Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Moses schrieb:Ich lass es sein, ich hab diese Ewige Diskussion sowas von satt![]()
Wird IMO nach Super Mario 64 das beste Launchgame EvEr![]()
solid2snake schrieb:Moses schrieb:Ich lass es sein, ich hab diese Ewige Diskussion sowas von satt![]()
Wird IMO nach Super Mario 64 das beste Launchgame EvEr![]()
jupp, aber man darf den Dreamcast launch nicht vergessen.
IMO die titel mit den besten namen, ob die titel wirklich so gut sind muss sich noch zeigen !Gohma schrieb:die laut Gamespot 13 besten Launch-Titel ever, mit überraschendem Ausgang.![]()
Wandhydrant schrieb:Was ist daran auszusetzen? Auf Screens sieht man nur Grafik und wer das Video gesehen hat, der weiß das die grafik alles andere in den Schatten stellt. Also kann deine Vorfreude wieder auf ihr altes Niveau steigeniriedaily schrieb:solid2snake schrieb:tja, die N-boys sind traurig dass Rare weg ist![]()
Anfangs... aber jetzt...
Ich hab mich auf PD0 dermaßen gefreut. Vorallem dann, als es für die nächste XBox angekündigt worden ist.
Dann die ersten Screens... die nächsten... und wo stehen wir heute?
War wie ein Schlag in's Gesicht, oder ein Brotmesser, dass einem langsam rektal eingeführt wird.![]()
The guy who wrote this article posts over at Something Awful (where I, too, post), and I asked him about how long this game was. He replied:
"Also, it is about 12 hours on the easy difficulty, and 20-30 hours on the harder difficulties. And I believe it, since playing on Perfect Agent difficulty (the equivalent to Halo's Heroic mode), with the Product Manager for PDZ as my partner, we never finished a single level. It was a blast every round though, since it is extremely strategic. You have to really plan out encounters and who goes where. I'll add that information about the length to the preview."
1. What is the most visually impressive level you saw, and why?
2. How many different environments are there?
3. How's the profanity/gore level in this game?
4. People have been complaining about the controls of this game - that they're too loose, which makes aiming a real bitch. Is this true?
5. I still hear bitching about the AI, yet you seem impressed by it. Care to elaborate a little more on this?
6. Are there a lot of non-human enemies in this game?
1) A China level that has you infiltrating an enemy base. The entire level is snowy, and there are gorgeous effects everywhere. The waterfall is absolutely jaw dropping, and the art direction is to die for.
2) I forget of the top of my hand, but there are urban, underwater-evil-base-type-areas, snow, rainforest, and others I am completely blanking out on
3) Quite a bit of blood, each time you shoot someone a little spurt of blood comes out, especially when you get a headshot. The blood then accurately sticks to the walls, and stays there. There's quite a bit of swearing to boot, though not to the level of FEAR.
4) I didn't find that to be true at all, I turned it to inverted aim because that's just how I roll, but aside from that it controlled perfectly. I played a much more up to date build, and the game was just far more 'tight' than the builds described in past previews and impressions.
5) On the difficulty I played on, it just seemed like a great balance between playability and challenge. I felt myself constantly having to stay in cover, and think ahead so I wouldn't get killed. But, on the other hand, it wasn't so much that the AI was award-winning, it's just that from a gamedesign point of view it perfectly complements the action. There are lots of enemies, so it's a fine line they have to watch to make sure the game is playable. FEAR could have such great AI because there are only 4 or 5 enemies at a time. There are just plain more enemies on screen in PDZ, and if each one of those enemies had FEAR quality AI it wouldn't even be fun. Then again, I didn't play on the highest level of AI, and that could very well have been FEAR quality AI.
So basically, the AI just makes the game fun, period.
6) No, aside from spiderbots. There are lots of different types of enemies though. From futuristic gun-samauri to standard security types to gang members.
7. Does the vegitation (plants, etc) look as bad as it does in the photos, or is it just the quality of the photos? Because to be honest, those leaves and trees look pretty terrible...
8. How many enemies are on-screen at once?
9. How was the lighting? Such as shadows and what not. I know you touched upon it lightly, but maybe you can give us something a bit more indepth?
7. Does the vegitation (plants, etc) look as bad as it does in the photos, or is it just the quality of the photos? Because to be honest, those leaves and trees look pretty terrible...
8. How many enemies are on-screen at once?
9. How was the lighting? Such as shadows and what not. I know you touched upon it lightly, but maybe you can give us something a bit more indepth?
1. Are there any time unlockables (for example beating a level under 5 minutes will get you a certain cheat)
2. How are the enemy hit/death animations? (How complex do they get? If you shoot someone in the arm, do they hold it while walking around?)
3. How are the enemy voices in the single player? (Do the enemies taunt you? Do they coordinate a strategy with the other bad guys? Do they scream in pain when they die?)
1) Not sure, didn't ask (doh!). I'll start rounding up questions to send to the Product Manager for PDZ, he's up for answering any questions.
2) They will flinch with every hit they take, and honestly I never gave an enemy a chance to clutch his arm, when you get a bead on an enemy you just keep on firing.
3) Voice was all well done, and there were lots of nice touches. I'm blanking out on specific sayings, but there were some funny context-based ones in there. Also, in the Subway level as you descend into the subway there is an enemy soldier just standing there talking on a payphone, giving you an opportunity to either shoot him outright, listen to his conversation, or run ahead to kill him with your katana only to get accidentally grenaded by your teammate (thanks for that!).
And keep the questions coming, I'm updating the article based on the feedback I'm getting through what questions people still have.
Hey Chiggs, if you can - ask if he has any idea of when the build he played is from. Obviously he said that it's a more recent version, but does he know if they're still tweaking/etc?
Very recent build, but they are still tweaking a bit. It felt very, very final though, aside from a few loose ends that need to be tied up. Just little things like missing sound effects (when the sound effect wasn't in yet there would be a duck quacking noise), but those will be taken care of in the next few days, if they aren't already fixed up.
What didn't he like? I'm as goosed as anybody to hear great things about this title, but nothing is perfect.
As I said in the article, multiplayer feels very spammy. It played a lot like those single player cam-videos you saw with everyone rolling around and firing aimlessly hoping to get a kill. But, as I said, I only played for 5 minutes or so. For single player, I really can't think of much. Everything is exceptionally well done.
1. When shooting at an enemy's head, does it snap-back?
2. How does the ViBlade (I assume the Katana he mentioned) work? Does it have a lunging effect like the energy sword in Halo 2? A bit more detailed explanation of what the weapon does and how the enemies react to it when slashed would be nice.
3. If you could ask him if the controls feel anything like the Timesplitters series, how strong the auto-aim is and if the charachters feel floaty at all.
1) Seriously, how the hell would you notice that? Unless you are zooming with a sniper rifle... and even then their body would fly back too fast to notice. That gets a not sure/what the fuck? [ ]
2) My lack of PD0 knowledge is showing I'll update the article with the proper name. Anyways, it feels a lot like the videos of Oblivion that have been released. Basically, two hits kills, strokes are fairly broad, and the first hit has a kind of stunning effect as they take the blow. The second hit kills.
3) Autoaim is like Halo in that the autoaim is probably there, but it is so well integrated into the experience you don't notice. Characters don't feel floaty at all in single player, as for multiplayer ask me in a week when I get my review copy (if an NDA doesn't accompany it).
solid2snake schrieb:Cubestar2003 schrieb:solid2snake schrieb:tja, die N-boys sind traurig dass Rare weg ist![]()
Ja, das wissen wir nach dem 10.000sten dann auch. Vielleicht tust du dich ja mal hervor, indem du etwas "neues" zum Thema beiträgst.![]()
ich reagiere nur auf das was die jungs von sich geben. sorry wenn sie sich wiederholen![]()
tja, die N-boys sind traurig dass Rare weg ist
Seit wann spricht man nicht von Grafik, wenn man von Screenshots spricht. Aber du hast schon recht, anahnd der Shots kann man erkennen, das PDZ einen beschissenen Sound und eine schlechte Steuerung hat.iriedaily schrieb:Kommt in meinem Post das Wort Grafik vor? Ja oder Nein? Ja? Ne. Oder doch Ja?!?! Oder vielleicht doch Ne? Oder Ja? Oder beides?
Wandhydrant schrieb:Seit wann spricht man nicht von Grafik, wenn man von Screenshots spricht. Aber du hast schon recht, anahnd der Shots kann man erkennen, das PDZ einen beschissenen Sound und eine schlechte Steuerung hat.iriedaily schrieb:Kommt in meinem Post das Wort Grafik vor? Ja oder Nein? Ja? Ne. Oder doch Ja?!?! Oder vielleicht doch Ne? Oder Ja? Oder beides?