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Eccole le preview che bollivano.
Le review da quanto ho sentito (dai bevitori di tè) sono molto in là.
Non credo si abbiano numeri ufficiali. Su Steam mi pare andò più che bene, su Console non lo so proprio.Il primo come ha venduto?
This puts a heavier emphasis on action and ludicrous destruction: aspects the first game certainly had but which were tempered by the ability to easily see where all your allies and enemies were standing at a given time. It's easier to be tactical with a top-down view. This shift in perspective forces you to make judgment calls without being able to see behind you. Could GameSpot video producer Aaron Sampson see me aiming down sights with a sniper rifle when he sidestepped right in front of me? No, because I was behind him. Could I notice that he was walking into my line of fire right as I was pulling the trigger? No, because my entire field of view was condensed to a narrow sniper scope.
You don't get moments like that in a top-down shooter. Your squad doesn't almost leave you behind because they could not see that you were being held up by monstrous insects behind them. You don't have missions go south because your teammate blind-tosses an air strike while sprinting away from a giant robot. Everything is just more frantic and intense when your perspective is restricted by over-the-shoulder, and it makes missions increasingly nail-biting as a result. Improvisation has always been a part of Helldivers' DNA, but Helldivers II ups the ante by giving players more dangerous and explosive options while simultaneously decreasing how much information each player can take in at any given moment. It's glorious fun, and I had a genuine blast for the couple of hours I had to play it.
This sense of camaraderie translates into the minute-to-minute gameplay too. A player carrying rockets can load them into an ally's launcher, saving said ally considerable time on the normally lengthy process of reloading, for example.
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