PS5 Destruction Allstars

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è arrivato il momenti di fare un gruppo sul profilo ps e organizzarci per domani, sento puzza di gioco ignorante ma divertente :sard:
 
Non vedo l'ora di provarlo, dopo aver mollato Rocket League spero che questo possa rappresentarne un degno erede.
 
 
Chi di voi ha una PS5 con due pad e due account? Come esce vorrei capire se è possibile lo splitscreen come con Rocket Legue ma senza un secondo pad non penso si possa capire, non è più come prima con "giocatore 2 premi start" :asd: Tipo a rocket per giocare online dalla stessa console bisogna invitare l'accont della persona che si ha di fianco (se non ricordo male, è una vita che non gioco con mio fratello :asd: )
Se qualcuno quindi ha due pad e due account mi faccia sapere da domani in poi, grazie :sisi:
 
Sapete se è già disponibile il download per gli utenti plus?
 
Sapete se è già disponibile il download per gli utenti plus?
Purtroppo no, spero non ci sia da aspettare fino a domani pomeriggio inoltrato solo per scaricarlo
 
Quindi preload disponibile solo se si acquista il gioco giusto? Mi chiedo chi sia il folle :rickds:
 
Quindi preload disponibile solo se si acquista il gioco giusto? Mi chiedo chi sia il folle :rickds:
Neanche, il gioco è stato rimosso dallo Store dopo l'annuncio della disponibilità sul Plus :asd:
 
It's the biggest project yet from Liverpool's Lucid Games, and the continuation of a legacy that takes in the likes of WipEout, MotorStorm, Destruction Derby, Project Gotham Racing and so much more besides, with the studio being formed from veterans of theUK racing scene. On the eve of its release, we spoke to game director Colin Berry - who previously worked on WipEout, Sonic AllStars Racing Transformed and much more besides - and Sony xDev's John McLaughlin about their new venture.
A lot of people get excited by the DNA of - your CV is hugely impressive, as is the rest of the teams'. How does that British racing scene DNA manifest itself in there?

Colin Berry: I mean, it's obviously there. It's interesting, you know, this is not just myself - there's probably about a dozen people at Lucid who I've worked with it three or four different times before - there's a good half of the staff who were either at Bizarre or Sony Liverpool or Evolution, or a mix of all three. So like you say we've worked on F1, WipEout, MotorStorm, Project Gotham, and I think that that helps. It certainly helped when xDev were looking for a developer to go, hey, what we're thinking of doing something maybe with the Destruction Derby franchise in that area - which was kind of what the initial genesis of Destruction All-Stars was.

So those conversations are happening between xDev and Lucid: you know, what do you want to do with Destruction Derby? It's like, well, we don't want to just do another Destruction Derby game. Or, you know, we can do something now with the tech that we couldn't do 25 years ago, in terms of damage and in terms of deformation. It's no longer just texture swaps, we can now do some really cool stuff. xDev were keen to work with Lucid because we have a heritage. We know vehicles, we know how to do arcade racing, we know how to do racing. And even though we're disrupting our ideas of racing games, it's still vehicles moving around arenas. We don't want to make vehicles that are for racing and driving these vehicles, they have to be fun to drive, but they're in an arena, you've got 360 combat, that's different to F1, that's different to MotorStorm. But we know how to do the other stuff, so we kind of knew what wouldn't work straight away! Like we really need cars with hyper arcade-type turning circles.


There are games like Rocket League that do that, but we wanted them to still feel like cars, so we started to lean into the handbrake - and those kinds of things are really exaggerated. Having really good physics programmers and really good damage programmers helps - we're able now to do things that we haven't been able to do in the past. We wanted to put damage into Wipeout years ago. But we just couldn't do it with what we had. We couldn't do what we wanted to do. Now we kind of have more oomph behind us to realise some of the earlier visions for Destruction Derby in terms of damage. And we're in a modern game setting where it's like it's in arenas, it's multiplayer, it's online, and it's smashing into things. And then when you get wrecked, you're out of the car and you're on foot and that that area is kind of new to us, but we've got people who worked on Assassin's Creed and games like that. That enables us to then tap into those areas of gameplay and bring all that together.
Come dicevo, i Lucid non sono gli ultimi scappati di casa in fatto di racing :unsisi:
 
A quanto pare la scelta del Plus è arrivata su forte spinta del team :sisi:
It all sounds novel and innovative and like nothing I've ever really played before, which is great - but on the flip side this isn't the first arcade racer with big ideas. Obviously in the past there was Blur, which designer Gareth Wilson said ended up like bacon and cornflakes, then more recently there was Onrush - which I loved! - but it didn't do so well because it was hard to communicate what it was about. How are you going about avoiding some of those problems and communicating what Destruction AllStars is all about?

Colin Berry:
Well, I think that's why PlayStation Plus is a massive, massive win for us. We wanted to be on PlayStation Plus when we launched, that was something the team was really behind. It took a bit of time, and it was a bit of a late hour to get those decisions through, but it's brilliant for us, because it means we're now going out to the widest possible audience. There's just millions of people with PlayStation Plus - so hopefully, they're gonna try it. One of our aims with this has been to make it pick up and play.
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Supporto a lungo termine

I think there's only time for one more question. It's a live service game obviously, so what do the first couple of months of support look like?

John McLaughlin:
So we've got a plan. The first couple of months is basically letting people play the game, get into the game, of course we're gonna look at the analytics and look at what people are playing. While we've got a plan for the forthcoming year, we've got loads of cool stuff coming, we do want to engage with that community, we want to listen to what they're saying. It's important for life services to be able to pivot, you know, and listen to what people are saying.

We're hoping that people will enjoy all the modes. But I'm pretty sure that we still think that people really are drawn to it. And then it's a kind of, I mean, the game is quite modular. So when we've been playing it in development, it's kind of like we've had ideas within modes, that although we've settled on something, those ideas are still there. And we can quickly turn modes into something new. So there's always going to be something new to keep on coming back to so whether its modes, its cosmetics, it's actual new vehicles and characters and things like that, it's going to be a tonne of stuff for people to come back and play.
 
A quanto pare la scelta del Plus è arrivata su forte spinta del team :sisi:
Questo dimostra ancora una volta una verità sempreverde:
I manager devono smetterla di prendere le decisioni operative (se non quelle sul budget e il marketing), e iniziare ad ascoltare chi i giochi li sviluppa.
 
Comunque potevano fare un arcade racing game classico :(
Cioé unico srcsde decente é solo horizon su xbox...bah...avrebbero avuto la strada spianata
 
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