Solo no.Se ci uniamo anche la realizzazione tecnica da spacca mascelle.Gioco di *** assicurato.![]()
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Solo no.Se ci uniamo anche la realizzazione tecnica da spacca mascelle.Gioco di *** assicurato.![]()
Quoto, spero sia più sullo stile di TLOU //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gifDai pochi screen usciti mi sembra più TLOU che uncharted, il che é un bene
Per uno che si è trasferito negli USA tra i 20 e i 30 anni di età (presumibilmente), lo parla piuttosto male, invece //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifoff topic: Questo Pessino è italiano vero? Ho visto una sua intervista parla troppo bene l'italiano, sicuramente emigrato di successo complimenti!
Ha uno stile che Gears si sogna //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifA me invece ricorda Gears fate voi![]()
Che faranno na cosa alla The Last of Us: gli piace anche a loro dare la possibilità di esplorare, ma allo stesso tempo voglio creare un gioco guidato e non vogliono che la sensazione che ne deriva da quest'ultima (di essere in un gioco dove percorri un tragitto ben preciso) si perda.In summa che dice?
credevo immagini nuove //content.invisioncic.com/a283374/emoticons/tristenev.pngImmagini:
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Ah boia, scusate, pensavo lo fossero //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifcredevo immagini nuove //content.invisioncic.com/a283374/emoticons/tristenev.png
mi sta bene, in the last of us ho perso tantissimo tempo esplorando a cavolo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gifChe faranno na cosa alla The Last of Us: gli piace anche a loro dare la possibilità di esplorare, ma allo stesso tempo voglio creare un gioco guidato e non vogliono che la sensazione che ne deriva da quest'ultima (di essere in un gioco dove percorri un tragitto ben preciso) si perda.
Onde evitare delusioni però, ho pensato fosse meglio precisarlo: che sarà una cosa alla TLOU è solo una deduzione mia basata su quanto scritto dopo i due punti eh //content.invisioncic.com/a283374/emoticons/sisi.gif Loror non parlano esplicitamente di TLOU.mi sta bene, in the last of us ho perso tantissimo tempo esplorando a cavolo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif
Nope,solo i siti italiani che trattano videogiochi.Edge non è concorrente no? :morristend:
Promising an eclectic-yet-believable world that marries his childhood familiarity with the city of London to his US team’s more grandiose impressions, Weerasuriya hopes the “internal fight going on about what’s right about London will capture the best of both worlds”. Based on what we’ve seen so far, it’s paying off. Cinemascope street scenes thick with atmosphere and passers-by are the strongest indication that this is not your average shooter, the lighting so cinematic that it’s hard to foresee anything looking dull except for the weather.
Is the city explorable, then? Can we investigate its murky alleyways at will? “That’s always the struggle,” Weerasuriya says. “I love to explore the environment so long as it gives you something back. Yes, we’re trying to do some of that, but the reality is that it’s a single-player game that takes you on a ride, and we don’t want to compromise that ride.”
Following the filmic trend to its natural conclusion, there will be no bumps between presentation styles. “[For] practically every single thing you see in the game, there’s no difference between cinematic and in-game. All the cinematics are realtime; you’ll get back into the game and everything you saw in the cinematic will be there.”
Here, seamlessly as you’re playing the game, we might be able to take over the camera and show you something, or even cut the camera outside to a scene that’s happening in front of you so, just like in a movie, you’re seeing your character approach.”
The principals – analogues of key players in Arthurian lore with the titles to match – are certainly a handsome, rugged and finely coiffed bunch; the next-gen hair race is proving quick off the blocks. Look at them, though, moving into and out of banter range as the action ebbs and flows, and you have to wonder how much Gears Of War continues to drive the genre.
Weerasuriya quickly assures us that “rather than just making a third-person game, we took it upon ourselves to figure out why we like them. Not everybody likes third-person shooters for the same exact reason, so we tried to figure out what the core elements were [that] we wanted to keep, and also add that element of what we’ve done in the past – for example, melee.
Shooters have a tendency to be very light or canned on melee. We wanted to find new ways of introducing it that would keep you feeling you were in a shooter that’s evolved into something else, rather than been segmented. It started with us trying to figure out how we balance the two, shooter and melee, but then it evolved into us making this shooter with different melee systems.
“Beyond that, we also tried to make the moment-to-moment gameplay different. We didn’t want it to be a grind for 40-45 minutes because you’re in shooting
mode. Everything in the game happens in little bursts, and that really makes you not dwell too much on one thing that might otherwise bore you.”
http://www.edge-online.com/features/the-order-1886-ready-at-dawns-cinematic-ps4-debut-is-coming-into-focus/If you look outside, it’s not just clear; there’s dust in the air, fog, all these things that make this world immersive. We created this light – it’s the way they use light on film sets. They have a light source, but because there’s so much dust, you feel like the light is glowing through these layers. It’s an aura almost, this halo effect. The light has no source so much as this glowing area. It makes it feel really gritty and dirty, and we thrive in the dirtiness of our world. Nothing’s clean.”