Cyberpunk 2077 is going to be first person... looks like that's it for me for that game.Why would they do that? Yuck
On the other hand, maybe they'll usher in an age of good non fps first person games.
Started by Legend, Jun 09, 2018, 03:57 PM
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Cyberpunk 2077 is going to be first person... looks like that's it for me for that game.Why would they do that? Yuck
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
Cyberpunk 2077 is going to be first person... looks like that's it for me for that game.So like TES, Fallout, Deus Ex and lots of other great games? Seems the right choice imo for something like this
Why would they do that? Yuck"He then went on to explain more of the philosophy of how you present perspective in games, saying, "Third-person works well in games like the Witcher when you have a lot of motion and movement around you. But when all the things happen to you, from you, within you, first person point of view is the right decision to take, especially because of the augmentations.""
On the other hand, maybe they'll usher in an age of good non fps first person games.
Sekiro: Shadows Die Twice has no classes from which to choose, no character stats to level up, no option to create your own character, no multiplayer of any kind, no armour or weapons to find or equip, and no souls (or equivalent) to collect - or lose after dying. Just to reconfirm: Sekiro is the next big game by FromSoftware, the maker of Dark Souls and Bloodborne.Interesting, sounds more like a Naughty Dog style of game then
Indeed, Sekiro can scarcely be called an action-RPG. FromSoftware's Yasuhiro Kitao rather describes it as an action adventure game. One of the few elements that might seem familiar is your character's prosthetic limb - it's capable of hosting a number of gadgets, which you can find scattered around the world. That sounds pretty reminiscent of the trick weapons found in Bloodborne, if you had a temporary flirtation with a PlayStation 4 to enjoy that.
Hard to the core - Sekiro: Shadows Die Twice is a hard-core game worthy of the name From Software. Miyazaki designed Sekiro: Shadows Die Twice this way! Fans of From Software will find the gameplay challenging, yet fun and rewarding. The quality of combat, level of challenge, and creative enemies and bosses are something that can only be found in a From Software title.
dang, Sekiro sounds like it could be insanely difficult. Still hardcore, but now its all skill... no levelling up or stat increases or anything.i like this. more games should go this route.
Sekrio newsHonestly sounds more like a Doom style game. Where you can find hidden upgrades and weapons. Sounds interesting, I didn't like the art style much, buy the gameplay sure as hell looked great. It's definitely on my radar but not a day one purchase
Interesting, sounds more like a Naughty Dog style of game then
i like this. more games should go this route.It's one of the biggest unsolved problems in video games imo.
my only thing i don't like about GoW is because i want to do all the side quests i'm constantly over leveled making the game too easy.
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
It's one of the biggest unsolved problems in video games imo.it really isn't that hard of a problem.
The reward for playing is increased power, but 99% of the time this is functionally equivalent to just lowering the difficulty. Zelda Botw took this bad game design to the next level!Spoiler for summary of botw end fight structure:
If you love the game and fully try to experience the world, you end up fighting the final boss with way too much health and way too much power.
But specifically there are 4 main quests that really break it. If you skip everything, the final fight is 5 bosses in a row with no pauses between them or checkpoints. However if you do these 4 main quests, you skip the first 4 bosses and the final one starts at half health.
it really isn't that hard of a problem.Left 4 dead did something like that with AI. Also I'm pretty sure there was another game I've read about that worked that way.
the player only need to feel more powerful. that can be achieved by rewarding the player with gameplay mechanics not power levels. attack power/defence/health bars are archaic game design form an era where computers were limited in how difficulty could be managed.
modern data science has solution to solve this. i work with lstm in my work and i can see how easily it could be applied to game ai that learns player behaviours and adjusts difficulty through intelligence not power. the cool part with this approach is you could monitor how long it has been since the player had a deadly encounter and ramp difficulty up when they have been winning and down when they are dyiung.
game devs don't seem to interested in innovating ai though. its all about graphics.
VizionEck Cube Royale is releasing this year "I'm Mike Armbrust" -Me |
So like TES, Fallout, Deus Ex and lots of other great games? Seems the right choice imo for something like thisAnd I hope people enjoy the game for it but I simply don't like first person games.
And I hope people enjoy the game for it but I simply don't like first person games.For shame
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