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[PS4] Ghost of Tsushima

Discussie in 'Games' gestart door tim91, 12 jun 2018.

  1. Reckuuza

    Reckuuza #ACHTERBUURTHOOLIGAN#LOMPEBOER#NEKDIE#NEKNEKNEKNEK

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    Noem me 1 game op de Xbox One X die er beter uitziet dan Ghosts of Tsushima
     
  2. Yellow 13

    Yellow 13 Well-Known Member

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    Ik heb het niet over een game, maar over een console of beter generatie. De Xbox One X kan grafisch meer, alleen de performance op de PS4 Pro, bijvoorbeeld met boost mode, is over het algemeen beter. En als je persé een game wil die grafisch beter is dan op de PS4 of PS4 pro, dan zou ik de vergelijking video van Kingdom Come Deliverence eens bekijken van Digital Foundry. Xbox One X scoort daarin beter. Wel heeft PS4 natuurlijk een veel betere catalog, zeker wat betreft console exclusieve games.
     
  3. AgentSmith

    AgentSmith Guest

    Forza Horizon 4
     
  4. Yi-Long

    Yi-Long ...the little dragon

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    Haha.

    Nee.

    Gewoon nee.
     
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  5. AgentSmith

    AgentSmith Guest

    Ohh excuus. Je gamed waarschijnlijk nog steeds op een crt monitor.
     
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  6. NLegendkiller

    NLegendkiller Active Member

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    Creative Director Nate Fox heeft aangegeven aangegeven dat de game 40 tot 50 uur duurt en dat is inclusief sidequests.
     
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  7. Yellow 13

    Yellow 13 Well-Known Member

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    Mooie lengte.
     
  8. fredfenster

    fredfenster Active Member

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    Said ur mom :lol:
     
  9. Yi-Long

    Yi-Long ...the little dragon

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    Nou ja, tenzij het maar 3-4 uur is exclusief side-quests.
     
  10. Yellow 13

    Yellow 13 Well-Known Member

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    Ga ik niet zomaar van uit. Ik denk 20 uur MQ ongeveer en de rest SQ. En wellicht schommelen de uren wel wat afhankelijk van je keuzes.
     
  11. Servantes

    Servantes Well-Known Member

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    • Julien chieze was able to speak with Jason Connell, Creative Director on Ghost of Tsushima. I made a translation of the information we were able to learn :
    • Zelda and Shadow of Colosus was a big inspiration for this game especially for artistic direction, he wanted the colors to be vibrant as possible.
    • The wind is the main way to navigate the game world, there are no markers. He wanted the game to be immersive as possible.
    • We can reduce the shine effect on the items that we can pick up. He made a comparison with Red Ded Redemption which is for him a good and beautiful game but for Ghost of Tsushima they wanted the game to be pleasant as possible to play without having too many superfluous animations which break the rhythm and that is why Jin can pick up items on his horse.
    • The instrument that we see Jin playing in the video will be the only one present in the game and Jason did not want to say what it would be used for.
    • We can hunt animals in the game but there is nothing to gain by doing it. Animals are mainly there to be more immersed in the universe and guiding you.
    • The Standoff mode can be activated anytime even in infiltration.
    • The little tennis balls are called the Jin Resolved Meter when we hit an enemy the bar will load and it will also be used for healing and there are also many other things related to this gauge but he did not want too get into the details.
    • There will be much more stances than the two that we saw in the video, it will be used to apprehend the different types of enemies.
    • The main weapon of the game will be and will remain the katana throughout the game but there will be many other weapons and gadgets. Weapons like the katana or the bow will be displayed on all the outfits of the game but not the smallest ones because there are a lot of outfits in the game and it would represent too much work.
    • If you wear heavy armor you will be less agile so it will make infiltration harder.
    • There are several ways to retrieve the outfits, either through the main story, by doing quests, by buying them in the villages or simply by exploring the world.
    • There are a lot of side stories in the game where you can build more or less strong relationships with different characters to learn more about their stories but it's up to the player's freedom and you can miss them.
    • The music is composed by Shigeru Umebayashi but the game having grown a lot, he realized that he could not do everything alone so they hired a second composer to work with Umebayashi and his name is Ilan Eshkeri.

      Combat is very difficult
      Even though we saw someone slicing through enemies in the State of Play, I assumed that this player was very skilled, and that the eventual gameplay will be way harder on us. Nate completely agreed with me. “We are trying to make a grounded game in that sense, so a couple blows from the enemy will kill you. The game is very challenging. We have three words to describe the combat: Mud, blood and steel. We absolutely honor the lethality of the sword. We watched samurai movies and people go down with one or two strikes, and that is embedded inside of the combat. Beating the Mongols in battle will be hard, but it’s that challenge that makes it feel alive and the victory rewarding. You can’t just run into a camp and fight 5 people at the same time, you will get overwhelmed and die.”

      Duels
      Engaging combat and succeeding won't be easy, and you probably have to use everything you got to win a fight, and most importantly play smart. Sucker Punch wants to honor this trait from old samurai movies, by introducing one-on-one stand-offs against other swordsman, that will prove to be very challenging. “One thing we didn’t show at State of Play which I wish we had, was that the game features duels against other expert swordsman. This is classic samurai stuff. Those fights are incredibly difficult and they’re driven from personality and get solved in the most cinematic way possible, which is also true to fantasy. You need to study your opponent and understand how they attack in order to win.”
      The Island of Tsushima

      “What you saw in the presentation was some side action in the game. It was not part of one's particular story. The map has Mongolians everywhere, and the main part will be Jin’s transformation from being a samurai to overtime becoming the Ghost. Next to that story you will meet people that try to survive in the world, with stories that will branch of off the main one. That is what the body of the game is made up off.”

      “By not following Jin’s story and going after your curiosity, you will definitely become stronger than by just following Jin’s story in one line, but more importantly, you get a way more varied and interesting experience. There are all sorts of hidden stories and items you get acces to by following your curiosity. This is why we didn’t add markers on the map. We want you to get lost in Tsushima, that when you are heading to a hill, you suddenly hear a bird you think, maybe I will follow that instead. Just get lost from the one thing to the next, and we want to give you the tools and freedom to do that.”

      “The map we showed at the State of Play was VERY zoomed in
      “The map we showed during the State of Play was VERY zoomed in", Fox explains. "That was just a little portion of the starting area, the actual map is huge." Fox goes on to say that It’s the biggest thing they have ever done at Sucker Punch, and it’s also a lot more diverse. "Tsushima Island covers the biomes you can find on main land Japan, from snowy mountains to bamboo forests, to waterfalls and rolling grasslands, it’s all there." Even though the map is very big, Sucker Punch made sure it won't feel empty. "We want to give enough stuff to keep it electrifying for the player. We didn’t want to make a huge map and have nothing on it. So it’s packed with people, items and stories to explore.”
     
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  12. Servantes

    Servantes Well-Known Member

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    I’M ASSUMING THAT NEW WEAPONS ARE SOMETHING YOU ONLY GET WHEN PROGRESSING THROUGH THE STORIES AND AREN’T RANDOMLY PICKED UP AFTER ENCOUNTERS?

    NF: Yeah this is not a game about loot drops. It is a game about story and exploration. So if you go on Jin’s journey from Samurai to Ghost, you’ll get access to some abilities and some weapons but if you really want the full diversity of possibilities, you have to explore, you have to meet side characters, you have to go places that you know you’re not really even told exist. That’s why the world is rewarding right. We want to make sure that if you take the time you get something from it, that allows you to modify the play style. To get more diversity, and how you go after solving problems

    SO YOU’RE EXPECTING THAT PLAYERS WILL MISS THINGS LIKE WEAPONS AND OBVIOUSLY MISSIONS IF THEY DON’T GO TO EVERY NOOK AND CORNER OF THE MAP?

    NF Absolutely. One of the big challenges of making a game like this, where we’re looking to capture that wandering Samurai experience is being okay with the fact that not all of the things that we make whether it be missions or abilities are going to be seen by every player. That is the nature of giving people freedom.
     
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  13. Zifnap

    Zifnap Koehl en gecollecteerd

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  14. Yi-Long

    Yi-Long ...the little dragon

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    De (nieuwe) Japanse trailer voor Ghost of Tsushima.
     
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  15. Servantes

    Servantes Well-Known Member

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  16. Yi-Long

    Yi-Long ...the little dragon

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    Nieuwe korte TV-trailer for Tsushima ...
     
  17. NLegendkiller

    NLegendkiller Active Member

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    Artworks zeggen natuurlijk niets over de uiteindelijke game, maar ik vind ze zeer fraai. Met name de eerste.

    [​IMG]
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    [​IMG]
     
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  18. AgentSmith

    AgentSmith Guest

    Vernomen dat als je een review code van de game wilt krijgen dat alle share/stream functies van je PS4 dienen uit te staan. Dien je fotomateriaal daarvan in te sturen naar Sony alvorens je een code dient te krijgen. Er mag absoluut geen pixel eerder op internet te verschijnen van de game alvorens dat van Sony mag.
     
  19. NLegendkiller

    NLegendkiller Active Member

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    1. Je informatie klopt niet
    2. Dit soort informatie is vertrouwelijk, snap ook niet wat de meerwaarde is om dat hier te posten
    3. Dat noemen ze werken onder een embargo, hetgeen zeker bij grote games zeer gebruikelijk is
     
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  20. Yellow 13

    Yellow 13 Well-Known Member

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    A whole new level of pre order...
     

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