-snipped this part because it was really stupid-
I couldn't give a flying toss about the graphics. I've been playing so many modern PC games on med-low graphics settings and no AA that I've adjusted to it, and it doesn't really seem nearly as bad as some shit I've seen on current-gen consoles.
I can see the motivation behind specials, just not as much as in L4D. In Left 4 Dead, they were there to motivate the team into sticking together, and they did that well, but with Dead Island, it does kind of worry me. If they really needed to put in special zombies, that might mean that the regular zombies pose no major threat like they seem to be implying. I suppose we'll just have to wait and see, but life has taught me to be cynical about everything that is even remotely hyped.
I always had the impression that Zombies from Brooks books were stronger then a normal being to the point that they can go the extra mile like a machine till the bones and pieces of it's body crush themselves
[QUOTE=Sirdrone536;28610211]I always had the impression that Zombies from Brooks books were stronger then a normal being to the point that they can go the extra mile like a machine till the bones and pieces of it's body crush themselves[/QUOTE]
Say what now?
[QUOTE=A B.A. Survivor;28610717]Say what now?[/QUOTE]
Well, they don't suffer the effects of pain or exertion, so they technically are stronger than humans, if only because they don't notice that their arm is lying eight miles away in a ditch, and never care.
[QUOTE=spekter;28607283]Dead Rising was more focused on messing around and fucking with the zombies rather than seeing them as a massive threat that you had to think about constantly.[/QUOTE]
I already know this, I was explaining why the normal zombies weren't threatening in Dead Rising and why they can be threatening.
Is this or is this not going to be first person?
All of the screenshots are in third.
[QUOTE=Mister B;28611609]Is this or is this not going to be first person?
All of the screenshots are in third.[/QUOTE]
Nah, it's first person too.
[url=http://cdn.steampowered.com/v/gfx/apps/91310/ss_de6149deb58243948e06e1929b71e01441a9a1f9.1920x1080.jpg?t=1298395899]From steam store page[/url]
The devs also described it as a first-person slasher "game genre" as well I think.
What kind of HUD are we looking at here?
King Kong styled?
[QUOTE=eatdembeanz;28609680]No, make it so that you will eventually turn if bitten, which gives a nonstandard game over, but, after a certain side quest, you eventually find a temporary cure for zombie-ism that can be used to stop infection.[/QUOTE]
That be like RE Outbreak. It was kinda annoying to be on a timer that you couldn't cure but could supress for a more minutes.
Having death timers are as bad as having one bite gameovers.
But the whole, you're one of the few immune is silly.
Even worse is when its mutants or aliens, not human zombies.
But again, not much to work with in a game about infection.
Resident evil had no real explanation in the beginning except that enough bites turned you into zombo-chow.
Dead rising I think had an explanation, but Frank was slowly succumbing to the parasite. As for Chuck, no idea.
Maybe it should be like anyone can be infected, but if you die with your head still attached, you go zombie.
[QUOTE=Sgt. Khorn;28612386]That be like RE Outbreak. It was kinda annoying to be on a timer that you couldn't cure but could supress for a more minutes.
Having death timers are as bad as having one bite gameovers.
But the whole, you're one of the few immune is silly.
Even worse is when its mutants or aliens, not human zombies.
But again, not much to work with in a game about infection.
Resident evil had no real explanation in the beginning except that enough bites turned you into zombo-chow.
Dead rising I think had an explanation, but Frank was slowly succumbing to the parasite. As for Chuck, no idea.
Maybe it should be like anyone can be infected, but if you die with your head still attached, you go zombie.[/QUOTE]
One thing that bothered me in DR2 is that the entire game is You (with spiked gloves) VS 1000 Zombies. You'd always get bit, clawed, barfed on, whatever.
But then we always get cutscenes where people are shown getting their asses killed by literally 1 zombie.
TK, otherwise known as Very Large African American, gets attacked by 1 small zombie and manages to not show any ability to throw someone off him.
[QUOTE=Sgt. Khorn;28612386]Having death timers are as bad as having one bite gameovers.[/QUOTE]
Depends on where you have them.
Shoehorning them into a game that isn't designed to work with them usually has poor results, implementing them poorly also yields poor gameplay.
Imagine if Dead Island worked a bit like a single world roguelike, in that you're expected to die at some point and when you do die, the character you're playing as dies right there and then, no saves, no checkpoints, dead. You get bitten, you're going to die soon.
But when you do die, you respawn as a different survivor, a basic character like the one you started out with. You've lost all your stat improvements, all your abilities, character wise you're back at square one but your progress in the gameworld has stayed the same.
There is incentive not to die, the longer you stay alive, the more useful and stronger your character becomes, but the greater the potential loss you can make is if you do die and thus the less you want to die, provided the differences between a starting character and a mildly experienced character are enough to make a setback something incredibly disadvantaging, permanent death and one bite game overs become a viable and very dramatic game mechanic. Think a bit like Demon's Souls only taken to a higher level. The tension created from true permanent death is something that would be great to have if it weren't for permanent death itself being overly disruptive and offputting for most people, giving players something to get really attached to and work towards improving, and threatening to take it away if they die is probably the best compromise.
[QUOTE=RichyZ;28613248]not everyone plays and likes roguelikes (not saying that i dont) and it would frustrate the fuck out of many people as well as the whole mainstream audience.[/QUOTE]
Judging by the relative success of Demon's Souls, I don't think this kind of gameplay appeals only to a niche audience.
Provided it's possible to play the game intelligently and avoid being bitten/hurt entirely (good game design), this type of play needn't be the only way to play the game. Could just have separate modes, one for perma-character death, the other for casuals.
[QUOTE=Riutet;28613357]Judging by the relative success of Demon's Souls, I don't think this kind of gameplay appeals only to a niche audience.
Provided it's possible to play the game intelligently and avoid being bitten/hurt entirely (good game design), this type of play needn't be the only way to play the game. Could just have separate modes, one for perma-character death, the other for casuals.[/QUOTE]
Well, in Demon's Souls, dying meant you could/had to try again.
If dying means you can't try again as well as losing everything, a majority will more than likely be turned away.
[QUOTE=A B.A. Survivor;28613470]Well, in Demon's Souls, dying meant you could/had to try again.
If dying means you can't try again as well as losing everything, a majority will more than likely be turned away.[/QUOTE]
No where in my post did I say that you were unable to try again at an objective you failed at because you died, I was talking about character death, not player death. I used Demon's Souls as an example because it matched my proposal quite fittingly, only with the exception that you can't get your character progress back by finding your shambling corpse, you can only get your world objective progress back(and only if you were carrying key items).
[QUOTE=Riutet;28613529]No where in my post did I say that you were unable to try again at an objective you failed at because you died, I was talking about character death, not player death. I used Demon's Souls as an example because it matched my proposal quite fittingly, only with the exception that you can't get your character progress back by finding your shambling corpse, you can only get your world objective progress back(and only if you were carrying key items).[/QUOTE]
I know you were saying that.
I'm saying that your idea would not work in a game trying to be realistic.
Well, I guess the game is realistic in its combat system and stuff, but the game would just work better if it's kept the way it is in that you are immune.
Kind of odd, but I'm not looking for another Demon's Souls.
[QUOTE=A B.A. Survivor;28613589]I'm saying that your idea would not work in a game trying to be realistic.[/QUOTE]
Wouldn't that be the one environment where it would especially work?
[QUOTE=Riutet;28613609]Wouldn't that be the one environment where it would especially work?[/QUOTE]
Yeah, sorry, my brain stopped working for 2 seconds and it screwed me over.
Never played demon souls, but at any point were you surrounded by groups of man eating zombies?
I mean large groups. Cause I'm sure at some point you will be in this game. And the whole die by a single bite, in the selected areas, would really kill the game for most.
[QUOTE=MoarToast;28609950]I wonder if they'll ever show some screenshots that actually support their claims that this is going to be a super serious zombie game. I mean, seriously? Bikini zombies[/QUOTE]
yeah
women wearing bikinis on a tropic resort island
what the hell were they thinking
[QUOTE=kevlar jens;28615401]yeah
women wearing bikinis on a tropic resort island
what the hell were they thinking[/QUOTE]
I know. I mean it's not like this island is supposed to be a vacation spot.
They even have skin on them, fuck Techland.
Some new info I think:
-crafting includes things like an electric axe(axe+wires+battery+metal plate) and "sticky bomb"(knife+explosive+watch)
-you will be able to carry 20 weapons at once, with 8 bound to quick-slots. The makers decided on such a high number of items to enable the players fight off multiple enemies' types quickly.
-you will be able to repair weapons using money (mysterious merchant again?)
-heroes have their own fatigue(late?)
-Techland thinks of implementing two ways of fighting, one more complicated (consoles mostly, as it involves using the stick)
-author describes a situation, where he [b]broke the arms[/b] of a zombie and the creature began to attack with it's head
-three character development trees: fury, fight and survival
-cars!
-fast travel between safe areas
-possibly interesting plot with nice atmosphere (pools full of bodies)
[b]Finished![/b]
that's the most convincing info yet that the game isn't as serious as we all hoped. 28 items at once?
[QUOTE=HumanAbyss;28620432]that's the most convincing info yet that the game isn't as serious as we all hoped. 28 items at once?[/QUOTE]
[img]http://i.cubeupload.com/1sc2WZ.jpg[/img]
Sorry, there was a little mistake, now corrected - 20 items... Still a bit too many, unless every single throwing knife counts in.
[editline]15th March 2011[/editline]
Also, list is now finished!
Where did you got that information?
Fuck I really want to see gameplay on this!
CD-Action, same guys who got the first Killzone 3 review, today's issue.
[QUOTE=The Combine;28621059]Where did you got that information?
Fuck I really want to see gameplay on this![/QUOTE]
[media]http://www.youtube.com/watch?v=hdugWbiUyCo[/media]
Sadly, It's only an interview and some of the scenes from the trailer. :sigh:
Ha, fucking told you its not gonna be serious.
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