But they weren't teasing anything, just "hey, I'm looking forward to this". Any game developers not allowed to express their excitement? People overanalyzing random developer posts and over hyping themselves only have themselves to blame.Also what's with all the stupid teasing from Sony employee's? if your studio isn't showing any games then don't tease shit
That's all? Wow, that's a bargain.
There's also a Digital Deluxe for $10 extra. Includes a Digital Soundtrack, Kena Digital Deluxe Staff and Golden Rot Skin.
Yea, I really like the sound of this. Everything about the game is so promising.This is nice:
As you mentioned, the game has rogue-like aspects to it. There are lots of random elements — weapons, upgrades, enemies, map layouts, etc. How do you ensure that every combination of these variables is fun to play?
HK: With Returnal, we've taken a bit of a hybrid approach to our procedural content. What that means in practice is that all areas — you have treasure rooms, combat spaces, traversal-based connecting areas, narrative spaces — all of these have been meticulously hand-crafted. So you get the maximum quality there with asset placement, lighting, narrative beats, audio design, so there's this consistent quality to those individual areas. However, these are combined and connected very freely across multiple runs.
The content you find in these areas is also procedurally generated. That means, even if you do identify a treasure room for example, or an arena space, it will often be filled with unfamiliar content. Sometimes you will have a certain combination of enemies and varying numbers, you might have just one elite enemy there, other times you might just find a treasure chest waiting for you. These are just some really quick examples of how we're embracing this variation and making sure that each run creates memorable player stories.
Interview: Returnal PS5 Developer Housemarque Talks Story, Replayability, and Value
Permanent progression, first person segments, and more discussedwww.pushsquare.com
I feared the areas would be procedurally generated. This is the way, hand-crafted stuff in a different order with different content (enemies, upgrades, etc).
PS5 stock issues will continue for all 2021.Yeah that seems like the way to go in my honest opinion. I don't think they going to reveal a lot of big stuff this year (beyond GOW, Horizon 2 etc) until they solve their PS5 stock problems and things begin to go back to normal for developers.
This is nice:
As you mentioned, the game has rogue-like aspects to it. There are lots of random elements — weapons, upgrades, enemies, map layouts, etc. How do you ensure that every combination of these variables is fun to play?
HK: With Returnal, we've taken a bit of a hybrid approach to our procedural content. What that means in practice is that all areas — you have treasure rooms, combat spaces, traversal-based connecting areas, narrative spaces — all of these have been meticulously hand-crafted. So you get the maximum quality there with asset placement, lighting, narrative beats, audio design, so there's this consistent quality to those individual areas. However, these are combined and connected very freely across multiple runs.
The content you find in these areas is also procedurally generated. That means, even if you do identify a treasure room for example, or an arena space, it will often be filled with unfamiliar content. Sometimes you will have a certain combination of enemies and varying numbers, you might have just one elite enemy there, other times you might just find a treasure chest waiting for you. These are just some really quick examples of how we're embracing this variation and making sure that each run creates memorable player stories.
Interview: Returnal PS5 Developer Housemarque Talks Story, Replayability, and Value
Permanent progression, first person segments, and more discussedwww.pushsquare.com
I feared the areas would be procedurally generated. This is the way, hand-crafted stuff in a different order with different content (enemies, upgrades, etc).
Oh cool didn't notice that I'll have check it out.There's also a Digital Deluxe for $10 extra. Includes a Digital Soundtrack, Kena Digital Deluxe Staff and Golden Rot Skin.
Sounds like a variant of bloodborne chalice dungeons in a way.... Does that mean everyone that hated bloodborne chalice dungeons will nope out on this?
No, Chalice dungeons were different, Levels weren't crafted like it says in Returnal, they were boring plain huge levels that went against the good thing of BB, Crafted interconnected levels that were fun to explore. Had to get through the levels to get to good boss fights, variation in enemies isn't a problem if it's good. Half the enemies were boring to play against in Chalice, some weirdly placed traps, placements.Sounds like a variant of bloodborne chalice dungeons in a way.... Does that mean everyone that hated bloodborne chalice dungeons will nope out on this?
FNew OT! I slept right through my alarm and the State of play rip.
You are confusing ones desires to see more gameplay with someone actuay saying its gonma flop or something due to lack of footage.
You are basically putting words into other's mouths and then making fun of them for saying something they actually arent.
Jesus, now we antagonize gamers that want to see non-outdated gameplay for game they want/can pre order :O how fucking rude of them that they want to know the desired product they aim to buy better since its releasing in 100 days and publisher didnt showed it in their gaming presentation.
These fucking people man.. right?
Me personally I dont care but I dont think you are beinf fair to these user/gamers/whoever that just want to see more which is perfectly normal.
For YouNew OT! I slept right through my alarm and the State of play rip.
This explains the PC port.I think it is time to acknowledge that Sony is barely making games, that COVID has ruined game development, that the PS5 will probably be the last Sony console, and that Days Gone is to blame for all of this including COVID.
I thought bloodborne was crafted (though not very intricate) and procedurally stitched together and it's always the same because you use a seed to access it. Granted that included static enemy placement and loot. Outside of the loot and enemies the idea seems the same to me, just executed differently.No, Chalice dungeons were different, Levels weren't crafted like it says in Returnal, they were boring plain huge levels that went against the good thing of BB, Crafted interconnected levels that were fun to explore. Had to get through the levels to get to good boss fights, variation in enemies isn't a problem if it's good. Half the enemies were boring to play against in Chalice, some weirdly placed traps, placements.
So what is going on with that rumor about Japan Studios making a Silent Hill game?
We're also excited to announce the editions that will be available including the Standard Edition ($39.99 USD / €39.99) and the Digital Deluxe Edition ($49.99 USD / €49.99). All editions of Kena: Bridge of Spirits entitle you to both the Digital PS4 and Digital PS5 versions of the game. The Digital Deluxe Edition includes the Digital Soundtrack, a unique silver staff for Kena and golden Rot skin.
If you get covid you become a freaker. That's how Days Gone starts.I think it is time to acknowledge that Sony is barely making games, that COVID has ruined game development, that the PS5 will probably be the last Sony console, and that Days Gone is to blame for all of this including COVID.
No, Chalice dungeons were different, Levels weren't crafted like it says in Returnal, they were boring plain huge levels that went against the good thing of BB, Crafted interconnected levels that were fun to explore. Had to get through the levels to get to good boss fights, variation in enemies isn't a problem if it's good. Half the enemies were boring to play against in Chalice, some weirdly placed traps, placements.
I thought bloodborne was crafted (though not very intricate) and procedurally stitched together and it's always the same because you use a seed to access it. Granted that included static enemy placement and loot. Outside of the loot and enemies the idea seems the same to me, just executed differently.
Idk I enjoyed chalice dungeons as an extra layer to BB.
New gameplay and story details revealed in moving Kena: Bridge of Spirits trailer
Standard and digital editions detailed, plus a first look at pre-order bonuses.blog.playstation.com
Returnal looks so gooood. I really hope it feels as good as it looks.
Yep.So they're basically scrapping it all aside from Asobi? Everything else now managed from their global rather than local functions.