Horizon Zero Dawn livestream

IllustriousImpartialEagle.gif

I think Varl looks awesome. Really like his design and his voice. I hope he shows up more in the game than than one conversation.
 
It seems like Sony have two main (hard)core engine teams:

In North America it's the ICE Team which spirals out into Naughty Dog and Sony Santa Monica.

Then you have Guerrilla Games with the Decima engine which Kojima Productions have recently joined in on.
 
Combat looks great, but I think a stamina meter would have made it even better and more strategic. Now you can seemingly dodge roll forever.

God no, please. I hate arbitrary limits on sprinting, climbing, rolling etc just to make it feel less action-y and more RPG just so you can level those up later.
 
Those trees aren't just set dressing.

5pX95Gr.gif

One thing I really didn't notice until this gif is a lot of the little visual cues given off by the Thunderjaw as to what its going to do. Right before the Thunderjaw charges through the tree toppling it over its eyes do a distinct large red lens flare "flash" to signal its about to start charging, as well as its entire body language showing its tensing for the charge. Just a lot of cues as to when the Thunderjaw is going to attack on top of audio cues as well. This is the kind of stuff not enough developers focus when doing combat, the tell's are as important as the reactions of your character to them.
 
One thing I really didn't notice until this gif is a lot of the little visual cues given off by the Thunderjaw as to what its going to do. Right before the Thunderjaw charges through the tree toppling it over its eyes do a distinct large red lens flare "flash" to signal its about to start charging, as well as its entire body language showing its tensing for the charge. Just a lot of cues as to when the Thunderjaw is going to attack on top of audio cues as well. This is the kind of stuff not enough developers focus when doing combat, the tell's are as important as the reactions of your character to them.

Damn, that is a good catch. It also looks like the red eye flare is a good indication of when to roll to avoid the charge as well if you're within a certain amount of distance (think immediate vicinity).

Could probably roll through the charge if you time it right and if the roll has enough i-frames.
 
One thing I really didn't notice until this gif is a lot of the little visual cues given off by the Thunderjaw as to what its going to do. Right before the Thunderjaw charges through the tree toppling it over its eyes do a distinct large red lens flare "flash" to signal its about to start charging, as well as its entire body language showing its tensing for the charge. Just a lot of cues as to when the Thunderjaw is going to attack on top of audio cues as well. This is the kind of stuff not enough developers focus when doing combat, the tell's are as important as the reactions of your character to them.
Maybe I'm subscribing too much stuff to this, but I think a lot of that comes from Guerrilla's action/first person shooter background. Kind of how Dragon's Dogma had a lot of DMC DNA in its combat, versus other fantasy RPGs like Skyrim
 
Review copies already going out? Damn, how do I get into covering games for a living?
Asking the real questions. I too, would also want to know.
It's both easy and hard

If you want to cover games, all you need to do is start a blog or Youtube channel, build up some of an audience, and then inquire the developer/publisher's press email

If you want to cover indie games and smaller games, that's pretty much it. You need to be to be more established if you want to cover major releases from big publishers.

That's if you want to cover games.

If you want to cover games for a living, I'm not sure how viable that is, unless you're working a major site like IGN or have a relatively successful Youtube channel. Actually getting into paid writing isn't that hard. Once you have been writing about games for a while, you can reach out to sites with samples of your writing. Sometimes sites actually say they're looking for new writers (ie RockPaperShotgun) and you can reach out them.

But as a freelance writer, don't expect to make a living. This is hobby/extra spending cash money.
 
It's both easy and hard

If you want to cover games, all you need to do is start a blog or Youtube channel, build up some of an audience, and then inquire the developer/publisher's press email

If you want to cover indie games and smaller games, that's pretty much it. You need to be to be more established if you want to cover major releases from big publishers.

That's if you want to cover games.

If you want to cover games for a living, I'm not sure how viable that is, unless you're working a major site like IGN or have a relatively successful Youtube channel. Actually getting into paid writing isn't that hard. Once you have been writing about games for a while, you can reach out to sites with samples of your writing. Sometimes sites actually say they're looking for new writers (ie RockPaperShotgun) and you can reach out them.

But as a freelance writer, don't expect to make a living. This is hobby/extra spending cash money.
Thanks for the awesome answer! Hey, if it means free games I don't mind if I don't get payed. Now to find me some talent...
 
It's both easy and hard

If you want to cover games, all you need to do is start a blog or Youtube channel, build up some of an audience, and then inquire the developer/publisher's press email

If you want to cover indie games and smaller games, that's pretty much it. You need to be to be more established if you want to cover major releases from big publishers.

That's if you want to cover games.

If you want to cover games for a living, I'm not sure how viable that is, unless you're working a major site like IGN or have a relatively successful Youtube channel. Actually getting into paid writing isn't that hard. Once you have been writing about games for a while, you can reach out to sites with samples of your writing. Sometimes sites actually say they're looking for new writers (ie RockPaperShotgun) and you can reach out them.

But as a freelance writer, don't expect to make a living. This is hobby/extra spending cash money.
Nice post, thanks! And yeah, I wasn't completely serious about the "for a living" part. :P Though it'd be cool.
 
I could be wrong but I feel like that's the first time I've seen a tree react to getting bumped in a videogame. Usually if they're hit with enough force they just fall over or snap.

Now that you mention it, I don't think I have ever seen that either.
 
O_O

I'm blind, I didn't notice it get bumped. Holy!
Yeah, it's quite impressive. Actually I'm impressed that the trees can be knocked down at all. Like not just smashed through when it charges, but moving at speed also knocks trees over.

I don't recall regular trees in open world being able to be damaged like that. Usually only it's special thin trees on sidewalks that can smashed through with a car while regular forest/park trees are immovable
 
It's funny how when this game comes out all the sudden expectations for character faces and animation are now Naughty Dog quality for open world level.

People are fucking obtuse man. Witcher 3 is my favorite RPG and it still has shitty dialog, voice acting, and facial animation all over the place.
 
I disagree:

IllustriousImpartialEagle.gif
Funny you should post him. He's the exact npc I had in mind when I made that statement. His cheeks and nose bridge are way too stiff, he just doesn't look right. He's not badly animated by any means, he's just not 100% there creating a major uncanny valley effect for me.
 
Funny you should post him. He's the exact npc I had in mind when I made that statement. His cheeks and nose bridge are way too stiff, he just doesn't look right. He's not badly animated by any means, he's just not 100% there creating a major uncanny valley effect for me.

The game is going to be doing this all the time because of how good most everything looks. The water stands out much more because of how great the rest of the scenery looks. Personally this facial animation is about what I'd expect from a large open world RPG, its not like the random NPC's for Witcher 3 side quests were blowing me away with their animation. Half the time Geralt just stares blankly and shrugs a lot.
 
Funny you should post him. He's the exact npc I had in mind when I made that statement. His cheeks and nose bridge are way too stiff, he just doesn't look right. He's not badly animated by any means, he's just not 100% there creating a major uncanny valley effect for me.
Yeah not seeing this.
 
One thing I really didn't notice until this gif is a lot of the little visual cues given off by the Thunderjaw as to what its going to do. Right before the Thunderjaw charges through the tree toppling it over its eyes do a distinct large red lens flare "flash" to signal its about to start charging, as well as its entire body language showing its tensing for the charge. Just a lot of cues as to when the Thunderjaw is going to attack on top of audio cues as well. This is the kind of stuff not enough developers focus when doing combat, the tell's are as important as the reactions of your character to them.
All enemies seem to do this

X2paIx7.gif


BSM18zT.gif
 
Funny you should post him. He's the exact npc I had in mind when I made that statement. His cheeks and nose bridge are way too stiff, he just doesn't look right. He's not badly animated by any means, he's just not 100% there creating a major uncanny valley effect for me.

I think pretty much all open world rpg have that problem where the cheek and nose bridge are still while the eyebrow and mouth do most of the work, they combine it with canned body/gesture animation to convey the emotion and feeling of the character. even the Witcher 3 is like this if I remember right.
 
One thing I really didn't notice until this gif is a lot of the little visual cues given off by the Thunderjaw as to what its going to do. Right before the Thunderjaw charges through the tree toppling it over its eyes do a distinct large red lens flare "flash" to signal its about to start charging, as well as its entire body language showing its tensing for the charge. Just a lot of cues as to when the Thunderjaw is going to attack on top of audio cues as well. This is the kind of stuff not enough developers focus when doing combat, the tell's are as important as the reactions of your character to them.

It's usually a feature you see in hardcore character action games so it's great to see here too.

Once people master the techniques and attack patterns of the enemies, they're gonna look like gods taking down these giant beasts.
 
(Shhhh, you're not allowed to criticize Aloy's appearance here... It makes you look like a woman hater)

Yeah , its not like that people are making such an hyperbole comments regarding the look.
Like there is no such women exists in the world and its a sin if she does.
 
Top Bottom