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| Console War Il nome dice tutto, se siete dei veri hardcore gamers, entrate qui...Sottosezione: Ai Margini della CW. |
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#3961 (permalink) | ||
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spirito libero
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Citazione:
La cosa interessante qui è che i tipi di eurogamer siano rimasti colpiti dalla componente tattica: Citazione:
Se però, come sembra, non c'è libertà nell' affrontare lo scenario e l' interazione con la squadra si limita all' uso della pistola-curatutto sui caduti io la componente tattica non riesco a vederla. |
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#3963 (permalink) | |
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°°TanZeN fanlover°°
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Citazione:
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#3967 (permalink) | |
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candido ardore
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Citazione:
Del nuovo video amo il fatto che ci siano sempre elementi di terreno distruttibili e che le granate lascino macerie e sassi in giro (nn pezzi di legno come Far Cry.... veri e propri massi di diverse dimensioni). ![]() ![]() |
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#3968 (permalink) | |
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Mod pigRH-o
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Citazione:
Se non ricordo male si era vista anche nella Diretta in cui facevano vedere il single (e giudicavano anche la cosa abbastanza inutile a dirla tutta )
![]() 3DS: 2707-1617-5018 |
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#3972 (permalink) | |
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Spettro
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Citazione:
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#3978 (permalink) |
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Spettro
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questa è una preview da edge online
Guerrilla says that Killzone 2 is living up to impossibly high expectations, but it’s hard not to feel that the game is short on ideas that it can call its own. Digg this story here. ”The level of anticipation for the 2005 trailer meant that people expected the biggest thing ever to materialize, and what we’ve shown so far, at last year’s E3 and today means that we’re living up to the expectation,” says Steven Ter Heide, Killzone 2’s senior producer. It’s a presumptuous and brash statement given the infamous 2005 E3 trailer, a video that, being predominately composed of prerendered material, made impossible claims for both PS3’s hardware and Guerrilla’s talents. But delivered in Ter Heide’s soft, earnest Dutch accent, it’s almost believable. And, visually, Killzone 2 looks extremely polished. It doesn’t quite match the unfeasible levels of detail found in that trailer, but it’s certainly smooth. Buddies feature an array of facial expressions and body animations that reinforce their characters on the battlefield. Illumination and smoke effects are subtle and dynamic, too; the lighting allows the muted grey palette to just about avoid monotony, with surfaces exhibiting careful texture and form, while Guerilla’s idiosyncratic take on lens flare adds delicate Technicolor highlights. But it’s the smoke that soon proves the star, billowing thickly and forcing some difficult decisions: explosions tend to hide the enemy away for brief but crucial periods. The demo, comprising Corinth River, the second level of the game, begins with a dramatic cutscene, based on the one seen at last year’s E3, in which a squadron of airborne landers makes its way through enemy fire towards a landing zone on the outskirts of a shattered city. Once on the ground, the player is engaged in a battle to take the control room for a huge gate that on opening will allow a convoy of allied tanks to progress. moscallout"COD is a game that virtually everybody in the office has played through and completed. We know where our game stands, and we’re up for it, definitely”/moscalloutThe battlefield itself is designed to instill a sense of chaos and confusion, with blasts detonating all around and a dense soundscape of shouts and gunfire, much in the manner of the Call Of Duty series. Similarly, its aim system feels very similar to COD’s square view down the sights, and encourages the same careful stop-start aim-and-move approach to encounters. It’s with this realization that Killzone 2’s blood and thunder begins to wane: from this demo there’s very little that this game attempts that Call Of Duty 4 hasn’t already achieved with significant success. But, challenged with the idea that COD4 has come to form a new standard for the FPS, Hermen Hulst, MD of Guerrilla, says: “I’m not going to sit here and talk about the competition. COD is a game that virtually everybody in the office has played through and completed. We know where our game stands, and we’re up for it, definitely.” Indeed, Killzone 2’s feature list is a checklist of modern shooter stalwarts. The cover system is called ‘lean and peek’, a capability apparently taken from Killzone: Liberation, Guerrilla’s isometric tactical action title in the series for PSP. L1 snaps the player to cover, with the chance to line up shots by peeking before popping up to take them. Strangely, there’s no blindfire option. A buddy help system à la Army Of Two allows allies to boost the player to otherwise inaccessible places, with wonderfully animated sequences as the player-character pulls his way up, remaining in firstperson throughout. Though they can’t be ordered around, allies can be revived if they fall in battle, with the player accompanied by a squad for most of the game. Context-based chatter from allies and enemies is taken straight from Halo. “So players can understand the context in which the action is going on,” explains Ter Heide. “If you’re standing next to a barrel you’ll hear the Helghast say, ‘Shoot that barrel’, and you know it’s a good idea to move away.” The action spills into a warehouse, with AI gamely taking cover among its bounties of crates and walkways, but it doesn’t show much propensity for teamwork and flanking, at least on the easy setting that our demo was apparently jammed on. Shooting itself, while powerful to the ears, doesn’t have quite the precision and feedback of Halo 3, nor the swift decisiveness of Call Of Duty, but is otherwise effective. How it sets a rhythm within the full game remains to be seen. A firstperson view is retained throughout the demo, including the introductory cutscene, part of a careful policy for the game. “We feel that the immersion is very important in this game. It’s you that’s in charge of your actions, not this arbitrary character that’s on the screen,” explains Ter Heide. Again it’s perfectly effective, but does little more than other games, including those in the Call Of Duty series, have already accomplished. In fact, perfectly effective is the phrase that seems apt to describe all of Killzone 2’s features. The game takes no risks, neither in design nor tone. The explosive barrels, the crate-filled warehouse, the vision blur as damage is incurred, scripted sequences of Helghast fast-roping through roof-lights, the lights that blow out when shot at, the brightly colored wireframe boxes that show the locations of mission objectives; they’re all proven pieces of FPS and 3D world design, and taken together in the context of this much-vaunted game, it’s hard not to come away feeling that Killzone 2 is short on ideas that it can call its own. |
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