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Everything posted by VelivolusDas
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Glad it's not a GaaS title. Personally, I'm okay with the levels, I mean, technically, Batman in the previous games did level up and get points which could be used to get new gadgets. So, in essence, the characters levelling up as the game progresses makes sense. But, it'll be pathetic if the game gets too RPG'ish. The enemy levels and damage counter being so 'in-your-face' is a major letdown. If I need to 'grind' in a superhero game to then 'be able' to face/defeat the enemy, is a major ??. I can't believe I even typed something like that. It's just plain wrong. I mean, the game went from "I'm sure it'll be great" to "might get it a year after release if I get a good deal on a sale" faster than Thomas and Martha died in the alleyway. I'd still want to give WB Games Montréal a chance, though. It might just be good. Will wait for more gameplay and news before finally deciding to NOT play this.
- 337 replies
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- 2021
- action rpg
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So, I'm not watching the stream. What did they show for The Flash? No trailer? Just those 2 concept-art-looking images?
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Co-op focused game. ? I know Batman will feature in some form or the other, but playing as tier-2 heroes. ? Players and enemies have levels. ? Damage counter. ? Graphics and gameplay look good. Somehow has the charm of the Arkham series. ?? Basically, disappointing. ?
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- 2021
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I was going through the FAQs of DC FanDome and it's an 8-hour event which will be streamed back-to-back. Basically, 3 times in a total of 24 hours. So: - 1st stream - 10:30 PM IST (Saturday) to 6:30 AM IST (Sunday) - 2nd stream - 6:30 AM IST to 2:30 PM IST - 3rd stream - 2:30 PM IST to 10:30 PM IST -------------------- From the FAQ: What if I miss it? Will the event be available at a later time to view? Just like a live event, the full DC FanDome experience will be available for 24 hours only. If you don’t watch it during the 24 hours, you will miss it (unless you have access to time travel). For those in different time zones around the world, Hall of Heroes programming will run 3 times consecutively (it’s an 8-hour program); other programming will be available only once in the 24-hour timeline. Check the schedule for details and ability to create your own custom schedule. -------------------- So, even if we're not awake for the ones at odd hours, we can easily watch it on a Sunday (tomorrow) as per our convenience.
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Glad won't have to be awake too late into the night for this game's reveal. Hope it delivers. Expecting a kick-a*s trailer and gameplay. About the Suicide Squad game: The trailer will be up on YT anyway, so mostly won't watch it live.
- 337 replies
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- 2021
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I put together the Indian timings of some of the major events from DC FanDome: Hall Of Heroes. Here they are: Anybody else planning to be awake? I know it may not be worth it, but I guess, I might just. Let's see...
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These guys are one step ahead.
- 337 replies
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- 2021
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So, this is the 'power of the cloud' thingy they were talking about back when the Xbox One launched! Cool. BTW, Sony/PlayStation can also access this tech, right? At least in some form?
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Pretty sure it's just for looks. Without it, the controller would be just 'white' all over (except the sticks and triggers). It's already kinda fugly enough, imagine how much more fugly it would look without that light strip. And yeah, unless there's a black colour option confirmed, both the console and the controller are fugly for me.
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https://blog.playstation.com/2020/08/20/presenting-playstations-first-global-ad-spot-showcasing-key-immersive-features-for-the-ps5-console-generation/ “The haptic feedback precision allows us to do all sorts of new things. In Marvel’s Spider-Man: Miles Morales, we’ll be hinting to players which direction attacks are coming from by providing haptic feedback from the appropriate direction on the DualSense wireless controller. What does it feel like to use Miles’s stealth ability? How does a Venom Blast feel? Because of the high resolution of DualSense wireless controller’s haptics system, we can really push the dimensionality of the feedback. For instance, as you hold down Square to do a Venom Punch, you feel Spider-Man’s bio-electricity crackle across from the left side of the controller, culminating in the right side on impact.” –Brian Horton // Creative Director, Marvel’s Spider-Man: Miles Morales I’m really excited by the adaptive triggers and the haptic feedback, both features that will bring some physicality in game experiences, and give important feedback. Deathloop being a first-person shooter, we do a lot of things to make weapons feel differently from one another. One I like is blocking the triggers when your weapon jams, to give to the player an immediate feedback even before the animation plays out, which prompts the player in a physical way that they have to unjam their gun. –Dinga Bakaba // Game Director, Deathloop Just as the name “trigger” suggests, the main use of the DualSense wireless controller’s adaptive triggers in Ghostwire: Tokyo is for “active” actions—to shoot or trigger something—and we also use them to create the sensation of recoil. We’re also looking at ways to take advantage of the adaptive triggers to express a sense of persistent energy, or a balance of forces if you will, and for perhaps actions such charging, loading, and a sense of accumulation of power or energy for things.The haptic feedback, in comparison to the vibration function of previous generations, allows us to utilize a much wider range, starting from a very strong vibration that is much more powerful than before, down to extremely light vibration. This way we can offer players very detailed, “textured” nuances. Because of this, our approach is different – it isn’t a transient or a constant vibration level anymore, it allows us to meticulously adjust the feedback throughout the game. – Kenji Kimura // Director, Ghostwire: Tokyo Horizon Forbidden West features new weapons that are designed to feel unique and play a specific role in combat with machines and human opponents. The DualSense wireless controller adaptive triggers will help us to make the weapons feel even more unique and satisfying to use.— Mathijs de Jonge // Game Director, Guerrilla With the DualSense wireless controller and the power of haptics, we can make the combat [in Demon’s Souls] feel grittier, darker, and deadlier. Now you feel every blow as you strike down your enemies and cast each spell. You’ll experience the force of a titanic boss’ attack as you pull off a well-timed guard. Metal strikes metal when your foes block your attacks or you block theirs. That extra sensory feedback through the controller allows you to know your attack hit home and your perfectly-timed parry was a success, so you can react faster and more decisively. We can also turn the simple act of pulling a lever to open a gate into a sensory experience. This is something that rumble could never do. It could never replicate the feeling of metal striking metal or fire crackling in your hand as you conjure magic. Haptics [are] integral to the experience, to immersing the player in the world and adding to the gameplay. The visual, aural, and tactile working together takes this new generation of gaming into the future. — Gavin Moore // Creative Director, SIE Japan Studio As a player, I’m excited to finally FEEL which weapon I’m holding in my hands without looking at any UI. I can also sense where an enemy is spatially, even outside of my field of view. — Keith Lee // CEO, Counterplay Games The adaptive triggers are something we’re excited to feature [in Ratchet & Clank: Rift Apart]! For instance, the Enforcer is a dual-barreled shotgun type weapon. As you pull the trigger, you’ll fire from one barrel, and you can feel resistance around halfway down the trigger. Need a bigger blast? Pull the trigger through that resistance point and you’ll fire both barrels at the same time. — Marcus Smith // Creative Director, Insomniac Games As a developer, we want to surprise with unexpected feelings so the haptic feedback has been our central focus [for Astro’s Playroom]. The concept of “feeling the world” is omnipresent, that’s a significant step forward in immersion. I tried turning haptic feedback off once, and could not believe how much I missed it. It is a game changer for sure! We use haptic feedback throughout the entire game. The most striking are the surfaces because players will notice within the first few seconds. Astro’s steps can be felt running on plastic, metal, sand, and even splashing in water. –– Nicolas Doucet // Studio Director, Japan Studio Adaptive triggers have enabled us to provide sensations which match what Sackboy would feel in game. For example, when picking objects up, there is a tension to each press which conveys that the little guy is struggling to carry it. Similarly, when equipped with the grappling hook, R2’s ‘Weapon Mode’ makes the player feel like they’re actually firing it themselves.— Ned Waterhouse // Design Director, Sumo Digital I think the most effective use of the adaptive trigger [in Gran Turismo 7] is for representing the operation of the antilock brake system (ABS) while braking. A typical ABS releases brake pressure intermittently while the driver applies pressure to the pedal. The adaptive trigger is suited for recreating this pedal feel, and it will allow the player to accurately feel and understand the relationship between the braking force they want and the tire’s grip. Compared to the rumble force feedback we had in the past, the special character of the haptic feedback is that it has a bigger range of frequencies it can produce. What this means, is that sound design and tactile design can be handled in a continuous, integrated manner. — Kazunori Yamauchi // President, Polyphony Digital
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Apparently, not true.
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Rumor thread and discussion
VelivolusDas replied to Heaven Angel's topic in News, Rumours and Discussions
Supposed PS5 UI details (this could go the in the PS5 thread, but it's mostly a rumour at this point): -
At this rate, I think we'll need a new thread for this topic.
- 354 replies
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- 2022
- action-adventure
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Numbers, MTx, and Fiscal sales discussion thread
VelivolusDas replied to mohit9206's topic in News, Rumours and Discussions
Yep, it could potentially be ugly. -
So obviously the following was tweeted earlier today (retweeted by WB Games Montreal, so we know it's legit). A few guys did some digging in to it and found that... And after a while got to this... Only to find out that... Anyway, jokes apart, this is very interesting. I know it's a very vague-looking map, but it seems nice to see an Arkham game map again.
- 337 replies
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- 2021
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We're right up there... You know in terms of what.
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https://podcasts.google.com/?feed=aHR0cHM6Ly9ub2NsaXBwb2RjYXN0LmxpYnN5bi5jb20vcnNz&ep=14&episode=NmRhMzZhNTQtZGU5My00ZjFmLWEyODItODNlNTMzYjFhNTNm "Danny talks to Nate Fox & Jason Connell from Sucker Punch about the design of Ghost of Tsushima's open world, close-quarters combat and broad narrative."
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~50 hours in. Hooked, would be a very clear understatement. It's past the point of just being hooked. Just cannot get enough of this game... The social link aspect, and how that ties into fusing even powerful personas is amazing! Also, Yukiko. ? I'm in the last dungeon now with 4 floors to go. Is the platinum trophy of this game easy? Or does it require next-level grinding?
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It's good on Sony's part to have full backwards compatibility after announcing that it'll be available for Top-100 titles. Classic 'under-promise and over-deliver' strategy.
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Moral of the story: Studios should just stop outsourcing if they have to port the game to a different platform. I'm not saying that outsourced ports of all games are bad, but man, the failure rate sure seems to be high. Or at least, have so much scrutiny until release that these outsourced studios basically have to show you a working version of the game across various PC-hardware for it to be deemed fit to release. Currently, it just reflects poorly on both studios. It hurts the maker of the game more as they are ones who are looked at, as the villains in this whole fiasco. And rightly so.
- 2378 replies
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- Guerrilla games
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