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Posso capire PT (la citazione è evidente) ma DS???This game looks like death standing and at the end like PT silent hills.
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Posso capire PT (la citazione è evidente) ma DS???This game looks like death standing and at the end like PT silent hills.
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Mancava solo Lisa alla finePosso capire PT (la citazione è evidente) ma DS???![]()
C'è LisoMancava solo Lisa alla fine![]()
Concordo, ma lo avevano detto che si ispira molto all'horror lovecraftiano, quindi noto anche io la somiglianza con le Bt di Kojima.I mostri sono stupendi. Molto alien/deathstranding
Il gioco pare molto bello.Le anteprime sono tutte molto positive
Inviato dal mio iPhone utilizzando Tapatalk
Magari è un tps fuori dalla casa ma ci sono ambienti chiusi dove si trasforma in un gioco in prima persona e viste le ridotte dimensioni non può essere sparacchino lì dentro.Molto bello, è un misto di vari generi. La bellissima parte finale nella casa mi ha fatto riflettere, magari in un secondo momento il gameplay subirà una trasformazione.
Io volo alto, mi aspetto invece una casa infestata con sessioni di gioco spaventoseMagari è un tps fuori dalla casa ma ci sono ambienti chiusi dove si trasforma in un gioco in prima persona e viste le ridotte dimensioni non può essere sparacchino lì dentro.![]()
Just to elaborate a bit more on that. In practice, instead of our traditional sides scrolling or top down camera, we have what I'd describe as a third person, bullet hell arcade adventure. And that's enriched with some roguelike elements for variation and replayability. And this time around - since all that clearly wasn't ambitious enough! - we're also diving deep into telling a dark and compelling story as well. So this whole package that I just described is absolutely new to us as a studio, but we feel it's also a fairly unique combination in the third person action game space. It's been a dream project for us in many ways.
We've had a lot of different influences for Returnal, but in some way our biggest source of inspiration has been our own games, of course, trying to bring that explosive bullet hell layer to a slightly more modernised package in a way. And traditionally, these gameplay elements, they do tend to live in 2D space, where you have better spatial awareness, you can see the bullets coming from all directions. We just committed to taking that to a third person space, and we've been just balancing and tweaking that accordingly along the way.
It is a game that is going to put your spatial awareness to the test. We have meticulously crafted a lot of the bullet patterns, a lot of the pacing when it comes to enemies, how they attack you and what kind of synergies they provide as they're combined, and also play a lot with the verticality in the game as well. You do have more escape routes, you do have more traversal options compared to our previous games. That allows you a lot more freedom in how you want to engage with this bullet hell gameplay we're providing. The result is challenging, but it's also incredibly satisfying to be weaving through those bullets in this 3D space.
Mikael Haveri: In addition, I must say that we're adding senses to the plethora - the 3D audio and the haptics, the adaptive triggers, those let you get into the zone even better than before.
It's so good I'll give you a little pointer - so for example, we have aim down sights with the L2 button, and then you push it all the way down and each weapon can have one of many alternate fire modes, that's the full trigger press. And it's balanced in a way that it feels natural. We try to have things that are more subtle than than too much in your face. Basically the controller is talking to you. For example if your alt fire isn't reloaded yet, you'll feel that it's not available. You don't have to see any of the visual cues. The controller is speaking through your hands. It's quite a good Housemarque experience extension, in my opinion.
Lite.Devo ancora capire se è un roguelite o roguelike, propendo più per la prima.
Che bombazza, un tripla A di questo genere è una manna.Lite.
Mantieni qualche elemento di progressione![]()
And when you look at those segments in the house, that is just another way that we're trying to tell Selene's story. The camera shifts from third person to first person, which is a more intimate way to explore that mysterious past, and it starts blending a little bit more into the psychological themes there. Is she actually experiencing this? Or is the planet just toying with her sanity? We tried to blur the line a little bit there. We feel it's a fairly unconventional way to break away from the explosive arcade action, but it's proven to be a very effective way to connect with the character and tell an engaging story.