THE MOMENT WE'VE ALL BEEN WAITING FOR!
Isaac in Fortnite
Edit: 11,99
I mean that would arguably be an improvement.I can't wait for our "Idiocracy" future where every single B tier celebrity or fictional character will be in Fortnite and eventually elections will be determined by no-build battle royales.
I mean that would arguably be an improvement.
To be fair, EA didn't used to be shit. IIRC before Visceral existed, DS1 was made by EA Redwood.Wow, an EA game that's good.
EA has been around since 1983. Despite what they are now, they were responsible for some of the greatest games ever made.Wow, an EA game that's good.
This is a good reason to replay this game. This type of mechanic, as pioneered in the Left 4 Dead IP, is something that should have its own team for any developer looking to make a game worthwhile. It's something that can change up each users experience based on their skill level and method of play. I suspected they were going to do something like this and I'm glad they worked on this system.And it's more than simply a visual upgrade. They added an "AI Intensity Director":
Motive created an "Intensity Director" that matches players to a "curve of tension" that ensures the game stays scary, even for areas that have already been explored.
"That generates […] whether it's lighting effects like flickering or shutting off completely, to video effects to sound effects, to encounters and fake encounters – just to have dead bodies lying around and nothing spawning – or a mix of all of that. There's basically hundreds of possible scenarios from all of these different combination of items that are possible when the player traverses and re-traverses the ship. So that was one feature we added based on un-broken immersion."
They also made the Ishimura one big space, instead of the fixed levels from the first game, added weapon and upgrade mechanics from Dead Space 2, added some side quests, expanded the story and certain characters etc.
Yeah I saw that. Super weird but oh well means I will get some work done tomorrow.So uh, u can't play the game until 11am EST. Usually games unlock at 12:01am. What gives?
And it's more than simply a visual upgrade. They added an "AI Intensity Director":
Motive created an "Intensity Director" that matches players to a "curve of tension" that ensures the game stays scary, even for areas that have already been explored.
"That generates […] whether it's lighting effects like flickering or shutting off completely, to video effects to sound effects, to encounters and fake encounters – just to have dead bodies lying around and nothing spawning – or a mix of all of that. There's basically hundreds of possible scenarios from all of these different combination of items that are possible when the player traverses and re-traverses the ship. So that was one feature we added based on un-broken immersion."
They also made the Ishimura one big space, instead of the fixed levels from the first game, added weapon and upgrade mechanics from Dead Space 2, added some side quests, expanded the story and certain characters etc.
That all sounds great except for the story changes
Some of the reviews also criticized the back tracking that's required for the side quests. They're optional though of course. Also saw some journos who liked OG silent Isaac more, which would be my preference as well.
To be fair, he talks in the 2nd game...Eww they gave Isaac a voice? He's supposed to be like Gordon Freeman.
MGS5 had a similar, less refined mechanic like this.This is a good reason to replay this game. This type of mechanic, as pioneered in the Left 4 Dead IP, is something that should have its own team for any developer looking to make a game worthwhile. It's something that can change up each users experience based on their skill level and method of play. I suspected they were going to do something like this and I'm glad they worked on this system.
Now, if other devs can see the value of fleshing out a team to build this in their games or at least make a case for it to be as important as the sound engineers, animators or level design...then we might see an evolution in gaming without relying upon just iterating on AI to wow the player.
To be fair, he talks in the 2nd game...
Definitely wasn't as good as 1. Infact the best part of 2 was revisiting the Ishamura, lol.I recall not really liking the 2nd one
Yeah, those bonus suits look like shit. The Venture is the only one that isn't god awful design wise, but it doesn't fit the game at all.The Deluxe suits aren't worth it for me,
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Yeah, those bonus suits look like shit. The Venture is the only one that isn't god awful design wise, but it doesn't fit the game at all.
Quick comment, nice selection of games there. And yeah, making more people wait like this is dumb. Ideally games should be released on Fridays right before a weekend.![]()
Ive been digital since 2 years after the PS4 launch, and this is the 1st time I've had to wait until 11am. Fucking dumb.
I liked the good old days when the majority of games were released on Tuesdays.Quick comment, nice selection of games there. And yeah, making more people wait like this is dumb. Ideally games should be released on Fridays right before a weekend.
Jesus Christ. 3 minutes in and the rainbow people pandering has already started!!!
Alien Swarm (2010) by Valve also had a version of L4D's type of Director in their game as well. I'm glad that not every upgrade in hardware is dedicated to graphics and level sizes. Adding systems that work in the background, modifying an changing up the play space is just plain neat. It is why I still play State of Decay 2, limited as that game is the systems make the game better than it should be.MGS5 had a similar, less refined mechanic like this.
You get too many headsots, and the enemy starts to wear armored helmets. Invade camps at night too much, and the enemy gets infrared goggles.
Just started up the intro and the game is quite a looker.performance seems to be better than Calisto