PS4 Everybody's Gone to the Rapture

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Mi basavo sul post di mad dopo aver visto il tuo video //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
E vabbè, quotali i messaggi //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 


---------- Post added at 16:07:52 ---------- Previous post was at 16:07:04 ----------

 




Sinceramente sembra esserci poca gente anche in questo gioco, l'ambientazione mi sembra post-apocalittica o qualcosa del genere //content.invisioncic.com/a283374/emoticons/fyebr8.gif
Ma sinceramente meglio così, DE ha un'atmosferona proprio perchè sei da solo su un'isola deserta e non sai niente di te e ti questo luogo. Come sarà questo Rapture si vedrà

 
Collaborano i Santa Monica. Edit : Ah si sapeva già :rickds: Dannato caldo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Ultima modifica da un moderatore:
Last week we did a postmortem on The Chinese Room's experimental horror sequel Amnesia: A Machine for Pigs, and as fascinating as it was to hear all the decisions that went into developing that, I couldn't help wonder about the Brighton-based studio's upcoming PS4-exclusive first-person exploration game, Everybody's Gone to the Rapture.
The evocative title aims to explore rural Shropshire an hour before the end of the world. When studio head Dan Pinchbeck discussed Rapture last summer, it was said to feature a Majora's Mask-esque time mechanic that would constrain each playthrough to about an hour. When asked about this now, Pinchbeck laughs, "Yeah, that's gone."

"Originally, when we started the game off it was going to be an hour long for each playthrough. It would be almost like kind of a Groundhog Day or 12:01-type thing where you've got an hour. How far can you get? How much can you explore? Imagine reading a novel and you're really into it, and 30 pages before the end someone comes up and takes it out of your hand and goes, 'I'm afraid that's it. Your time's up.' It's an artificial conceit that doesn't necessarily produce a good player experience." Time limits, Pinchbeck notes, are "probably more suited to an arcade-style game, but not really good for a non-linear story-driven drama."

Pinchbeck notes that Rapture will still be non-linear and set during the final moments before the apocalypse. "Time still plays a fairly central role in the game - it's just the time-locked stuff is gone," he clarifies, though he hasn't sorted exactly how this will be handled. "One of the things we really, really wanted to explore with Rapture was the uniqueness of storytelling in games. So there are things you can do in terms of how the narrative is structured and how the player relates to the structure of that narrative and how time relates to all of that, that you can't do in another medium. That's something that's pure games. We really wanted to explore: what is it we can do with this that no other medium would be able to touch? How do we make this a real 'game drama' rather than a drama that just happens to be a on a game machine?"

Unlike The Chinese Room's earlier effort, Dear Esther, Rapture will have more player agency and even characters to interact with. "We're really interested in the idea of the player having something that is a deep, strong drama, but having something where the player can still feel a deep sense of ownership over their story and over their journey through this space and it really feels like what they're doing has a significant meaning in the world."

When asked if players will be able to do everything in one playthrough, Pinchbeck says that he hasn't figured that out yet. "Whether we want the player to be able to likely hit 100 per cent of everything there is or if we want to do like 60-70 per cent, is still a little bit in flux as we're putting stuff in.

"What I would say is that I'm not really hung up on the notion of replay value in games, because I generally have no problem with going back and playing the same thing over and over again if I love it, the way I'd revisit the same book or the same film because you see new things on multiple playthroughs. I don't think things need to be different. That's just my personal tastes.

"In terms of the kinds of scale of development we work at and the types of game we make, I think that replay value is a very, very hard thing to achieve in a satisfying way, so we don't really worry about that."

Pinchbeck notes that as much as he enjoys games that are rich enough to warrant multiple playthroughs, he isn't necessarily keen on being forced to replay a game to gather all of its content. "I like the idea that a player can go back to a game and discover new things, but that's not always the case if they're stopped from experiencing everything the game has to offer. It should be that the game is rich enough and interesting enough that you can understand it in a different way when you return to it, and certainly that has been our experience with Esther, and Pigs as well. So it's more about kind of going, 'We want to tell a really good story, where we want the player to have a really engaging story-driven experience.' That's the target and the rest of the game will sort of mould and shape right up to the wire to try to make sure that's happening."
Fonte: Sito Concorrente

Da molte informazioni sul gioco //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Ultima modifica da un moderatore:
Everybody's Gone to the Rapture, interessante avventura grafica in prima persona sviluppata in esclusiva su PlayStation 4, dice addio al limite di tempo di un'ora inserito inizialmente. I motivi di questa scelta sono stati illustrati da Dan Pinchbeck, responsabile dello sviluppatore The Chinese Room, già conosciuto per Dear Esther.L'obiettivo iniziale, come si legge in una dichiarazione fatta ai microfoni di *********, era quello di proporre un prodotto che mettesse il giocatore davanti a un limite di tempo di un'ora per spingerlo a rigiocare l'avventura più volte e scoprire i vari segreti celati nel mondo di gioco. Tuttavia, con il passare delle settimane, il team ha realizzato che non fosse una buona idea: per fare un paragone, sarebbe come se qualcuno all'improvviso costringesse il lettore a interrompere un libro a trenta pagine dalla fine. L'idea poteva considerarsi originale, ammette Pinchbeck, ma incompatibile con la necessità di offrire una buona esperienza di gioco.

Nonostante ciò, lo sviluppatore crede che i giocatori non potranno scoprire tutti i segreti nascosti nel mondo di EveryBody's Gone to the Rapture con una sola "run" e saranno dunque spinti a rigiocarlo a prescindere dalla presenza di un limite temporale. In questo senso, The Chinese Room vuole dunque rispettare la filosofia particolare che fece la fortuna di Dear Esther, apprezzato da tanti appassionati PC.
Fonte: SC

 
PlayStation 4 indie titles Rime and Everybody's Gone to the Rapture may not be released until next year, a new PlayStation.com article has suggested.
The article, which was posted today on Sony's official website, highlights 10 indie games due to be released on PlayStation platforms throughout 2014, including Hotline Miami 2: Wrong Number, The Witness and Transistor.

However, it later refers to Everybody's Gone to the Rapture and Rime as "two more independent titles that will be coming to PlayStation platforms a little further down the line...," suggesting that they may not release until 2015.

A SCEE representative told VideoGamer.com that the firm does not yet have release dates for Everybody's Gone to the Rapture or Rime when contacted about the article this afternoon.
http://www.videogamer.com/ps4/everybodyatms_gone_to_the_rapture/news/rime_and_everybodys_gone_to_the_rapture_not_due_until_2015.html

 
Ma che trailer inutile //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Gamespot sta dando premi a tutti //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif.

 
spero che al Gamescom ci faranno vedere qualcosa di un pelo più sostanzioso... sia di questo che di Rime //content.invisioncic.com/a283374/emoticons/rana.png

 
[h=1]Impressive Looking New Everybody's Gone to the Rapture PS4 Screen Released, "We Love CryEngine": Dev[/h]After a long time, The Chinese Room, developer behind upcoming Playstation 4 exclusive title, Everybody's Gone to the Rapture has released a brand new impressive looking in-game screenshots. Like all previous screenshots, this brand new one also showcase game's environment with stunning lighting and texture effect.

 


In addition to this, The Chinese Room also talked about a hilarious bug the development team encountered recently and many more things.
(Everybody's Gone to the Rapture, PS4)




Nuovo screen shoot:

http://www.gamepur.com/news/16212-impressive-looking-new-everybodys-gone-rapture-ps4-screen-released-we-love.html

ps4-screenshot.jpg


 
Peccato :(

 
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