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Sunset Overdrive


Figaro

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Jedynkę miała straszna oprawę graficzna, ale klimacik był całkiem spoko, 2 cześć rowniez mi sie podobała, tylko nie ma co sie oszukiwać insomniac nie tworzy system sellerow,

 

Ale jestem bardzo ciekaw sunset overdrive bo fajnie że odważyli sie zrobić grę kolorowa a nie tylko w odcieniach szarości

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Sunset Overdrive mixes platforming and shooting throughout, and places equal weight on both skills

 

The hero can ride the city's spiderweb of telephone cables, from above or below, with a quick tap of X.

 

"We wanted to take the shooter genre away from cowering behind cover. You'll be rewarded for jumping over that cover and taking the fight to the enemy"

And its this that makes Sunset Overdrive feel new. If a trend is emerging at all from the new console generation, it's that wall running is the new cover, and attack is the new defence. We've spent the best part of a decade lurking behind bullet-chipped masonry. For Insomniac, it's time to come out into the sun.

 

"In the early days, we were actually talking about the book version of 'I Am Legend'. He has free reign of the city, but at night has to hunker down and defend."

 

The world transforms at night, along with the way the game plays. The 'zombies are more dangerous at night' gimmick is old, but Sunset Overdrive promises to offer new ways to deal with the after-hours onslaught, whether alone or playing with friends.

 

Edytowane przez kermit
Odnośnik do komentarza
  • According to Insomniac they’ve finally begun to understand what they love the most, and that reflects in the tone of the game.
  • Sunset Overdrive mixes platforming and shooting, and places equal weight on both skills
  • Insomniac has never made guns this powerful. You can take out five enemies with one shot.
  • The guns in the game play completely different from each other.
  • You’ll have to accumulate “style” before you fight some of the harder bosses. Some bosses won’t even notice you’re shooting at them if you’re at style level one or two.
  • Players are rewarded for playing fast and hard and not stopping. If you stop your style meter drops: “getting in there, mixing it up and mantaining that velocity is your aim.” (yesss)
  • The island’s boss is a Fizzco balloon named Fizzle. The fight is “On rails,” but not in the way we usually think. The rails are coils wrapped around the tower you can grind on. Fizzle’s weak spots are spring-loaded drums above the city’s rooftops, and you’ll have to leap back and forth between them and the rails while avoiding fire and without ever stopping.
  • The player can ride the city’s telephone cables from above or below, changing with a tap of X to avoid low bridges or enemy fire.
  • Little Tokyo’s Japanese-inspired architecture involves lots of short wall runs and oddly angled buildings.
  • The world transforms at night, and so does the way the game plays. Sunset Overdrive promises to offer new ways to to deal with the night both alone and with friends.
  • In the last generation players have been trained to seek cover and wait combat out. Sunset Overdrive asks players “to think differently, use a different toolset and push forward.” Players are rewarded for jumping over the cover and take the initiative. (yes, yes)
  • Attack is the new defense and wall running is the new cover.
  • Insomniac wants to create a different experience from the usual shooter that plays like Call of Duty.
  • Microsoft told Insomniac “We want Insomniac to be Insomniac” and allowed the developer to own the intellectual property, which is very important for the developer.
  • Insomniac wants to bring elements from games like Jet Set Radio and Tony Hawk to a more modern experience, adding depth, story and a campaign with a lot of unique ideas.
  • They’re trying to make a really great arcade game that is really fun to play regardless of how long you play.
  • For Insomniac the next generation is about “pop.” They want to see more “popping off the screen:” more colors, more effects, more things to see in the city. (yes!)
  • Xbox One owners will be involved with the decisions that will shape the game post-release.
  • While you play you’ll see big screens broadcasting “Sunset TV,” an in-game TV channel discussing the current and future state of the game and offering players a way to vote on how it’ll change and evolve.
  • Insomniac feels that the first year or two of a new generation are when most risks are taken.
  • The developer is looking at Sunset Overdrive as the first of a series and want to build it into something bigger, “a real franchise.”
  • Everything was born from a lunch conversation a few years ago. It was never meant to be a real game at that time, but in the end they made it.

http://www.dualshockers.com/2014/05/08/xbox-one-exclusive-sunset-overdrive-gets-tons-of-new-info-on-gameplay-design-franchise-plans-and-more/

 

So gooood.

Edytowane przez Figaro
Odnośnik do komentarza
  • Everything was born from a lunch conversation a few years ago. It was never meant to be a real game at that time, but in the end they made it.

takie coś właśnie prowadzi do powstania czegoś nowego, świeżego - szalony miks arkadowych gatunków, będzie fun coś czuję. hype na destiny opadł mi do zera, za to tu wzrósł znacznie.. czekamy na video

 

edit:

 

MAKD07n.jpg

l5GoeoV.jpg

 

 

 

I've read it... have to say, as an Xbox owner since the very first UK beta test of Xbox Live... I have never been so stoked for a game from the first preview. You really need to buy this magazine and read the whole thing.

Insomniac didn't think they nailed the first pitch meeting.

Their Burbank Studio is working on it

"an open-world superhuman adventure"

Plot is as per the NKTRNL leaks. (halo 2 here we come... whoop).

"A crackdown degree of verticality"

grind rails from ratchet and clank are IN.

Press X to begin grind or wall run, press A on 'launcher' to head skywards.

Street level is 'easy tier' - more challenges and stuff to so the more you make use of the city

Every character is 40,000 triangles

You can use 'amps' on weapons and sentry guns to change their ammo and effects.

Thermonuclear rounds, ice ammo and 'firework launcher' all mentioned.

The lighting in some of the screens is ridiculous - multiple coloured lights at night.

Accumulating 'style' activates your Amps.

MORE COMING.

 

Edytowane przez kermit
Odnośnik do komentarza

  • Accumulating 'style' activates your Amps.

  • And i quote "[a] rush of sheer locomotive freedom"

Overt rewards for playing fast and aggressive.

No mention of resolution or frame rate... but it looks pretty HAWT to me.

Fizzie is armed to the teeth - lol!

The game's look will not be changed like Fuse was... MS is letting them make the game they want to make.

Microsoft "We want insomniac to be insomniac"

"Feels like a dreamcast game dragged 14 years into the future"

Insomniac: "WE ARE LOOKING AT SUNSET OVERDRIVE AS THE FIRST IN A SERIES"

The concept came from a lunch time conversation "If you could make any game, what would you want to make?" Sunset Overdrive is the answer to that question.

Loads more in the article... don't want to post it all as I really think you should buy a copy.

 

podobno ma być też zapka dziś od IGN :D

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Gość ragus

Pierwszy trailer kompletnie nie sprzedał mi tej gry, ale obejrzałem gameplay no i nie powiem, bym pograł. Bardzo ładna, plastyczna grafika, a przemieszczanie się po mieście faktycznie zajeżdża jakimś Tony Hawkiem. Podobał mi się bardzo fragment z tą dużą maskotką.

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Pierwszy trailer kompletnie nie sprzedał mi tej gry, ale obejrzałem gameplay no i nie powiem, bym pograł. Bardzo ładna, plastyczna grafika, a przemieszczanie się po mieście faktycznie zajeżdża jakimś Tony Hawkiem. Podobał mi się bardzo fragment z tą dużą maskotką.

U mnie wręcz odwrotnie. Zwiastun wydawał mi się genialny a gameplay mocno przeciętny. I jeszcze te paskudne animacje. przynajmniej grafika jest ładna. Dalej czekam, ale już troche mniej, na pewnie nie wezmę na premierę.

Odnośnik do komentarza

Hmm... miałem dobrze przeczucia co do tego tytułu, ale gameplay raczej mnie nie zachwycił. Szczególnie boli mnie średniawa animacja ruchu, co w open worldach jest w wuj istotne.

 

Kurczę, nie czuję tutaj tego feelingu! Czegoś co sprawiłoby, że chciałbym się pobujać po tym świecie. Grafa fajna, art style zabawowy, ale całej reszty jakoś nie załapałem. Zobaczymy co z tego wyjdzie, ale po co zobaczyłem przeczuwam tytuł w klimatach siódemkowo-ósemkowych.

Edytowane przez Cedric
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