PS5 Fairgames | Competitive Heist game da Haven | REBRAND, PROBLEMI, E RINVIO AL 2026!

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It's described as a "Battle Royale crossed with an extraction shooter", with elements of both Fortnite and The Division present.

Apparently, the game sees you dropped into a large urban environment in squads of three to four, and tasked with stealing from vaults while other groups of players attempt to do the same.

The game doesn't not feel good to play and it's "super clunky" in its current guise, which reflects what Bloomberg wrote in its report on Raymond's departure. The feedback to the release has not been good.


:galliani3:
 
Ma sta donna porta sfiga?
 
 
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Gli artwork non sono male, ma il fatto che sia un gioco on-line centrico mi ammazza comunque l'interesse.
 
A me invece garba proprio per questo. C'è davvero bisogno di una IP multiplayer su PS5. Una volta c'erano i Killzone, i SOCOM e tanto altro.
Adesso il nulla cosmico se non free-to-play/Battle-Royale di dubbio gusto.
 
  • Co-founder and CEO Jade Raymond (Stadia, EA, Assassin's Creed at Ubisoft Montreal)
  • CTO and co-founder Leon O'Reilly (Stadia, EA, Ubisoft Toronto)
  • Studio operations lead Marco Soldano (Dead Space remake and Stars Wars Squadrons at EA Motive, Far Cry Primal at Ubisoft Montreal)
  • Creative director and co-founder Mathieu Leduc (Stadia, EA, Ubisoft Montreal, Eidos Montreal)
  • Head of production and co-founder Pierre-Francois Sapinski (Stadia, Rainbow Six Siege at Ubisoft Montreal)
  • Executive Producer and co-founder Paola Jouyaux (Stadia, EA, Ubisoft Montreal)
  • World/IP director Corey May (Stadia, 2K, Ubisoft Montreal)
  • Content program manager Julien Champagne (Assassin's Creed Valhalla and For Honor at Ubisoft Montreal)
  • Character technical director Steeve Ouellet (Assassin's Creed, Watch Dogs and Prince of Persia at Ubisoft Montreal)
  • Engine architect Christian Martin (Rainbow Six Siege, Watch Dogs and Watch Dogs 2 at Ubisoft Montreal)
  • Insights director Jonathan Dankoff (Stadia, Warner Bros. Games, Ubisoft Montreal)
  • Graphic technical director Olivier Couture (Rainbow Six Siege, Rainbow Six Patriots, Prince of Persia, Splinter Cell Conviction)
  • Technical director Sacha Viltofsky (Stadia, Panache Digital, Rainbow Six Siege at Ubisoft Montreal)
  • Program manager Flora Luccini-Montiel (Far Cry franchise and Splinter Cell Blacklist at Ubisoft Montreal)
  • Software engineer, cloud engineering Alexandre Barone (LogMeIn)
  • Online architect Matthieu Gabriac (Watch Dogs 2 at Ubisoft Montreal)
  • Game director Daniel Drapeau (Ubisoft Montreal, Eidos Montreal)
  • Technical design director James Clement (Stars Wars Squadrons at EA, Ubisoft Montreal)
  • Game designer Gunther Galipot (Rainbow Six Extraction, Splinter Cell Blacklist, Ghost Recon Future Soldier)
  • Senior level designer Jean-Philippe Saucier (Watch Dogs Legion, Assassin's Creeds Odyssey, Syndicate and IV: Black Flag, For Honor)
  • Senior level designer Pierre Tremblay (Stadia, Assassin Creed Valhalla and Watch Dogs 2 at Ubisoft Montreal, Shadow of the Tomb Raider at Eidos Montreal)
  • Game designer Erwann Le Rouzic (Stadia, Rainbow Six Siege at Ubisoft Montreal)
  • Senior game designer Jonathan Eve (Stadia, Ubisoft Montreal, Activision)
  • Art director Raphael Lacoste (Ubisoft Montreal, Assassin's Creed franchise art director)
  • Level artist Tuan Thanh Truong (Stadia, EA, Warner Bros Games. Montreal)
  • Senior environment artist Adrien Paguet-Brunella (Assassin's Creed Valhalla at Ubisoft Montreal)
  • Animation director Nicolas Barbeau (Assassin's Creed and Rainbow Six at Ubisoft Montreal)
  • Senior gameplay animator Max Gariépy (Guerrilla, EA Motive, Ubisoft Montreal)
  • Senior technical artist Jocelyn Da Prato (Watch Dogs, Rainbow Six and Splinter Cell at Ubisoft Montreal)
  • Senior level artist Jonas Axelsson (Stadia, EA, Ubisoft Montreal)
  • Senior level artist Stéphane Larouche (Stadia, Star Wars Squadron and Anthem at EA, Deus Ex Mankind Divided at Eidos Montreal)
  • Senior 3D gameplay animator Guy Larose (Rainbow Six Siege, Assassin's Creed Brotherhood, Splinter Cell Conviction and Far Cry 2 at Ubisoft Montreal)
  • Senior 3D artist Olivier Carignan (Assassin's Creed Valhalla and Watch Dogs Legion at Ubisoft Montreal, Assassin's Creed games and For Honor at Ubisoft Quebec)
  • Senior concept artist Mathieu Latour-Duhaime (Stadia, Star Wars Battlefront II at EA, Shadow of the Tomb Raider, Deus Ex: Mankind Divided and Thief at Eidos Montreal)
  • Senior concept artist Francis Denoncourt (Stadia, Ubisoft Montreal)
  • Senior lighting artist Corentin Wünsche (Ubisoft Montreal)
  • Senior texture artist Alfredo Cristinziano (Ubisoft Montreal)
  • Senior presentation artist Jean-Philippe Rajotte (Ubisoft Montreal, EA Montreal)
  • Level artist Damien Audy Laplante (Assassin's Creed Valhalla at Ubisoft Montréal, Marvel's Guardians of the Galaxy and Shadow of The Tomb Raider at Eidos Montreal)
  • Animator Vanessa Roy (Rainbow Six Siege, Far Cry 5 and Far Cry 6 at Ubisoft Montreal)
  • Senior character artist Mager Kamel Aquino (Far Cry 4, Watch Dogs 2 and Assassin's Creed Valhalla at Ubisoft Montreal)
  • Senior VFX artist Mathieu Vincent (Far Cry franchise at Ubisoft Montreal)
  • Senior 3D character artist Emanuel Da Silva (Ubisoft Montreal)
  • Audio director Louis-Philippe Dion (Stadia, Rainbow Six Siege, Splinter Cell: Conviction and Prince of Persia : The Forgotten Sands at Ubisoft Montreal)
  • Technical audio director Nicolas Teplitzky (Ubisoft Montreal, Dontnod, Quantic Dream)
  • Audio programmer Hugo Bédard (Audiokinetic)
  • Senior gameplay programmer Pierre-Marie Charavel (Rainbow Six at Ubisoft Montréal, Dirt and Grid at Codemasters)
  • Senior online software engineer Eson See (Rainbow Six Siege at Ubisoft Montreal and Skull & Bones at Ubisoft Singapore)
  • Software engineer Pierre-André Gagnon (Behaviour Interactive, WB Games Montreal)
  • Cloud team lead and senior software engineer Cristian Donoso (Stadia)
  • Gameplay programmer Pierre-Olivier Chartrand (Stadia, Ubisoft Montreal)
  • Software engineer Joshua Pinsent (Ubisoft Toronto, EA)
  • Gameplay programmer Carl Leduc-Benoit (Stadia, EA)
  • Technical program manager Jean-Francois (Stadia, Rainbow Six Siege and Assassin's Creed franchise at Ubisoft Montreal)
  • Senior software engineer Jonathan Chaput (Coyete)
  • Programmer Melchior Corgié (Far Cry games and Child of Light at Ubisoft Montreal, Ghost Recon Future Soldier and Just Dance at Ubisoft Paris)
  • Senior software engineer Sébastien Leclerc (Watch Dogs games at Ubisoft Montreal, Army of Two: The Devil's Cartel at EA)
  • Rendering and engine programmer Alexandre Lahaise (Hyperscape, For Honor, Naruto The Broken Bond at Ubisoft Montreal)
  • Senior online programmer John Hope (Ubisoft Montreal, Jagex)
  • Rendering programmer Pierre-Marc Bérubé (Stadia, Panache, Warner Bros. Games Montreal)
  • Senior rendering programmer Gabriel Lassonde (Gotham Knights at Warner Bros. Games Montreal, Far Cry 4 at Ubisoft Montreal)
  • Senior gameplay programmer Xavier Guilbeault (For Honor, Just Dance 3 and Shaun White Snowboarding at Ubisoft Montreal)
  • Senior tools programmer Julien Lallevé (Dead Space Remake at EA, Watch Dogs Legion and Far Cry 5 at Ubisoft Montreal)
  • Director of HR Elise Brosseau (Vortex Solution)
  • Recruiter Agathe Fallet (Eidos Montreal)
  • Finance manager Keith Wace
  • Director of finance Karine Chapman
 
A me invece garba proprio per questo. C'è davvero bisogno di una IP multiplayer su PS5. Una volta c'erano i Killzone, i SOCOM e tanto altro.
Adesso il nulla cosmico se non free-to-play/Battle-Royale di dubbio gusto.
Basta che sta volta siano diverse e mantengano lo spirito di Sony ergo narrativo ….
 
Ma perché, ben venga la varietà. Se per una volta non fanno un titolo story driven non penso sia un problema anzi.

Inviato dal mio SM-G780G utilizzando Tapatalk
Essere narrativo non vuol dire essere story drive Scusami ?‍♀️
Vedi returnal un rogue like ma con narrativa, vedi anche gt7 dove dentro ha tutta una parte narrativa sulla storia dell’auto, ma anche horizon f w che di fatto è narrativo ma ha più storie non solo quella di aloy da seguire,…ecc. la narrazione può avere mille facce e nei multi c’è n’è bisogno come il pane di giochi che vadano oltre la mera competizione o sfida.
 
Con questa nel giro se fossi in sony farei scorta di cornetti portafortuna. :sard:
 
avranno fatto vedere a sony un signor prototipo per essere comprati senza aver dimostrato niente :asd:
 
Ma perché, ben venga la varietà. Se per una volta non fanno un titolo story driven non penso sia un problema anzi.

Inviato dal mio SM-G780G utilizzando Tapatalk
Giochi come SOCOM, Warhawk, Mag, i multiplayer di Resistance e Killzone ecc... non avevano certo una storia dietro e la loro community di appassionatissimi ancora oggi li rimpiange, non serve che i team Sony se dovessero farne dei reboot o nuovi capitoli si inventino una storyline; un conto se parliamo di titoli alla Destiny dove una buona narrativa può essere un plus ma nei sopracitati interessa il gameplay e basta.
 
Essere narrativo non vuol dire essere story drive Scusami ?‍♀️
Giochi come SOCOM, Warhawk, Mag, i multiplayer di Resistance e Killzone ecc... non avevano certo una storia dietro e la loro community di appassionatissimi ancora oggi li rimpiange, non serve che i team Sony se dovessero farne dei reboot o nuovi capitoli si inventino una storyline; un conto se parliamo di titoli alla Destiny dove una buona narrativa può essere un plus ma nei sopracitati interessa il gameplay e basta.
Ma infatti spero le lascino dove sono codeste saghe per creare franchise nuovi
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Infatti, va benissimo anche un gioco pienamente gameplay-centrico
Tutti i giochi Sony anche se hanno narrativa son gameplay centrici ?‍♀️
Una cosa in casa ps studios non esclude mai l’altra…vedi returnal, horizon forbiden west, god of war
 
 
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