Tzereen Ono što najviše želim naglasiti ekipi, je da ako vam nešto ne paše, ne znači da je loše, već vam jednostavno ne paše.

Ovo stoji, ali meni je lose iz razloga sto me sve u toj igri podsjeca na AC. A ako bude u konacnici slicno, a ja mislim da ce biti vrlo slicno tom ogavnom serijalu, onda ce biti losa igra, a ne samo combat. To je to od mene do daljnjega sto se tice ove igre jer sam razocaran na najjace onim prikazanim od preksinoc. Idem gledati Kurosawin Sanjuro, bas da vidim dali likovi lete 8 metara kada ih pogodi strijela i dali stoji krizic i trokut na ekranu kada se treba izvrsiti stealth kill, jebiga radi imerzije i filmicnosti, a ponajvise realnosti.

Kako je rekao jednom, cini mi se, @munja "ukvarija mi sekiro combat u svim drugim igrama"

foggy Yup, merkam te merkam i onda sack! Ode utroba!

Nekad je i two hit. I moglo se i bambuse sjeći u okolini. Igraš igru i u sekundi paf i leti krv na sve strane.

Ne znam, ovako na prvu, neke stvari u vezi kojih sam skeptičan.
Isfuravaju kao tu neku navigaciju "bez ičega" i sl. i onda revolucionarno umjesto beacona prema nebu stave dim prema nebu i vjetar koji te vodi. Ili one životinje koje će te voditi to nekih lokacija... Ne vidim tu nekakvu inovativnost, ako beacone zamijeniš s dimom i nekakve NPC-ove koji traže pomoć zamijeniš s nekom životinjom.
Nisam baš pao na guzicu. O borbi neću pričati, blagi užas. Ubijanje s jednim gumbom, odbijanje strijela katanom, itd...
Vidim da i je jedan od glavnih aduta postao japanski voice over i filter za retro japanske filmove, a ne gameplay i priča. Počinje mi lagano smrditi na podbačaj. Vizualno prekrasan podbačaj, ali svejedno podbačaj.

Treba pogledati video od prije 5 mjeseci.
Sve je bilo drugačije.
Kretnje likova su bolje, kao CGI,
sada izgleda totalno kao random open world.

Ništa posebno i neviđeno.
Trebali su uraditi linearne levele kao u Crysisu sa malo većom mapom. Fokus na gameplay, priču i borbu. Čekam drugi prikaz ali ne kupujem na launchu.

Jako zajebano, izgleda da će ipak TLOU 2 biti hit godine bez obzira na priču, bar gameplay i grafika nisu podbacili.
Loša godina za Sony, počeli su lagano ekskluzive na PC stavljati, nebu to dobro. Klasično kao Microsoft.

    pravednik Jako zajebano, izgleda da će ipak TLOU 2 biti hit godine

    hocemo zaboraviti na Doom Eternal ili? hocemo zaboraviti i na Cyberpunk?

      Ispravak, mislio sam na Sonyev hit.
      Doom Eternal jos nisam prekucao.

      Za Cyberpunk vjerujem da bude epski.

      maverick Ne očekujem ni od ovoga bog zna šta, pogotovo na polju kompleksnosti fighting sustava, ali mi je setting interesantan i moglo bi biti zabavno, iako mi taj sandbox već ide ozbiljno na kurac.

      ovo sam napisao u listopadu 2017. to je to!

      Čudi me da već nije dosad došlo do ozbiljnog zasićenja open world igramai to još od onda kad su igre a la MGS počele zalaziti u taj teritorij kojima (lulz) to i nije trebalo. Ako Tsushima u najbolju ruku prođe kao Days Gone, bit će to dobro, al neke stvari zbilja treba mijenjati. Zbilja se nadam da će Cyberpunk bit kamen temeljac za promjenu paradigme. I da će to slijediti recimo budući Elder Scrolls i tako. Al to je zasad wishful thinking i preostaje vidjeti kako će se stvari odvijati.

        maverick Doom Eternal mi nije kandidat za goty nikako.

        I ja bih volio linearniji stil igre uz dobar rpg sistem + dobar loot. Ali eto, svi bi neke open world sheme. Nikad nisam bio fan open world pristupa, radije linearnosti sa smislom.

        E vidis, i meni je prvi prikaz igre puno bolje legao, ali pricekajmo sljedeci prikaz i na kraju krajeva samu igru.

          Jeo nekog zanima unboxing collector's editiona?

          Nisam baš neki kolekcionar ali volim pogledati tvoje unboksanje 😃

          foggy Doom Eternal mi nije kandidat za goty nikako

          zasto? nema androide i djecije likove 😃?

          yakuza_stinger Ako Tsushima u najbolju ruku prođe kao Days Gone, bit će to dobro,

          ipak mislim da je Tsushima puno ambicijoznija igra. Graficki stvarno izgleda dobro, a i setting je zanimljiviji od onog prezvakanog u days gone. soundtrack bi mogao biti jaca strana takodjer.

          Ajmo nanovo. Hrpa infoa :

          Ghost of Tsushima Will Be Over 40-50 Hours Long, Director Confirms

          https://techplusgame.com/ghost-of-tsushima-over-40-50-hours-long/

          • 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.

          https://www.ign.com/articles/ghost-of-tsushima-creative-director-on-moving-away-from-infamous-karma-meter

          Ghost of Tsushima Creative Director on Moving Away From Infamous' Karma Meter

          We thought about [a morality meter] because we had the karma system in [Infamous: Second Son], but we realized it was more important to us that we wanted to tell a human story of someone who is this way and has to evolve into something else, versus transform completely into something else,” Connell explained. “He doesn't flip flop back and forth, it muddied it up for us. We really wanted the story to reflect his transformation.

          It definitely plays with the notion of, you're born and raised into this certain way of life. There's expectations of you, the way you should perform. And then at some point, because some events happen, in this case a war, you have to challenge those things. And not everybody's going to love the fact that you're going to challenge an assumption that's made upon your life,” he explained.

          There's definitely important story moments that are more reflective of this change than others. But the reality is that even as you have gotten to some story moments, you can still play the game as this Samurai, you may just be more potent or more powerful. We don't make you choose between [samurai and Ghost],” Connell said.

          When he's a Ghost, he can turn around and play as a samurai because he's always a samurai. All his training, using the Katana, that stuff is buried in him deep. On the stealth [State of Play segement], if you wanted to jump off the roof and start fighting like a samurai, you could totally do that. We don't spec you out and suddenly you can't play as a samurai. He's always at his core, his heart of hearts, a samurai. The Ghost is this legendary warrior that he's evolving into," Connell said.

          https://nordic.ign.com/ghost-of-tsushima-ps4/36560/preview/ghost-of-tsushima-game-director-says-combat-is-very-challenging-interview

          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.

          mjesec kasnije

          Nadogradnja oružja u igri!

          Stance swap:

          A ono, grafika je lijepa, al taj combat izgleda baš meh. Neki dodge/counter i onda spamanje udaraca.