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http://gematsu.com/2017/08/rime-switch-launches-november-14-north-america-november-17-europeRime will launch for Switch on November 14 in North America and November 17 in Europe, publishers Grey Box and Six Foot, and developer Tequila Works announced.
The Switch version will be available digitally for $29.99 / €34.99 / £29.99, as well as physically in a special edition containing the full game and a digital download code for its original score by David Garcia Diaz for $39.99 / €44.99 / £39.99.
Here’s a brief overview of the game, via Grey Box and Six Foot:
Rime is an emotional journey of discovery and adventure that wordlessly uses color, light and music to tell its story. As a young boy shipwrecked alone on a mysterious island, players will explore a world of natural beauty filled with wild creatures, ancient ruins and thoughtful puzzles that play with light, sound, perspective and time.
Rime is available now for PlayStation 4, Xbox One, and PC.
http://nintendoeverything.com/rime-dev-on-the-switch-version-delay-explained-achievement-system-built-in/With yesterday’s announcement of RiME’s Switch release date, we wanted to take a moment to update all of you on what’s going on behind the scenes with development, why we couldn’t release this version in May with the other platforms, and what we’re doing to maintain platform parity. It’s a lot to cover, so let’s dive in.
First, some history. The decision to go multi-platform was made a few months before it was announced last year. At that time, work was only underway on the PC and Xbox versions of the game. The Switch SKU had not yet entered active development.
Work began in earnest on the Switch SKU in August of 2016. Given that this was a new console, we made a bunch of educated guesses as to the work that would be involved porting it over to the new hardware. Some of these predictions turned out to be right, and some of them turned out to be wrong. Unfortunately, we didn’t know that they were wrong until work started to “wrap up” earlier this year.
The end result was that the port wasn’t living up to our quality standards, and we made the decision to delay the Switch version while we figured out what it would take to get things to where they needed to be. This involved a lot of testing various approaches and rework of art content. When we finally had a path forward, it became abundantly clear that we would need to delay again; the fixes were taking a lot of time to implement.
Right now, the teams at Tantalus and Tequila Works are busy optimizing shaders, fixing bugs, and getting the game ready for our submission to first party review. It takes about two months when all is said and done to actually get the game on store shelves after that point. If all goes well, this will be the last time you hear from us on this subject.
One final note, we’re doing everything in our power to preserve the gameplay experience from other platforms. This means that all of the optimizations we’re chasing do not involve re-working levels. We feel that this is the only viable approach for our players. RiME is a special game, and everyone should have the same experience regardless of their platform of choice. In fact, in order to ensure that the same level of narrative parity is in the game, we have built an achievement system into the game, so that the significance of certain key moments is not lost.
With that, we’ll get back to it. We thank each of you for your patience, and hope that you find the wait worth it when you have a chance to play RiME on the Switch – at home or on the go – this November.
Non fare il puzzone ora :conte:Vedere la vegetazione statica dopo aver giocato Zelda...:morristend:
esclusiva versione switchVedere la vegetazione statica dopo aver giocato Zelda...:morristend:
Beh non credo proprioesclusiva versione switch![]()
c'è dell'erba a 0:23 e poi piu avanti se vede che cmq si muove sempre,di piu o di meno ma tant'è...pure gli alberi,,Beh non credo proprioZelda e un gioco 20 volte più grande, 30 volte più dettagliato con 150 volte la fisica di Rime, meteo dinamico, 30fps e vegetazione non statica
Se qui non c'è immagino non ci sia nemmeno su PS4 e One
Ma dipende dallo sviluppatore, ci sono da sempre chi è capace e chi meno capace, molti sviluppatori riescono a sviluppare su PS4 cose che su PS3 non riuscivano a fare a detta loro, nonostante il loro gioco Y non sia niente di particolare tecnicamente e che appunto se fosse stato in mano a Naughty Dog sarebbe girato tranquillamente su PS3, non so se rendo questo contorto concetto, insomma si vede che per il loro non essere assi abbiano dovuto sacrificare questa cosa su Switch, cosa che sarebbe un peccato visto l'effetto ottimo che crea per l'atmosfera.Beh non credo proprioZelda e un gioco 20 volte più grande, 30 volte più dettagliato con 150 volte la fisica di Rime, meteo dinamico, 30fps e vegetazione non statica
Se qui non c'è immagino non ci sia nemmeno su PS4 e One
Mi sa di si come avevo detto, poi forse ripeto che potrebbe essere anche la versione non definitivaAllora sono incapaci
Allora sono incapaci, pure in Wind Waker l'erba e gli alberi si muovevano nella direzione del vento. Anzi l'edizione HD gli dà proprio le pistema vabbe lo prenderò lo stesso in sconto perché mi interessa sicuramente
Spero anch'ioMi sa di si come avevo detto, poi forse ripeto che potrebbe essere anche la versione non definitivaLo sperò perché sarebbe un peccato
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