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#0 by bam (♦Aloha Na♦) (0 mesaje) at 2007-05-18 17:53:01 (914 săptămâni în urmă) - [Link]Top

Aici se discută noutățile din lumea jocurilor digitale.

Dacă aveți o știre proaspătă pe care o doriți să o împărtășiți cu cei din jur, vă rugăm să respectați niște reguli generale.

Reguli privind oformarea unei știri:
- știrea trebuie să fie proaspătă;
- conținutul trebuie să fie plasat în tag-ul spoiler (vezi pagina cu tag-uri). În același mod se procedează și în caz dacă știrea constă doar dintr-un link spre un site video


Game Awards 2012
Game of the Year

Assassins Creed III

Dishonored

Journey

Mass Effect 3

The Walking Dead: The Game (Winner)

Studio of the Year

343 Industries, Halo 4

Arkane Studios, Dishonored

Gearbox Software, Borderlands 2

Telltale Games, The Walking Dead: The Game (Winner)

Entertainment Weekly and Spike VGA Best Game of the Decade

Batman: Arkham City

BioShock

Half-Life 2 (Winner)

The Legend of Zelda: The Wind Waker

Mass Effect 2

Portal

Red Dead Redemption

Shadow of the Colossus

Wii Sports

World of Warcraft

Best Xbox 360 Game

Assassins Creed III

Borderlands 2

Dishonored

Halo 4 (Winner)

Best PS3 Game

Assassins Creed III

Borderlands 2

Dishonored

Journey (Winner)

Best Wii/Wii U Game

New Super Mario Bros. U (Winner)

The Last Story

Xenoblade Chronicles

ZombiU

Best PC Game

Diablo III

Guild Wars 2

Torchlight II

XCOM: Enemy Unknown (Winner)

Best Shooter

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Halo 4

Max Payne 3

Best Action Adventure Game

Assassins Creed III

Darksiders II

Dishonored (Winner)

Sleeping Dogs

Best RPG

Diablo III

Mass Effect 3 (Winner)

Torchlight II

Xenoblade Chronicles

Best Multi-player Game

Borderlands 2 (Winner)

Call of Duty: Black Ops II

Guild Wars 2

Halo 4

Best Individual Sports Game

Hot Shots Golf: World Invitational

SSX (Winner)

Tiger Woods PGA Tour 13

WWE '13

Best Team Sports Game

FIFA Soccer 13

Madden NFL 13

NBA 2K13 (Winner)

NHL 13

Best Driving Game (TBA)

DiRT: Showdown

F1 2012

Forza Horizon

Need for Speed: Most Wanted (Winner)

Best Song in a Game

"Castle of Glass" by Linkin Park, Medal of Honor: Warfighter

"Cities" by Beck, Sound Shapes (Winner)

"I Was Born For This" by Austin Wintory, Journey

"Tears" by Health, Max Payne 3

Best Original Score

Call of Duty: Black Ops II

Halo 4

Journey (Winner)

Max Payne 3

Best Graphics

Assassin's Creed III

Dishonored

Halo 4 (Winner)

Journey

Best Independent Game

Dust: An Elysian Tail

Fez

Journey (Winner)

Mark of the Ninja

Best Fighting Game

Dead or Alive 5

Persona 4 Arena (Winner)

Street Fighter X Tekken

Tekken Tag Tournament 2

Best Handheld/Mobile Game

Gravity Rush

LittleBigPlanet PS Vita

New Super Mario Bros. 2

Sound Shapes (Winner)

Best Performance by a Human Female

Emma Stone as Amanda Cartwright, Sleeping Dogs

Jen Taylor as Cortana, Halo 4

Jennifer Hale as Commander Shepard (female version), Mass Effect 3

Melissa Hutchinson as Clementine, The Walking Dead: The Game (Winner)

Best Performance by a Human Male

Dameon Clarke as Handsome Jack, Borderlands 2 (Winner)

Dave Fennoy as Lee Everret, The Walking Dead: The Game

James McCaffrey as Max Payne, Max Payne 3

Nolan North as Captain Martin Walker, Spec Ops: The Line

Best Adapted Video Game

Disney Epic Mickey 2: The Power of Two

Lego Batman 2: DC Super Heroes

The Walking Dead: The Game (Winner)

Transformers: Fall of Cybertron

Best DLC

The Elder Scrolls V: Skyrim - Dawnguard (Winner)

Mass Effect 3 - Leviathan

Borderlands 2 - Mechromancer Pack

Portal 2 - Perpetual Testing Initiative

Best Downloadable Game

Fez

Journey

Sound Shapes

The Walking Dead: The Game (Winner)

Best Social Game

Draw Something

Marvel: Avengers Alliance

SimCity Social

You Don't Know Jack (Winner)

Most Anticipated Game

BioShock Infinite

Grand Theft Auto V (Winner)

South Park: The Stick of Truth

The Last of Us

Tomb Raider

Character of the Year

Connor Kenway, Assassin's Creed III

Commander Shepard, Mass Effect 3

Clap Trap, Borderlands 2 (Winner)

Master Chief, Halo 4

Raul Menendez, Call of Duty: Black Ops II
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VGX 2013
Объявлены победители Spike VGX 2013



• Игра года
Grand Theft Auto V


• Студия года
Naughty Dog

• Персонаж(и) года
Близнецы Лютес (BioShock Infinite)

• Лучший шутер
BioShock Infinite

• Лучшая инди-игра
Gone Home

• Лучший экшен
Assassin’s Creed IV: Black Flag

• Лучшая спортивная игра
NBA 2K14

• Лучшая RPG
Ni no Kuni: Wrath of the White Witch

• Лучший файтинг
Injustice: Gods Among Us

• Лучшие гонки
Forza Motorsport 5

• Лучшее DLC
Far Cry 3: Blood Dragon

• Лучшая игра для Xbox 360
Brothers: A Tale of Two Sons

• Лучшая игра для PS3

The Last of Us

• Лучшая игра для Wii U
Super Mario 3D World

• Лучшая игра для PC
Gone Home

• Лучшая игра для портативных консолей
The Legend of Zelda: A Link Between Worlds

• Лучшая игра для мобильных платформ
Plants vs. Zombies 2

• Лучшая казуальная игра
Animal Crossing: New Leaf

• Лучший актер озвучения
Трой Бейкер (Джоэл из The Last of Us)

• Лучшая актриса озвучения
Эшли Джонсон (Элли из The Last of Us)

• Лучший саундтрек
Grand Theft Auto V

• Лучшая музыкальная композиция в игре
“Will the Circle be Unbroken” — Courtnee Draper & Troy Baker (BioShock Infinite)
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Editat de către bam la 2014-01-20 14:14:26




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#1426 by NovaSky (User) (0 mesaje) at 2008-08-20 15:31:18 (848 săptămâni în urmă) - [Link]Top
Trailer nou Red Alert 3 :shok:

http://www.gametrailers.com/player/38591.html (HD nu este )


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#1427 by regnumekal (User) (0 mesaje) at 2008-08-21 15:25:39 (848 săptămâni în urmă) - [Link]Top
Luati seama sa nu va violeze monstrii noaptea. :-/

[color=myrtle]Silent Hill: Homecoming[/color]
Genre: Horror Action Adventure
Publisher: Konami
Developer: Double Helix Games
Platforms: PC Xbox 360 Playstation 3
Release Date: September (US) / November (EU) 2008
Fan Site: www.silenthill5.net
Universe: Silent Hill (PS | 1999), Silent Hill: Origins (PSP, PS2 | 2007), Silent Hill 2 (PC,PS2 | 2001), Silent Hill 3 (PC, PS2 | 2003), Silent Hill 4: The Room (PC, XBOX, PS2 | 2004), Silent Hill Mobile (MOB | 2007), Silent Hill Experience (PSP | 2006), Silent Hill Collection (PS2 | 2006), SIlent Hill: The Arcade (ARC | 2007), Play Novel: Silent Hill (GBA | 2001), Silent Hill 2: Restless Dreams (XBOX, PS2 | 2001)



There are a couple of game tenets that players have grown accustomed to: crates contain items, drum cans explode, and you don't go to the town of Silent Hill if you can help it. Up 'til now, we've only had a few glimpses at the latest installment of the Silent Hill franchise, which will make its first frightful steps forward on the PS3 and 360 in September. However, at Konami's Gamer's Night, we were finally shown many more details about the game, as well as given an opportunity to go hands on with a few levels of the title.



The first thing that we were told during a presentation of the game was that The Collective wants to maintain the psychological fear elements that have made the franchise so popular. In fact, we were told that because this is only the second Silent Hill title to be developed outside of Japan, there was a ton of pressure heaped on the game's shoulders. To that end, the development team fastened upon four primary tenets to make the gameplay stand out. The first one of these was trying to keep the title stylistically mature, keeping the traditional feeling of the series while opening up the gameplay for those players that have never come across a Silent Hill title. This means things like holding onto the claustrophobic nature of the town thanks to the thick fog that blankets its streets.



We were shown an example of this via the entrance of the main character, Alex, who was dropped off in town by a trucker in an 18-wheeler. As soon as the truck started to pull off, it appeared to be swallowed by the fog itself. The same could be said for Alex during a camera switch, which pulled out slightly to reveal the sign for the town; the ambient environmental effects occluded Alex from view. However, it's much more than simple fog effects – the development team spent a lot of time working on the visuals to make sure that the game fit the elements of the franchise even though it was being made on the current generation of systems. So even though Homecoming will feature dynamic fog systems, per pixel lighting and much sharper graphics than ever before, the title will still implement grain features to make the situations that Alex will experience seem completely unnatural and strange.



The second element The Collective focused on was making sure that the quality of the narrative was solid. The previous titles have always been anchored by solid plots, focusing on alienation, struggle, or personal discovery and supposedly Homecoming will be more of the same. The plot will focus on Alex Shepherd, a young man who returns from the military after being discharged because of continually having horrific dreams about his little brother and events befalling him. Driving him to return to his hometown of Shepherd's Glen, Alex discovers that his little brother has disappeared, leaving a much larger mystery to his dreams and the meaning behind the vanishing. To highlight this, we were shown a cutscene where Alex interacts with his mother, who appears to be shell shocked that her child has vanished and that her husband (who's gone in search of the boy) has disappeared as well. Of course, there's something off, from her extremely pale appearance and thousand-yard stare to the strange screams emanating from the basement of his house.



The next system was tied to the combat, which has always been focused upon the "everyman" concept of the main character. Silent Hill characters have never been extraordinarily skilled with firearms or their weapons, so it made it much more realistic that there was a hit or miss quality to battle. However, since Alex has some experience in combat (being a Gulf War vet), he's a bit more skilled. In fact, this is perhaps the deepest combat system ever seen in a Silent Hill game, with both light and heavy attacks that can be chained together in any sequence or powered up for harder strikes. What's more, Alex can now perform light or heavy counter attacks, as well as perfect or imperfect dodges. A perfect dodge manages to put Alex in line to immediately strike back at his attacker while an imperfect one lets him take reduced levels of damage. Alex will also be able to continually switch back and forth between monsters with a subtle flick of the right analog stick, and he will be able to perform finishing moves with each weapon. In fact, we managed to see a decapitation with an axe.



Finally, the developers wanted to make sure that the title would be scary, with a focus on subtlety, creepy gameplay and uneasy visuals. All of these make players think that they saw something that wasn't there while hearing and seeing things that play tricks on their minds. This was combined with the discordant sound effects of Akira Yamaoka to constantly keep a player on edge. To highlight this, we were shown a segment where Alex was strapped to a hospital gurney and wheeled to a room. While things initially seemed to be a flashback to a previous instance in his life, he quickly started to panic when he realized that the other people in the game were being tortured or abused in the facility. The last thing that he sees is a large light shone in his face.



Once the presentation was over, we were given a chance to try the game out in one of two levels. The first was a graveyard stage, where Alex tried to survive the various beasts, like-skinned dogs, that assaulted him as he tried to explore Shepherd's Glen. The other was the Asylum stage that we were just shown, which featured a rather gruesome demise for the male nurse. However, from there, the level opened out, with a mix of action, puzzle solving and combat. For example, Alex needed to access the caged-off area which appeared to be holding his little brother, but once he managed to track down the final code, Josh was gone. While he was able to hop over different environmental effects, such as windows or gallery walls. The amount of detail was startling, particularly when we noticed a couple of elements, such as the ripping of the world to indicate the switch back to the other world, which appeared to match that taken from the movie.



In fact, there are a couple of elements that appear to have subtle nods to the film as well as previous games. For instance, the odd bug creatures with faces have returned, as has the sensitivity to light that the freakish nurses exhibited. Turning off your light managed to hide Alex for a few minutes, giving him a way to avoid these creatures. Then again, attacking them with one of the weapons provided appeared to be dynamic, as slicing towards them with a combat knife left large, angry gashes in her chest. As for the games, I already mentioned the 18-wheeler driver, who appeared to look much like Travis from Silent Hill 0rigins. There were also some "condition of toilets" joke which seemed to extend the running gag from the third season about sticking your hand in the bowl to try to receive items.



Even with these homages in mind, there were some changes that have been made for the better as well. Environments appear to be more interactive than ever before, with Alex easily knocking over IV stands, bookshelves or other items. If Alex comes close to finding an item, which you'll do frequently, your head will swivel to look at it. If players then hit the R3 button, they are immediately taken into a first-person viewpoint, where they can easily collect the item in the environment. Speaking of collecting items, players are no longer paused when they collect something. Now, players can grab items from the world without the game slowing to a halt to recognize it. This could be a benefit to players trying to get through the title, but it could also be potentially nerve-racking if you move into a combat situation, try to grab an item and no longer have a breather to plan your next move.





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#1428 by pokemonn (Power User) (0 mesaje) at 2008-08-21 15:30:20 (848 săptămâni în urmă) - [Link]Top
#1427 regnumekal, de-am partea asta ii cu totul bred...nu merge vorba de frica...
dar is scirboshi monstrii...:bad:
al 3-lea rules...


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#1429 by regnumekal (User) (0 mesaje) at 2008-08-21 15:36:31 (848 săptămâni în urmă) - [Link]Top
#1428 pokemonn, "... de-am partea asta ii cu totul bred...nu merge vorba de frica... ..." - iti pare tie. Putin mai multa actiune, dar in rest ca si in partile precedente

#1428 pokemonn, "... dar is scirboshi monstrii... ..." - da mie im par frumosi...in comparatie cu precedentii :rofl:


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#1430 by m000rfik (User) (0 mesaje) at 2008-08-21 15:51:23 (848 săptămâni în urmă) - [Link]Top
ash juca sh eu Silent Hill...dar matinca te cashi de frica acolo :) eu de estia nu iubesc,adica nu chiar asa


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#1431 by Lymos (User) (0 mesaje) at 2008-08-21 15:55:19 (848 săptămâni în urmă) - [Link]Top
#1430 m000rfik, sunt si mai strasnice... acesta se afla undeva pe la mijloc... :D


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#1432 by m000rfik (User) (0 mesaje) at 2008-08-21 16:28:10 (848 săptămâni în urmă) - [Link]Top
#1431 Lymos, ia spune si jocuri sunt mai strasnice ca asta si ce jocuri mai putin strasnice,dupa parerea ta :) si a tuturor ? :|


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#1433 by Walker Donor Fotbalist (Eligible Dead Voter) (0 mesaje) at 2008-08-21 16:40:36 (848 săptămâni în urmă) - [Link]Top
Sticky


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#1434 by Lymos (User) (0 mesaje) at 2008-08-21 16:59:11 (848 săptămâni în urmă) - [Link]Top
#1433 Walker, :ae:


#1432 m000rfik, The Suffering... in timpul sau....
poate ca si Doom 3 .... probabil ca mai sunt dar nu le tin minte chiar pe toate... dar aici deamu fiecare cu gusturile sale... unuia poate sai para ca Silent Hill e cea mai strasnica, iar altuia invers... :pardon: :D


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#1435 by beshlica (Power User) (0 mesaje) at 2008-08-21 17:45:29 (848 săptămâni în urmă) - [Link]Top
Playing FEAR now . Alma really knows how to make an entrance ! :scare:


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#1436 by Griciu (Oderint Dum Metuant) (0 mesaje) at 2008-08-21 18:53:22 (848 săptămâni în urmă) - [Link]Top
Văd că a apărut GTR Evolution pe extern...



Size 7.26 GB (7,800,038,151 bytes)

GTR Evolution CLONEDVD-iTWiNS

:)


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#1437 by regnumekal (User) (0 mesaje) at 2008-08-21 20:03:15 (848 săptămâni în urmă) - [Link]Top
#1436 UploaderGV, :hmmm: Da eu credeam ca demult a fost lansat. Probabil l-am incurcat cu Evolution GT :-|

#1435 beshlica, "... Alma really knows how to make an entrance ! ..." - It's not that scary...! :nope:


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#1438 by beshlica (Power User) (0 mesaje) at 2008-08-21 21:00:25 (848 săptămâni în urmă) - [Link]Top
#1437 regnumekal, well , not everyone's so brave as the mighty regnumekal :bow: :sarcastic:

#1436 UploaderGV, prima data aud ! :hmmm:


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#1439 by regnumekal (User) (0 mesaje) at 2008-08-22 16:41:36 (848 săptămâni în urmă) - [Link]Top
Madworld
Genre: Beat'Em Up
Publisher: SEGA
Developer: platinumgames
Platforms: Wii Exclusive
Release Date: Q1 2009
Official Site: www.sega.com/platinumgames/madworld
Universe: ---



What's black and white and red all over? Apart from a sunburned zebra, a Commie panda and a magpie in a blender? That's right, an ultra-violent fighting game developed by the makers of Okami and published by SEGA exclusively for Wii in the first quarter of 2009! I am brilliant fun at parties.

MadWorld is a debut title from Platinum Games, the company set up by former Clover Studios staff. It's said to be inspired by American comics, and as you'll know if you've seen the trailer they don't mean Garfield. Giant Gears of War-style thugs hulk around grimy city streets, dispatching each other in gruesome ways. The hip-hop soundtrack is punctuated by guttural screams as enemies are stabbed, sliced, diced and spiked. Everything in sight is black or white apart from the torrents of blood that splatter constantly across the screen.



It's certainly got style, and as producer Atsushi Inaba explains that's always been the aim. "Nowadays, the visuals in gaming are so evolved and so beautiful it's hard to distinguish one [game] from another," he says, via a translator. "When we tried black and white, we decided it was very impactful and really stood out - and that's the reason we went for it."

The storyline isn't quite so unique. You play Jack, a contestant in a gameshow called Death Watch where participants must kill or be killed. Batter everyone else to death and you win; die, and you lose, on a variety of obvious counts. It's been created by a band of terrorists known as The Organisers, and as the plot unfolds you'll get to find out how Jack became involved with the whole thing.



But MadWorld isn't about complex story arcs and multi-layered narrative structures. It's about cutting people in half with chainsaws, mainly. You can cut them in half horizontally and watch their legs crumple as their torso flies into the air. You can cut them in half vertically and see the two sides peel away from each other to reveal more red. The chainsaw is the default weapon, but not the only one you get to cut people up with. In the demo we're being shown there are twin daggers and huge swords, plus a giant baseball bat for splunching people's heads open. Apparently there will be more weapons to choose from in the finished game.

But even if these amount to nothing more than a rubber band and a pointy stick, you won't want for ways to kill people. Everywhere there are elements of the environment you can use against enemies. In an example we're shown, Jack picks up a road sign and stabs the pointy end right through his opponent's head. He continues to stagger around, groaning loudly, but shuts up when Jack throws him on to rack of spikes handily protruding from a nearby wall.



Another enemy is flung around and slammed to the ground like a rag doll before Jack chucks him into a dumpster, at which point the lid smashes down and severs the enemy's torso. When the action moves to a subway station, Jack has great fun throwing some opponents into the path of oncoming trains and battering others with seats he's torn up from the platform.

But it's not all about brutal violence, says Inaba - it's about using brutal violence in an imaginative fashion. "There are many different ways to kill your enemies, many different combinations and things you can do," he confirms. "The more creative and brutal your kill, the higher your score's going to be - and with those points, you can purchase weapons and play mini-games."



Ah, mini-games. This is a Wii game, after all. But it's also MadWorld, so they're not called mini-games - the official name is Blood Bath Challenges. Apparently there are many different types in the finished product, but we're only getting to see one today: Man Darts. This involves using the baseball bat to smash enemies into a giant dartboard. Certainly looks more fun than PDC Challenge. Naturally, you'll be able to compete in the mini-games with other players.

One journalist pipes up to suggest chopping each other into bloody messes isn't most Wii users' idea of social gaming fun. Isn't MadWorld a bit hardcore? "It might seem a little niche or a little core, but actually when you play it's a pretty simple action game," says Inaba . "Anyone can pick it up and play. It's perfect for Wii, because Wii is the perfect social console."



Watching Inaba play, the controls do look intuitive - you swing the remote downwards to chop off a head, for example, and make a forwards thrusting movement to impale people on pointy sticks. However, there are also more complex moves; pulling the remote and nunchuk away from each other horizontally causes Jack to perform an upper-cut. It'll be interesting to go hands-on with the game and find out just how many extra options there are for those who can be bothered to learn the moves.

No matter how accessible MadWorld's control system is, there's no doubt it's an extremely violent game. The likes of Keith Vaz and the Daily Mail aren't likely to be keen, and SEGA may come to regret putting things in the press release like, "Features ultra-violent mini-games designed to push you over the edge."



But there's also no doubt it's comic violence - much more Itchy and Scratchy than Bundy and Gacy, as SEGA is keen to point out. There's much talk of how the tone is "irreverent" and "humorous", and how the violence is "over-the-top", "fun" and "upbeat". All of these terms are appropriate. And although there's plenty of blood splashing around, you couldn't describe the action or the cartoon-style black and white visuals as realistic.

But wait till the Daily Mail gets wind that MadWorld also features an angry hip hop soundtrack and two commentators who do swearing. They tell each other to "F*** off", describe giant bosses as "Motherf***ers" and refer to things like air stewardesses being "poked" and thrown in dumpsters. As a prelude to Man Darts one commentator declares, "It's time for the BBC." The other replies, "Big breasted chicks?" "Blood Bath Challenge, you 'tard." The commentators seem to repeat themselves a lot, which could prove highly irritating, but hopefully that'll be sorted out for the finished game.

Otherwise, there's little to complain about so far. To sum up: swearing, rap music, comic books, violence, blood. Who cares what The Man says, Tha Kidz are going to love this game. And MadWorld could be the perfect solution for those who didn't just buy a Wii to get fit and play tennis. Let's just hope it's as much fun to play as it is to watch.






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#1440 by beshlica (Power User) (0 mesaje) at 2008-08-22 17:13:58 (848 săptămâni în urmă) - [Link]Top
#1439 regnumekal, 0_o


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#1441 by pokemonn (Power User) (0 mesaje) at 2008-08-22 20:08:54 (848 săptămâni în urmă) - [Link]Top
#1439 regnumekal, cheap Gears of War..


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#1442 by JRocker (性交) (0 mesaje) at 2008-08-22 21:50:03 (848 săptămâni în urmă) - [Link]Top
#1441 pokemonn, care nah geow?


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#1443 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-08-22 23:37:23 (848 săptămâni în urmă) - [Link]Top
Looks stylish!


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#1444 by regnumekal (User) (0 mesaje) at 2008-08-23 07:36:59 (848 săptămâni în urmă) - [Link]Top
#1443 BlackCross, From the guys who made Okami :)


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#1445 by pokemonn (Power User) (0 mesaje) at 2008-08-23 10:17:44 (848 săptămâni în urmă) - [Link]Top
#1442 JRocker, "...care nah geow?..." - :blink: acela...
seamana oleak' si monstrii si oamenii din team...)


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#1446 by regnumekal (User) (0 mesaje) at 2008-08-24 13:25:48 (848 săptămâni în urmă) - [Link]Top
Resident Evil 5
Genre: Horror Action Adventure
Publisher: Capcom
Developer: Capcom
Platforms: Xbox 360 Playstation 3
Release Date: March 13, 2009
Official Site: www.residentevil.com
Universe: Resident Evil 4 (PC, PS2, GC | 2005), Resident Evil 4: Wii Edition (Wii | 2007), Resident Evil: Umbrella Chronicles (Wii | 2007), Biohazard 0 (Wii | 2008), Resident Evil (PC, SAT | 1997), Resident Evil (PS | 1996), Resident Evil (GC | 2002), Resident Evil 3: Nemesis (PC, PS, GC, DC | 1999), Resident Evil Outbreak (PS2 | 2004), Resident Evil: Deadly Silence (NDS | 2006), Resident Evil (MOB | 2004), Resident Evil Code: Veronica X (PS2, GC | 2001), Resident Evil 2 (PC, PS, GC, DC, N64, GCOM | 1997), Resident Evil 0 (GC | 2002), Resident Evil: Dead Aim (PS2 | 2003), Resident Evil Outbreak File #2 (PS2 | 2005), Resident Evil: The Essentials (PS2 | 2007), Resident Evil: Survivor (PS | 2000), Resident Evil: Director's Cut (PS | 1997), Resident Evil Code: Veronica (DC | 2000), Resident Evil: Survivor 2 (ARC | 2001), Resident Evil: Genesis (MOB | 2008), Resident Evil Gaiden (GBC | 2002), Resident Evil: The Missions (MOB | 2006), Resident Evil Survivor 2: Code Veronica (PS2 | 2001), Resident Evil 10th Annversary Edition (GC | 2006), Resident Evil 2: Dual Shock Edition (PS | 1998), Pure Evil 2-Pack (GC | 2004)



We've been anxious to try our hand at Resident Evil 5 since we first got a look at the promising game earlier this year. The long-running series clearly found a cool new groove with the last entry for the GameCube and PlayStation 2 in 2005, and hopes have skyrocketed for this highly anticipated sequel. We got a chance to play a couple of levels of this survival horror game and lived to tell the tale.

The first level that we tried was a short, tutorial-style run called "Assembly Place." Main characters Chris Redfield and Sheva Alomar are in the back alleys of a shantytown when it starts. The first order of business is guiding the pair down a short path, at the end of which they drop down and enter a house. There were a few items to collect--ammo and health--on a dumpster by the door. The game's new co-op angle was front and center; the minute the option to collect the items came up, it was possible to direct Sheva to pick them up.



Once we guided Chris into the house, a lengthy cutscene kicked off. From the look of it, a fair chunk of the in-game cinematic has been shown in the previous trailers for the game. The action revolves around a dictator type speaking to a mob before an execution courtesy of a massive, hooded behemoth wielding a big axe. Shortly after the execution, the dictator spots Chris and Sheva; in retrospect, it probably wasn't the smartest thing for the pair to be watching everything go on while standing in the window. As you'd expect, the dictator and the mob aren't thrilled about the intruders, and the cutscene closes with him directing the mob to house.

We took control of Chris as the house came under siege by the masses, who could be seen through the windows. We had a few options as they started rushing, which were pretty interesting. We were able to push bookcases in front of the main door and one of the windows. We liked that; much like having the option to direct Sheva to collect items, we were able to get her to assist with the bookcase. Before we started pushing on our own bookshelf, we set her on the other, which was handy because time is of the essence when you're being set on by an angry mob. In the few seconds that we had left, we also collected loot from around the small house. As with previous games, the loot was laying in plain sight, and also hidden in drawers or left behind when smashing crates.



The level's pacing started with a slow burn, much like the first big rush of enemies in RE4, with the mob getting more and more aggressive in their attempts to enter. As we were getting our bearings, Sheva helpfully started shooting at anyone who showed their face in windows. We were actually able to take out quite a few by shooting them through the windows, but eventually the mob kicked in the main door and started streaming in. As if that wasn't bad enough, another highly motivated group started dropping down from a hole that they had made in the roof. The final kicker was when a massive, axe-wielding hulk smashed his way through the main wall...clearly a sign that it was time to get out.



We snaked past Mr. Axe and the enemies streaming into the house and took to the streets. Besides affording us more room to maneuver, the streets were littered with a number of useful items. There were crates to break that yielded assorted ammo, grenades, health canisters, and gold. More importantly, there were a few houses that we could loot, one of which contained an AK-47. Flammable barrels were the other useful element in the outdoors. Although they didn't explode, the fire that they kicked up took out most enemies, with the exception of the axe wielder who, we discovered, could kill us with just two hits.

Thankfully, one of the best perks of having Sheva around was that, when Chris' health was low or when he was about to get killed by a second axe blow, she could restore some of his health. This doesn't mean that you won't die, because we did; Sheva needs to be near you when you're on the brink of death. Regardless, it's certainly a handy mechanic. Once we survived long enough, we triggered another cutscene that featured a military helicopter coming in and tearing things up with an aerial salvo that cleared out most of the enemies in the town center.



We explored the cleared town a bit and made our way farther up, coming across a few more enemies, including some Molotov cocktail-pitching ones. We were able to shoot the bottles out of their hands as they were getting ready to throw, which had the added bonus of setting the enemy on fire. This short segment also introduced a new flying enemy that was all about clinging to our face and murdering us. Thankfully, they didn't stand up to a volley of bullets. The level ended when we reached a large gate.

The second level that we tried offered an even greater challenge but showed off more of the possibilities of co-op. The level, called "Shanty Town", started in the claustrophobic streets of a city. The initial run was simple enough, in that we guided Chris and Sheva through some gates and side streets, which had an assortment of ammo and health pickups. When we finally met with some enemies, they were fairly easy to deal with. However, things got complicated when our path through a building was blocked by a padlocked set of doors. We wound up heading to the top of the building and performing an assisted leap with Sheva to send her to a building across the way. Upon landing, she was beset by enemies and we were forced to cover for her, using a pistol or a sniper rifle, as she made her way down the building and onto the streets to the door blocking our way, which she helpfully opened.



Once the team was reunited, we started making our way up the streets, dealing with enemies and collecting loot. As we reached the end of the street we triggered a cutscene that introduced us to what is the front-runner on our most-hated enemy list in this game: a skinny, burlap-sack-and-hood-wearing, chainsaw-wielding fiend committed to gutting you. The skinny foe was agile and quick, which is a bad combination when mixed with the aggro-slash-crazy vibe he had going. The level ended when he was defeated, which took equal parts bullets, grenades, explosive barrels, and lucky dodging.

The two levels gave us a good sampling of the action that Capcom is packing into the promising game and also served as a good introduction to the co-op mechanic with Sheva. The demo's AI control of her was surprisingly helpful, which isn't always the case in games that pair you with an artificial buddy. She was handy and pretty aggressive when the action heated up. She got a little greedy with the loot at times, and she wound up Hoovering some much-needed ammo, but it's hard to hate considering how often she saved our life.



It's possible to share or request loot and weapons from Sheva, which helped make up for her acquisitive tendencies, although we wish that we could have split ammo to ensure that she wasn't left dry. The assisted jumping and climbing moves in the demo were similar to those in Army of Two, albeit a bit more straightforward; the moves simply involved a button press that triggered a short cinematic of the move executing. The life-saving bit was a nice touch that was actually dynamic and resulted in Sheva using a healing item if she had one, which would heal you both, or simply using an adrenaline shot that restored a small amount of life to you. You could return the favor during gameplay, given that she calls out for help when cornered. In the rare circumstances when she either wandered off during battle, or in which we were lost in a desperate rush to avoid trouble, we could call her back our way or locate her position by hitting a bumper and making our way to her.

The control scheme basically follows the RE4 model and adds new features, such as calling your partner and the new context-sensitive actions with Sheva, although so far we saw only a jump and a leap. Like before, you'll be able to aim and shoot with ease as well as use your knife when ammo is spare. You'll also be doing much shaking of the analog stick to get enemies off of you. The game handled well, and the new features fit in pretty seamlessly once you adjust to them.



The visuals in the game are looking fantastic, even in the work-in-progress version that we played. The game is sticking close to the gritty, realistic art style of RE4, which works well with its African setting and the tone. The color palette is a bit washed-out but the gray hue adds to the grim feel of the proceedings. Likewise, the character models look great and feature a ton of detail. We especially like how your enemies occasionally have their faces burst into tentacles when you're getting attacked, which raises some questions about what the heck is going on. The new destructible elements in the environment are a cool albeit unsettling touch. There's an added sense of danger now because nowhere is 100 percent secure or safe. As far as performance goes, the game purred along nicely, although there were some obvious work-in-progress loads for the cinematics.




Mesaj util ?   Da   0 puncte
#1447 by Hm (Adevarul se masoara in actiuni si nu in cuvinte) (0 mesaje) at 2008-08-24 13:30:44 (848 săptămâni în urmă) - [Link]Top
#1446 regnumekal, nifiga sebe ce grafa...da in gameplay tot asa va fi?


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#1448 by regnumekal (User) (0 mesaje) at 2008-08-24 13:56:15 (848 săptămâni în urmă) - [Link]Top
#1447 Hm, Probabil ca da. Uita-te si tu la trailer-urile de gameplay:

http://www.gametrailers.com/player/38878.html - GC 2008 Developer Walkthrough Part 1
http://www.gametrailers.com/player/38877.html - GC 2008 Developer Walkthrough Part 2


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#1449 by BlackCross Donor (Raging Lunacy) (0 mesaje) at 2008-08-24 16:28:00 (848 săptămâni în urmă) - [Link]Top
#1446 regnumekal, awesome! X))

#1447 Hm, "... da in gameplay tot asa va fi? ..." - Nu, "în gameplay" va fi 2D. :sarcastic:


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#1450 by Hm (Adevarul se masoara in actiuni si nu in cuvinte) (0 mesaje) at 2008-08-24 19:48:28 (848 săptămâni în urmă) - [Link]Top
Acest mesaj nu respecta eticheta de comunicare și a fost ascuns. Click dacă oricum dorești să-l vezi.

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