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dr skrzynia

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  1. Używam częściej niż Netflixa. O wiele lepsza jakość. 90 procent seriali i filmów, które wysrywa Netflix to badziewie, na które szkoda czasu. Na HBO GO jest mniej, ale lepiej.

     

    Niemniej sama aplikacja często się zacina.

    • Plusik 1
  2. 30 minut temu, II KoBik II napisał:

    Jak to BB bez parry? XD przeciez to nie możliwe. A to tak za(pipi)ista sprawa jest. 

     

    Niech się trochę ochłodzi, a w sumie może nadejdzie czas na drugie przejście <myśli>. Tym razem użyję tej drugiej broni podstawowej oraz zacznę używać parry, zobaczymy jak będzie.

  3. Ależ dołuje niskie zainteresowanie tym tytułem. A przecież jedynka była tak mile przyjęta.

     

    Pojawiło się demko na PS4 i Switcha. Gdyby ktoś mi powiedział, że to remaster jedynki, to bym mu uwierzył. Gra wygląda technicznie identycznie, ale może już źle pamiętam jedynkę.

     

    Czwórka to stare dobre VC, nie mogłem się oderwać od demka. Jest bardzo dobrze. Trochę szkoda, że teraz czołg zabiera tylko jeden ruch, a nie dwa - wg mnie trochę niepotrzebne ułatwienie usuwające pewien smak taktyczny.

     

    Dawać mi pełniaka.

     

  4. Nowe info z podcastu.

     

    Pogrubiłem co ciekawsze info.

     

    Cytat
    • Base team that worked on DMC5 from pre-production was made of 4 individuals:
    1. Wilson - Designed the entire art/design pipeline for DMC5
    2. Nagaki (?) - Character lead
    3. Kinoshita (?) - Art lead
    4. Itsuno - Director
    • Wilson made all base models for monsters and bosses
    • Then they outsourced high-poly 3D models
    • When they got high-poly models back they did a test scene. Put all the high-poly models next to each other.
    • Matt mentions Goliath being one of them (the big horn dude in the trailer).
    • All of the bosses (and characters) were in that scene as well and Matt makes a remark about how bosses got bigger and bigger size wise. They say the scale is incredible.
    • Alex works under Daigo Ikeno. He says it's great because Ikeno doesn't give him too much feedback on his work so he has a lot of freedom.
    • One word Ikeno uses a lot apparently is "slick". Alex says early on Ikeno looked at his works and told him to make it more slick and Alex was wondering what the hell that means (lol). Tho he says he understands now.
    • Alex worked on Nero's van for a whole year.
    • They describe van as a character not a vehicle. As in it was made by people that made the character models cause the environment modelers said it was a character so the character designers had to work on it not them lol
    • They stress that there are a lot of details in the van.
    • Alex says the game was so visually impressive that he often asked Nagaki (Yumei Nagaki?) "are we gonna tone this down?" and he would say "no, that's in the game"
    • They are very strict on designs looking realistic. If a design didn't seem realistic enough they would go back to it until it was realistic enough.
    • Wilson's favorite Capcom game is Dragon's Dogma. He has never played a DMC game before.
    • Alex has played DMC4 and Berial fight is his favorite moment in the game.
    • Yuichiro Hiraki from DMC1 and DMC4 is back and works on DMC5 animations.
    • Alex was talking about how impressive Berial was in DMC4 with the fires and destroying houses which is when Matt says how Alex and the team have made the Goliath such an impressive boss in the DMC5 and how Goliath (as we saw in the trailer) will destroy a giant cathedral.
    • Matt also says Goliath should be considered an equivalent to Berial. Not from the point of when will you fight it in the story, but the actual design and the fight having great environment interactivity.
    • Matt mentions how the different animal faces on Goliath look great and give it a unique design.
    • They hyping up the next trailer. Saying it's gonna be amazing.
    • Nero's accessories (like his bracelet) are hand designed and not scanned. Wilson was the person who designed those.
    • The Devil May Cry blue neon sign is actually Alex' handwriting. He was surprised to see it in the trailer. Matt and Pete didn't even know it was his handwriting so they were surprised in the podcast lol
    • The neon sign was at first pink but then for some reason they decided to make it blue. (even Alex wasn't sure why lol)
    • Alex wrote 40 different versions of Devil May Cry and made 40 different versions of neon signs (he called them mini-trailers) for the trailer (holy shit!)
    • Alex added a lot of details to the van such a bunch of references to Osaka.
    • Also there stickers on the van like the name of famous racers on the windows. Those belong to Nico.
    • Alex also designed Nico's tattoos.

     

     

     

    Ta gra zgniecie jajca. Nie mogę się doczekać.

  5. Dużo nowego info (z niemieckiego wywiadu z gościem R* North)

     

    https://gtaforums.com/topic/913869-new-information-from-gamestar-interview/

     

    Cytat

    - Since having an Open World is nothing special today and size doesn't make a game great (No Man's Sky), Rockstar Games set out to make their Open World different from any other. With Red Dead Redemption 2 they want to create the deepest, most detailed, believable and interactive Open World they have ever built. Everybody and everything needs to be believable, from the Barkeeper of the local saloon, to the pebble that descends a slope or tiny frogs hopping around. Small details, big difference.

    - Rockstar's philosophy is that players in their open worlds are increasingly likely to lose themselves, distracted from their real tasks, but not torn from the gaming experience. Barrier-free games, you could say.

    - If you set up your own personal camp in a dangerous area (for example near groups of people that don't like guests in their area), you will experience very different situations than before, because you are just in the wrong place, even if you thought you have been everywhere and seen everything

    - Next to smaller buildings like a barn (that is in the building process on first sight, but will be finished when you come back later), villages and even towns will change over time

    - If you complete a mission (for example with your gang members), you will see them returning to their daily schedule instead of just disappearing or walking nowhere with no specific destination. Every major character exists in the world, not just in missions. This is inspired by Michaels house and the life of his family, you could see your family in-game, not just in missions. In Red Dead Redemption 2 they are epxanding on this idea.

    - The transition from free-roam open world gameplay to mission and cutscenes will be even more fluent and seamless than in GTAV. All types of missions, cutscenes and the general open world should feel like organic parts of the same thing, there is no clear distinction between them like in other games.

    - NPCs are unpredictable and believable in their actions and reactions, they have different temperaments. There will be shy people, who will give you their money without you even drawing a gun but also more aggressive people that will immediately attack you if you just antagonize them also without you drawing a gun. Some confident NPCs may ride just past you and ignore you, if you try to rob them. Some may shoot you, while others will first threaten to harm you. R* wants you to feel like you never know how this certain NPC will interact with you and with that R* wants to encourage you to test out different playstyles. You can be an honorable thief or a violent psycopath and the world will react accordingly, but you just never really know how they will react.

    - R* doesn't want to call the world of Red Dead Redemption 2 a sandbox. Because in a sandbox, you can do whatever you want. Sure, R* wants to give you a lot of freedom, in their Open World you can do whatever you want, but only as long as it makes sense for Arthur, his story and the world itself. Nothing should break the immersion.

    - There will be no "checklists-type of missions" like in Ubisoft games or Mass Efffect Andromeda. R* doesn't think in categories like 'content' and 'prefabricated content', they want to blur the lines between everything the player does in order to increase immersion. R* doesn't necessarily want you to know when you are doing a main or a side mission or when you are interacting with a main character or just an NPC, but they will inform you in a very subtle way about it.

    - There will be many optional things to do, but R* wants them to be just as high-quality, engaging and fun as the main missions and you should feel like you never know what to expect. This will cater to all kinds of players: Those who want to rush the main story and those who want to do everything and still have a great experience.

    - "Random sh*t that doesn't fit the context will not happen [in RDR2]": Random encounters aren't really random, there is a certain system in place that ensures those encounters make sense in terms of how far the players have progressed in the story, what they are currently doing and where they are heading to. The changing surroundings and random encounters provide content for the players that makes them loose themselves in the world in a very organic way and naturally provide gameplay for them (in contrast to the very forced 'checklists-sidequests' in other games).

    - The areas in the game not only feel different because of the looks but also because of the different gameplay-mechanics only possible in that area (like different animations for traversing different terrain and flora or different objects to interact with). Since animations influence how connected you feel with the world, R* focuses on making them as believable and fluent as possible in every situation. For example there is an animation for Arthur stowing his weapons, which he had previously strapped on his back, in the halter of the saddle. And there are different skinning animations for different animals.

    - Things you should do in the missions can be done in the open world: For example in Trailer #2 we see Arthur pushing a bank manager through the door. You can do exactly that with every other NPC in free-roam.

    - The world is as realistic as possible, as long as it is still fun

    - Even outside of missions and cutscenes you can listen in on conversations in your gangs camp - or approach them more closely so that the other outlaws can include Arthur in their chat. The camp, the atmosphere and the conversations should change noticeably in the course of the story

    - Instead of slaughtering degraded animals to polygon objects without hesitation in order to be able to craft a larger wallet, the creatures in Rockstar's western game are living beings with - simulated - feelings. This should always be aware of the players when they press the trigger or let the arrow zoom. To kill animals quickly without much suffering you need to take your time to learn the right techniques.

    - If you commit a crime and the lawmen have a hunch that you are the offender, they will first talk to you instead of shooting you instantly, and you can talk yourself out of the situation

    - You can modify your weapons to enhance their stats

     

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  6. Uncharted Lost Legacy - Oczekiwałem zmęczonej formy i rzygania stylem tych gierek. A dostałem... najlepsze Uncharted w historii?!

     

    Zaskoczyło mnie w zasadzie wszystko. Aż nie wiem od czego zacząć.

     

    Mały, otwarty świat. Żadne kilometry bezkresnego, nudnego podłoża z powtarzającymi się teksturami, tylko konkretna, duża lokacja z przemyślanym wszystkim. Masz dzięki temu pole do manewru jako gracz, a przy tym brak nudnych korytarzyków, a zarazem brak męczacego, nadętego open worlda. Idealnie, coś jak w Brutal Legend czy starym Gun.

     

    Swoboda w działaniu - w różnym tego pojęcia znaczeniu. Swoboda w akcji - możesz zabić po cichu z jakieś 85 procent przeciwników, a robienie serii zabójstw z ukrycia to istne uzależnienie. Ale też i swoboda w przechodzeniu gry - koncept wizyty jakiegoś nieodkrytego lądu i zaznaczeniu ciekawych miejsc na mapie, a następnie zwiedzanie tego otoczenia w kolejności takiej, jakiej Twoja ciekawość sobie zażyczy jest cudowny. Taki powinien być Uncharted od początku. Żadne tam oskryptowane sekwencje za sekwencjami (chociaż i tutaj się znajdują, w zdrowej ilości).

     

    Lost Legacy to pierwsza gra, w której poczułem się jak Indiana Jones. Jestem pod wielkim wrażeniem Naughty Dog, jak - na dzisiejsze czasy - dali wolną rączkę graczowi, a przy tym nawet nie podpowiadali co masz robić i dokąd iść. Żadnych znaczków, punktów z tym ile metrów do celu ci zostało, żadnych objectivów. Idziesz tam gdzie cię niesie, a Twoim jedynym pomocnikiem jest stara, dobra mapa.

     

    Zostałem również miło zaskoczony postacią Chloe, w której, po raz kolejny ku memu zaskoczeniu, praktycznie się zakochałem. Nadine i Sam, robiony za jakiegoś samca betę, to już gorsza para kaloszy, ale nie ma tragedii. Jedno zdanie należy też poświęcić grafice, a mianowicie rozk.urwia me tatuaże. Ta soczysta zieleń do dzisiaj wzmacnia moje nocne polucje.

     

    W skrócie, oczekiwałem ogłupionego korytarzyka-samograjka ze stajni Sony, a dostałem pełnoprawny, soczysty tytuł o wprost idealnej długości.

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  7. To katartyczne doświadczenie, gdy jest 30 stopni na zewnątrz, pod twoim oknem słyszysz dorosłych ludzi bawiących się i socjalizujących, a ty siedzisz w gaciach i grasz w Hexic na Xboxie, zastanawiając się przy tym, po co kontynuujesz swój przykry żywot.

     

    38502293_303923320170815_1341513020358000640_n.jpg?_nc_cat=0&oh=2f04d7e94808d32c801df5f1ddad65ed&oe=5BFCE36E

    • Plusik 3
  8. Można stworzyć dobry, wartościowy serial z LBGT i wątkami przypominającymi obecne polityczne i kulturalne wydarzenia, ale do tego potrzeba dobrych scenarzystów. Ten serial ich nie posiada :P. I to tutaj tkwi problem.

     

     

  9. Ja również zaliczam się do grupy "spróbowałem, ale nie podeszło". Czasem bywały emocje, ale mam wrażenie, że większość zależy od szczęścia. Ale większość rzeczy nie ogarniałem i zabili moich ludków. Najbardziej nie łapię tego gdzie kogo stawiać w rzędzie i jaki ma to wpływ na cokolwiek.

     

    Spróbuję którejś nocy jeszcze raz. Może inny poziom trudności wybrać?

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