PS4/PS5 Horizon Forbidden West

  • Autore discussione Autore discussione Jack 95
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Eh ma li appunto abbiamo qualcosa di ben lontano da essere realistico :asd: è più facile creare qualcosa di godibile in questi casi.
Ovvio :asd: Spari magie, e combatti come se non ci fosse l'acqua, è KH e ovviamente ci sta. Per Aloy stonerebbe da morire.
Se si accetta una fisica realistica, si deve accettare che combattere sott'acqua non funziona (se non sparare dalla distanza -> not so funny).
 
C'era pure nel primo una missione secondaria in cui ti immergervi spesso o sbaglio? In una sorta di centrale elettrica...
Forse c'era una struttura che era allagata o simile non ricordo, ma sono piuttosto sicuro che comunque non si andava mai sott'acqua.
 
Ovvio :asd: Spari magie, e combatti come se non ci fosse l'acqua, è KH e ovviamente ci sta. Per Aloy stonerebbe da morire.
Se si accetta una fisica realistica, si deve accettare che combattere sott'acqua non funziona (se non sparare dalla distanza -> not so funny).
Che poi, sparare a distanza con almeno un mitra :asd:
Con l'arpione a distanza col cazzo che becchi un robotpesce :asd:
 
Si ma tribuli da matti per colpire una macchina sott'acqua.

Lei è nel suo ambiente e nuota perfettamente. In Horizon ZD già trovavo difficoltà a Difficile negli scontri su terraferma, con schivare 4 o 5 macchine, correre, colpire, lanciare trappole ecc.

Sisi, ma infatti ci voleva un lavoro dedicato importante che, nel caso in cui il mondo sommerso fosse stato il fulcro del gioco, sarebbe stato necessario; essendo, invece, un elemento di contorno meglio così piuttosto che aggiungere roba mediocre

Lo stesso vale per il volo: se devi inserirlo devi farlo con criterio e in modo che non ti sputtani la progressione della trama
 
Che poi, sparare a distanza con almeno un mitra :asd:
Con l'arpione a distanza col cazzo che becchi un robotpesce :asd:
Sì. E sarebbe comunque una rottura di palle (IMHO) :asd: Preferisco avere sequenze stealth e adventure (magari con qualche segreto/enigma), piuttosto che combattere colossi meccanici con un PG che li smitraglia da lontano :asd:
 
Forse c'era una struttura che era allagata o simile non ricordo, ma sono piuttosto sicuro che comunque non si andava mai sott'acqua.

Si, mi sono espresso male :asd:
Forse era nel dlc
 
Sì. E sarebbe comunque una rottura di palle (IMHO) :asd: Preferisco avere sequenze stealth e adventure (magari con qualche segreto/enigma), piuttosto che combattere colossi meccanici con un PG che li smitraglia da lontano :asd:
Però leggevo che le macchine ora possono inseguirci anche sott'acqua, insomma hanno ulteriormente evoluto IA e pattern d'attacco.

Finirà così sott'acqua

 
Però leggevo che le macchine ora possono inseguirci anche sott'acqua, insomma hanno ulteriormente evoluto IA e pattern d'attacco.

Finirà così sott'acqua


Sì suppongo per evitare che l'acqua sia una "easy win" per il giocatore. Invece avendo le macchine che ci inseguono fuggire in acqua rimane un rischio. :sisi:
 
Qualcuno sa se la versione inglese contiene anche il doppiaggio italiano?

Inviato dal mio SM-G950F utilizzando Tapatalk
 


Daje :ivan:
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Following it up is no small feat, but after four hours of hands-on time with early portions of its sequel, Horizon Forbidden West is shaping up to be a fulfillment of all the promises made by its predecessor.Nearly every misgiving I had about Zero Dawn seems to have been thought through, and then some, while everything I loved has only been improved upon. Aloy’s new journey seems more robust and rewarding than I expected, while retaining the wonder and awe that its predecessor delivered on. I still don’t know quite what the Forbidden West itself will hold, but after my hands-on, I’ve never been more excited to find out.

But there were clear areas for refinement in the first game, and Guerrilla seems to have addressed nearly every one of them based on my time with Aloy’s new journey. Combat is more complex, exploration is more free, and the world is teeming with more intriguing life (both robotic and human) and meaningful things to do. The Forbidden West in all its glory still waits to be seen, but I’m not forbidden from telling you about so much of why it’s an adventure I can’t wait to embark on.
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In playing Forbidden West, it was immediately apparent (and appreciable) just how much more of the world is scalable. Rather than just brief, sporadic sections with convenient handholds placed by the tribes, so much more of the rocky terrain is built to be climbed and explored in a volume much more akin to nsomething like the Assassin's Creed series. Not every single inch of every bit of terrain is meant to be climbed, but there's certainly a lot more at your disposal, and that is a HUGE relief. It makes exploration, whether to get to a destination or just to check out an area of intrigue, such a more natural, fulfilling experience.
Appreciably, whereas Zero Dawn’s conversations oftentimes involved tight shots on two characters talking, almost every conversation I had in Forbidden West saw the camera pulled back, characters more uniquely animated in their movements and facial expressions.
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Speaking of rewarding, Forbidden West seems purpose-built to ensure that everything you do has more worthwhile and varied rewards. Deeper settlements is a core part of Forbidden West, and if my time in Chainscrape, the first one I came across, is any indication, there will be a lot for players to find, discover, and lose hours to.

Chainscrape, first and foremost, is a bustling little township that, while not meant to be anywhere as big as Zero Dawn’s metropolis Meridian, instantly felt more dynamic and bursting with life, and for good reason.
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But on top of more meaningful sidequests and little details that brought Chainscrape to life, there is a wider swath of side objectives I encountered in and out of town. There will be multiple melee fight pits throughout the world; there are Vista Points, in which Aloy must line up a vision on her focus with a location in the world (a more complex take on Zero Dawn's Vantage Points it seems), and Salvage Contracts, which tasks Aloy with hunting down specific machine parts in a longer quest for an incredible outfit. And look, in today’s open-world market, you can’t not have your own in-universe game like Gwent or Orlog. And Forbidden West's Machine Strike is shaping up to be a pretty damn entertaining one. It sees the player taking on opponents on a board made of various tiles representing different terrain, with an arsenal of carved machines going up against each other. Machines have different health, attack, and movement stats, and each type of terrain can have negative or positive impacts as you try to take out your opponent’s fleet. I only played a few tutorial missions, and there will be plenty more matches to play, game pieces to collect, and strategies to ascertain, but it already had its hooks in me, particularly thanks to little twists that adapt the real robot’s armor plating, the Overcharge ability, and more.

And all of these objectives don’t feel like one of any open world’s biggest potential problems - filler. Instead, McCaw explained how everything is built with more and better rewards in mind, whether they be new equipment, outfits, weapons, or key pieces of lore.

“It's great to have a huge open world, but if all of the activities in it feel tacked on or not related or not essential, that's not a great feeling. We wanted to make sure that there's a certain path through this game, where if players want to experience the main quest and kind of get to the end of the story as quickly as possible, that they could do that, and also there's definitely a progression through this game that's really focused on combat,” McCaw said. “But, if there is going to be an activity in the world, a board game, a melee pit, even a camp or outpost associated with Regalla's rebels, and things that return from the previous game, they all need to feel part of the world. They all need to be part of the story.”
 
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HANDS-ON PREVIEWS

 
Fatevi 2 risate che anche questo su Era e Twitter è diventato un "dlc" del primo :sard:

Riconfermo quanto detto tempo fa: Salto alla Uncharted 1 --> Uncharted 2
 


 
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