PS4/PS5 Horizon Forbidden West

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Ma il dlc di Horizon 1 aggiunge qualcosa alla trama o posso lasciarlo perdere prima di giocarmi il 2?
 
Le musiche di Horizon comunque sono le piú belle tra le esclusive Sony. Ogni volta che le sento mi vengono le lacrime agli occhi da quante emozionano

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madonna santa, che art direction incredibile, adoro ogni cazzo di pixel, veramente bellissimo
 
Suonerà strano, ma a me è piaciuto di più questo trailer che non il precedente sulle macchine. Il respiro dell'ambientazione, i colori, l'erbetta e il background ricco e vivo.
 
L'ho finito due anni e mezzo fa quasi 3 il gioco base, il dlc merita secondo te di essere giocato oppure no?
Secondo me sì, merita. Ci sono aspetti di lore nuovi ed interessanti, nuove macchone da affrontare ed armi da usare, ma sopratutto si nota decisamente un inizio di stacco qualitativo rispetto al gioco normale. Anche solo per come sono gestite le cutscene e gli NPC.

È un po' il motivo per cui c'è molto ottimismo verso Horizon 2, Frozen Wilds aveva già tracciato la strada di miglioramento e limatura dei problemucci che c'erano nel gioco base - un po' come dire "sappiamo già cosa non va e ci abbiamo già lavorato nel DLC dell'1 figurati nel 2".

Comunque Frozen Wilds ha una storia abbastanza indipendente dal gioco base, io l'ho giocato un anno e mezzo dopo aver finito il gioco vanilla e me lo sono goduto comunque.
 
Comunque Frozen Wilds ha una storia abbastanza indipendente dal gioco base, io l'ho giocato un anno e mezzo dopo aver finito il gioco vanilla e me lo sono goduto comunque.
Benissimo, il primo più che altro aveva un calo narrativo enorme dalla metà del gioco in po quando scopri le origini di Aloy ecco. Mi giocherò questo dlc a breve allora così lo recupero. :unsisi:
 
L'ho finito due anni e mezzo fa quasi 3 il gioco base, il dlc merita secondo te di essere giocato oppure no?
Si, se ti è piaciuto il gioco si, senza dubbio
Per inciso è abbastanza più tosto del gioco base, infatti anche la mega armatura non ti rende invincibile
 

Better Cinematics​

We expect improved graphics with each new entry in a series, and so far, the footage shown for Forbidden West has been extremely impressive. But sometimes it takes seeing the game up-close to really notice its finer points. “Some of the big upgrades we’ve made to our cinematics include full motion-capture, better facial animation, and a top-tier cast,” says narrative director Benjamin McCaw. “That level of quality goes across the entire game, including some of our minor scenes.” In the demo we saw for the cover story, dialogue exchanges felt more authentic between characters due to these improvements, and it was especially noticeable in the facial animations. Aloy can now convey much more with her body language and eyes.

Livelier Locales​

Guerrilla wants settlements to feel “more lived in” and exciting to explore. This means townspeople will be more active, and you’ll experience fun little moments throughout their day. “We’ve upgraded our civilians and settlements since the last game with an improved crowd system, better animations, and much better audio,” McCaw says. “So everything should feel a little bit more authentic and lifelike.” During our demo, as we headed toward a tavern, we saw folks stumbling around outside of it, muttering incoherent sentiments and searching for their drink. Entering the actual tavern, things became more spirited, with patrons passionately ranting about their troubles, happily dancing together, and even a group singing merrily about their drunken tales as they banged on their table to establish a beat.

A Revamped Skill Tree​

Guerrilla has completely revamped the skill tree to give players more options to play how they want. It now features six different playstyles: warrior (melee), trapper (placing/disarming traps), hunter (ranged weapons), survivor (health/resource), infiltrator (stealth), and machine master (hacking). It appears each specialization has approximately 20-30 skills. The trees offer a mix of active skills, like using fewer resources in crafting, and passive boosts, like low health regen. Each tree also has its own unique Valor Surge, which are new special skills that can be executed once you fill up a meter by playing tactfully. In addition, certain boosts and skills can be upgraded to higher levels to raise their effectiveness. However, the biggest game-changer is the outfit and weave boosts, which can take certain skills past their level cap, raising some stats 300 percent.

More Scanning Abilities And Information​

Aloy’s scanning abilities now reveal more valuable information than ever. Getting around should be easier, as she can now scan for grapple points, which are annotated in yellow, in the environment. However, the most beneficial aspect is her ability to learn more about her mechanical adversaries. Guerrilla wants to give players as much information as possible to inform their strategy, so you’ll find out more than just about their weaknesses and main stats when scanning. You can now learn everything from if a machine has a key upgrade resource to if a part is indestructible. You can even uncover if one of their weapons is detachable and can be used for your own gain. Aloy can also tag parts, giving them a purple hue. It not only makes it easier to target these components but also ensures the parts don’t get lost in the chaos on the battlefield once you shoot them off.

Better Side Quest Rewards​

If you didn’t feel the side content was worth your time in Zero Dawn, Guerrilla is working to change that in Forbidden West. Its solution? More interesting side quests and greater rewards for engaging with them. “There’s a lot more variety in that sense - a more sense of accomplishment that you actually get something cool in return for doing these quests,” says game director Mathijs de Jonge. “That was another part where we felt like we had some room for improvement. So you get a cool weapon or you get a cool outfit, something that’s really useful for your next quest or activity.”

A Less Cluttered HUD​

If you thought there was too much on the screen to keep track of in Horizon Zero Dawn, you weren’t alone. Guerrilla took that feedback to heart going into Forbidden West and worked to have fewer distractions on the screen. “By default, the game starts on a minimalist mode, where there’s as little HUD information on the screen as possible,” explains de Jonge. “But in this mode, you can also just swipe up on the touchpad, and that will immediately bring up all the important information, such as objectives, or maybe your health, or your inventory.”

More Time With Companions​

If you were hoping for better relationship-building between Aloy and her companions, you’ll be happy to know this was an area of focus for Guerrilla with Forbidden West. The team spoke a lot about its efforts to improve its companion characters in hopes of players forming stronger connections to them. “The big focus, though, that we wanted to change from the first game to the second, is that you just get to spend more time with key characters,” McCaw says. “That’s something we tried to do consistently throughout the game. Not just for characters that you meet along the main quest, but also certain side quest characters; they don’t just go away after one quest.”

The Ability To Create Jobs For Upgrade Parts​

Really want to upgrade your weapon or armor, but don’t feel like searching aimlessly for the part in need? You’re in luck! Now, with a click of a button in the crafting menu, you can create a job to locate the resource you need. This will activate a quest and put a path on the map to where the machines holding them reside. It means you’ll never have to waste time just hoping for a drop, or wondering if you’re in the right place.

This is also a good thing, as machine parts will be more vital this time around. “In [Horizon Zero Dawn], it was more about the metal shards,” de Jonge says. “In this game, we tried to bring the machines and the encounters with the machines more into play, so a lot of the upgrades also cost specific machine resources. You have to go out and hunt specific machines.”
 
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Better Side Quest Rewards​

If you didn’t feel the side content was worth your time in Zero Dawn, Guerrilla is working to change that in Forbidden West. Its solution? More interesting side quests and greater rewards for engaging with them. “There’s a lot more variety in that sense - a more sense of accomplishment that you actually get something cool in return for doing these quests,” says game director Mathijs de Jonge. “That was another part where we felt like we had some room for improvement. So you get a cool weapon or you get a cool outfit, something that’s really useful for your next quest or activity.”

Musica per le mie orecchie :ahsisi:
 
Ultima modifica da un moderatore:
Ho sempre più la convinzione che sarà un salto qualitativo alla Uncharted 1 --> Uncharted 2.
 
Musica per le mie orecchie :ahsisi:

Core de mamma, nettamente le macchine più soddisfacenti dal pdv acustico da buttare giù :asd:

Cmq con i triceratopi dell'ultimo video abbiamo superato le 10 macchine nuove credo, spero che si siano tenuti delle sorprese
 
Ultima modifica da un moderatore:
Core de mamma, nettamente le macchine più soddisfacenti dal pdv acustico da buttare giù :asd:

Cmq con i triceratopi dell'ultimo video abbiamo superato le 10 macchine nuove credo, spero che si siano tenuti delle sorprese
Questa dovrebbe essere la lista delle macchine viste finora, ma ovviamente ce ne saranno molte altre
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Questo Hype addosso che vedo in tutti va assolutamente usato per un bel contest, il primo del 2022 :sisi: Sento ci sarà, change my mind :asd:
 
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