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Si sapeva dall'annuncio che era un titolo PSN //content.invisioncic.com/a283374/emoticons/sisi.gifA quanto si evince dalle immagini dunque è un 2D/2.5D a scorrimento, circa come quelli vecchi. La cosa non mi dispiace, ma speravo che fosse un titolo tripla A in terza persona alla God of War. Evidentemente sono uno studio piccolo questi Heavy Spectrum. Speriamo comunque venga fuori un bel gioco.
Anche a me. Peccato non averlo retail, ma questa è una perla da non perdere.Bello, mi ispira un casino.
dalle immagini mi piace, questo posso dire al momento //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif poi si vedeDopo aver visto 2 screen? Senza manco un video?![]()
http://blog.eu.playstation.com/2015/04/16/new-shadow-beast-screenshots-unveiled/?emcid=social_20150416_43913186&adbid=588692390803738624&adbpl=tw&adbpr=36969785It’s been awhile since our last UPDATE on Shadow Of The Beast. Our long silence has been because we’ve been working hard to turn the concept we showed last time into a reality. And, whilst we haven’t quite finished that journey yet, we wanted to take this chance to SHARE with you some early shots from the game.
We talked a little in our previous blog entry about the impact that the original games had on us as kids. When our team started putting together the concepts for our take on Shadow of the Beast, one thing we kept coming back to was how important it was to us that we made sure that our game stirred up that same level of emotion, especially through the visually striking, alien landscapes of Karamoon.
The screenshots you see here are taken from the harsh, arid wasteland that is Karamoon’s desert. The balance between beauty and brutality has been a running theme for us whilst we’ve been building the game. Our main character, Aarbron, was forged by the evil Maletoth as a living weapon – and his journey through this beautiful, vibrant world is a savage one. We have tried to find ways to bring both sides of this juxtaposition to life to create a unique and intriguing setting for the gameplay to live within.
Along side creating a range of sweeping vistas and strange creatures, we have also been busy refining the game’s core combat and PLATFORMING to try and find just the right blend to make a compelling experience for players.
It’s been a long road to get here (especially if you are counting back to our original inspiration!) and we thank you for both bearing with us and taking the time to read about our progress. We hope to have more news to SHARE with you before too long!
Io anche a livello visivo sono un po' combattuto //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifVisivamente è bellissimo,il resto boh.
Se lo tengono per l'E3, devono pure mostrar qualcosa //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gifbtw,hanno mostrato tutta la line-up degli Xdev...tranne Rime.
Devo preoccuparmi?//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Hai pure ragione //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifSe lo tengono per l'E3, devono pure mostrar qualcosa //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif