Todd Howard? Wasn’t expecting that. Anywho, looks like this’ll mainly be in 1st person? That’s kinda neat actually, I don’t think we’ve had a 1st person Indy before.
Machine Games are pretty well known for their first person shooters (they made the modern Wolfenstein games), so it is kinda reassuring they're sticking to first person, even if they're clearly not going for a Wolfenstein feel.
The difference is that crossovers in fortnight work. They fit the style and vibe of the game. When you put Nicky Minaj in cod it looks like a meme mod. I think mtg has been doing the crossover stuff for ages and players have hated it always.
This is really exciting. I’ve liked everything about No Man’s Sky except the gameplay which I thought was boring. If they can replace that with exciting fantasy combat, I’m in.
Also this trailer felt weirdly very similar to the NMS one. The zoom out from water, panning over the landscape, and riding ships dragons over everything had all the same beats.
Damn, I really need to stop letting how good Legend of Mana was convince me to give Squenix more chances on this series. But… this trailer does look very fun, kind if mix of the Tales series combat with Mana themes!
better than releasing a half finished game that is unplayable in the first 6 months and then barely playable for another 6months and only with the dlc 3 months later they bring features they promised on release.
Dont get me wrong i’d love to play RIGHT NOW, but i’d rather wait for a polished experience than to get disappointed.
Since you brought it up, what is the difference there? Do you mean gameplay design as in the whole game is this way or as in this scene is not a level? (No I didn’t watch OP’s video.)
Gameplay design is the design of how the game plays. Level design of the design of the levels. In this scenario, the problem is not being able to advance until the platforms are even, which is an issue of gameplay design.
To add to this: “level design” typically covers things like the design of paths through the level (both physically and plot/objectives) and visibility of paths affecting player thinking and choices (ie making it clear to the player how to progress, not get lost). These are “big scale” things, not fine detail.
“Gameplay design” typically covers things like movement, interaction and item/skill progression mechanics. The are “small scale” (or for inventories & skill trees: “no physical scale”) things.
In practice the two terms do often overlap quite a bit, so you can argue basically anything to be in either category.
This is the weird version that’ll not have the portable content at all, right? That’s such a shame, this could have easily been the definitive version if they made a Persona 3 Portable Reload.
Persona 3 portable was the portable re-release. However they released it with a lot of extra content. Content that people believe completed the package and made the game even better. As a result, many fans will experience a jarring feeling as the content they like will be very obviously gone. Hard to understand their decision. Maybe they planned to make it DLC. Sneaky buggers.
I'm almost willing to bet they'll release a Golden/Royal version a year or two after this version that has the portable content in it, if they do anything with the portable content at all. They wouldn't do something so consumer friendly as release it as dlc, they'll make you rebuy the entire game instead.
It was entire alternate playthrough with a female main character, new characters to build social links with, and a lot of new insights into the other characters of the game. The characters you fight with have different relationships with the female MC than the male MC. The PSP version had both playthroughs on one disc, though they had to make some adjustments like turning it into more of a visual novel style than 3d environments for the "town" segments of the game.
This is where I feel modders could get a very decent final say.
There will definitely be enough material to TTS the dialogues that don’t exist in Relaod, and the text, sprites and models already exist spread between p3p, the rhythm game, etc.
I’d wager it’s pretty doable to mod the content into the game once it’s out.
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