Games [E3 2018] Day 4 Discussion


[E3 2018] Day 4 Discussion

Posted: 12 Jun 2018 06:49 PM PDT

Final conference day!

What did you think of Nintendo's E3 Direct? What did you think of the event as a whole?

There's nothing else major to cover so this thread will probably remain up until tomorrow or so. The Thread Archive will probably remain up through the week with all of the links inside of it.

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Cyberpunk 2077 - Detailed Description of the 50 Minute Closed-Doors Demo

Posted: 13 Jun 2018 12:54 AM PDT

[E3 2018] Call of Cthulhu – E3 Trailer

Posted: 13 Jun 2018 02:57 AM PDT

Cyberpunk 2077 is a First-Person RPG

Posted: 12 Jun 2018 11:30 AM PDT

Cyberpunk 2077 won't ship with multiplayer, but it's a possibility after launch

Posted: 13 Jun 2018 05:03 AM PDT

New details of Ghost of Tsushima

Posted: 12 Jun 2018 03:47 PM PDT

  • It's an open world game.
  • The game is grounded and realistic.
  • The trailer we saw last night is not part of the main story, it's a side quest!
  • Landscapes range from the swaying bamboo forests of the countryside, to the urban centers of ornate castles.
  • There a lot of stories in the game that you may not find them all.
  • There are many side characters in the game, most which have sidequests.
  • Main storyline will be Jin vs. the Mongols.
  • The game is a original work of fiction they are not rebuilding history stone by stone.
  • He's had to go beyond his samurai training in order to fight back against the Mongols.
  • The theme of the combat is "mud, blood, and steel". Expect to get dirty and muddy.
  • Possibility of other weapons but they're only showing the katana right now.
  • Sucker Punch teases that Jin's combat style abandons some samurai techniques, swapping them for the "violent grace of a silent assassin".
  • Jin has learned to use a grapple hook but this is not part of his samurai training. He's had to learn new tricks to silently kill the Mongols.
  • Strong focus on minimalism for the graphics, you see the things that are more pronounce.
  • "Movement" is the environment theme, expect everything to move - blowing trees, windy fields, falling leaves.
  • Everything you can see in the background you can go to such as a Pagoda and Mongol ships, you have the freedom to go where you want at your on pace.
  • They want to give players a lot of navigational options.
  • There will be a minimal game HUD but they're not showing it just yet.
  • Looks like there's a photo mode.
  • You can play the game with a Japanese voice track.
  • The main character is called Jin Sakai.
  • Jin's nickname is "The Ghost of Tsushima".
  • Jin has become a "legend" in Japan called "The Ghost".
  • Jin will change what is wearing. In a rain-drenched part of the world Jin has traded his traditional armor for a straw raincoat called a mino.
  • You can ride a horse, and that horse's name is Nobu.
  • Expect that level of detail (E3 2018 trailer) in the whole game.

Leaked info:

  • Samurai were the most respectable people in Japan, people bow to Jin as he passes by on foot or horseback, but samurai were also feared; some women and children will attempt to hide or flee at the sight of Jin, while others will attempt to attack in order to prove themselves, or take some of the valuable gear a samurai would typically carry. This all helps to make the world feel alive and immersive. Not sure how often these civilian interactions occur.

  • Each outpost has a story behind it and a quest line, not just "take out these soldiers and you retake the village". Villages can be retaken by Mongols if you do not complete the quest line.

  • The game has two central towns (think Witcher 3), and many smaller outposts / villages.

  • There are NPCS who can help train you in the ways of the Ghost, as for a Samurai, it would be a completely different form, and dishonorable way, of combat. Don't expect Jin to be able to right out of the gate know how to throw shuriken, use kunai, use alchemy (poisons, create potions, and explosives), use grappling hooks to get on top of rooftops, quickly, etc.

  • 2 major skill trees with many branches; which are way of the samurai, and way of the ghost. Samurai focusing more on sword play, archery, and defense, while ghost focuses more on stealth, alchemy, and agility.

  • Samurai skill tree is fully unlocked from the start, while ghost requires you to complete tasks in order to unlock a specific branch, such as working with an alchemist in order to learn poison abilities, or to create potions with strong effects.

  • You will be free to switch between samurai and ghost kits. Jin in full samurai armor won't be able to climb buildings (you can still jump, don't worry) or swim/dive, and would be fit more for a defensive, all out attack build. This can be balanced out however by mixing kits. You switch by going into any outpost / town, there you will also be able to sleep in order to pass the time, so if you prefer to tackle a mission at night as a ghost, or at day as a samurai, it's up to you. So for a more grounded approach, samurai is recommended.

  • Think of climbing buildings as a faster paced assassins creed. Tenchu style grappling hook makes it even faster.

  • You don't necessarily want to be seen in your ghost kit, as people may take you for an assassin and will sometime be hostile toward you. The game recommends you to be the ghost at night, but samurai at day.

  • Some quests will only be handed out in your samurai gear, or only in your ghost gear, such as assassination requests. Double agent type of system and story to back it up.

Sources: PlayStation Blog! IGN!

Credits to this post from ResetEra!

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[E3 2018] Super Smash Bros. Ultimate

Posted: 12 Jun 2018 09:21 AM PDT

Name: Super Smash Bros. Ultimate

Platforms: Nintendo Switch

Genre: Fighting

Release Date: December 7, 2018

Developer: HAL Laboratory

Publisher: Nintendo


Trailers/Gameplay

Trailer #1: https://www.youtube.com/watch?v=w3Gt42kVgCw

Trailer/Gameplay: https://www.youtube.com/watch?v=L93H7YC-83o

The official website is up as well, and includes videos for every character.

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Sekiro - Full Miyazaki Interview

Posted: 13 Jun 2018 02:12 AM PDT

Hi guys, I'm from r/Sekiro
Found a detailed synopsis of the full Famitsu interview of Miyazaki.
The scans should be out soon, but these are basically confirmed leaks from Japan.
Source this time is here: http://blog.esuteru.com/archives/9135372.html But I'm sure this was not the original outlet.

  • The project began at the end of 2015, after the development of the Bloodborne DLC had ended. They were preparing for a few titles to do after the current DS3 development ends
  • The game design began with the keyword of Ninja, with a lot of stimulus coming from the Tenchu series
  • There was the option to make it a Tenchu game, but Tenchu was originally a series made by many different developers, each with their own characteristics. They thought they would end up imitating them in the end, so they gave up on that.
  • Game development and publishing in Japan and Asia will be handled by From, with Activision handling all other regions. Activision gave a lot of advice regarding many things, including game development.
  • To be clear though, game development and final decisions were always in our hands to begin with.
  • The subtitle was catch copy for the trailer that I had thought of, for some reason the publisher really liked it, and made it part of the title.
  • Shadows refers to the way of the Ninja, and Die Twice hinted at the revive system which is a gameplay feature. In addition, Die Twice also contains the message that players will be doing a lot of dying again.
  • The time is set near the end of the Sengoku warring period in Japan. Like all other games before this, it isn't an actual location, but it is in a high-altitude cold country(Japan was splintered into countries during this time). Begin at the end of the Sengoku era also holds the nuance that the country may be at its end (as Japan will soon be unified).
  • Realism wasn't something we were too concerned with. As with Dark Souls, it is constructed according to our own interpretation.
  • The game has a fixed protagonist, but it's not a linear story-driven game. The story does revolve around the character, but beyond that nothing has changed in our stance to storytelling from the previous games.
  • There are three main actions (gameplay features). First off is the grappling hook that lets you move vertically on a 3-dimensional map.
  • Then there is the sword play: the offense and defense of it, and the one-hit kills of the Ninsatsu.
  • The third is "killing cleverly." The game takes pains to allow for different approaches to killing, from making a ninja-like opening by using the hook to take the high ground,
  • Killing cleverly is an important theme. Taking on difficult challenges, and then enjoying the experience of overcoming them
  • In this game, when you met an enemy you won't be immediately plunged into battle. The levels are designed to let you observe and think about how to take them on, and you can also "listen in" on enemies who aren't in combat mode.
  • The ninja prosthetics are to support the combat parts of the game: shuriken, firecracker, hidden axe and other variations. Choose a few items before, then choose on-site t use them (probably like Tenchu?)
  • It's an action adventure game, so the protagonist has growth tied to a different method than RPGs
  • Map design is close to DS1, with a few exceptions, it is a seamlessly connected 3-dimensional map.
  • The reason for leaving out online play, was to focus on making the fun of the single-player experience
  • The revive system consumes resources, being able to come back to life at will at the same location. Killing an enemy who think you are dead is also a tactic.
  • Revives are at the moment, guaranteed once, with additional revives requiring resources. In order to keep death something to be nervous about, the penalty and restrictions are tuned to keep the game at a good pace.
  • You can say that the sharp penalties are there because of the revive system.
  • As for the difficulty, this time you can overcome ever harder obstacles than before, with the difficulty based not on how well the actions are performed (player-skill) but aimed to be something that can be done with cleverness and work
  • At the very least, we do not intend it to be difficult for difficulty's sake, but we are also not making it easy.

週刊ファミ通より

・PS4/XboxOne/PC『SEKIRO:SHADOWS DIE TWICE』フロム・ソフトウェア宮崎ディレクターにインタビュー

・企画が動き出したのは2015年末、『ブラッドボーン』のDLC開発が終わった頃。製作中だった『ダークソウル3』の後は新しい切り口のタイトルをいくつか手掛けたいと思っていた

・「忍者」というキーワードからゲームデザインが始まり、初期段階では『天誅』シリーズにもっとも大きな刺激を受けた

・最初は『天誅』シリーズとして作る選択肢も考えたが、もともとも『天誅』シリーズは様々なデベロッパーさんが制作しており、製作者さんの個性が色濃く出ているシリーズ。真似事になりそうに思えたためその線はすぐに諦めた

・ゲーム開発の主体と、日本国内およびアジア地域の販売をフロム・ソフトウェア、それ以外の全地域の販売をアクティビジョンさんが担当する。アクティビジョンさんにはゲーム制作全般に渡って、様々なアドバイスをいただいている

・誤解のないように言っておくと、ゲーム本編制作の主体と諸々の最終的な判断は、つねに我々にある

・サブタイトルの『SHADOWS DIE TWICE』はティザートレーラーのキャッチコピーとして私が考えたもの。なぜかパブリッシャーの方々に気に入ってもらえたのでサブタイトルになった

・『SHADOWS』は忍者の有り様の暗喩で、『DIE TWICE』はゲームシステムおよび世界観の特徴でもある"回生"と示す言葉。また、『DIE TWICE』には今回もたくさん死にますよ、というユーザーさんへの物騒なメッセージも込められている

・時代設定は戦国末期のイメージ。舞台設定はこれまでの作品と同様に、具体的には定めていないが、標高が高くて寒い国のイメージがある。戦国の末期としたのは滅びのニュアンスがあるため

・リアルであることにはこだわっていない。「ダークソウル」と同じように我々なりに再解釈して構築したものになる

・本作は固定主人公だが、濃厚なストーリー主導型のゲームではない。物語がキャラクターを巡るものであることは事実だが、それ以外の点で物語に対するスタンスは我々の過去作から大きく変わっていない

・本作のアクションには大きく3つの側面がある。まず第1は立体マップを縦横に移動する鉤縄

・第2に剣戟。刀と刀の攻防と、必殺の一撃である"忍殺"で構成されている

・第3は「賢く殺す」。本作では戦い方の幅、困難に挑む工夫の余地と意味を重視し、幅広いアプローチを用意している。鉤縄による立体的な位置取りやダイナミックな移動、いかに体幹を削って一瞬の隙を作り出すかといった忍者らしい剣戟も、戦い方の幅、困難に挑む工夫の余地と意味に貢献するもの

・「賢く殺す」は本作の重要なテーマ。高い難度に挑み、それを克服する達成感の喜びを体験してもらう

・本作では敵に出会うとき、いきなり戦いに巻き込まれるばかりではない。敵を観察し挑み方を考えるようレベルデザインされている。戦闘状態ではない敵の会話を"盗み聞き"することで有効なやりかたを探っていくこともできる

・義手忍具は剣戟をサポートする要素。手裏剣や爆竹、仕込み斧など様々なバリエーションを用意している。いくつかの義手忍具を選んで選択し、その場その場で選択しながら使っていくことになると思う

・本作はアクション・アドベンチャーなので、RPGとは違った文法の主人公の成長要素がある

・マップ構造は初代『ダークソウル』に近いものになる。作り込まれた立体マップが一部の例外を覗いてシームレスにつながっている

・オンライン要素をなくした理由は、シングルプレイに特化することで本作独自のおもしろさ、プレイ体験を追求したいと思ったから

・"回生"は何らかのリソースを消費し、死んだその場で任意に生き返ることができるシステム。「死んだと思って油断した敵を、回生し背後から忍殺」といった戦術もある

・"回生"できる回数は、いまのところワンプレイ1回は保障して、それ以上はリソース次第といったところ。死の緊張感がなくならないように、プレイテンポを適切に保つように制限やデスペナルティなどを調整している

・むしろ"回生"があることで尖ったデスペナルティを採用できるかもしれない

・難易度は、いままでよりも難しく挑むこともできるし、その難しさを、アクションの上手さなどによらず、工夫によって乗り越えることができるところを狙っている

・少なくとも、ただ難しくするつもりはないし、ただ簡単にすることも考えていない

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Sony Blocking Cross-Play Between PS4 and Nintendo Switch Players

Posted: 12 Jun 2018 10:19 AM PDT

E3 2018: David Hayter Is Still the Voice of Snake in Super Smash Bros. Ultimate - IGN

Posted: 12 Jun 2018 10:01 AM PDT

Eurogamer impressions on 50 minutes of Cyberpunk 2077 gameplay

Posted: 13 Jun 2018 03:47 AM PDT

The Making of Fallout 76 - Noclip Documentary

Posted: 12 Jun 2018 03:51 PM PDT

Valve will end its support of Steam on Windows XP and Windows Vista on January 1 2019

Posted: 12 Jun 2018 01:11 PM PDT

New info regarding Death Stranding by Hideo Kojima himself

Posted: 12 Jun 2018 04:36 PM PDT

Kojima confirmed that the game will have Sam as the only playable character.

As for the combat, while we can see a weapon in the trailer, and it can be used to kill enemies, the game will offer many alternative ways to tackle a situation so you can play it without having to use any combat.

Even though you will be able to shoot your way through the game, people will realize that it is not the ideal option.

Kojima reasserts that the goal of the game is not to fight the enemy or defeat them, the goal of this game is to reconnect the world.

Game will have some sort of Online aspect but can't comment about it at the moment.

Kojima confirmed that Death Stranding is a full Sony exclusive and will only be on PS4, says Guerilla Games were a huge help to them and that Decima Engine is an incredible tech.

Source: https://www.youtube.com/watch?v=QWcwuRGRqjQ

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Studio Trigger x Arc System Works countdown website launched

Posted: 13 Jun 2018 06:04 AM PDT

[E3 2018] Super Mario Party

Posted: 12 Jun 2018 09:07 AM PDT

Name: Super Mario Party

Platforms: Switch

Genre: Party

Release Date: October 5th, 2018

Developer: Nintendo

Publisher: Nintendo


Trailers/Gameplay

E3 2018 Nintendo Direct Trailer


Feel free to join us on the r/Games discord to discuss this year's E3!

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You can play Fortnite with Nintendo Switch Players on Xbox One

Posted: 12 Jun 2018 09:50 AM PDT

Steam: New friends list, voice, and chat features

Posted: 12 Jun 2018 11:54 AM PDT

[E3 2018] Fire Emblem Three Houses

Posted: 12 Jun 2018 09:08 AM PDT

Name: Fire Emblem: Three Houses

Platforms: Nintendo Switch

Genre: Strategy, Tactical RPG

Release Date: Spring 2019

Developer: Intelligent Systems

Publisher: Nintendo

Trailer: https://www.youtube.com/watch?v=rkux5h0PeXo

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[E3 2018] A Plague Tale: Innocence – E3 Trailer

Posted: 13 Jun 2018 03:12 AM PDT

Sekiro, From Software's next game, subverts nearly everything we've come to expect from Dark Souls

Posted: 12 Jun 2018 01:32 PM PDT

New details for The Last of Us Part II

Posted: 12 Jun 2018 11:59 AM PDT

New traversal and prone move-sets.

Combat has increased emphasis on tension, interactivity and realism.

Enemy AI references each other by name, and constantly communicates with each other.

Two different timelines explored in TLOU2.

New dodge/evade mechanic is a core part of combat and melee.

You now have a jump button.

Far more creative and emergent moments in combat thanks to big increase in breadth of options.

Improved stealth mechanics, including crawl, prone, squeezing into tighter gaps, underneath vehicles etc.

Expanded infected enemies and whole new classes.

You're not automatically fully hidden in grass. Extent of your visibility depends on height & density of foliage.

Much more verticality in combat scenarios now. She needs more routes and ways to engage.

Survival aspects are still a focus.

Different ammo types (eg explosive arrows) now. Each ammo type fulfills a particular strategy niche.

Animation system is completely overhauled so everything is even more realistic and transitions are seamless.

Wide linear combat environments are being expanded to be even larger and broader.

AI system massively improved for added realism.

No more auto AI telepathic awareness of you once spotted. They whistle to and actually communicate with each other.

Referred to as systemic check-ins of AI information. They pass information to each other more realistically to let new groups and enemies know of the unfolding situation or of your position.

Enemy awareness and ability to seek player out improved.

You can now craft different ammo and arrow types.

Expanding on the infected types and there will be new classes in the game.

Demo is set 4 years after the events of TLOU, in Jackson.

Seraphite is a religious cultish group, but they will not be black and white. Motivations explored.

Joel is somewhere out there in Jackson.

They use more advanced facial camera capture and mo-cap now, more advanced than they had with Uncharted 4.

Lots of new facial animation tech. More nuances of the face, creases, folds, build up of skin etc.

Eyeball tech also re-worked, now includes internal refractions, reflections and so on.

Source is The Last of Us Part II E3 Colliseum presentation: https://www.youtube.com/watch?v=pwCuWyq0fHQ

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Hollow Knight - Switch Launch Trailer

Posted: 12 Jun 2018 09:44 AM PDT

Resident Evil 2 gameplay and developer commentary

Posted: 12 Jun 2018 07:02 PM PDT

[E3 2018] Assetto Corsa Competizione - Gameplay trailer

Posted: 13 Jun 2018 06:26 AM PDT

Dark Souls Creator: Sekiro Shadows Die Twice Will Not Be a "Story-Driven Product"

Posted: 12 Jun 2018 06:52 PM PDT

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