scalman

Dead Island

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info apie zaidima,gameplay,ginklus ir kaip kas ir su kuo bus valgoma:

 

Dead Island takes place on the isle of Banoi, a vacationer's dream with The Royal Palms Resort at the center of its success. Part of the Papua New Guinea chain of islands, the jungle is dense and the ocean turquoise (and presumably, the spiders gigantic.) What better place for a ghastly massacre than the pamphlet-perfect paradise of the jet set, with no military defenders to be seen and no escape to be had?

 

As a player, you'll take on the role of one of four resort guests unique because of their immunity to whatever it is causing everyone else to slip into dumpster rot (hm, familiar.) And you'll probably be spending most of your time in the company of friends, as the co-op mode allows up to four characters coming and going seamlessly through the same network game (hmmmm.) The fool's quest you embark on to escape an inevitable death in agony sees you meet up with other survivors, and uncover a storyline running much deeper than what you might expect from the average ghoul-slasher. Of course, Techland's not going to spoil the details for us just yet. They're more excited about explaining the game mechanics.

 

Combat being the essential cog in a zombie title's success, Dead Island's going the John Everyman route. Too often we find ourselves playing through a survival-horror game wondering why in pure blue hell there would be an antimateriel rifle casually resting on the receptionist's desk in a dentist's office. Even worse, where did our workaday characters learn to rock cycling grenade launchers with such combat effectiveness? See, it's the action movie mindset that tends to spoil the immersion of a survival game, and the developer has no interest in bringing Rambo to the South Pacific to do so. There will be no rocket launchers in Dead Island; you'll be hard-pressed to find more than a few bullets and a starter gun. But when the neighbors get chompy, the survivor breaks off a chair leg.

 

Melee will be your main means of dispatching the dead for most of the game, meaning there'll be a looter's heaven of items lying around just waiting to be picked up and put to work. But don't plan to make a run for the fire axe and carry it around calling it "Otis": gear degradation is a very real problem. Every time you wale on a zombie, that axe will lose a bit of its effectiveness. Your kitchen knife will be a little less sharp each time you drive it through a sternum, and that velvet rope stanchion won't hold together forever. When you can't find a way to repair your killtoys, you'll need to say goodbye in exchange for something sturdier.

 

But finding something to use against meat doesn't mean your character will initially be that handy with it. A life of boatshoes and conference calls means he or she is gonna have to learn to kill. To that end Techland's taken a page from the RPG set, employing a leveling system, stats, and a skill tree. Not exactly something you've seen in a first-person "shooter" before now. There's even a rumor we'll see an actual class system of sorts implemented, but details on that are hazy at best.

 

Yet some wonder if relying almost solely on melee for the entire story will become a chore for an audience so used to crowbars for novelty kills or last ditch efforts. To this, I can only point to the success the Condemned series saw in their blunt weapon engine. Anyone who played Condemned 2: Bloodshot will remember that the precise moment the game began sinking into the shitter was when it gave you a gun. Until that point, the satisfying *THUNK* of a 2x4 against an enemy's skull was more than enough. Something tells me that if the creators can master the sound and feel of melee like that, players will be wearing a sick smile that never lets up.

 

Dead Island looks to have the individual components on-hand to make for a tense, gratifying adventure, yet the sum of the parts may prove it a lesser companion to something like Left 4 Dead 2. We can't say for sure until we get our hands on it. But if Techland speaks true, and if these screenshots are any evidence, we may see the last gasp of the zombie genre come swinging with all the force of a railroad hammer. So here's to the meat, and here's to the kill.

 

Though no official release date has been marked, it's rumored that we'll see the palm trees of Banoi before the end of 2011. Look for it on PC, Xbox 360, and PS3.

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Ne į temą

O šiaip žiaurus žaidimas. (Bet čiuju žaisiu )

Redagavo feomen

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Dead Island website is encoded with a little foot, if you look at the source code of pages you can find interesting things about the game because portions of the code are simply inactive as commented out.

 

Apparently a second trailer is being prepared and will be followed by 4 demo videos of the game

 

By going to the character page it is already 4 characters “hero” presented some of the currently inactive page will be reserved for 4 characters “zombies,” a multiplayer Hero VS Zombie maybe?

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Damn, jau įdėtas šis traileris. Rašo 2008, nes jį jau seniai buvo pradėję kurt, tačiau nerado leidėjų

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Ten pačiam gale buvo 2008 parašyta, tai tipo jis išeis 2008tais metais? :rolleyes: Ar kažko nesupratau?

tai ji seip kuria nuo 2005 ir buvo gal isleidimo data 2008 kaskada bet nukele. Redagavo ButasJ

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After witnessing an all-too-brief gameplay demo at GDC this week, I began to answer that question for myself, likening Dead Island to a mash-up of Dead Rising 2, Borderlands, Breakdown and, to a much lesser extent than you'd think, Left 4 Dead 2 -- oh, and even some Far Cry 2 sprinkled in there. That sounds a bit chaotic, sure, but this is a zombie game.

 

Dead Island begins shortly after the zombie emergence depicted in the dramatic trailer, with players controlling one of four possible lead characters, each representing a different class. In the demo I was shown, the developer played as the "tank" character -- powerful, but slow.

 

The player has been saved by a group of survivors who are quick to ask you to return the favor. The first mission involves abandoning the relative protection of the starting safe house to rescue a man who had helped save your life intitially. Once you amass the courage to venture outside, the game delivers a one-two punch in the form of an immediate zombie attack and a scene that's best described as fantastically macabre. Here on one of the island's white sandy beaches, palm trees blowing in the wind, the Kodak Moment is dashed by roving undead feasting on less fortunate vacationers, whose blood stains the sand red.

 

In these first few moments, I realized this wasn't a typical zombie game. Of course there's the requisite action and gore, but Dead Island seems to reward playing strategically. Getting clawed by one zombie isn't a death sentence -- there's a chance to block its attacks, push it away, and even cut it apart limb by limb.

 

By the look of things, surviving the zombies will only be part of the game's challenge.

 

Putting distance between yourself and the reanimated corpses seems like it's going to be a major element of combat, with the characters able to shove and boot them away. Of course, as I saw, it's entirely possible to run past the slower zombies and pick your fights.

 

There is incentive to be aggressive, however, as kills bestow experience points, which are used to upgrade various character aspects -- health, speed and the like -- and unlock more branches of the skill trees. Exploration is encouraged, too, as you can turn up helpful rewards, including blueprints to craft new weapons.

 

Combat is heavily melee-based, with firearms mostly limited to the ammo that's in them when you find them. Melee weapons will wear with use and require upkeep, but Fallout-style workbenches can be used to combine weapons with items to produce some wicked killing tools. I saw a diving knife combined with plastic explosives to create a sort of "sticky bomb" good for clearing mobs of creeps -- especially the faster zombies; and yes, there are many different types. You can also put an electrified machete to good use, stunning enemies and giving you a moment to escape or strategically dismember them for more XP

 

Throwing weapons can come in handy, too. During the demo, I watched the player toss a propane tank down a couple of flights of steps he was retreating up from a growing horde of zombies. The propane tank was followed by a hammer he chucked at it, resulting in an effective explosion. Speaking of explosions: Each character class has a special ability that's charged by killing enemies, and the tank's was a sort of berserker rage that enabled the player to punch zombie heads clean off.

 

Progress in Dead Island is made by upgrading your character and, perhaps more importantly, by clearing and securing new safe houses. Survivors will flock to these bases, from which they will offer you new missions in the totally open-world game map. By the look of things, surviving the zombies will only be part of the game's challenge --

 

In the first few moments, I realized this wasn't a typical zombie game.

 

the island features diverse environments fraught with hazards of their own; so mind the cliffs.

 

A video montage that followed the demo hinted at the game's emphasis on character and story development in what's expected to be upwards of a 30-hour experience. These scenes also revealed vehicles, all of which will be drivable, and some unsettling imagery: a downed 747, indicating the outbreak isn't just confined to the island.

 

Dead Island is already looking great, with smooth movement and animation coupled with a striking, super-saturated grindhouse film–esque visual filter. The first-person perspecitve allows for the zombies to get right up to the edge of the screen, showing off just how grisly these undead become as you hack away at them -- scary impressive stuff.

 

Most intriguing to me, though, was the role combat pacing looks to play in Dead Island -- there's a strategy to each zombie encounter; learning to keep your distance and knowing when to move in to attack. It's not just mobs of enemies swarming you until you hack-and-slash your way out.

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Dead Island screenshots highlight Sam B

 

A new set of Dead Island screenshots, highlighting “one-hit-wonder rap star of fading fame,” Sam B, have been released today. The rapper was booked at the island’s Royal Palms Resort to perform his hit single at a hotel party.

 

A once self-confident and proud man, Sam B became a troubled man amidst a history of drug and alcohol abuse, fake friends and bad advisors. By the looks of it, he has much greater problems to worry about.

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Dead Island Features Revealed

 

Features

- first-person melee combat

- 4 player co-op

- weapon customization

- set on an open world tropical island

- RPG elements for character development

- hordes of gruesome zombies

panasu i L4D , na first person ir 4 player co-op. aisku idomu kaip bus su story, valdymu, tais rpg elementais, ginklu gerinimas ir pan. aisku gali but belekiek gera info bei screenai o geimas gali but tik vidutinis. kadangi tai naujas IP tai nieko ir nezinom,tik speliot galim kol normalaus gameplay video neparodys.

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11 min. gameplay video . Atrodo išties puikiai :D

Redagavo EvalCo

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O man kažkoks lėvas pasirodė tiesą sakant. Nežinau ko jam trūkstam, bet negražiai atrodo. O gal tiesiog nemano skonio žaidimas...

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