So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.
I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.
I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.
I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.
Nevermind the hows of Sunset Overdrive's limitless grinds or wall runs, or why every car is spring loaded. There's is, says Murray, no story explanation for either, beyond this being a videogame set in a videogame land.
"It's a game that revels in being a game." He says. "One of our mottos was 'fun trumps realism'. We don't need an explanation, if it's fun; that's good enough."
When you mention respawning in style as one of the main selling points of your game in your gameplay debut video, that means your game has little substance,
When I saw the video I thought about infamous as well. It's mainly how the character looks when he's grinding vs how ratchet looks. Also when hopping a bit. It's a lanky character in a open world that can grind wires like the Cole Infamous games. Not Infamous SS, that did away with riding the lightning in the wires.
I actually looked up Infamous Wire Grind gif and got Sunset Overdrive gif.
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From edge magazine, Drew Murray explains.
HahahahahWhen you mention respawning in style as one of the main selling points of your game in your gameplay debut video, that means your game has little substance,
From edge magazine, Drew Murray explains.
Yeah and what's with the walking toilets in Manic Miner? And how can Sonic jump and run when he's a hedgehog? And Super Meat Boy? Don't even get me started.So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.
I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.
Wow the gameplay looks really stiff. Especially the wall-running, looks pretty bad.
It's like how in Tekkon Kinkreet (which was cited as an influence for SO) characters regularly defied gravity ( leaping crazy distances. Jumping off buildings and floating down like leaves etc) with no explanations as to how they were able to do such things.
Infamous went the Saints Row 4 route of traversal "fluidity" meaning it trivializes it. Traversal during combat is basically the same as it's ever been. If gameplay variety with traversal and gunplay ends up being worse than Infamous SS, then I'll be pretty disappointed. Hell even the exploration and climbing, which was obviously borrowed from Crackdown, was completely ignored in Infamous SS. I'm really hoping that Sunset Overdrive has a good amount of effort put into stuff like side activities.
From edge magazine, Drew Murray explains.
Nevermind the hows of Sunset Overdrive's limitless grinds or wall runs, or why every car is spring loaded. There's is, says Murray, no story explanation for either, beyond this being a videogame set in a videogame land.
"It's a game that revels in being a game." He says. "One of our mottos was 'fun trumps realism'. We don't need an explanation, if it's fun; that's good enough."
Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.
The random respawn animations are awesome.
Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.
Okay, I watched the trailer, which is showing actual gameplay. However, I am a bit confused with the shooting mechanics. Did anyone see a targeting reticle during the gameplay? It is particularly confusing as to how the character aims at multiple enemies while moving fast -- e.g. grinding along a power-line.
It is possible I just couldn't see the reticle on my laptops screen, due to the contrast settings...but I am curious what other people think.
Okay, I watched the trailer, which is showing actual gameplay. However, I am a bit confused with the shooting mechanics. Did anyone see a targeting reticle during the gameplay? It is particularly confusing as to how the character aims at multiple enemies while moving fast -- e.g. grinding along a power-line.
It is possible I just couldn't see the reticle on my laptops screen, due to the contrast settings...but I am curious what other people think.
They have had problems with substance for a while now (arguably since inception). Who knows. I assume that we will hear more about the potential depth at E3
Second Son was such a misstep for the franchise.
The hud is removed for the trailer.
Supposedly in the older builds it was awful.
I love this way of thought.
couple random saturday morning thoughts:
the technical goals are all set around gameplay/design. Drew and Marcus knew they wanted an open-world, with a large number of enemies on screen, and tons of crazy effects (think KISS concert, pyro, fireworks, etc). That's the vision of the game, so everything we do technically (resolution/framerate/textures et al) is all in support of hitting that vision. So we're still optimizing, and once we are locked in we'll share the details.
Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.
If someone in the world of sunset overdrive can unrealistically grind on rails with no special equipment or superpowers, then that's how it is. If the tops of cars and other parts of the environment are bounce platforms, so be it. If the developer wants to allow players to wall run non-stop even around corners of walls, then so be it lol.![]()
The hud is removed for the trailer.
Supposedly in the older builds it was awful.
as long as you time the X button press correctly to corner the wall!
just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.
just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.
I love the fact that traversal is not entirely automatic. Like you have to manually jump and combo grinds.
Can understand where the Tony Hawk comparisons come from now. Should be loads of fun just travelling around the city.
One of the best bits in Crackdown was just climbing buildings and exploring. Hope there's lots to see and discover in Sunset Overdrive as well.
I love the fact that traversal is not entirely automatic. Like you have to manually jump and combo grinds.
Can understand where the Tony Hawk comparisons come from now. Should be loads of fun just travelling around the city.
One of the best bits in Crackdown was just climbing buildings and exploring. Hope there's lots to see and discover in Sunset Overdrive as well.
I see the character shoots with no crosshair. Is there no crosshair for the trailer or it will be like that in game Maybe auto aim?
Second Son was such a misstep for the franchise.
They have had problems with substance for a while now (arguably since inception). Who knows. I assume that we will hear more about the potential depth at E3
Second Son was such a misstep for the franchise.
couple random saturday morning thoughts:
the technical goals are all set around gameplay/design. Drew and Marcus knew they wanted an open-world, with a large number of enemies on screen, and tons of crazy effects (think KISS concert, pyro, fireworks, etc). That's the vision of the game, so everything we do technically (resolution/framerate/textures et al) is all in support of hitting that vision. So we're still optimizing, and once we are locked in we'll share the details.
Also on the grinds: the goal is to have not really have super long grinds in the game that auto-pilot you across an area (or especially across the city). The idea is that traversals are broken up so you're always having to jump and plan your next move. We want you comboing and actively traversing as much as possible.
speak for yourself, that game was great. Very popular too.. fastest selling game in the series
So what exactly is allowing the character to grind along wires anyway? He shouldn't be able to grind for that long. You can't argue gravity because he's seen to be grinding up wires that are occasionally going upwards.
I kind of bought it in inFAMOUS because I thought an electric charge was pushing/pulling him along.
Really appreciate your honesty here!just the health meter was awful. we got an award from microsoft usability because it was so bad. but other stuff wasn't final and is still being iterated on, so we didn't show it in the videos.
These posts gets better and better.
'Realism' doesn't seem to be a priority for SO and that's a good thing
Still am more pushed away from this than pulled in.
It's got "style" but it dosn't seem like it's pushing it as much as other titles like JSR and so on.
Still looks legitimately like it'l be fun, but alot of what I see turns me off.
They are still some rules to be had in a story. Like Jet Grind Radio, they have magnetic rocket powered skates and Sonic had special SOAP shoes.
Still am more pushed away from this than pulled in.
It's got "style" but it dosn't seem like it's pushing it as much as other titles like JSR and so on.
Still looks legitimately like it'l be fun, but alot of what I see turns me off.