
another awesome idea haha ubisoft should read this topic
That would be an amazing way to make a semi-MMO. Get bit and know you only have a certain time left, set traps for the other people. Monster Closet reborn!
It's not like an open city where you spawn randomly across it.
do we know that? do you always spawn at the same spot when you start a new survivor?
if you always start at the same place with the same setup, then the whole "one life" thing is going to get old fast. if it's random it becomes more interesting.
Will this be the scanning i the new Metroid?
Looks weak. Completely unnecessary use of the gamepad screen. Hey, instead of looking at the tv screen look at the gamepad screen and do the same! The player isn't multitasking, he just switches his attention from one screen to another - you could have easily layered those inventory stuff on the main screen on top of live gameplay. Even when scanning the world the player doesn't actually line up the wii u pad to the tv screen.
Thats the point, they want you take your eyes off the screen so that when looking through your bag you cant see anything coming at you. I love the idea.
That sounds awesome but if they really wanted that, they would not give you a third person camera so you can keep an eye out for zombies. It should be head down with only a few glances up in first person.
That sounds awesome but if they really wanted that, they would not give you a third person camera so you can keep an eye out for zombies. It should be head down with only a few glances up in first person.
And that'd be less annoying? Really?
True but you'll still only be able to see the TV when your not looking at your pad so it does replicate the feeling of having a quick glance at anything that might be near you.
do we know that? do you always spawn at the same spot when you start a new survivor?
That was the case from the gameplay vids i've seen. You wake up and then step in one of those hatches i guess and emerge relatively close to where your character previously died.
The pad displays inventory management. It's not like you are asked to do something reflex\timing based so your attention is absorbed into that action. You can comfortably press 'take all' button while seeing on the hard-to-miss big screen that the area is clear. And yeah, if they wanted me to worry if i'm going to get ambushed every time i use the pad then having a 3rd person view of what's around me doesn't convey that.Thats the point, they want you take your eyes off the screen so that when looking through your bag you cant see anything coming at you. I love the idea.
And what's up with the concept of one live? It's silly. You die, another player 'spawns' and then you get to the last checkpoint your were with your deceased character by getting into a sewer (?) hatch. So you are bound to take your items from the body. So what's up with the 'one life, no checkpoints' message they are trying to sell? There are checkpoints and you will get your old backpack back and you will have to retread some ground when you die and assume the next person. It's not like an open city where you spawn randomly across it.
That would be cool. Not into permadeath that punishes you but that would be an awesome thing. Especially if you died in a tough area. Give you 3 tries to get ur shit or ur your stash degrades if you don't pick it up or people steal certain things from time to time.
Although, I hope they give you enough audible clues and not some bs, run from behind deaths. Color me interested.
Looks weak. Completely unnecessary use of the gamepad screen. Hey, instead of looking at the tv screen look at the gamepad screen and do the same! The player isn't multitasking, he just switches his attention from one screen to another - you could have easily layered those inventory stuff on the main screen on top of live gameplay. Even when scanning the world the player doesn't actually line up the wii u pad to the tv screen.
If Zombie U supposed to sell me on the two screen things, it doesn't. Makes it look as gimmicky and redundant as i suspected it to be used.
And what's up with the concept of one live? It's silly. You die, another player 'spawns' and then you get to the last checkpoint your were with your deceased character by getting into a sewer (?) hatch. So you are bound to take your items from the body. So what's up with the 'one life, no checkpoints' message they are trying to sell? There are checkpoints and you will get your old backpack back and you will have to retread some ground when you die and assume the next person. It's not like an open city where you spawn randomly across it.
The pad displays inventory management. It's not like you are asked to do something reflex\timing based so your attention is absorbed into that action. You can comfortably press 'take all' button while seeing on the hard-to-miss big screen that the area is clear. And yeah, if they wanted me to worry if i'm going to get ambushed every time i use the pad then having a 3rd person view of what's around me doesn't convey that.
Well I will be damned. Nintendo actually has made a current gen console, which will be at least on par with the other consoles on the market. Sure they are a few years late, and it won't last very long - but happened nevertheless.
You have to negotiate puzzles, key codes and even manually select specific ammo types and drag them to the gun displayed on the touchscreen, and then manipulate the different parts to lock and load. It's not nearly as straightforward as weapon selection and reloading in other games. In other words, the touchscreen is very involving, which is the whole point -- you're caught between studying/interacting with the touchscreen and keeping an eye on the TV, where a zombie can appear out of the shadows at any moment. It's brilliant at building suspense and adding tension.The pad displays inventory management. It's not like you are asked to do something reflex\timing based so your attention is absorbed into that action. You can comfortably press 'take all' button while seeing on the hard-to-miss big screen that the area is clear. And yeah, if they wanted me to worry if i'm going to get ambushed every time i use the pad then having a 3rd person view of what's around me doesn't convey that.
This game looked like shit, and played amazing. It was the sole, most powerful justification of the new control scheme, while I was indifferent to most of them.
They have great ideas about this one, only worried about the level design and graphics.
While not the best looking games, it still nice to see a few developers trying to make survival horror games. With Resident Evil off the rails and Silent Hill all over the place, someone has to keep giving horror fans something to do.
On a side note, the scanning reminded me of Condemned. That would suit the Wii-U perfectly.
Well it looked like Condemned as well.
While not the best looking games, it still nice to see a few developers trying to make survival horror games. With Resident Evil off the rails and Silent Hill all over the place, someone has to keep giving horror fans something to do.
On a side note, the scanning reminded me of Condemned. That would suit the Wii-U perfectly.
Well it looked like Condemned as well.
The indoor stuff especially.
When I saw the Nursery footage, the first thing that came to my mind was Condemned.
But your attention isn't really diverted when all your asked to do with the pad is move your items around. You aren't pressed for action, you can take your time and still have a view of your surroundings. How is immersion helped by giving me an additional 3rd person view? If you're going with the angle of having live gameplay when the player brings up his map\inventory then wouldn't it be more tense not knowing what's going behind you?You are suppose to divert you attention from the main action to balance your inventory because it creates tension/immersion. Not to mention the added benefit of touch screen inventory, scanning, puzzles, separate gyro controls for zoomed-in aiming, etc. Could this all be replicated on a regular gamerpad? Sure. Could Halo be played on an N64 controller? Sure. Would it be as good? Hell no.
No limit on the number of survivors.I was completely sold on this when I reached the part where they show the player character dying and getting replaced by another survivor. I wonder if the game limits how many survivors you can go through? Or is it some randomized arbitrarily large thing?
Iirc all pointer FPS games I played let you choose whether or not you want the view to rotate when aiming off-screen or don't do it by default.Pointer aiming is certainly easier in many respects, but I still have trouble with it. The "always-on" factor coupled with I think some bad experiences...
You level up weapon stats by using them with the active character. Once you die that progress is lost.And what's up with the concept of one live? It's silly. You die, another player 'spawns' and then you get to the last checkpoint your were with your deceased character by getting into a sewer (?) hatch. So you are bound to take your items from the body. So what's up with the 'one life, no checkpoints' message they are trying to sell? There are checkpoints and you will get your old backpack back and you will have to retread some ground when you die and assume the next person. It's not like an open city where you spawn randomly across it.
You make it sound like Nintendo was always behind the curve (which is not true of course).Well I will be damned. Nintendo actually has made a current gen console, which will be at least on par with the other consoles on the market. Sure they are a few years late, and it won't last very long - but happened nevertheless.
You make it sound like Nintendo was always behind the curve (which is not true of course).
Losing the accumulated skills is fine but it wasn't about the incentive of not dying and more about the potential retreading and the feeling that basically you spawn at the entrance of where you got killed. Basically the idea of one life as different characters is more or less wasted when it's done in this relatively linear design.
But your attention isn't really diverted when all your asked to do with the pad is move your items around. You aren't pressed for action, you can take your time and still have a view of your surroundings. How is immersion helped by giving me an additional 3rd person view? If you're going with the angle of having live gameplay when the player brings up his map\inventory then wouldn't it be more tense not knowing what's going behind you?
Yeah, zoomed-in aiming in the pad while the tv screen displayed the regular fps view. So you can have the scoped shot while having a total view of what's around you. Everybody who plays shooter that have scoped weapons knows that the danger\tension is exactly because you're are scoped in and have no peripheral vision so you can get blindsided by enemies. It's contradictory to bill your game as survival horror and the wii u pad as increasing tension if you drop the whole thing that makes scoped shooting so by letting the player enjoy both 'worlds' with the TV screen displaying your un-scoped view.
I don't understand how the pad features make the game better. It seemed just an added hassle of changing where to look at. They could have made everything on the tv screen with 1\3 of the screen displaying what the pad does now and have the other 2\3 be the live gameplay.
Looks way better than that press conference footage. I'd buy it. Is it really a launch title?
You have to negotiate puzzles, key codes and even manually select specific ammo types and drag them to the gun displayed on the touchscreen, and then manipulate the different parts to lock and load. It's not nearly as straightforward as weapon selection and reloading in other games. In other words, the touchscreen is very involving, which is the whole point -- you're caught between studying/interacting with the touchscreen and keeping an eye on the TV, where a zombie can appear out of the shadows at any moment. It's brilliant at building suspense and adding tension.
Think this game presents a perfect fit and a perfect time for a more involving reloding process in a games.
Was thinking in a multi step process that varies depending of what gun is equipped. Once the reload button is pressed, the sub screen presents the reloading inventory with a model of the gun and all ammo types. In the case of a 9mm semi auto it could be more or less like this:
1)Eject the magazine from the gun.
2) The user has to select the correct ammo type from all available in the inventory.
3)Tap the button of the gun to secure the magazine in place. The internal speakers emit a click.
4)Guns rotates in real time to a top view. Here the user pulls the slide back wards.
There are other things developers could apply to add some spice and a skill element to the process. For example, they can apply a timing mini game when pulling back the slide with a bar that runs in the inverse direction toward the "sweet spot". The idea here is that the user needs to time the pull to reach that spot at the same time.
Other interesting thing might be on the run reloads. When initiating a reload while moving the screen elements shake until the user interacts with them. For example, imagine reloading a revolver. The user needs to tab every empty chamber of the barrel but since its walking, the barrel is shaking erratically.
There are multiple gameplay ramifications regarding item management with a mini game like this. The user could have the option to arrange ammo types in the inventory so he instinctively knows in what part of the space certain ammo types will appear.
I was hyped for this game until I saw a zombie burst out of a little cupboard and scream at the screen.
a) why would the zombie scream like a demon?
b) how did the zombie get in the cupboard?
c) how did it close the doors behind itself?
d) why is it waiting patiently in the cupboard for the player?
e) how did he know to jump out as the player approaches?
if they remove that zombie I'm in. It offends me
I was hyped for this game until I saw a zombie burst out of a little cupboard and scream at the screen.
a) why would the zombie scream like a demon?
b) how did the zombie get in the cupboard?
c) how did it close the doors behind itself?
d) why is it waiting patiently in the cupboard for the player?
e) how did he know to jump out as the player approaches?
if they remove that zombie I'm in. It offends me