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 69Osom GAMER's SOULS REBORN (Apr 27 2012 - Nov 12 2012)

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PostSubject: Re: 69Osom GAMER's SOULS REBORN (Apr 27 2012 - Nov 12 2012)   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 5:02 pm

Shen Masakados wrote:

This is a let down gameplay wise (graphically it looks amazing) I mean this is suppose to be Kratos as a mortal, yet he's able to swing a minotaur around like a little child. His move set (which I posted on a while back) is the same as when he was a god.

In order for the game to have worked, his move set (the thing that defines Kratos as we know him) would have to be an entirely new one. One that defines him as a mortal.
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PostSubject: Re: 69Osom GAMER's SOULS REBORN (Apr 27 2012 - Nov 12 2012)   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 5:07 pm

VampireWicked wrote:

This is not NFS: Most Wanted, there are no pursuit breakers. NFS: Most Wanted, never allowed players to wreck each other cars. It looks more like Burnout then NFS.
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PostSubject: Resident Evil 6 - E3 Official Trailer   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 5:09 pm

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PostSubject: Re: 69Osom GAMER's SOULS REBORN (Apr 27 2012 - Nov 12 2012)   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 8:47 pm

Yoko wrote:
This is not NFS: Most Wanted, there are no pursuit breakers. NFS: Most Wanted, never allowed players to wreck each other cars. It looks more like Burnout then NFS.

Burn out is corrupting every racing game out just like GearsOfWar's cover system has corrupted resident evil operation raccoon city resident evil 6, DeadSpace3 & LostPlanet3 i think.

If i wanted Burn out i'd buy Burn out.
I don't driving 90mph & having the camera snap backwards just to view a crash or having players online spam the crash system just to get a cheap victory by disabling opponents.
From the videos ATM I'll pass.
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PostSubject: Re: 69Osom GAMER's SOULS REBORN (Apr 27 2012 - Nov 12 2012)   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 9:16 pm

GodOfWar Ascension........WHAT THE SMURF!?
Why didn't the just make this GodOfWar 3.5
How is Kratos any different from previous titles?
Slight skin color difference & a little more skinny.
This is before the 1st GodOfWar so why does he have better standard moves then GodOfWar 3, these are abilities GodOfWar 3 should've had.
I was expecting a fighting style reflecting that of a spartan that was a mortal. Normal weapons & maybe a slightly about average show of strength, more human enemies, less influence with Gods & beasts & less showing of super extraordinary battles.
The entire thing at this point looks like a poor reason to add multiplayer when it was to late with GodOfWar 3.
I wanted Kratos as a true mortal man with athena whispering in his ear, not a 10% weaken version hercules.
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PostSubject: Sleeping Dogs shots show a shirtless man   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 9:48 pm

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Steph wrote this headline. I probably would have mentioned the scary lady holding a cleaver.


Sleeping Dogs is the product of United Front Games and possibly one of the best bargains Square Enix has ever struck. I’ve played it and it’s ace, which is unsurprising given the talent behind it. It comes out on PC, PlayStation 3 and Xbox 360 in August.
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Sleeping Dogs shots show a shirtless man
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PostSubject: The Last Guardian is still coming, Sony not ready for public update   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeTue Jun 05, 2012 10:06 pm


Despite a notable absence at this year’s E3, Team Ico’s The Last Guardian is still in the works according to Sony.
Speaking to Giant Bomb on the show floor at E3, the head of PlayStation worldwide development Shuhei Yoshida apparently remained tight-lipped but was quick to reassure the fact that the game is still in the works.

“We have the team working hard, and still it’s not the right time to give people an update,” he explained.

Sony definitely have every intention of releasing the game eventually however, according to Yoshida.

“It has to!” he laughed. “It will be.”
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The Last Guardian is still coming, Sony not ready for public update
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Sony have not released any updates on the production of the title since the departure of Team Ico’s creative leader Fumito Ueda in December of last year.
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PostSubject: Lara is dead, long live Lara: Tomb Raider at E3   69Osom GAMER's SOULS REBORN  (Apr 27 2012 - Nov 12 2012) - Page 13 I_icon_minitimeWed Jun 06, 2012 11:42 am

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Tomb Raider’s revival was one of Microsoft’s big press conference tickets and is likely to be one of the biggest games of the next 12 months. Stace Harman speaks to art director, Brian Horton in LA.
Following its appointment to the franchise, Crystal Dynamics released three Tomb Raider titles in successive years as it sought to return Lara to her glory days. It had a great deal of player-apathy to combat that, somewhat ironically, had itself been brought about by half a decade of annual releases, later followed by the coup de grâce that was Angel of Darkness.
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Lara is dead, long live Lara: Tomb Raider at E3
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But whilst Legend, Anniversary and Underworld were all solid experiences in the classic Tomb Raider mould, they felt like the output of a developer paying homage to a bygone era; a developer that was biding its time before breaking free of its shackles to craft its own vision of both game and leading star.
“We’d done all that we could do with that version of Tomb Raider and we needed to think about Lara in a fresh way,” confirms Crystal Dynamics art director, Brian Horton. “We wanted to keep the same tenants of an action-adventure game but put them through a new filter and so the origin story bubbled up from that.
“By having a period of incubation, we’ve been able to revitalise not only the tone and mood of the game, but also the mechanics and the way the game plays in order to make it more relevant for today’s gamer.” It’s true that Lara is not the woman she was all those years ago, at least not in the gameplay we’re shown from the beginning of the game.
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Where once she somersaulted over adversaries, targeting them with her twin pistols, she now hides from them, runs away, or at best, tries for a swift and silent kill with her bow and arrows. Her cocksureness and debonair air have been replaced by panic and desperation, her movements in the opening 20 minutes are often inelegant and faltering.

On account of this relegation to mere human, Lara’s prospects of survival appear bleak as she goes about trying to start a fire, drinking rain water and forage for food. But as she completes these tasks she begins to earn survival XP, a first for the Tomb Raider series and appropriately indicative of Lara having to learn skills that her older, more experienced self takes for granted.
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This XP is spent on manually upgrading survival skills, which takes place at bonfires and brings to mind a game with its own take on survival, Dark Souls. As with From Software’s sadistic masterpiece, camp fires fulfil the role of a hub at which to administer character development and upgrade or repair equipment, but they also act as a beacon of hope and a marker of solace.
As Horton upgrades Lara’s skill-set with the ability to identify and obtain edible plants, it brings into focus a feature that will prove divisive and about which I have an uneasy feeling: Survival Instinct. This is pretty much exactly what you might expect: it’s the ability for Lara to view her environment through the eyes of a survivor which means being able to highlight useful items or give an indication of the direction in which she should be heading.
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Slightly concerned by this, I ask Horton whether the inclusion of Survival Instinct marks the end of having to work out for yourself where to go or what to do next.

“Survival Instinct is opt-in and is really just a hint system,” he explains, reminding me of the tiered, menu-based hint system of Underworld. “It just points you in the right direction, rather than telling you what to do next.

“The player is free to navigate the environment in multiple ways and there are an awful lot of nooks and crannies you can explore. The explorers out there are going to love it; on their own, just Lara and the player exploring what the story, island and Lara herself.”
From initial viewing, it doesn’t appear to be a crutch that spoils the feeling of exploration, but there’s little narrative justification for its inclusion and it will be left up to the player’s willpower to resist the temptation to activate it and take a sneaky peek.
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Which leads us, neatly but regrettably, on to two words I’d hoped to avoid.

“Cleavage shots”

Unfortunately, these two words are amongst the first that I write on my notepad whilst watching Horton guide Lara through the early stages of the game. They’re prompted by a cut-scene in which the future Lady of Croft manor is speaking in quiet, desperate tones, pleading with her missing mentor, Conrad Roth, to come find her because she’s just not sure that she can survive on her own.
As Lara exposes her vulnerability, we’re “treated” to an over the shoulder camera shot which clearly, distractingly and unnecessarily exposes her cleavage and if Survival Instinct is a new feature that people might object to, gratuitous shots of Lara’s cleavage is an unwelcome throwback to the Tomb Raider of old.
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More welcome, is the revealing of Lara’s other assets; ones that serve to aid her survival: the bow and arrow, a weapon that’s fast becoming synonymous with new-look-Lara, serves as both a weapon and a tool as Lara first brings down a deer, before using an arrowhead to shear meat from its carcass. Similarly, the pry axe is shown being used to leverage a door, before its wooden handle must be upgraded to render it strong enough to be used as a crank to gain access to a new path into an unexplored environment.
The environment itself looks an appealing mix of dense foliage, broad jungle canopies and undulating terrain which manages to look idyllic in daylight and imposing in the darkness. The terra firma assumes its own dual-personality, at once Lara’s playground and her prison, reinforced by a weather system that Horton says is not simply for aesthetic value, but to add an additional dimension to Lara’s plight.
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“It’s essential that the weather and environment conditions tie into Lara’s story, be it to reinforce an emotion or to act as a counterpoint to that emotion,” he explains. “We have a lot of peaks and valleys, so you’re going to see those rays of hope coming through, but then we’re going to break it back down again. The colour palette and the weather play a big part in reflecting and determining the emotional state of Lara and of the situations that the player finds them self in.”
Both Tomb Raider and Lara herself have come a long way since their inception, 16 years ago – although, in the area of Lara as a sex-object that progress has perhaps not been as extensive as one might have hoped. When she returns next March, we’ll discover whether her metamorphosis from outdated relic to relevant heroine has been successful and whether Crystal Dynamics has done her heritage proud.

Tomb Raider launches worldwide for for 360, PS3 and PC on March 5 2013.
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TombRaider-Reboot








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TombRaider 1996-2003 R.I.P
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After watching all the gameplay demos for RE: 6, I've decided I won't be getting it. This has got to be one of Capcoms worst presentations ever. (right alongside ORC) It appears that they put more time into Leon's gameplay than Chris and Jake. This is quite literally the end of RE, the flaws far out weigh any pro (graphics is the only thing I see, which I personally don't think are better than RE: 5) this game has.

Flaws: The camera is too sporadic, as well as character movement (which has been called awkward) no one moves in a complete 360, so it shouldn't have been put in this game. Capcom should have left the RE: 5 controls in place and just tweaked them a bit. The new inventory looks terrible, it looks like a failed Mass Effect inventory system. If you pay close attention to Chris's gameplay 2 demo, you'll notice that he is outside of the ladder he first climbs (can you say glitchy) the third one as well. RE: 6 looks and plays like a high res ORC. (which is actually a much worser fate for RE then ORC)
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It appears that 600 developers weren't enough to make the game work. Capcom expects RE: 6 to sell 7 million copies within a year of it's release. This has got to be Capcoms most stupidest expectation ever, any smart gamer and RE fan is going to realize that the game is not worth buying, (even used) because it's clear the game is RE in name only. The game was a rush job, 3 years, as opposed to RE: 5's 5 year development time.

That's not the only problem though, there were too many outside developers involved in the games development process, who only specialize in one titles development (i.e. Sengoku Basara) and have no idea how a RE game should be developed and it's mechanics should work.

If you were/are thinking of getting RE:6, DON'T do it (trust me) and if you pre-ordered it, put that money toward another game. (if possible) The only way that RE: 6 could become a great game, is if they delay the game and revamp it entirely (which I don't see happening)
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