PS4/PS5 Resident Evil 3

  • Autore discussione Autore discussione MrBlack
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4 ore fa, Kyra Keyser ha scritto:


Sì ma guarda, l'importante è che si possa ascoltare ben più di 20/30 secondi in tutto il gioco :rickds:

 
Il tema della save room si sente nello streaming di ieri sera anche se a volume basso e comunque si sente la melodia dell'originale, quindi ottimo. Però vorrei sentirla come si deve. Rilasciate sta demo su :sadfrog:

 
Ok, quindi non è originale. È una cover del tizio in questione :sisi:

Sì ma guarda, l'importante è che si possa ascoltare ben più di 20/30 secondi in tutto il gioco :rickds:
Penso e spero di si, dato che nel 2 remake si sentiva quando si accendeva la luce e poi svaniva, qui non c'è nessun interruttore e la musica c'è già entrando nella stanza. Poi magari suona per pochi secondi comunque eh  :asd:  

Nel caso non si fosse capito si, sono ossessionato dal saveroom theme :fyebr8:  

 
Secondo voi ci saranno le munizione congelanti per il lanciagranate? :azz: sarebbe bello vedere l'effetto ghiaccio con quell'engine!

 
New RE3 details (OXM Interview):

-It is confirmed Nemesis is the first monster in Resident Evil history to break the "Safe Room" rule. If he's chasing you, he can break into safe rooms.

-The devs kinda' used Mr. X as a way to gather some feedback on Nemesis, though their goal all along was to make Nemesis a more terrifying and tense foe than Mr. X in nearly every way.

-There's some unexpected environmental pauses to be had in RE3... Like the classic red explosive barrel. Do you use it immediately on some zombies right now, or save it for later to be able to use it as a mighty blow against Nemesis?

-Nemesis the first time you drop him after a major story moment can drop rare items for you to pick up from wherever you down him at.
-The dodge mechanic has some context-sensitive actions Jill can do if you pull off a perfect dodge against specific types of attacks. One example is Jill does a unique animation if you perfect dodge one of Nemesis' tentacles.

-There are certain areas the game is kinder and will give excuse why Nemmy can't follow and give you a breather, but one of the main goals of the remake was to make him a rather consistent threat. Not always chasing you but the possibility he could chase you there stays true.

-They've designed Nemesis AI with actually not being relentless, if he's always chasing you that'd get tiring fast. His AI works to dynamically sorta' direction his moves, and give the player breathing room as well.

-Capcom have worked a lot on AI for this title in general, talking about making monsters react more to the environment and situations, and how they can work together, separately, etc. They even talk about how they've made the zombies behave differently whether they're alone or if there's several zombies around and they're in a group.

-Grave Digger is confirmed to be in the game. Hints there's some Tremors-inspired sequences with it, and you can shoot and toss grenades down its throat.

-Spiders are confirmed to be in the game! They have a tendency to scuttle all over the place, sometimes towards or away from you, or drop on you from the ceiling. (Also confirm Drain Deimos and Spiders are separate enemies in RE3 and behave differently.)
-Hunter Beta's are confirmed to be in the game as well.
-Say Raccoon City is a LOT bigger than it's been previously. They designed a lot of the city, it's not open world but they designed it so you can explore quite a few streets and even stores and buildings of the town, and have multiple paths through the city to take.

-Jill can unlock more pathways in the Subway System to new parts of the city as a form of fast travel. As you get further in the city, the Subway becomes kinda' your hub to connect all the different parts of town.

-There's a lot more side stuff you can do than RE2 or the original game, often times there's optional back-tracking the game gives you... You have a code to unlock a weapon tack in another part of town now, but do you want to trek through the city and risk facing enemies you left, or worse, Nemesis showing up while you do so? There's a lot of optional distractions, route planning and risk and reward going on here.

-Carlos is playable and has more playable sequences, but he doesn't have his own campaign. He also may show up as you go through the city as he's around looking for survivors as well. They put a lot of focus on making Carlos rough around the edges, but reliable and likable.

-Small thing, but they confirm in the sewers if you walk through grime or under a running pipe, the grime does stick to you for a bit before dissipating. Look how far video games have come!

-Sound design has been a big focus, fully supports surround sound systems and did a lot to make everything "sound" right with a city going into chaos.
-There's a slight hint that there may be a couple new monsters in RE3 that weren't in the original, but you'll have to wait to see.

-The team focused on having one consistent story rather than different ways events can go down. That said, they did a lot to make the story have more depth and stand-out. They say the story fleshes out Jill, Nemesis, and the UBSC a lot more than the original did. This is a classic story of Jill vs Nemesis, and both of them have history and reason to be struggling against one another that'll be more fully explored. Hint we'll dive a lot more into Jill's character, and Nemesis as a monster. They hope people will be really satisfied with what they've done and added to the story.

-Being asked of returning locations or stuff from RE2, it's answered that you may notice "a few things" when you go through the game. Hint also as this game takes place a day before and a day after RE2, you may also see some before and after things.

-The team hopes Resident Evil fans will be impressed with their reimagined Raccoon City. It's an iconic location for the series and they really wanted to get it right, and crammed a ton of attention to detail into the city they hope fans will appreciate.

-OXM say what they've played so far is "extraordinary", and if the rest of the game can keep up the quality of the 2-3 hours they played, it's going to become a classic Resident Evil game.



 
Ultima modifica da un moderatore:


 
per la questione fast travel e metropolitana usata come hub spero non sia una cosa alla TEW 2 :unsisi:

 
-It is confirmed Nemesis is the first monster in Resident Evil history to break the "Safe Room" rule. If he's chasing you, he can break into safe rooms
-Spiders are confirmed to be in the game! They have a tendency to scuttle all over the place, sometimes towards or away from you, or drop on you from the ceiling.


g


 
Ultima modifica da un moderatore:
Prendere in giro Mr. X facendo finta di uscire dalla save room sarà solo un ricordo! 

 
Come dicevo (e non solo io): team nuovo, scelte diverse, contentissimo per gli amici a 8 zampe    :billyready:

Hintano addirittura al fatto che ci potrebbero essere più tipologie nemiche che nell'originale, il rumor sui concept scartati e ripresi forse è proprio vero!

Poi mi fa stra piacere sull'IA, non me l'aspettavo ma ci stanno puntando un sacco a 360 gradi e non solo per il Nemesis.

E in generale sembra che vogliano evolvere il gioco in una marea di aspetti, molto più di quanto ha fatto RE2 remake.

 
IA di qui e IA di là... io per nemesis mi aspetto i soliti scriptoni :asd: come logico che sia

 
Come dicevo (e non solo io): team nuovo, scelte diverse, contentissimo per gli amici a 8 zampe    :billyready:

Hintano addirittura al fatto che ci potrebbero essere più tipologie nemiche che nell'originale, il rumor sui concept scartati e ripresi forse è proprio vero!

Poi mi fa stra piacere sull'IA, non me l'aspettavo ma ci stanno puntando un sacco a 360 gradi e non solo per il Nemesis.

E in generale sembra che vogliano evolvere il gioco in una marea di aspetti, molto più di quanto ha fatto RE2 remake.
si era rumoreggiato che questo progetto era piu ambizioso e cambiava di piu

 
IA di qui e IA di là... io per nemesis mi aspetto i soliti scriptoni :asd: come logico che sia
In effetti anch'io. Tra l'altro ho in mente le uniche due scene della demo che non mi sono piaciute affatto:

- Il Nemesis che con il lanciafiamme si becca due granate in faccia e in tranquillità continua a sparare dove si trovava Jill precedentemente

- Il Nemesis che prende dalla testa Jill, la scaraventa a terra il mette il lanciafiamme in faccia e poi prima di sparare aspetta tranquillamente che Jill si rialzi, si giri e se ne vada.

Insomma a me sto gioco piacerà da morire, ma sinceramente l'approccio del Nemesis mi sembra uguale a quello di Mr.X con più tipologie di attacchi. Anzi, Mr.X mi sembrava spuntasse in maniera più casuale, ma è stato confermato che apparirà in maniera più scriptata.

 
vabbè io parlo delle routine delle IA....  cioè sicuramente nemesis avrà i suoi "binari" da percorrere e saranno gli script a decidere come e quando farlo comparire... manco se i giochi avessero degli algoritmi da learning machine :asd:

 
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