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Finito Ghost Giant, sono rimasto davvero sorpreso dal fatto che abbiano inserito in un gioco simile una tematica così seria e l'abbiano pure gestita molto bene senza finire in luoghi comuni o in bambinate.
Davvero un'ottima esperienza oltre che un valido prodotto, molto contento che anche le testate lo stiano valorizzando come si deve e si sta finalmente abbandonando lo snobismo e l'odio indiscriminato verso tutto ció che é VR di fronte alla qualità e ai meriti effettivi. Peccato solo per l'obbligatorietà dei 2 Move e i loro limiti, in caso contrario sarebbe stato un must have.Tolto questo, sicuramente una new entry dei migliori titoli VR, complimenti agli Zoink //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif

Inviato dal mio SHIELD Tablet K1 utilizzando Tapatalk

 
Sto provando Doom, ed è esattamente quello che mi aspettavo da Arizona  :rickds:

Ci sono ancora delle magagne che lo rendono diverse spanne inferiore alla "profondità" di un Superhot, ma l'idea è quella giusta in particolare considerata la saga di appartenenza.

Per me resta inconcepibile che non ci sia un tasto per centrare la visuale, mi auguro di essere scemo io a non averlo visto.

Mi chiedo poi perchè inserire lo spostamento rapido a destra/sinistra/avanti/indietro quando causa palesemente mal di mare (almeno a me).

E manca il corpo a corpo diamine, era la parte più bella di Doom 2016  :badboy:  
Doom VFR introduce una meccanica apposita per questo "capitolo" prequel che è quella del telefrag, tra l'altro la giustifica in maniera intelligente all'interno della storia.

Resto dell'avviso che, come per Arizona, anche in Doom VFR sia molto meglio giocare con l' Aim Controller, per via della precisione di mira in abbinata al movimento libero.

 
Ultima modifica da un moderatore:
psxuser ha detto:
FARPOINT uno dei giochi VR più belli, innovativi e divertenti prodotti fino ad ora per il PSVR è stato completamente abbandonato a se stesso.

Inutile aver scritto cento vole a quelli della Impulse Gear per implorare un nuovo DLC o un semplice fix del matchmaking in modalità Versus. Niente! Hanno staccato la spina. Maledetti ;-)

Adesso a circa 3 anni dall'uscita trovare utenti online nel Versus mode è un'impresa. Il tracking dell'AIM è sempre compromesso ed è noiosissimo correggerlo a volo, nonché fatale ai fini del gioco stesso.

Avevo chiesto anche di fornire qualche dato dinamico percentuale durante il matchmaking in modo da indicare più o meno la probabilità di gioco multiplayer invece di attendere ore come dei deficienti nella lobby a buttar per aria pupazzi in attesa che qualche giocatore all'altezza si colleghi e "gentilmente" non scappi subito vedendo il livello 16!  :dho:

Mi chiedo se qualcuno di voi abbia notizie incoraggianti in merito o semplicemente conosca qualche "rito vudu" per stimolare Impluse Gear a fare qualcosa in proposito.  ;)
Temo purtroppo che a più di un anno dalla realase siano ormai concentrati sul loro prossimo progetto, magari proprio un Farpoint 2 :asd:

 





Inviato con un plico dal 1885 tramite western union

 
quanto mi scoccia vedere i giochi in sconto ma non prenderli perché non ho l'AIM. Costa troppo maledizione. Avvertite se lo vedete a meno di 40€.

 
Supernova_91 ha detto:
quanto mi scoccia vedere i giochi in sconto ma non prenderli perché non ho l'AIM. Costa troppo maledizione. Avvertite se lo vedete a meno di 40€.
Io l'ho preso quando era a 30€ da gamestop

Inviato con un plico dal 1885 tramite western union

 
GamesRadar
 



But the guns. Oh dear lord, the guns. Precise, and with minute vibrations when you reload and holster them, they feel fantastic to shoot. Although dual-wielding is chaotic, manic fun, if you bring one of the move controllers under the hand holding a pistol, for example, you can steady your aim and look down the sights. Pick up a SMG, and hold one of the move controllers to your shoulder to steady the gun against your body, making your aim more precise. Or you can dual-wield combat shotguns and just obliterate anything standing in front of you. Simple, but effective.





Those details give Blood and Truth a completely new sensation I’ve rarely felt while playing FPSs, one that makes me feel like I’ve earned every headshot. Plus if you’ve been on the internet you might have seen those videos of Keanu Reeves demolishing cut-outs at a shooting range at devastating speed. Well, if you didn’t feel quite like John Wick in Blood and Truth’s story, you can practise your aim and speed by completing challenges in the game’s training area and compete with your friends in the challenge leaderboard. After having seen it in action the challenges already feel dangerously addictive, as you need to be on high alert to spot friendlies and get those sweet, sweet headshots.



https://www.gamesradar.com/blood-and-truth-preview/UploadVR



More importantly, though, Blood & Truth seems to have genuine consideration for its platform in every strand of its DNA. It adheres to some of the core thrills of the first-person shooters (FPS) we’ve been playing for decades, whilst also deviating from others in meaningful ways. Ammo clips, for example, are generous in count to mimic the seemingly unending number of rounds Hollywood heroes can fire before needing to reload. Lockpicking is simplified to a few twists of a Move controller and stylish slow-motion sequences paint giant white targets on things that will explode when shot.


I spot a few more of these choices in my latest demo, taking me through the game’s opening mission. I love the way Blood & Truth highlights points of interest in the game world with a chalky overlay. I love how it doesn’t shy away from bringing you up close to its cast of characters. And I love Sony London’s genuine desire to get your heartbeat pumping, be it in an all-out synchronized assault across some rooftops, or getting you to hang from the edge of a shipping container dangled in mid-air.






And yet I still can’t escape my fear that all of this glamor and glitz won’t go beyond the surface level. We’ve seen a lot of Blood & Truth over the past two and a half years but often in five minute slices that showcase a sufficient amount of bangs and bullets. Each demo has been fun in its own right but they don’t give much sense of the cohesion that ties it all together. This week I’ve seen the individual threads that suggest there’s more to the story than a simple shooting gallery. Now it’s time to prove it.


Whyte’s words give me hope.


“There’s what we call intensity fatigue,” he says. “It’s just like, when you’re in the middle of a fire fight, it just gets so crazy and tense that you actually need to break up the game. Pacing within VR and certainly within Blood & Truth is something that we’ve found super critical. It’s not just one long gun fight. You’ve got to break it up it…the interactions, the drama, the exploring the environment. There’s a lot of subtlety to getting that right.”




https://uploadvr.com/blood-and-truth-studio-tour/IGN Benelux



Where I initially started the day with the feeling that Blood & Truth would be a small step ahead of what London Heist was, this feels like a fully-fledged game. The play sessions and the subsequent hands-off images left me with the feeling that I wanted to play more. In any case, we don't have to wait long, because Blood and Truth will be exclusively available for PlayStation VR on 28 May.



https://nl.ign.com/blood-truth/114379/preview/blood-truth-hands-on-previewTelegraph



Set-pieces, meanwhile, are carefully choreographed and laden with slow-motion and visual FX that bombard the headset-wearing player. In one instance, I am sprinting through a collapsing building before being launched into the London sky, stomach lurching as I panickedly stretch out to grab onto a suspended shipping container. Nearly toppling off my (real-world) chair as I do so.

London, meanwhile, has been painstakingly recreated in some scenes for a sense of authenticity. While the soundtrack is a smart and fiery mix of modern grime music and sweeping orchestral score. The music director tells me that the soundtrack will swell and expand if you are pulling off particularly spectacular ‘gun-fu’ style.

Of course, as impressive as they are, snatches of over-the-top action and stellar production values can only tell so much of the story. And time will tell if Blood & Truth will hold together across the course of its running time. But one thing that seems obvious from its bombast is that VR game development has moved to the next level, at least at Sony, where it continues to toast the success of its 
4million selling headset.



https://www.telegraph.co.uk/gaming/...d-scenes-british-gangster-thriller-new-level/

Promette bene :predicatore:

 
Team italiano. Supporto PSVR. Se lo fanno bene c'è da star male  :adrian:




 
Ultima modifica da un moderatore:
  GamesRadar  But the guns. Oh dear lord, the guns. Precise, and with minute vibrations when you reload and holster them, they feel fantastic to shoot. Although dual-wielding is chaotic, manic fun, if you bring one of the move controllers under the hand holding a pistol, for example, you can steady your aim and look down the sights. Pick up a SMG, and hold one of the move controllers to your shoulder to steady the gun against your body, making your aim more precise. Or you can dual-wield combat shotguns and just obliterate anything standing in front of you. Simple, but effective. Those details give Blood and Truth a completely new sensation I’ve rarely felt while playing FPSs, one that makes me feel like I’ve earned every headshot. Plus if you’ve been on the internet you might have seen those videos of Keanu Reeves demolishing cut-outs at a shooting range at devastating speed. Well, if you didn’t feel quite like John Wick in Blood and Truth’s story, you can practise your aim and speed by completing challenges in the game’s training area and compete with your friends in the challenge leaderboard. After having seen it in action the challenges already feel dangerously addictive, as you need to be on high alert to spot friendlies and get those sweet, sweet headshots. https://www.gamesradar.com/blood-and-truth-preview/UploadVR

More importantly, though, Blood & Truth seems to have genuine consideration for its platform in every strand of its DNA. It adheres to some of the core thrills of the first-person shooters (FPS) we’ve been playing for decades, whilst also deviating from others in meaningful ways. Ammo clips, for example, are generous in count to mimic the seemingly unending number of rounds Hollywood heroes can fire before needing to reload. Lockpicking is simplified to a few twists of a Move controller and stylish slow-motion sequences paint giant white targets on things that will explode when shot.

I spot a few more of these choices in my latest demo, taking me through the game’s opening mission. I love the way Blood & Truth highlights points of interest in the game world with a chalky overlay. I love how it doesn’t shy away from bringing you up close to its cast of characters. And I love Sony London’s genuine desire to get your heartbeat pumping, be it in an all-out synchronized assault across some rooftops, or getting you to hang from the edge of a shipping container dangled in mid-air. And yet I still can’t escape my fear that all of this glamor and glitz won’t go beyond the surface level. We’ve seen a lot of Blood & Truth over the past two and a half years but often in five minute slices that showcase a sufficient amount of bangs and bullets. Each demo has been fun in its own right but they don’t give much sense of the cohesion that ties it all together. This week I’ve seen the individual threads that suggest there’s more to the story than a simple shooting gallery. Now it’s time to prove it.

Whyte’s words give me hope.

“There’s what we call intensity fatigue,” he says. “It’s just like, when you’re in the middle of a fire fight, it just gets so crazy and tense that you actually need to break up the game. Pacing within VR and certainly within Blood & Truth is something that we’ve found super critical. It’s not just one long gun fight. You’ve got to break it up it…the interactions, the drama, the exploring the environment. There’s a lot of subtlety to getting that right.” https://uploadvr.com/blood-and-truth-studio-tour/IGN Benelux

Where I initially started the day with the feeling that Blood & Truth would be a small step ahead of what London Heist was, this feels like a fully-fledged game. The play sessions and the subsequent hands-off images left me with the feeling that I wanted to play more. In any case, we don't have to wait long, because Blood and Truth will be exclusively available for PlayStation VR on 28 May. https://nl.ign.com/blood-truth/114379/preview/blood-truth-hands-on-previewTelegraph

Set-pieces, meanwhile, are carefully choreographed and laden with slow-motion and visual FX that bombard the headset-wearing player. In one instance, I am sprinting through a collapsing building before being launched into the London sky, stomach lurching as I panickedly stretch out to grab onto a suspended shipping container. Nearly toppling off my (real-world) chair as I do so.

London, meanwhile, has been painstakingly recreated in some scenes for a sense of authenticity. While the soundtrack is a smart and fiery mix of modern grime music and sweeping orchestral score. The music director tells me that the soundtrack will swell and expand if you are pulling off particularly spectacular ‘gun-fu’ style.

Of course, as impressive as they are, snatches of over-the-top action and stellar production values can only tell so much of the story. And time will tell if Blood & Truth will hold together across the course of its running time. But one thing that seems obvious from its bombast is that VR game development has moved to the next level, at least at Sony, where it continues to toast the success of its 4million selling headset. https://www.telegraph.co.uk/gaming/...d-scenes-british-gangster-thriller-new-level/

Promette bene //content.invisioncic.com/a283374/emoticons/Predicatore.gif
Ho letto da un hands on che dovrebbe durare sette ore, mi sa che lo prenoto. Pare che sia trapelata la lista dei trofei di un certo predator vr da cui si evince che avrà una modalità campagna completa, una modalità orda e un comparto multiplayer in cui si potrà impersonare sia l'umano che il predator

Inviato con un plico dal 1885 tramite western union

 
11 ore fa, nathanhale93 ha scritto:

Team italiano. Supporto PSVR. Se lo fanno bene c'è da star male  :adrian:


Se viene fuori come quel aborto di 3 generazioni fa di remothered o come si scrive, sarà un ottimo gioco per farsi quattro risate ?

Comunque i Destructive non sono italiani ma sono quelli della figata di Hatred, dove i buonisti idonei alla 104 si lamentavano che era un gioco razzista ed estremista :facepalm:

 
Ultima modifica da un moderatore:
Se viene fuori come quel aborto di 3 generazioni fa di remothered o come si scrive, sarà un ottimo gioco per farsi quattro risate ?

Comunque i Destructive non sono italiani ma sono quelli della figata di Hatred, dove i buonisti idonei alla 104 si lamentavano che era un gioco razzista ed estremista :facepalm:
Sono due studi, i Destructive e i Real game machine, uno studio italiano. Hatred mai sentito, se è figo lo recupero. 

 
Io sto riscontrando diversi problemi di motion sickness con tutti i giochi che implicano il movimento. 

Solo Beat Saber e Superhot non mi hanno dato problemi.

 
Io sto riscontrando diversi problemi di motion sickness con tutti i giochi che implicano il movimento. 

Solo Beat Saber e Superhot non mi hanno dato problemi.
Anche con Astrobot hai avuto problemi?

 
Io ho ridotto il motion sickness giocando in piedi 

 
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