The game looks nice but the press said it's very repetitive, driving doesn't feel good and cut-content DLCs are already announced. I'll wait for the black friday to get it.
With the game using UE4, I wonder what the odds of a switch to Epic Games Store are?there is a cool Fallout Clone Game coming from Obsidian. There you have your surprse
I personally think its gonna be mix of Borderlands and Fallout, could work in fact. Thats the way to do it in game industry now, take some series with massive sales/following/history and make a game out of them.there is a cool Fallout Clone Game coming from Obsidian. There you have your surprse
Well... they made the best fallout, i personally feel like Fallout is more their then Beth's, so they aren't really copying enyone other then themselves.I personally think its gonna be mix of Borderlands and Fallout, could work in fact. Thats the way to do it in game industry now, take some series with massive sales/following/history and make a game out of them.
That's what industry is. It's almost completely impossible to create a "brand new game". Whether I'm analyzing the graphics, the gameplay mechanics, the world and lore, the characters, the music that's being used, the way the game progression is structured, the way the game economy works, the types of weapons and armor I find and the effect they have, etc, etc, etc...I personally think its gonna be mix of Borderlands and Fallout, could work in fact. Thats the way to do it in game industry now, take some series with massive sales/following/history and make a game out of them.
Related:There's a strong philosophy expressed by Christopher Booker that "there are only 7 stories in the world". It applies primarily to writing, but it encompasses all creative ventures.
Yeah its now but if we go back like 10-15 years, there wasnt strong brands yet. You can build new brand but why when you can mix current brands and make a game out of them. I personally think "brand-mixing" is the way to go in modern world, dont know what CD Projekt Red, for example, plans to do next but why not to brand-mix.That's what industry is. It's almost completely impossible to create a "brand new game". Whether I'm analyzing the graphics, the gameplay mechanics, the world and lore, the characters, the music that's being used, the way the game progression is structured, the way the game economy works, the types of weapons and armor I find and the effect they have, etc, etc, etc...
..it's invariably going to be based on something that came before. Would The Elder Scrolls or Wild Hunt have ever existed if titles like Ultima VII or Grand Theft Auto had not innovated with expansive, open worlds? Probably not. If Dungeons & Dragons and countless arcade racers had never gained a following, would Ultima or GTA have ever been a thing? Probably not. If J.R.R. Tolkien had never written Lord of the Rings, would Dungeons & Dragons have ever been created? Probably not.
There's a strong philosophy expressed by Christopher Booker that "there are only 7 stories in the world". It applies primarily to writing, but it encompasses all creative ventures. It's extremely rare for someone to generate something wholly new. If something appears to be completely original, that's likely a reflection that I simply don't know about the source it was drawn from. We (humans) build upon what has always existed. We put new spins on it. We can't really create something from nothing.
Deep..That's what industry is. It's almost completely impossible to create a "brand new game". Whether I'm analyzing the graphics, the gameplay mechanics, the world and lore, the characters, the music that's being used, the way the game progression is structured, the way the game economy works, the types of weapons and armor I find and the effect they have, etc, etc, etc...
..it's invariably going to be based on something that came before. Would The Elder Scrolls or Wild Hunt have ever existed if titles like Ultima VII or Grand Theft Auto had not innovated with expansive, open worlds? Probably not. If Dungeons & Dragons and countless arcade racers had never gained a following, would Ultima or GTA have ever been a thing? Probably not. If J.R.R. Tolkien had never written Lord of the Rings, would Dungeons & Dragons have ever been created? Probably not.
There's a strong philosophy expressed by Christopher Booker that "there are only 7 stories in the world". It applies primarily to writing, but it encompasses all creative ventures. It's extremely rare for someone to generate something wholly new. If something appears to be completely original, that's likely a reflection that I simply don't know about the source it was drawn from. We (humans) build upon what has always existed. We put new spins on it. We can't really create something from nothing.
Game looks amazing! And I'm not even a Souls fan.
https://www.gamesradar.com/the-evolution-of-dying-light-2/"Dying Light 2 is the first game of its type" – Techland reveals its plans for the future of open-world gaming
[...]
If you listen to Dying Light 2’s producer Kornel Jaskula tell it, the studio has one hell of a pitch for the future of open-world sandbox design. “We believe that Dying Light 2 is the first game of its type. It’s going to be a game where your choices will have genuine consequences, from how the world looks, to how the game plays, to the events that occur throughout the story. This is an open-world game where you should treat the narrative as a gameplay mechanic.”
As far as statements of intent go, this one piqued my interest. The studio is attempting to build a game world that is forever shifting underfoot. Techland has set out to “create a complex matrix” of choices that constantly feeds back out into every facet of the game. This is an experience where you will feel the weight of every one of your decisions, each of them reflected in the narrative, game and visual design. “Everything can change,” Jaskula teases. “The state of the world is always the result of the decisions that you make. The choices you make allow you to make your own version of this city."
[...]
As far as analogies go it’s admittedly a little messy, but I think it works. Take the demo shown to the public late last year; In it, you’ll see a group of smugglers seize control of a water tower in a dilapidated district of the city and begin rationing resources that are vital to survival. One of the local factions, The Peacekeepers – the last bastion of law and order – send us in to investigate after an emissary goes missing. Assist The Peacekeepers in eliminating the squatters and the area will evolve accordingly as a result, introducing new gameplay and narrative opportunities to you.
The Peacekeepers may begin to gradually move into the district and bring their considerable wealth and influence with them, which in turn could give you benefits such as free health stations and new traversal options to better assist your movement when night falls. Decline the offer and choose to side with the smugglers, on the other hand, and you’ll have to pay for clean water like everybody else, but you will get a monetary cut of the illegal businesses that begin cropping up in the area and may even see new hubs appear, such as black market retailers selling high-end weapons and rare crafting materials. You could choose to ignore this strand of the game entirely, forcing a whole other set of opportunities to unfurl.
If the choice seems clear-cut on paper, Techland is keen to assure us that this is still a world of grey areas. There are no clear ‘right or wrong’ decisions; The Peacekeepers are authoritarian by their very nature, so while the area may become more overtly safe – shifting the locations of Dark Zone areas and hordes of zombies, for example – the group will begin to crack down on any behaviour that doesn’t fall in line with its own. Siding with the smugglers, on the other hand, will turn the district into a criminal den, but it won’t be under the iron fist of the government, giving you more freedom to move and space to act as you please.
Every faction in Dying Light 2 has its own goals and motivations; They have their own enemies, friends and plans for the future. Interfering with any of these elements will have an impact on something else in the city, with the game working behind the scenes to constantly generate new scenarios and world states, all of which will steadily lead you towards the end-game objective. Of course, little of the change in the city will happen overnight. Techland wants the city to feel like a living, breathing space. For this to work, Dying Light 2 has to feel as if it is being constantly shaped by player-driven decisions, rather than being altered by scripted moments triggered at pivotal points in key quests.
[...]
“Changes aren’t immediate,” Jaskula reaffirms. “They can take some time to manifest because they aren’t binary changes… when we showed how the vista of the city changed [in the E3 2018 demo] it wasn’t based on any one decision, there were many decisions that the player would have to make leading up to that moment and each of those decisions can create something different.”
[...]
says Jaskula. “It’s almost like we are creating several games worth of content right now. But, thanks to the variety of stories, of missions, content and assets, we believe that it will make players want to play the game again and again or try to play with other players in co-op to see their worlds. That’s something that we established as a foundation at the very beginning, it’s one of our design goals, and it’s something that we still keep in mind.”
All of this work is being done to give you the opportunity to build your very own world and story within Techland’s sandbox. In theory, that means every player’s experience will be unique. Dying Light 2 is designed to increase depth in open-world action adventure games in a way that we haven’t quite seen before, and it is purpose-built to cause conversation and enact storytelling sessions between friends. Or, better still, you’ll be able to jump into a friend’s world and experience it for yourself if you want to. “Of course, Dying Light 2 will support co-operative gameplay. It’s in our DNA,” Jaskula confirms, before revealing how the four-player co-op system will bend to each player’s unique world state. “Whoever plays the game, it is their game. You can join my game – with your experience, your skills, your equipment – but it’s going to be my world, built by my decisions and I’m going to make the decisions that continue to shape it. But I can then join your game and it’ll be completely different, with completely different outcomes shaped by your decisions.” If you’re looking for the word to describe all of this, it’s ‘wild’.
[...] “No, no, the truth is, we have this huge community now. If you compare the original title, when it released three years ago, to how it looks and plays today, it’s almost like it’s a completely different game. We made a lot of changes and gave it a lot of support – a lot of additional content, most of which was free. That has gotten us a lot of support from the players and we just want to give them more freedom and more of what they want.”
[...]
“we are still supporting Dying Light even now, four years after its premiere. There are still more than half a million players playing the game each week. They have given us a chance to gather important feedback – we are constantly talking to the community. We are getting this feedback from them and we are putting it all into this bold sequel to the original game.”
[...]
Techland is promising that the new city will be coming in at some four times the size of the map found in the original Dying Light, it's an impressive accomplishment. “Not only is the city bigger at a 2D level, but it’s also more vertical – it’s higher, you could say because it’s like a European metropolis,” says Jaskula of the principal differences between the new city and Harran. “There’s also a lot more space to fight on the ground now, especially against human enemies. We needed more space to really challenge the skill of player fighters.”
[...]“We’ve been watching a lot of PvP matches of Dying Light to influence our direction. We observe how the players behave and react to each other’s actions, and,” Jaskula explains, “we are creating our AI systems to be as reflective of real players in PvP matches as possible. We want you to feel like you are fighting real players instead of AI.”
[...]
Dying Light 2 is first and foremost an open-world action game, there’s no doubting that. It's fast and ferocious, a game that still derives real joy out of its free-flowing movement systems and kinetic combat. But it’s an action game that draws from RPGs in a way that we weren’t expecting. This isn’t about micromanaging stats or skill trees, nor is it concerned with having you pick through rudimentary dialogue choices or in making you sit back and watch as a game reacts and shifts to your decisions in a cutscene. Dying Light 2 treats its narrative design the same as it does its gameplay – this is a sandbox, a true sandbox. It’s a game about choice and expression, about feeling like you’re in full control of your character and their destiny, in a world that is constantly reflecting your successes and failures, no matter how large or small they may be.
[...]
Ah, yes, definitely looking forward to this one. Very much so!https://www.gamesradar.com/the-evolution-of-dying-light-2/
Marketing is always marketing, but if they manage to deliver we're going to have a game-changer here, a product that can pull action RPGs to the next level, focusing on choice of consequences instead of gating everything with levels and immersion-breaking numbers. Dying light was a good game that had its main problem in narrativa, now avellone is with them. This game is supposed to be bigger and deeper, with really innovative mechanics for the genre.
From what I've seen so far, CP2077 is gonna be huge but not that innovative (looks like a FPP TW3), dying light 2 is gonna be smaller for sure, but it has bolder ideas at its foundations. Fingers crossed, coming in 2019 (fiscal year?).
Polish people know how to make good games.
EDIT: had to cut some stuff due to character's limit.
yeah, rumors say atomic hearth right now is not much more than a tech demo and the software house is a mess, but we'll see, what we saw in those 2 videos looked better than the majority of AAA games in terms of animations and imaginary. Too good to be real from few random ruskies? That's the doubt. We'll see.Also Atomic Heart... looks like it might just start a new culture genre "sovietpunk"?if succesfull.
I actually did some research about them and the game.yeah, rumors say atomic hearth right now is not much more than a tech demo and the software house is a mess, but we'll see, what we saw in those 2 videos looked better than the majority of AAA games in terms of animations and imaginary. Too good to be real from few random ruskies? That's the doubt. We'll see.
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I played a bit of Agony, visually i found it to be.. unique.. in a good way, gameplay wise it was nothing really special, the resurrection mechanic has been done before, but it has a nice twist on it.. Agony failed because it didn't live up to it's promise to it's backers, at least that's what i gathered. But it's not a bad game, just not very.. appealing? nishe af.Yeah, rumors are still rumors, but agony as well looked like a magnificent game before release... It's definetely the most interesting indie game, we'll see what they'll deliver.
This is good news for the hopeful few. Here's to Jedi Knight resurrection!Lucasfilm games is a thing now. Disney had enough of EA destroying the star wars license, I guess (yeah, disney was destroying it as well, I know).
https://www.pcgamer.com/lucasfilm-games-has-been-unexpectedly-resurrected-by-disney/