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Thema: Beyond

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  1. #6
    Professional Avatar von Hamers
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    Noch ein paar schöne HighRes Ingame Screenshots:











    Und ein paar "Plakate" :










    Auch einige Previews wurden nun veröffentlicht nach der E3:

    Of course, because of the game’s open-ended nature, none of these combat actions need ever take place. Aiden, controlled by the SIXAXIS movement and analog sticks, can just as easily cause distraction or subterfuge as he can take over an armed Swat officer and open fire on his own team. That’s all up to players, and each decision will decide the direction the story will take. Combat may prove to be easier in some cases, but every scenario will have a number of different outcomes and will impact the game in a number of different, unforeseen ways. It’s up to players to decide whether Aiden is more of crazed animal-like spirit of jealousy, or is a loving and caring guardian for Jodie.
    http://mediakick.org/2012/06/08/beyo...s-can-do/34314

    Soon thereafter, the demo ended and Cage told everyone in the room exactly what fans of Heavy Rain want to hear. At any time through any of those sequences, any number of things could have happened. Jodie could have escaped, but in different ways. She could have made it only so far. She may have even been arrested. Like Heavy Rain, Beyond: Two Souls never ends with a game over screen. Choices, actions and repercussions are permanent, and they’ll have very real implications as your version of the story unfolds. Cage describes this system as one that allows you to “succeed or fail to different extents,” creating plenty of “gray area.”
    http://www.ign.com/articles/2012/06/...to-a-new-level

    However, at first glance, the action looked just like anything you would see in Heavy Rain. The button prompts appear in the same fashion and are just as reaction based as before. There’s one big difference though – we were told that the entire scene was interactive. That’s right, you can actually move the player around and make the escape for yourself. The characters in Beyond are not controlled by a cutscene, but the animations are so seemless you can’t even tell unless you were actually playing it for yourself.
    http://www.thesixthaxis.com/2012/06/...dreams-beyond/

    David Cage erklärt, dass er die actionlastigen Szenen bewusst für die Präsentation gewählt hat, um ein Gegengewicht zum ruhigen Trailer der Pressekonferenz zu schaffen - und natürlich, um eindrucksvolle Bilder zeigen zu können. Das Spiel soll beides abbilden: Ruhige Momente wie man sie auch aus Heavy Rain kennt sowie hektische Kämpfe und Verfolgungsjagden. Außerdem soll man die Welt recht frei erkunden können.
    http://www.4players.de/4players.php/...7/0/index.html
    Geändert von Hamers (08.06.2012 um 21:28 Uhr)

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