Used to, but now it's a boxed game.
Posts by -HP-
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What I found kind of meh was the actual gameplay actually. After playing Last of Us and Uncharted games, those cover mechanics look and feel so clunky compared. Those animations when he throws the molotov while in cover look so weird and rushed.
I guess this is one of those games where you need to overlook a lot of shit, and play it for the story.
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p4rgaming is a satire website. it's Onion news for the games industry.
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The more I think about this, the more I hear about this, the more excited I get.
My faith in id software is completely restored after Doom 4, even though MP was just flat out bad, you can argue that they outsourced it and it was obviously an afterthought and what the game is all about is the campaign. Which is exactly the opposite of Quake Champions, I guess we can all assume here that it won't have a campaign so all hands on deck will be on making this fun and polished.
Also... please for the love of fuck make a Duel mode!!
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Quote from Buddy
10 hours ago, Buddy said: Well, to be fair Quake 2 3 and 4 were quite drastically different than Quake 1. I don't mind some sort of evolution now, especially when a straight up remake of Q3 would sink the company.
This exactly where I'm at as well.
I've flooded literally years of my life on Q3, so the last thing I want is a reskined Q3, even though the nostalgic part of me is screaming for it, I think it would flop in today's world. That said, i might be wrong. You can argue Doom 4 is a reskined version of the original Doom, and it was a huge success. Bottomline here is, if the gameplay is fun and polished, the game will be successful.
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As long as they make 1on1 (duel) one of the main modes, I'm game!
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Quote
Quote During Square Enix’s E3 live coverage, Final Fantasy XV[/i] Game Director Hajime Tabata provided a lot of information about the game during a Q&A Session.
You can turn the HUD off. There is a camera mode that allows players to take their own pictures. There won’t be a theater mode. There is a minigame in the coliseum in Altisia. Monsters fight against each other, and you can bet on which monster you think is going to win. Maybe post-launch there will be additional content set in the coliseum. At the moment there are no plans to give an option to adjust the camera distance. Soon the team will have to decide on whether to allow it or not. If you level up too much, there can be situations in which you one-shot enemies. Tabata-san doesn’t think that’s necessarily a problem. He feels that people enjoy to progress enough to beat easily certain tough enemies. He personally enjoy it as well. In Final Fantasy XV if you fight a boss a bit over your level, you can bridge that gap with skill. There will be an item that will prevent you to overlevel if you so wish. It’s designed for people who enjoy low-level clears. The UI design we saw at E3 is not final. It will be renewed once more and the team is currently working on both functionality and aesthetics. There are two different control layouts. One is the default one and the other is the same included in Episode Duscae. There might be a third one implememnted before launch. You can change freely between them. The team will anticipate 40-50 hours of gameplay just for the main story, but there are a lot of extra sidequests. Just the extra stuff alone is about 100 hours. The whole game, everything included, is probably going to take 200 hours to complete. The team is constantly optimizing the game. The current version presented at E3 has the following specs. On Xbox One it uses dynamic resolution between 800p and 900p (closer to 900p) and 30 FPS. It’s performing better than Episode Duscae and Platinum Demo. It currently dips to 26-27 fps in certain situations when using party commands. The PS4 the range is between 900p and 1080p, and most of the time it’s 1080p and stable 30 FPS. There are a bit of frame rate dips on PS4 as well, but the team will continue to optimize. Tabata-san mentioned not to worry about frame rate for the final version of the game, because the team is working on it. In order to keep the processing load manageable, temporal anti-alising is impemented every few frames. There is a difference between normal movement speed and dash. Running does not consume stamina. The dash does. The duration of the dash mode can be influenced by what you eat back at the camp. Somnus is still included in the game. There aren’t too many summons in the game, but each has its own different impact. You can use summons only under certain conditions, depending on each summon. For instance, you can’t summon Leviathan if there’s no water nearby. The Airstep Sword and the Engine Sword from Final Fantasy Versus XIII are still included in the game. The Engine Sword will have special features. DLC plans are pretty much finalized. The concept is that people who purchased the game should feel that they made a great purchase. Among the DLC there are many things Tabata-san himself is excited to play, but it’s too early to announce them. There is story content, additional contents, but there’s more than than that. The development is focusing on the final game, so just a core team is working on DLC now. After the game goes gold, the whole team will shift on DLC. Party member behavior during battle will be affected by equipped weapons and by the abilities you have. The weapons you’re equipping will influence their actions. The abilities you use influence the overall AI of your party members. If you press L1, your can select the abilities you want your companions to use. There is a cooldown so you can wait a bit between uses. There are also automatic abilities they use on their own. Party members can also use magic. [/list]
sauce http://www.dualshockers.com/2016/06/16/fin…-and-much-more/
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Damn... that soundtrack!This looks legit.
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That looks pretty fucking great! And I've yet to play Limbo... :X
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I saw a extended gameplay demo of this.
When I saw the demo at the Sony press conf I thought it was good but it's kind of obvious it's staged and scripted. The extended demo actually prooved to me that it's not, the guy took a completely diferent path than the one they shown at the conference and the zombie horde ran after him really well. They have some really crafty and smart AI on this, very on par with what we saw on left for dead.
I also saw a bit of bike gameplay, driving around in the bike is really fun. Also, the bike will function as your sort of a inventory chest throughout the game.
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The line for Zelda was 4 hours long... fucking hell. I didn't play it but talked with a few people that did and the game is actually really good!
It's definitely Zelda open world with RPG elements, and a lot of new stuff added, like jumping, gliding, crafting, cooking, etc. You can almost call this a survival RPG game. Everyone that stood in line played the game for 40 minutes, so weird they're showing so much of the game a year before the game is even out.
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Alright, played this at e3.
I can confirm the fade to black on takedowns and other transitions is completely gone on PC, which is a relief, so here's hoping they fix it on consoles as well.
The E3 demo is fun as hell, they do throw a lot at you at once tho, which breaks the pacing a bit, i like to be introduced a certain gameplay element and be given enough time to fuck around with it before being thrown more stuff at me to learn, but I assume it had to be done for the demo with limited time, I felt I was given stuff that is probably only unlocked like a quarter way through the game.
There's not much to say really, if you liked HR you're gonna love this, it's more of the same only better in every regard. Storytelling, graphics, movement, inventory, dialogs, environments are all much better polished than HR. I specially liked the level design, it's more akin to the original DeusEx, you are given the toys and you can then use them as you will and the levels are your playground. In a world where everything is simplified a lot, i'm just happy games like this are still being made, it's definitely a niche that has it's place.
Talked with a couple devs too, those guys are extremly passionate for this franchise and very proud of what they have here and it shows in the game.
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Looks dope, it's probably 2 years out so it can only get better.
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Resident Evil 4 didn't look like a resident evil game either, and many consider it one of the best games ever.
Also, you only played the first one?? You seriously never played 2 or nemesis? You should try them if you haven't, they're timeless classics.
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Resident Evil used to be called Biohazard in Japan.
QuoteQuote Capcom's Chris Kramer explains:
In late 1994, Capcom Entertainment in the US was starting to ramp up marketing plans for the game that would eventually become known as Resident Evil in the US. Capcom Japan had let us know that the name of the game was going to be ‘Biohazard' in Japan, but I pointed out to the person who ran marketing at the time that it would be next to impossible for Capcom to register the name in the US.
As an example, I pointed out that a crappy DOS-based game had just come out in the US called ‘Biohazard' (not to mention the New York hardcore band of the same name) and that we'd never be able to secure the mark. As a result, the head of marketing held a company-wide contest to come up with a new name for the game.
The winner of that competition was, of course, Resident Evil, being a pun on the fact the first game was set in a mansion. For the record, Kramer voted against it, saying the name was "super-cheesy".
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There's a demo for Resident Evil 7 currently available on PS4, although it isn't actually part of the full game. It's sort of PT part 2, pretty much.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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