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- 11 Mar 2010
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Ah si ? Meglio così perché mi aspetto molto da questo gioco.Gli MVP che lo hanno provato su Scorpio hanno detto che è strabiliante![]()
![predicatore :predicatore: :predicatore:](/data/assets/smilies/Predicatore.gif)
Ah si ? Meglio così perché mi aspetto molto da questo gioco.Gli MVP che lo hanno provato su Scorpio hanno detto che è strabiliante![]()
Ma se manco l'hai giocato??Sto Artwork è figo si, se prendesse una via più cupa rispetto al primo non mi spiacerebbe.
Il primo era abbastanza cupo, te lo assicuroSto Artwork è figo si, se prendesse una via più cupa rispetto al primo non mi spiacerebbe.
Che c'entra? Non si sa ancora nulla di quel gioco. In ogni caso mirano a due cose diverseMai quanto Days Gone.
no no lo giochicchiai per qualche ora...non ricordo onestamente un imprinting decadente od oscuro, ma nemmeno cazzaro alla Dead Rising per dire.Ma se manco l'hai giocato??![]()
Giochicchiare....ma per te più dark vuol dire di notte? No perché nel primo che hai giochicchiato, hai risorse limitate, zaini in cui puoi portare pochissime cose, la gestione della comunità che può essere depressa o meno a seconda delle difficoltà che hai, e soprattutto c'è la permanent death del personaggio, quindi se ti avventuri sbadatamente con un personaggio e muore lo perdi per sempre!!!no no lo giochicchiai per qualche ora...non ricordo onestamente un imprinting decadente od oscuro, ma nemmeno cazzaro alla Dead Rising per dire.
Classico zombie game con gran cura per il crafting in senso assoluto.
Ti posso garantire che era abbastanza dark e non risparmiava nulla, che poi l'immedesimazione fosse minata da un comparto tecnico proprio un po' poverello è un altro discorso.no no lo giochicchiai per qualche ora...non ricordo onestamente un imprinting decadente od oscuro, ma nemmeno cazzaro alla Dead Rising per dire.
Classico zombie game con gran cura per il crafting in senso assoluto.
With the sequel adding four-player co-op, we wondered if there would be any form of competitive multiplayer. Strain confirmed there won't be, though of course players can freely grief each other.
GameSpot: Are there any particular lessons that you took away from the first State of Decay that you were looking to improve upon?
Of those, the offline progression system was by far the most...the feature that players were most ready to see go, because the thing about State of Decay is, it's permanent.
Here's where I made the mistake or stayed out too long." The offline progression system kind of broke that, because that stuff could happen while you were logged out of the game. It violated the contract, and it didn't work well. That was probably the biggest area that we had to address.
Have there been any games that have come out since State of Decay that you've looked to for inspiration for this one?
You know, inspiration for us is always the really well done, big, open-world games. Red Dead Redemption, the GTAs--those games do a phenomenal job of making you feel like you're in a world that's believable and real. Beyond that, we've actually been a little bit surprised that this genre we've built, this survival fantasy genre, is still very much home for State of Decay. There's no other games that really bring that blend of role playing elements, third-person action, and the simulated world and community-based character development. Lots of inspiration, yes, but we're also very happy that we still feel like the State of Decay experience is fairly unique within the industry.
With co-op, what does the game do to balance or compensate if you're playing four players versus just one or two? Does how many players you have affect how tough enemies are, anything like that?
You know, there's not, and that's very much intentional. The thing about State of Decay is that, and State of Decay 2 in particular, it's a game of entropy. We're modeling a real world. Resources are finite, your stamina is finite, gasoline is finite. All of the resources are finite. If you have friends playing with you, that should be a bonus. You should be able to get farther and do more in a similar amount of time. We don't want to just automatically up the zombie density or adjust things so that you feel like, in terms of how much progress you're making or what you're able to do that, it just all balances out in the end.
And it's still entirely cooperative--there's no adversarial type of multiplayer mode?
That's right. As far as the multiplayer component, it is very joyfully cooperative multiplayer.
I remember hearing previously that, if you wanted to screw with your friends, you could try to attract zombies or things like that. You could, in a way, grief your friends.
You can playfully grief each other yes. Can you line up and make a headshot on your friends? No, it's just not that kind of game. There are some great games out there that really focus on that hardcore PVP experience, but that's not what State of Decay's about.
How big is the development team on this game versus the first one?
It's about four times as large.
http://www.gamespot.com/articles/state-of-decay-2-dev-talks-larger-world-co-op-grie/1100-6448632/Is it still coming to PC in addition to Xbox?
Yeah, it'll be on Windows 10 and Xbox One. That's what we're talking about today. It will support the Play Anywhere initiative: buy once, play on either platform, and players on both platforms can play with each other.
speriamo lo sia pure su one...Gli MVP che lo hanno provato su Scorpio hanno detto che è strabiliante![]()
We'll be announcing the release date @E3 so don't miss it! ? #StateOfDecay2 https://t.co/pCCFKwdGm7
— State Of Decay 2 (@StateOfDecay) 3 aprile 2017