I hear the toilet paper in the Konami Gyms has the Seal of Metatron on every square.
I want to recreate me and my friends D&D adventures for the campaign i runSo, what's the first game, genre or idea you will work on in Dreams?
So, what's the first game, genre or idea you will work on in Dreams?
I'd rather have a PS characters kart racer. Must feature a CTR like adventure mode.Sony also needs to establish (or purchase?) a playground like studio for making forza horizon-style arcade racing. something like Gran Horizon =p.
R.I.P Evolution.
Sony also needs to establish (or purchase?) a playground like studio for making forza horizon-style arcade racing. something like Gran Horizon =p.
R.I.P Evolution.
Sony also needs to establish (or purchase?) a playground like studio for making forza horizon-style arcade racing. something like Gran Horizon =p.
R.I.P Evolution.
Sony also needs to establish (or purchase?) a playground like studio for making forza horizon-style arcade racing. something like Gran Horizon =p.
R.I.P Evolution.
Bless.
I did not say Sony should make Forza Horizon like Arcade Racer. just an arcade racing. i would like to see something like PGR too. Sony absolutely needs a high quality arcade racer in the market.Why should Sony make a Forza Horizon like Arcade Racer ?
Because MS has one ?
I don't like open world racer games and would prefer something like PGR.
R.I.P Bizarre Creations.
DriveClub post launch graphics still blows my mind.Man I miss Evolution so much it hurts.
DriveClub was a technical marvel, imagine what they could have built on PS5 :/
of course not every game Sony makes, just bestsellers. for instance MS needs a tps in style of uncharted badly and that was the reason why they've paid for that nonsense Rise of Tomb Raider timed exclusivity.
i'm in.I'd rather have a PS characters kart racer. Must feature a CTR like adventure mode.
That's awesome. Also would be cool and easier to help them with visualizing certain things in future sessions too.I want to recreate me and my friends D&D adventures for the campaign i run
make it not look like some extreme shinny metal plastic character models with each looking artstically different from one another
This sounds awesome. I was already there day 1 but it's always cool to hear more good stuff.Speaking of Days Gone, I guess its a good time to post this.
A couple days ago I got to play the game (and Dreams as well), and came home impressed. Gonna leave my impressions here:
Days Gone had two demos, both have been showcased during the Game Informer coverage. The first one I played was a pretty straightforward mission, Deacon had to get into a garage in order to retrieve a specific part for his bike. The place was of course populated by freakers, specially Newts. From the jump playing the game felt really great, the movement, the shooting, interacting with the environment, using the weapon wheel, all felt pretty tight gameplay wise, polished to the level you would expect from the top-notch third-person action adventure games in this industry. I choose to go stealthy on this encounter and managed to so quite easily (it is a very early mission from the game), only getting to a shoot-out in the ending parts of the mission. The area where it took place was fairly large and I could see all the other paths and strategies I could have taken to tackle this one (the Game Informer video also shows a stealthy approach, but they went to a different route in the area than I did), I even watched someone else play it guns blazing going through a completely different path on the area than mine, and they actually sweated a bunch to complete the mission. It felt dynamic, but not very far from an encounter you would get in the Far Cry series for example.
The second demo felt way more dynamic, as it was that encounter where you fight a 300 freakers horde. The idea here is to try to prepare the environment to eliminate large chunks of enemies with explosions, and that could've been done using different kinds of gadgets and guns. I tried four different approaches and didn't really came up with a most efficient one since I died all four times. It's clear that there is a general ideal way to kill them, setting explosives on specific parts of the area and such, but the only way to get to that conclusion seems to be through experimentation, and I really like that approach. Also, fighting the horde is very never-wrecking, as getting overwhelmed is very easy and fast. A small misjudgment in your movement or stamina management will get you killed in these situations.
It was on this second demo that I found my two only gripes with my time spent with the game. Driving the bike around a bit did feel kinda slow like some people have pointed out from watching videos. Again, this is supposed to be early in the game so maybe it gets better as you upgrade or it might be a better design choice for when you are driving on the road trying to spot and avoid traps, we'll find out when It ships I guess. The other one was the performance when running away from the horde but looking back at then. Those hundreds of enemies on the screen running around made the game choppy, though it was the only time I caught a drop during my whole playthrough. The rep around me didn't know if it was a PS4 Pro or not and I also couldn't get a timeframe for the build, so keep that in mind when judging this too. Oh, and Nightengale is right, a hip-fire mechanic would be welcome to this game (but maybe since bullets are supposed to be scarce it doesn't make a lot of sense)
Overall I really enjoyed my time with it, it's definitely my kind of open-world game. There seems to be a lot of focus on exploration, not only of the environment trying to pursue crafting materials necessary for upgrades and survival but also an exploration of the gameplay possibilities for each encounter. More than likely a day-one cop for me
Very nice, glad to see some actual user impressions.Speaking of Days Gone, I guess its a good time to post this.
A couple days ago I got to play the game (and Dreams as well), and came home impressed. Gonna leave my impressions here:
Days Gone had two demos, both have been showcased during the Game Informer coverage. The first one I played was a pretty straightforward mission, Deacon had to get into a garage in order to retrieve a specific part for his bike. The place was of course populated by freakers, specially Newts. From the jump playing the game felt really great, the movement, the shooting, interacting with the environment, using the weapon wheel, all felt pretty tight gameplay wise, polished to the level you would expect from the top-notch third-person action adventure games in this industry. I choose to go stealthy on this encounter and managed to so quite easily (it is a very early mission from the game), only getting to a shoot-out in the ending parts of the mission. The area where it took place was fairly large and I could see all the other paths and strategies I could have taken to tackle this one (the Game Informer video also shows a stealthy approach, but they went to a different route in the area than I did), I even watched someone else play it guns blazing going through a completely different path on the area than mine, and they actually sweated a bunch to complete the mission. It felt dynamic, but not very far from an encounter you would get in the Far Cry series for example.
The second demo felt way more dynamic, as it was that encounter where you fight a 300 freakers horde. The idea here is to try to prepare the environment to eliminate large chunks of enemies with explosions, and that could've been done using different kinds of gadgets and guns. I tried four different approaches and didn't really came up with a most efficient one since I died all four times. It's clear that there is a general ideal way to kill them, setting explosives on specific parts of the area and such, but the only way to get to that conclusion seems to be through experimentation, and I really like that approach. Also, fighting the horde is very never-wrecking, as getting overwhelmed is very easy and fast. A small misjudgment in your movement or stamina management will get you killed in these situations.
It was on this second demo that I found my two only gripes with my time spent with the game. Driving the bike around a bit did feel kinda slow like some people have pointed out from watching videos. Again, this is supposed to be early in the game so maybe it gets better as you upgrade or it might be a better design choice for when you are driving on the road trying to spot and avoid traps, we'll find out when It ships I guess. The other one was the performance when running away from the horde but looking back at then. Those hundreds of enemies on the screen running around made the game choppy, though it was the only time I caught a drop during my whole playthrough. The rep around me didn't know if it was a PS4 Pro or not and I also couldn't get a timeframe for the build, so keep that in mind when judging this too. Oh, and Nightengale is right, a hip-fire mechanic would be welcome to this game (but maybe since bullets are supposed to be scarce it doesn't make a lot of sense)
Overall I really enjoyed my time with it, it's definitely my kind of open-world game. There seems to be a lot of focus on exploration, not only of the environment trying to pursue crafting materials necessary for upgrades and survival but also an exploration of the gameplay possibilities for each encounter. More than likely a day-one cop for me
Did Deacon control more "heavy" like characters in R* games or more like say Aloy? Also did the bike feel "weighty"?Speaking of Days Gone, I guess its a good time to post this.
A couple days ago I got to play the game (and Dreams as well), and came home impressed. Gonna leave my impressions here:
Did Deacon control more "heavy" like characters in R* games or more like say Aloy? Also did the bike feel "weighty"?
Thanks for sharing! Glad to hear that about the character movement and feel. Nailing that is super important in games for me.Between these two, I would put Deacon more to the spectrum of Aloy, but not as agile. For example, the weapon wheel feels really similar to use (it's the same button even) but switching and ''reading'' weapons is not as fast
And though I said the bike felt slow to ride, I don't recollect felling the bike was weighty. I didn't ride a lot though and didn't even think about that aspect when riding, so my memory might be spotty.
LinkIf there's any criticism of Sony at the moment, it's that the company is far too quiet. The manufacturer was very vocal at the beginning of the generation, but it has let its products do the talking in recent months. While it's hard to complain about the quality of the PlayStation 4 – especially with both cross-play and name changes now resolved – it would be nice to hear a little more from the organisation's bigwigs about what it's doing and where it's going.
Speaking on a recent episode of the PlayStation Blogcast, Worldwide Studios chairman Shawn Layden said that that's exactly what the PlayStation maker plans to do moving forwards. "We're going to crank that communication up, we're going to find more ways to get our message out and get a view into what our activities are and what our hopes and dreams are, if you will, for PlayStation and for Worldwide Studios," he said.
Why would you green light a game nobody asked from you, when none of your developers want to make it, and none of your fans would care for it?Fortunately for you MP haters you probably don't need to worry about "losing" Naughty Dog since they don't seem interested in making a MP game and current Sony also doesn't seem interested in greenlighting big budget games that don't fit their mould.
Watt whattttttttttt?When has this ever been true?Fortunately for you MP haters you probably don't need to worry about "losing" Naughty Dog since they don't seem interested in making a MP game and current Sony also doesn't seem interested in greenlighting big budget games that don't fit their mould.
Why would you green light a game nobody asked from you, when none of your developers want to make it, and none of your fans would care for it?
That still doesn't mean that anyone wants to make it.
How intentionally dense does someone have to be to think Ghost of Tsushima looks like anything else they've done this gen?To me the point where I started to think they were getting too samey was Ghost of Tsushima's announcement and then gameplay. Yet another SP 3rd person action adventure game with stealth elements as one of their flagships.
Of course, as said above it's up to the teams to decide what type of game they'd want to make, but surely Sony has some responsibility to encourage their teams (or at least 3rd party contracted studios) to entertain a broader range of ideas?
Of course, as said above it's up to the teams to decide what type of game they'd want to make, but surely Sony has some responsibility to encourage their teams (or at least 3rd party contracted studios) to entertain a broader range of ideas?
cool stuff → https://baotnguyen.com/spider-man-ps4 + https://baotnguyen.com/playstation
logos in Spider-Man, for example
Ghost of Tsushima is the game you're going to use as an example of Sony pushing developers into a template? Really? A Seattle based studio making a game about the mongol invasion of a Japanese island in the 13th century is the game that proves Sony only green lights one type of game?To me the point where I started to think they were getting too samey was Ghost of Tsushima's announcement and then gameplay. Yet another SP 3rd person action adventure game with stealth elements as one of their flagships.
Of course, as said above it's up to the teams to decide what type of game they'd want to make, but surely Sony has some responsibility to encourage their teams (or at least 3rd party contracted studios) to entertain a broader range of ideas?
Game Informer interviewed Insomniac guys about Spidey's development. Haven't watched it yet, so no summary, sorry guys.