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 Days gone 2019

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MessageSujet: Re: Days gone 2019   Dim 20 Mai 2018 - 19:26

chris1515 a écrit:


https://www.youtube.com/watch?v=40hxU-dZhUU

La video de la horde sur Youtube

J'ai regardé la vidéo, je trouve que ça fait quand même envie le côté totalement libre dans la manière d'aborder la séquence de jeu : il faut éliminer la horde, débrouillez vous pour trouver comment, faites des tests, utilisez l'environnement, les armes, des astuces avec les véhicules, etc.

D'ailleurs je trouve que les gars ne donnent pas une bonne idée du gameplay dans leur manière de jouer qui est... basique. On voit bien qu'il y a des tonnes de possibilités qu'ils n'exploitent pas. Quand je vois ça, ça me donne envie de prendre la manette et de tester plein de choses (à voir à quel point les possibilités sont intéressantes).

Par contre deux soucis :

- je trouve les déplacements du héros bizarres (son animation est moyenne)
- je n'arrive pas à accrocher à son chara design. J'ai peur que ça desserve le jeu.
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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 12:46

Les previews de Days Gone tombent un site espagnol aime bien  et le gars de Eurogamer n'aime pas car il y a des ralentissements et ce n'est pas polishe logique pour une Alpha...

https://www.resetera.com/threads/days-gone-e3-2018-demo-previews-thread.43849/

https://vandal.elespanol.com/avances/ps4/days-gone/38421/4

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"Sin fecha concreta, Days Gone se ha ganado el derecho de posicionarse como uno de los juegos exclusivos de PS4 más prometedores de cuantos están en desarrollo para dicha máquina para el año que viene. A poco que sus creadores acierten con la fórmula de juego y, también, sean capaces de elaborar una narrativa interesante, puede ser una de las nuevas IPs más sugerentes del 2019."  


https://www.eurogamer.net/articles/2018-05-21-days-gones-e3-demo-shows-scant-signs-of-life
https://www.resetera.com/posts/8149550/

Citation :
It's out here in the threatening wilds, with nothing but half a tank of gas and a backpack full of scavenged parts to your name, that Sony Bend hopes Days Gone will take on a life of its own. I hope so too, and hope that these two missions don't show this game at its best, because what I played felt sloppy and lifeless - just another ramble through the overgrown conventions of an overblown genre.

Un gars qui y a joue aime bien



https://www.youtube.com/watch?v=yrTdEOmq7a4
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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 13:39

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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 17:01

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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 17:03

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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 17:16

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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 17:17

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MessageSujet: Re: Days gone 2019   Lun 21 Mai 2018 - 18:32

Je commençe un peu à saturer des open world de mon côté. Enfin les deux seuls que j' attends sont RDR2 et Ghost Of Tsushima...
Days Gone j' avais apprécié le premier trailer, mais les vidéos de gameplay m' ont pas mal refroidi.
J' espère que ca sera quand même bien diversifié pour les approches avec des élements de stealth, course poursuite, fuite, peut être plateforme, mettre des pièges pour protéger un secteur. Juste pas trop envie de trainer dans des objectifs secondaires et m' en laçer et dévier de la trame principale.
C' est ce qui m' avait fait lacher MGSV par exemple.
Mais bon je garde mon jugement pour une version plus avançée. En espérant une démo quand même avant la sortie du jeu.
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 11:27

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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 11:32

http://www.gameinformer.com/b/features/archive/2018/05/21/days-gone-meet-the-freakers.aspx

Citation :
While most of our interactions with freakers involved stabbing, bludgeoning, or shooting them to death, we did learn a few more tidbits about them during our hands-on time. Freakers live in nests and tend to hibernate during the day, which makes getting stuck out in the wilderness at night a potentially deadly proposition. Freakers also exhibit swarming behavior, and congregate in massive hordes that roam the countryside. The trajectory of these hordes isn't random – like all living creatures, freakers need to eat, drink, and sleep, and will migrate between their sleeping grounds and potential food and water sources. Freakers will eat pretty much anything, including animals, your enemies, and even other freakers, so you can use their feral nature to your advantage. "They don't care that much about the player, they just care about the thing that they're most likely to get to," says game director Jeff Ross. "That gets into the strategic sandbox experience. You can go in and just try and fight them directly, but fighting them indirectly helps you juggle and manage the chaos."

There's a reason newts are skittish: They have an adversarial relationship with adult freakers, who will attack them on sight – another example of the interplay Sony Bend is crafting between Days Gone's various enemy types. Because of this newts are more scavengers than predators, and will wait for a (relatively) safe opportunity to make their move. "You have to be careful, because if you're retreating from another encounter and you have low health or you're searching around and are distracted looking for loot, that's when they'll strike," Ross says. "It's something where you have to be mindful, and as soon as you forget, they're going to strike."

Not all of Days Gone's freaker threats are human. Runners are massive, rabid wolves who have been mutated by the deadly pathogen. Their sprinting speed can even give Deacon's bike a run for its money, diminishing the sense of safety you get when cruising along on the open road. Runners are considerably more difficult to kill than a human freaker, so players will want to keep their eyes peeled while riding.

While these were all the threats we saw during our hands-on coverage, we know Sony Bend has at least one more enemy type up its sleeve that it wasn't ready to talk about yet. Not only that, but the freakers you'll be encountering with may have some additional surprises of their own. "One difference between our freakers and other zombies is that ours are mutating," says creative director John Garvin. "And not in a Resident Evil 4 way – we're trying to be realistic. [Like] having enemies that can suddenly – they're not afraid of the light anymore. It's one of the things that NERO is exploring and it's one of the things that the player is learning over time." While we don't yet know how freakers will be changing over the course of the game, it's clear that Deacon will have his work cut out for him regardless of who he's going up against.
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 11:34

Citation :
While rippers will take on Deacon and other humans with suicidal determination, freakers are a different story. "[Rippers] revere freakers," Ross says. "That leads to really interesting open-world encounters, where normally you'd want to bring freakers down on an enemy camp. If you bring freakers into a ripper camp, you're going to get a different response that reflects their worldview and cult belief, which is 'Do not harm freakers.' It's fascinating to watch."

megalol
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:03

https://www.dailystar.co.uk/tech/gaming/704461/Days-Gone-PS4-PREVIEW-Sony-Bend-Horizon-Zero-Dawn-Uncharted-4-E3-2018-PlayStation

Citation :
The other thing which we really should mention is how enjoyable the bike feels, surprisingly, while traversing the open-world.

Obviously, you can make some comparisons to riding the striders in Horizon Zero Dawn, but there's a little more to it.

So for example, hitting circle will give you a little bit of traction to slide the bikes back wheel, perfect for when you're manoeuvring the twisty turny roads we were exploring, or if you need to make a quick course correction to avoid a collection of freakers.

On top of this, we've heard a lot about the bike has a very deep level of customization (something we've not personally been able to see in our playthrough), but it's clear from our time this will be critical to game.

For example, on both occasions, we rode the bike arguably too close to the human encampments, which meant our loud hog alerted them before we had the chance to be sneaky.

Clearly, being able to add a muffler to cruise the open world more quietly will be essential when we come to playing the game proper.

So far, so good. Everything about the game is living up to expectation, but being some months away from release, it obviously wasn't without its flaws.
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:06

chris1515 a écrit:


Impressionnant la réaction aux tirs.
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:07

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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:08

https://blog.us.playstation.com/2018/05/22/days-gone-first-hands-on-impressions/

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For example, you can upgrade the exhaust system to reduce noise, install a new engine to boost your maximum speed, or add a heavier frame to absorb more wear and tear. Then there’s the fuel tank, tires, suspension, storage space… gearheads will find much to sink their teeth into.
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:08

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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:20

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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:21

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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:22

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Nearly an hour later and I had discovered just how reactive the game’s enemies were. I spent all of my time meticulously trying a variety of approaches to the enemy encampment, each time the experience was wildly different, powered entirely by an artificial intelligence that seemed as up for variety as I was.

Approaching quietly from one direction on foot allowed St. John to take down a guard silently, only to have his body spotted and the entire encampment to hunt me down and kill me. Biking directly into the center of the camp turned St. John into a short-lived target. Rounding up freakers and getting them to chase St. John into camp worked for a few minutes until both freakers and hostile humans turned on him. Running down a perimeter guard with St. John’s bike and then hiding, seemed to be the most effective, but only one of those dozens of attempts lasted much longer than a few minutes. In that nearly successful one-man attack, St. John killed a guard with his bike, took out another as he walked through a door unaware of St. John lurking in the darkness. St. John managed to stab to death a third after running around a massive tree with the guard in chase, and then doubling back to attack him. Then the biker downed a sniper and another guard searching for him nearby. Things were looking good for St. John as he walked into what appeared to be a mostly empty encampment, but then a pack of wolves took him down. They had, I discovered later, been drawn to the prolonged gun-fight and came to the camp looking for a ready meal. They found it in St. John.
.
Some AI are designed to act like just folks lost in the woods, others, he said, act as if they have military training and will do things like flanking maneuvers when taking St. John on.

Then there is the system that drives the game’s zombies — the freakers. First, Garvin points out, the animalistic creatures that have replaced most of humanity in the game are not zombies.

“They’re not undead,” he said. “These are humans that have been infected with a virus that transforms them into feral, animalistic, cannibalistic creatures.”

And the freakers are also physically evolving, so there is more than one type.

The AI that drives the freakers is built around a life cycle, Garvin said. They eat, sleep, drink. If you kill one of a freaker in a group and then come back later, you’ll find the rest of the group eating the downed enemy, for instance. There are also times when you might stumble onto a horde nest, with 150 to 200 of the creatures sleeping in a cave. How you might tackle that sort of situation needs to be driven by your knowledge of how they behave.
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:24

https://arstechnica.com/gaming/2018/05/days-gone-world-premiere-hands-on-have-you-played-a-zombie-game-before/

Citation :
"Sony Bend producers insisted to Ars that the game will ship at a "locked 30"—and with every single visual detail from my demo intact, to boot. Part of that locked performance, according to those producers, will arrive courtesy of an "auto-generative" tool that builds assets based on whatever regional profile is assigned to your current gameplay zone (from rocky to forest to waterside). The march to a locked 30fps will also be aided by the fact that the game's content is "locked down," which leaves the team more time and energy to fine-tune and polish the engine's performance."
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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:38

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MessageSujet: Re: Days gone 2019   Mar 22 Mai 2018 - 17:40

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MessageSujet: Re: Days gone 2019   Sam 26 Mai 2018 - 8:05



http://www.gameinformer.com/b/podcasts/archive/2018/05/25/answering-days-gones-lingering-questions.aspx

Citation :
Some Days Gone details from the new interview today

-Possible Syphon Filter Easter eggs maybe...
-One of the collectibles in the game is historical markers with the real history of Oregon.
- Red Dead was a big inspiration for the game
-The map unlocks more an more as you go though the game opening up new characters new stories and new locations.
-Option to skip the night is currently under discussion
-Ammo is relatively abundant but its limited compare to most open world games
-They already fixed the exploits in the horde video lol
-The game does not have outlandish weapons but they do have unique weapons
-There is a type of bolt you can craft from Freaker Nest residue call the berserker bolt that if you fire it at a enemy they go berserk and turn on their allies.
-The Crossbow has all type of bolts you can craft
-Weapon in the world have different performance then the ones you can buy at camps do to them being out in elements
-Weapons you buy at the camp are you permanently even if you drop them in the field
-UI is not final
-You hunt animals for the camps for food, not for crafting.
-Their are a handful of infected animals types in the game they have not reveal them all.
-The freakers get stronger and smarter as you go though the game.
- You cant totally wipe out freakers in an area, their will always be low level threats
-Its far from a done deal but they are considering a challenge mode where you fight hordes in places like the saw mill E3 demo.
-They are in the planning stages of post launch content
-Even after you beat the game new things will pop up for you to do.
-The reason you see the black screen after a cutscene is because the game has to do a little bit of loading of the cinematics ,they working on making it less obnoxious.
-Deacon does change his clothes alot but you dont have control over it.
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MessageSujet: Re: Days gone 2019   Mer 6 Juin 2018 - 14:11

Spoiler:
 

Concept art
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MessageSujet: Re: Days gone 2019   Jeu 7 Juin 2018 - 17:18

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