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Mikami is aiming for "the perfect balance between horror and action"

Aims to have an "air of mystery" instead of thematic twists

Main character is called 'Sebastian', he is a detective

His partner is called Joseph, and the two are joined by a female detective referred to as 'Kid'

Viewpoint is from over Sebastian's shoulder

The development team is "paying a lot of attention to the theatrical and cinematic aspects" of the game

In terms of controls, they want the game to feel scary and cinematic, but the controls shouldn't impact flow or be cumbersome

The Evil Within is developed using a heavily modified version of id Tech 5 which the game's art director calls "Tango-stylized"

Player movement plays an important part in survival. Sneaking and crouching may be necessary when monsters are nearby.

The variety of motions and animations change depending on whether enemies are nearby nor not

The Evil Within's producer thinks it's much harder to scare people these days, so Sebastian has been created as an everyman. Players are meant to identify with him, which makes it more immersive.

A "Butcher" brandishing a chainsaw chases Sebastian. He can uses things in the environment, such as glass bottles, to distract enemies.

The first part of the demo takes place in an asylum, followed by a brief section in a hospital.

The second part skips to an outside area, as Sebastian moves towards an abandoned cottage.

The Evil Within has a minimalist HUD. Items that can be interacted with a denoted with on-screen prompts. On the screen is a small health bar and, when a weapon is drawn, an icon indicating ammo,

Players will have "appropriate types of weapons with a limited amount of ammunition to get them through"

The standard enemies in The Evil Within are zombie-like, shambling types.

Progression through the cottage is linear, but it is promised the game will open up. The Evil Within is a mixture of "narrow, confined spaces and larger, wide open spaces"

The areas are designed to make players feel claustrophobic, then provide relief through open areas. The cycle is repeated over the course of the game, with enemies appearing in unexpected ways and places.

In the demo, an enemy wave that moves very much like Resident Evil 4's Ganados are defeated with a mine trap. Sebastian lays the mine by a door, the rest are dispatched with a handguns. The enemies attempt to break in through the window.

At one point the environment shifts, changing its layout. Before Sebastian can get his bearings, a wave of blood crashes down the corridor, similar to the elevator scene in The Shining.

Sebastian wakes up at the asylum. The inspiration for the shifting environments was cited as The Winchester House

Another enemy shown in the demo is described as "a giant, multi-legged, multi-armed wraith". It emerges from a fountain of blood and moves quickly towards Sebastian.

Mikami ends the demo by saying "If players say 'I haven't played a game this scary in a while,' that would make me the happiest."

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Ne į temą

Ech, o laukti dar tiek daug :/

 

"“We don’t intend to give the player and super extraordinary powers. However, if there’s no way to fight back, no way to attack that gives that little thrill, then it wouldn’t be survival horror. So we’ll give the player the weapons they need, but we’re not considering any heavy weapons like machine guns.”"

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posteriuose zaidimo charai Sebastian, Joseph ir Julie

Redagavo Magnitas

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Nuotrauka

 

Nuotrauka

 

Citata

The Evil Within is being created using a heavily modified id Tech engine and rendered in a cinematic-style ratio of 2.35:1, rather than the standard widescreen ratio of 16:9.

There will be a strong focus on fight or flight choices, reinforced by a scarcity of resources. Fans of Resi 4’s “inventory-Tetris” slot-management will be disappointed to hear that it won’t be making a return here.

The control scheme is that of a standard third-person action title, rather than the old-school Resi “tank controls”.

The Evil Within is being developed by Tango Gameworks and will be published by Bethesda for release on PC, PS3, 360, PS4 and Xbox One in 2014.

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Bethesda apie zaidima..pagerintas idTech 5 engine. :close: pagaliau nustoja naudot visi Unreal 3.

 

"Tango has taken [idTech 5] and they've created their own lighting system," said Bergman och the engine and visuals. "It's all dynamic lights, all being done in real time. They've added a lot of post process effects like the film grain effect that you saw in the demo. They've made so that it works better with third person. They've added the cinema scope aspect ratio. They've done a lot to the engine to specifically capitalise on the kind of game they're making. And they're sending that back to id and we're sharing that with all our other studios. Machine Games have seen that and they've contributed stuff as well. There is a lot of tech sharing between the various studios in the Zenimax umbrella."

 

"It's being done internally," said Hines of the score. "Really talented folks working on the score and again it's part of that crafted experience of having the right music to fit exactly the mood or the tone that's trying to be created in that particular part of the level. Whether it's you think you're in an exploration part where you're gathering resources, but suddenly it becomes a frantic combat zone. Or you're certain that there's an enemy waiting, and there's not."

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Kaip jum gameplay video? Man tai sunku patikėt, kad gali kažkas išleisti tikra survival horror žaidimą.

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Nežinau reikia ieškoti youtube, aš per gametrailers tiesiogiai žiūrėjau tai ten buvo ekskliuzyvus intervių + gameplay video, šiaip kas patiko tai jog žaidime bus taip jog niekad nesijausi komfortabiliai, nebus taip, kad žinosi jog tas zombis guli negyvas o tas gali atsikelti, arba kad pro tas duris kažkas išoks o pro tas ne. Beje labai tinka tas nestandartinis ekranas, tiksliai nepamenu koks ratio, bet ne 16:9, dėl kitokio ratio, dažnai bus taip jog nematysi grindų, arba lubų, negalėsi visko stebėti eidamas kas irgi prideda nekomfartiškumo.

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Nežinau reikia ieškoti youtube, aš per gametrailers tiesiogiai žiūrėjau tai ten buvo ekskliuzyvus intervių + gameplay video, šiaip kas patiko tai jog žaidime bus taip jog niekad nesijausi komfortabiliai, nebus taip, kad žinosi jog tas zombis guli negyvas o tas gali atsikelti, arba kad pro tas duris kažkas išoks o pro tas ne. Beje labai tinka tas nestandartinis ekranas, tiksliai nepamenu koks ratio, bet ne 16:9, dėl kitokio ratio, dažnai bus taip jog nematysi grindų, arba lubų, negalėsi visko stebėti eidamas kas irgi prideda nekomfartiškumo.

 

21:9

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na ka pagaliau tikras survival horror visame savo grazume ir baisume koki tik galima isivaizduot. toks RE ir pirmu SH misinys sakyciau. na bet ir ziaurus :gosh: silpnu nervu geriau neziuret

engine tai blizga tiesiog visur..tie skysciai nu ziauriai graziai realistiskai baisu , medziagos plaistosi..id tech pasirodo turi tikra engine perliuka. :megusta:

 

dabar tik sulaukt naujo RE persikurimo i savo saknis ir dar SH naujas nepamaisytu ar kazka naujo bet nuo konami kad butu.

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Nu atrodo idomiai, tikrai toks itemptas zaidimas. Ir dar labai graziai atidirbti pagrindinio veikejo judesiai, nes dar tokio tikrovisko slubavimo jokiam zaidime neteko matyt. Tik kazkaip keistai atrode kai i lifta vos islubavo, o is lifto jau isbego ir dar su ta koja duris spardo :D

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tu irgi begtum pamates tokius dalykus ir su sulauzyta koja. :spiderp: jo slubavimas labai geras tikrai ir kitos animacijos siaip atidirbtos super. tas iejimas i ta mansion tai labai primine RE 1,2 kai i mansion ieini. nu kazkas tokio. kiti dalykai pvz primena SH , kai tas bicas su druzba pradeda vaikytis tai kaip is SH tas trikampis tave vaikosi vis zaidimo metu . na bet viskas labai grazu tikrai. o jau garsai garseliai. geru ausiniu reikia ir jausmas nuo garsu garantuotas nerealus bus. :megusta:

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