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inFAMOUS Second Son + First Light


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GameStop Italy ima zelo nenavaden pre-order bonus:

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As spotted by AllGamesBeta's Twitter, this promotional package comes with Sucker Punch's upcoming action game, two cans of Red Bull, and a pack of fluorescent condoms.

:tepen:

"A fill of energy for an explosion of pleasure!" reads the translated bold print at the top of the box. (Thanks, Sterling!) "Enjoy your power!" it says below in English.

Malo ironičen bonus glede na to, da se igra imenuje inFamous: Second Son!:lol

PSN & Xbox LIVE: NowickySLO

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Kot pripravo na izid igre inFAMOUS:SS, so na PS Store naredili razprodajo prejšnjih inFAMOUS iger. Akcija traja od danes pa do 26.2.:

inFamous Collection:

Was: €34.99/AU$51.95/£28.49, now €18.89/AU$28.05/£15.38

Additional 10% discount for PS Plus members

inFamous:

Was: €14.99/AU$17.95/£10.99, now €10.04/AU$12.02/£7.36

Additional 10% discount for PS Plus members

inFamous 2:

Was: €19.99/AU$24.95/£15.99, now €12.99/AU$16.21/£10.39

Additional 10% discount for PS Plus members

inFamous Festival of Blood:

Was: €9.99/AU$14.45/£7.99, now €6.99/AU$10.11/£5.59

Additional 10% discount for PS Plus members

+

BONUS - 2 nova screena:

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PSN & Xbox LIVE: NowickySLO

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Igra je dobila "gold" status so potrdili pri Sucker Punch.

In a spate of news that many a PlayStation fan has been waiting with bated breath for, PlayStation 4-exclusive, InFamous: Second Son has officially gone gold, developer Sucker Punch has confirmed.

Datum izida, kot je že znano, je 21. marec.

Urejano od japanboy

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Pa še par novih vtisov iz media eventa - uporabnik Readingaid z NEOGAFa je tole postal:

On to the game.

Everyone saying it has boring gameplay, you couldn't be more wrong if you tried. The one thing you could say about this game is its fun. The streets are full of pedestrians who jump out of your way, say quips and tend to be busy doing stuff. The powers are an absolute joy to control, that neon dash is perfect and you have full control over it. My favourite thing to do was to dash and then launch off the dash.

Smoke powers feel much more powerful than the neon and seem a bit more rare than the neon stuff. You don't have immediate access to both powers, you need to actually suck in the power you want to switch to.

Ai is what you would expect from a game like this and mostly the enemies act as a group to overwhelm you, you are much much more powerful than foes although the enemies in the demo were just grunts.

The voice acting is of course industry leading and 10x better than the previous games with fetch actually being a likable and incredibly powerful alli. And I can confirm there are good v evil decisions, my initial playthrough being a good option which was extremely different to the evil mission and actually changed the relation between characters which was a pleasant surprise.

There was a dissapointing aspect which I did not expect. The GFX are brilliant but they won't blow you away. Admittedly the TV were not optimised with some sets looking stunning and others a little washed out and lacked depth almost like the brightness was too high. Having said that the "in game" cinematics DO NOT seem in game at all. The character model of Deslin seems alot less polished than his cinematic as in his face textures and movements but again this could be down to the TV.

Particle effects and spot effects are stunning but there was also a slight lack of AA with some edges looking ropey but NOT taking away from the overall look of the game. Lighting is some of the best I have seen with an emphasis on it looking natural truly impressive.

Now something I can't stress enough is the controls, this game feels and handles like an absolute dream. If there was a game to sell the DS4 on it would he this. The touch pad just melts into your current set up with occasional but not intrusive controls and the analogue sticks being micro second tight. This Game is probably twice as fun as previous games in the series. Those of you worried about traversal and Deslin flapping about at ledges like the previous games wipe that from your memory with the new powers adding to your traversal and the controls you will never see that Lil pop n hop again.

All in all surprisingly the highlight of the game is the Gameplay with the graphics a close second. Dont get me wrong the game is gorgeous and the physics spot on but the TV set up marred it a little and really the controls really shined.

za del o TVjih in izprani sliki na nekaterih je povedal, da ni bil čisto trezen :D

Drugače pa kapo dol Sucker Punchu da tako prekleto dobro skriva vsebino.

BTW: Se kej ve, kdaj bo BB imel ta špil? Nimam neki namena uvažat robe v marcu...

 

 

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>http://youtu.be/Jo3okSYoNBw

For players who choose the ruthless path (evil), combat is fast, explosive, and lethal. Restraint is unnecessary. The faster you can obliterate your enemies, the sooner you’ll gain access to your strongest powers, and it doesn’t matter who gets hurt along the way. For those who choose to be heroic, combat is about accuracy and precision. Explosions are great, but civilian casualties are not. Your rewards will come from helping citizens and from using your abilities to capture enemies alive. The standards are higher, but for those who want to be a hero, that’s exactly the point.

Torej igrati kot evil je lažje kot hero.

PSN & Xbox LIVE: NowickySLO

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Tukaj je še več screenov (Edini spoilerji so različni poweri, ampak so v osnovi vsi že bili videni v trailerjih. Tukaj gre samo za nove različice (upgrejde) teh powerov) : KLIK!

Nekaj Q&A zadev kar se izdelave in tehničnih zadev tiče v igri:

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In other inFamous: Second Son news, Tech Art Lead Jason Connell took part in a Q&A yesterday, where he offered up an answer to someone who thought the game’s visuals had been downgraded since E3:

Definitely no visual downgrade of graphics since then! We put that particular area in sunset instead of sunny time of day so that it matches the mood of narrative better.

There were also a few more interesting pieces of information that Connell talked about, which we’ve placed below in a Q&A format:

Are the cutscenes pre-rendered or is everything done in-game?

VERY FEW are pre-rendered cutscenes. Everything is live and in the engine real time in MOST of the cutscenes you’ll see.

What’s the difference between the lighting of powers in cutscenes and the lighting of powers in actual gameplay?

Virtually no difference. One is controlled by the player (by pressing the right buttons…) and one is controlled by how we script the FX into the cinematic. Same FX system and same lighting though.

What was your favorite random little detail from the city to make?

Wet streaks on the sides of buildings. The puddles and reflections are also great.

Which power pushes the effects to the limit?

Orbital Drop is a pretty intense effect.

Does Delsin’s jacket change with Karma?

It does change with Karma.

Will the light from the city shine up in the sky at night like a real city?

Funny you mention that… at night, this is what we call ‘light pollution’. During the night time, in large cities… you will see the clouds turn an average light color from the city below. Especially in cities like Seattle… where we have extremely low cloud decks. I tried to put that into the games night time.

What are you most proud of in inFamous: Second Son?

The time of days, the overall rendering/look of the game.

How does the lighting work in the dark when Delsin shoots neon?

Our FX engine allows for randomization of light brightness… it will look a bit different every time.

What was your favorite landmark you put in the game?

I’m not the artist who put it in… but we have a huge Sub Pop sign in the game. Also… the Space Needle!

One more lighting question. Is there going to be any kind of “lens flare” when the sun is setting or rising?

Lens flares are tricky! Its easy to put in, and its even easier to do TOO much lens flare. We’ve done more of a lens effect on the screen rather than huge lens flares from the sun.

Do the considerable amount of effects, particles, etc. cause slowdown on the game at all?

As game developers, its always a challenge to figure out where you should spend your performance on. We decided to spend it largely on FX and Lighting.

I noticed in a recent stream that the black levels were overly dark at night time and made the neon really stand out. How will daytime light affect this?

Well, when we moved to HDR and Physical Based Lighting… one of the benefits is having the world rendering look and feel like a cameras exposure. So, we just have to make sure that things look good in all time of days… but the system supports it fully.

Between this and the other inFamous games, how much would you say this has come far from others?

Visually it’s been a leaps and bounds difference. We are proud of the look we’ve achieved.

What do you feel was the greatest asset of the PS4 in making the game as good looking as it does?

Power. Seriously… without getting too techy… it’s just much more powerful. More lights, more reflections, more particles, lights in particles… really great stuff.

How was the transition from PS3 to PS4 for Sucker Punch Productions?

The transition was a lot of fun for the rendering and art team. We changed how we were doing materials, lighting and particles. All of which ended up aiding in the final look of the game.

How many particles are rendered during the orbital drop? Cause it looks like a lot.

The rain alone was 25,000! I’m not sure exactly but it’s a LOT for that particular power!

Which render feature in the game are you the most proud of, and what are some of the challenges related to developing that specific feature?

Personally I think it was our transition to physical based lighting. The most challenging part of moving to physical based lighting was establishing all of the rules of which an artist has to go by… and THEN figuring out how to break them artistically to get the exact look you want.

What game engine did you base Second Son on?

Sucker Punch has created their own proprietary engine. We’ve used it for all our games including this one. Although we’ve done a major upgrade to the visuals to take advantage of PS4.

What weather effects will be featured in the game?

Rain is a huge part of Seattle, so it will be most prominently featured. Light rain and a heavier rain. There will also be a lot of post-rain sunsets as well.

I know you used reference shots from Seattle for some of the landmarks, but did you also do it with the weather and lighting?

Actually, this is a great question. The lighting team spent a lot of time researching how bright it is outside during different times of day. We call this physical based lighting. This was done heavily in the pre-production part of the project.

Are you going to avoid all the inFamous: Second Son spoilers out there, or will you give in and take a look? Let us know in the comments below.

PSN & Xbox LIVE: NowickySLO

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