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.
I would love to see an open world Viking game with this engine. Good god, man.
Is that using this engine?The new God of War will kinda, sorta have you sorted.
Is that using this engine?
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.
Me too I like what little I seen of this mother too.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.
Being a regular PoliGAF reader, I can 1000% guarantee Retromelon is trolling.
With no audio and in a compressed gif that looks good but with the actual in-game audio and fully sized you can tell how odd it is.https://giant.gfycat.com/IllustriousImpartialEagle.gif[/IMG]
Those trees aren't just set dressing.
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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 SkyrimOne 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.
Asking the real questions. I too, would also want to know.Review copies already going out? Damn, how do I get into covering games for a living?
Review copies already going out? Damn, how do I get into covering games for a living?
It's both easy and hardAsking the real questions. I too, would also want to know.
Those trees aren't just set dressing.
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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.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.
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.
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.
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.O_O
I'm blind, I didn't notice it get bumped. Holy!
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 disagree:
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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.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.
All enemies seem to do thisOne 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
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http://i.imgur.com/sXOepoc.jpg
The full map with major locations
Created a thread for spoiler discussion , if any one has problem with that, i am using spoiler tag for the map in here.
http://www.neogaf.com/forum/showthread.php?t=1342338
Spoiler tags don't work for images on mobile, for your information.
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.
Ah ok, Should i delete the image ??
Just take the IMG tags away.
I really hate how the main character looks in dialog closeups. She has the jawline of a Worlds Strongest Man contestant.
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.
(Shhhh, you're not allowed to criticize Aloy's appearance here... It makes you look like a woman hater)
(Shhhh, you're not allowed to criticize Aloy's appearance here... It makes you look like a woman hater)