[PS4] Days Gone

Discussie in 'Games' gestart door Lijpe Mocro, 14 jun 2016.

  1. KEN_123

    KEN_123 HipHop is not HipHop no more

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    Dat klopt ook weer, laten we hopen dat ze het goed in elkaar zetten en scripted dingen enkel in main story doen.
     
  2. Marty NL

    Marty NL Active Member

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    Eens. Hoop dat ze goed kijken naar Horizon Zero Dawn. Daar vind ik dat echt goed gedaan. De open wereld voelt heel levend en er is veel te doen. Daarnaast heb je de (main story) missies met prachtige (scripted) moment. Al met al een hele mooie mix.
     
  3. KEN_123

    KEN_123 HipHop is not HipHop no more

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    Ben ik net mee begonnen :D
     
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  4. AgentSmith

    AgentSmith GT iD: AgentSmithNL PSN iD: AgentSmithNL

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    Ze mogen nu wel eens met een release date komen.
     
  5. Servantes

    Servantes Live: Servantes NL PSN: Servantes-NL

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    Zal wel eind dit jaar ergens komen.
     
  6. Guilty 343

    Guilty 343 Active Member

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    Hope so!
     
  7. AgentSmith

    AgentSmith GT iD: AgentSmithNL PSN iD: AgentSmithNL

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    Sony met ‘Days Gone’ op de GDC

    Sony and Bend Studio are planning to share a talk at the Game Developer's Conference this year dedicated to Days Gone's dynamic open world.

    Sony Bend Studio’s Darren Chisum and Tobias Karlsson's talk looks at the AI and gameplay components used to create the dynamic and interactive open world of Days Gone.

    They’ll cover some of the different AI units, and how they interact with one another in the Freak-O-System.

    They’ll also describe some of the methods used to spawn units and content into the world in a way that improves the player’s experience.

    In addition, they will go into detail on how the human AI units form squads, and calculate a Front Line to help define the combat area, and choose tactical locations.

    Daily Star Online will be in attendance at the talk, so we'll update the page when we know more about what Bend Studio has in store.

    GDC 2018 runs March 19th through the 23rd in San Francisco
     
  8. Servantes

    Servantes Live: Servantes NL PSN: Servantes-NL

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  9. 360man

    360man Active Member

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  10. ExquisiteSteez

    ExquisiteSteez Active Member

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  11. Rienbu

    Rienbu Active Member

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    Ik weet het niet... klinkt aan de ene kant best leuk maar aan de andere kant been there done that. Hoop dat ze mij nog kunnen overtuigen maar ben bang van niet
     
  12. ExquisiteSteez

    ExquisiteSteez Active Member

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  13. ExquisiteSteez

    ExquisiteSteez Active Member

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  14. MAD 1976

    MAD 1976 Useless info here...

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    Tja, dat is het nadeel als je 5 jaar werkt aan een game...het hippe van toen (zombies) kan dan al weer afgelopen zijn.

    Ik weet het ook niet. Heb een HEKEL aan zombiegames, ook 1 van de redenen dat ik de Last of Us nou niet zo bijzonder geweldig vond.
     
  15. Zifnap

    Zifnap Cool and collected

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    Terwijl er helemaal geen zombies in die game zitten... :+
     
  16. ExquisiteSteez

    ExquisiteSteez Active Member

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  17. MAD 1976

    MAD 1976 Useless info here...

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    Klopt, al reageerden ze net zo, dus vandaar.:+
     
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  18. Servantes

    Servantes Live: Servantes NL PSN: Servantes-NL

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    1. More Focus On The Golden Path
    Most open-world games bombard you with an endless array of quest givers and side activities, a scattershot approach to world building that muddies the main storyline and characters. While Days Gone still offers plenty of gameplay loops to keep Deacon busy, the vast majority of scripted missions and characters are focused on the golden path. Sony Bend is setting a high bar for itself from a storytelling perspective. "Imagine if this were like Uncharted," says Days Gone writer and creative director John Garvin. "A 20-hour game that is very linear and it has a bunch of setpieces and it goes from beginning to end. We wanted to try to have that, but have that in an open world."

    Days Gone's main storyline (which the studio says is probably closer to 30+ hours) will revolve around three subplots. The first focuses on Deacon, offering a drip-feed of revelations about who he is and what he's been through, including playable flashback sequences. The second focuses on Deacon's relationship with his tattooed biker brother, Boozer. These missions include player-driven choices that affect how Boozer feels about you, and even lead to different endings. The final storyline involves NERO, the National Emergency Response Organization that is researching the infection and its bloodthirsty carriers. Garvin hopes that having multiple avenues to explore will keep players engaged for the long haul. "It's almost like having these three storylines that intertwine and the player is constantly bouncing between them," Garvin says. "It's a classic novelistic technique...when the player starts getting bored with Boozer, boom, that's when this other thing's happening. And when they get bored with that, this other thing happens."

    Based on the handful of main missions we played, Days Gone's story does indeed feel more thoughtfully directed and cinematic than most open-world games, thanks to the liberal use of cutscenes that feature motion-captured performances by professional actors. Whether that translates to a good story remains to be seen, but Bend is clearly swinging for the fences. "There are 20 named characters in the game who are as important as Boozer," Garvin says. "It's a big game."

    4. The Bike's A Big Deal
    Vehicles are surprisingly disposable in most open-world games – if you can't spawn a convoy's worth of customized rides in your personal garage or have one delivered to your location, you'll find plenty of other transportation opportunities littered throughout the environment. Not so in Days Gone. Deacon only has one bike throughout the game, so you're going to want to take care of it – and remember where you parked. "We're against freebies, like letting a player throw his bike in a lake and say, 'Eh, whatever, man, I don't need it,'" game director Jeff Ross says.

    As we mentioned before, getting stranded on foot in the wilderness can easily be a death sentence, so you'll want to keep a close eye on your bike's fuel and health levels – if either reaches zero, you'll be hoofing it to the nearest encampment. There's also no gameplay equivalent of whistling for your horse and having it warp up behind you; your bike is going to remain wherever you left it. While managing your bike may sound tedious, it feeds into Days Gone's distinctly unforgiving tone and provides another layer of tactical choices. Drive up too close to an enemy outpost, for example, and you're liable to alert the entire camp to your presence (motorcycles aren't the stealthiest of rides, after all). Parking further away, however, will complicate a quick getaway – which isn't great if a roving freaker horde decides to drop in and see what all the gunfire is about.

    Deacon can earn a wealth of bike upgrades over the game, including new engines, frames, mufflers, and much more, effectively giving you two progression paths to split your time between. After playing the opening hour of the game and then skipping ahead to a later mission with a more upgraded bike, we can confidently say that you'll feel – and appreciate – the difference.

    5. Beware The Horde
    You can't have a zombie game without teeming masses of feral enemies, and Days Gone is no exception. However, when Sony Bend debuted Days Gone during a 10-minute gameplay demo at E3 2016, its horde technology was so impressive that many gamers questioned if it was even real – an accusation the studio still frequently hears to this day. After facing off against a horde ourselves, we can say that not only are these epic showdowns legit, they are unlike any other zombie game we've played to date.

    One thing that the E3 debut didn't reveal was Deacon's objective during horde encounter sequences. Unlike other zombie games, you're not just trying to escape freaker hordes or survive for a set period of time. Deacon actually has to kill off the entire mob, each of which is comprised of a finite number of freakers. A bar within the game's HUD shows approximately how many are left in a given horde, though it's easy enough to judge yourself by how many grotesque foes you have shrieking and snapping at your heels.

    Horde encounters require you to be constantly running and thinking on the fly as you traverse the environment and use it to your advantage to (hopefully) stay one step ahead of the pack. They can also happen at virtually any time – hordes exist as entities in the game world, and wander between locations on the map to feed and sleep. As you may have guessed from the fact that just a few freakers can be deadly on their own, clearing out a horde is a huge undertaking, and is generally considered a late-game activity. It took us several tries with a fully upgraded and well-stocked Deacon to take one down during our demo –only to have game director Jeff Ross tell us that it was considered a "baby horde" of just 300 enemies, and that other hordes get a lot bigger. Trying to avoid a freaker horde is a nerve-racking experience in its own right, so tracking down and dispatching the massive seas of enemies should hopefully offer plenty of late-game excitement during Days Gone's lengthy campaign.
     
  19. NLegendkiller

    NLegendkiller Active Member

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    Zelfs de ontwikkelaar heeft moeite om vijf goede punten te benoemen en dus slaan ze punt 2 en 3 maar gewoon over.
     
    Servantes vindt dit leuk.
  20. Servantes

    Servantes Live: Servantes NL PSN: Servantes-NL

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