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Zukkoyaki

Member
Oct 25, 2017
11,261
Shadowfall is such a mixed bag. That game has one of my favorite FPS levels ever and one of my least favorite FPS levels ever.
 

RevengeTaken

Banned
Aug 12, 2018
1,711
I want a story-driven FPS in style of halo-destiny series from ND. Sony Doesn't have an fps flagship and naughty dog can fill that hole perfectly.
 

Bunkles

Attempted to circumvent ban with alt account
Banned
Oct 26, 2017
5,663
I really don't want to see ND get stuck in the MMOFPS mud for years on end. Give that to another studio and let ND keep doing their thing.
 

RevengeTaken

Banned
Aug 12, 2018
1,711
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.
 

Electro

Banned
Oct 25, 2017
5,899
Vienna
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.

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.
 

famikon

Banned
Oct 25, 2017
4,604
ベラルーシ
cool stuff → https://baotnguyen.com/spider-man-ps4 + https://baotnguyen.com/playstation

5e8d7253-837d-42e0-a1f3-e73687a7177c_rw_1920.jpg
2275306a-b2f9-4837-a305-007f024924e3_rw_1920.jpg


logos in Spider-Man, for example

77c9d97d-2815-4da4-9536-84efc5935afa_rw_1200.jpg

08e759d4-f28e-4383-8356-6a72df4edc34_rw_1200.png
 

RevengeTaken

Banned
Aug 12, 2018
1,711
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.
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.
Man I miss Evolution so much it hurts.
DriveClub was a technical marvel, imagine what they could have built on PS5 :/
DriveClub post launch graphics still blows my mind.
So MS needs to open studios to match every game Sony makes?
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'd rather have a PS characters kart racer. Must feature a CTR like adventure mode.
i'm in.
 

FelipeMGM

#Skate4
Moderator
Oct 25, 2017
3,012


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
 

Viceratops

Banned
Jun 29, 2018
2,570
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
This sounds awesome. I was already there day 1 but it's always cool to hear more good stuff.
 

Loudninja

Member
Oct 27, 2017
42,191
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.
 

FelipeMGM

#Skate4
Moderator
Oct 25, 2017
3,012
Did Deacon control more "heavy" like characters in R* games or more like say Aloy? Also did the bike feel "weighty"?

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.
 

Zukkoyaki

Member
Oct 25, 2017
11,261
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.
Thanks for sharing! Glad to hear that about the character movement and feel. Nailing that is super important in games for me.
 

orochi91

Member
Oct 26, 2017
9,801
Canada
Even Sony recognizes that they need to combat the "quiet" accusations, lol

If 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.
Link

They're aware that MS is dominating the news cycle.
 

TheRulingRing

Banned
Apr 6, 2018
5,713
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.
 

Viceratops

Banned
Jun 29, 2018
2,570
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?
 

Shark

Member
Oct 28, 2017
8,126
Raleigh, NC
Sony doesn't need to fill 'holes' in their lineup or be reactive to what other companies do just because it would aid a pointless message board discussion. They aren't Nintendo (in the past, still somewhat) where they have to fill the hole on their platform or it doesn't exist. The things people are clamoring for already exist several times over on PS4.

Forza Horizon 4 is great because Playground has literally been only doing that type of game for 8 years. Sony wouldn't be able to just conjure up a studio and then spit out a game comparable to the quality of that one in 3-4 years. Same reason Microsoft isn't going to be able to put out something as good as TLOU Part II potentially will be in their first effort.

Also, open world arcade car race isn't a genre that has an audience large enough that can be split up over multiple franchises. Personally, I have room in my library for about 1 open world racer every year or couple of years at most and Horizon already gets my money.

Sony's success has been letting super creative people do what they want with freedom, time and a bunch of money. Chasing perceived deficiencies goes against that.
 

TheRulingRing

Banned
Apr 6, 2018
5,713
Watt whattttttttttt?When has this ever been true?

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?
 

Shark

Member
Oct 28, 2017
8,126
Raleigh, NC
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?
How intentionally dense does someone have to be to think Ghost of Tsushima looks like anything else they've done this gen?

Do you get mad at movie studios making multiple dramas or comedies a year?

Diversity of writing, characters and setting are just as important as genre.

Sony's 3 biggest projects could literally not look more different.
 

Nightengale

Member
Oct 26, 2017
5,708
Malaysia
Since you mentioned 3rd party contracted studios - here's a list of non-internal studio Sony games (excluding Playlink) that they published since 2017 till now:

Everybody's Golf
Matterfall
Wipeout Omega Collection
Drawn to Death
Farpoint
No Heroes Allowed! VR
StarBlood Arena
Detroit Become Human
SOTC Remake
Spider-Man
Bravo Team
Inpatient
Firewall: Zero Hour
Deracine

Kindly share what you would categorise as Sony's template based off their external studio portfolio of funding, if you don't mind?
 

gundamkyoukai

Member
Oct 25, 2017
21,105
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?

They have a responsibility to make money more than anything else and what they doing seem to be working .
I sure if one of Sony teams wanted to make a big MP game they could but Sony not going push the issue .
It better they set up a whole new team just for that .
 

Viceratops

Banned
Jun 29, 2018
2,570
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?
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?
 

noyram23

Banned
Oct 25, 2017
9,372
These 'template' complains are just reductive and frankly stupid opinions that people shouldn't mind. It's the same as 'Nintendo make kiddy games', if you reduce separate unique core mechanics and also find coincidental shared ones then you'll come up with this. It does nothing but to serve biases and honestly show how narrow minded a person is.
 

Yaqza

Member
Oct 27, 2017
1,745
Game Informer interviewed Insomniac guys about Spidey's development. Haven't watched it yet, so no summary, sorry guys.
 

Viceratops

Banned
Jun 29, 2018
2,570
Game Informer interviewed Insomniac guys about Spidey's development. Haven't watched it yet, so no summary, sorry guys.

I did watch it.

-re-emphasizes that the movie rights had absolutely nothing to do with the game being made.
-Sony had as much input into the crafting of the game creatively as Marvel did.
-DLC includes a focused story that fleshes out more characters, more activities around New York, and new costumes.
-New game plus could happen any day now.
-Insomniac doesn't know whether there is going to be an "MCU" for gaming or not. They don't really have any insight into the Square Enix Avengers game.

The rest is more spoilers/stories about the game itself.
 
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