Zombi U pics + footage

So one thing I've always wondered with this character system is, what would happen if you just keep dying over and over at the very start right outside your safe house?

Could you have like a hundred zombies of your old characters just waiting out there then?

I was going to include this in my post, but deleted when I realised they're probably going to put a cap on how many of your characters 'survive' - maybe max 3, the rest will just be corpses if the game suspects you of exploiting it.

Also, sweet, in game events remain if you die after? Like the broken floor etc.? That's really cool...
 
Wiimote aiming is MUCH better, but this game is so much slower I don't think it will matter. The precision might not be needed, although that will never take away from the fact that it's inferior as far as aiming goes.

Its not so much the precision as much as it is about the camera control. I suck at dual analogues for the specific reason.

I hope they include the option to use both Wiimote + nunchuck and the Upad like Pikmin 3. That could potentially sell me on the game.
 
The Wii U running this bad boy in native 720p is a nice bonus too.

Will be so good... I know it's probably a tad too much to expect for launch, but I'm looking forward to a better understanding and optimisation of the hardware, so hopefully a little later on we can see similar looking games in 1080p

Which reminds me, anyone have any idea what frame rate this game is running at? Difficult to tell from Youtube vids, but perhaps not 60? 30 more likely, yes?

I wish we could get some more footage of different areas. We've seen the Nursery and Junkyard(beginning area) wayyyyyy enough now :P

Patience - September, I'm thinking, will be the time they show more features. Run up to launch, when journalists/reviewers get their hands on limited copies, too, we'll see more.
It's good to see how far the game has come though, as the same area gives an opportunity for comparison.
 
Its not so much the precision as much as it is about the camera control. I suck at dual analogues for the specific reason.

I hope they include the option to use both Wiimote + nunchuck and the Upad like Pikmin 3. That could potentially sell me on the game.

Use Wiimote+Nunchuck as gun/crossbow. Use Gamepad as your bag. You'd literally have to put down your "gun" and pick up your "bag" to use it :P
 
It's really eerie. I was just in London for the whole Jubilee thing, which adds another level of creepy onto this game! Also helps me ppreciate how much detail they've gone into.

Same here. I want that as my ringtone now.

No one knows who sang this version no?
Its so eerie and epic at the same time (the last part with the chorus makes me stand up with my hand in the heart and im not even english lol), and works so well with the trailer.
 
I'm liking what I see, good gun sounds, and from the previous footage I've seen, zombies seem to react well to where they get shot
 
From the Wii U community thread.



That sounds pretty damn awesome.

Edit: and yeah if anyone knows who sang that version of GSTQ could you come forward? :D

That's sick.

This is going to be the most immersive Zombie game yet, and hopefully paves the way for intuitive use of the Upad in future games.
 
Holy shit that sounds amazing. Having to actually reload your gun with zombies about and having to look up and down to make sure you are safe.
 
No one knows who sang this version no?
Its so eerie and epic at the same time (the last part with the chorus makes me stand up with my hand in the heart and im not even english lol), and works so well with the trailer.


Seems a lot of people want to know this! Can't find an answer anywhere though :(

Someone drop Ubi an email!
 
From the Wii U community thread:



That sounds pretty damn awesome.

Edit: and yeah if anyone knows who sang that version of GSTQ could you come forward? :D

I can't promise I'm right, just remember reading that somewhere. Been looking for it, but I can't find it again.
 
Looking good.

My biggest worry (apart from RED STEEL-like situation) is if we're stuck with only dual analog controls.
 
I can't promise I'm right, just remember reading that somewhere. Been looking for it, but I can't find it again.

I think I reloaded by just pressing a button. Don't know if it could also be done with the GamePad because the game lagged and crashed :p
 
I can't promise I'm right, just remember reading that somewhere. Been looking for it, but I can't find it again.

I think you read it here at gaf. It was a wish from a gaffer.


Think this game presents a perfect fit and a perfect time for a more involving reloding process in a games.

Was thinking in a multi step process that varies depending of what gun is equipped. Once the reload button is pressed, the sub screen presents the reloading inventory with a model of the gun and all ammo types. In the case of a 9mm semi auto it could be more or less like this:

1)Eject the magazine from the gun.
2) The user has to select the correct ammo type from all available in the inventory.
3)Tap the button of the gun to secure the magazine in place. The internal speakers emit a click.
4)Guns rotates in real time to a top view. Here the user pulls the slide back wards.

There are other things developers could apply to add some spice and a skill element to the process. For example, they can apply a timing mini game when pulling back the slide with a bar that runs in the inverse direction toward the "sweet spot". The idea here is that the user needs to time the pull to reach that spot at the same time.

Other interesting thing might be on the run reloads
. When initiating a reload while moving the screen elements shake until the user interacts with them. For example, imagine reloading a revolver. The user needs to tab every empty chamber of the barrel but since its walking, the barrel is shaking erratically.

There are multiple gameplay ramifications regarding item management with a mini game like this. The user could have the option to arrange ammo types in the inventory so he instinctively knows in what part of the space certain ammo types will appear.
 
I dont know...

- I still dont know if its open world or linear game

- Its open world? How big is this "world"?

- I know i can aim with the controler when in sniper mode. But is it possible to aim with the controler all the time? Cause... dual analogs sucks.

- Can i play it with the wiimote and nunchuk and just check the pad when i really have to?

- is there any online play?

- Local multiplayer: is it really only that crappy "put a zombie here" mode or there´s really co-op with one player on the tv and the other one on the WiiU tablet.?
 
720p versions of the screenshots so far

ZU_ComicCon_Nursery_Kitchen_Zombies_-NO-LOGO.jpg


ZU_ComicCon_Screenshot_-Nursery_Nurse_Date_NO-LOGO.jpg


ZU_ComicCon_Screenshot_SafeHouse_Rebirth_-NO-LOGO.jpg
 
- I know i can aim with the controler when in sniper mode. But is it possible to aim with the controler all the time? Cause... dual analogs sucks.

- Can i play it with the wiimote and nunchuk and just check the pad when i really have to?
I doubt you can use the Wii controller. The game seems to be built around the WiiU controller. But hopefully they nail down the dual analog aiming similar to Call of Duty or something, then it should be pretty much no problem to aim where you want (at least it will be for me).
 
I dont know...

- I still dont know if its open world or linear game

- Its open world? How big is this "world"?

- I know i can aim with the controler when in sniper mode. But is it possible to aim with the controler all the time? Cause... dual analogs sucks.

- Can i play it with the wiimote and nunchuk and just check the pad when i really have to?

- is there any online play?

- Local multiplayer: is it really only that crappy "put a zombie here" mode or there´s really co-op with one player on the tv and the other one on the WiiU tablet.?
I don't think there's online play. I watched the 15 min walkthrough and when asked about multi-player a couple times she mentioned how you can leave notes for other players later on in the game. Seems like if there was online play like TDM and other modes she would have said "yeah there's online competitive modes". Online MP prob would've just been tacked on and barebones anyway since it's a launch game and there's a rush to get it out.
 
What looks "very rough around the edges" in them?

First shot looks very impressive, the lighting is amazing. Second looks spectacular. Third one is decent.

This and you also have to keep in mind the game isnt finished yet. There have been huge improvements since the E3 version was first shown.
 
I think you read it here at gaf. It was a wish from a gaffer.

There are other things developers could apply to add some spice and a skill element to the process. For example, they can apply a timing mini game when pulling back the slide with a bar that runs in the inverse direction toward the "sweet spot". The idea here is that the user needs to time the pull to reach that spot at the same time.

Other interesting thing might be on the run reloads. When initiating a reload while moving the screen elements shake until the user interacts with them. For example, imagine reloading a revolver. The user needs to tab every empty chamber of the barrel but since its walking, the barrel is shaking erratically.

There are multiple gameplay ramifications regarding item management with a mini game like this. The user could have the option to arrange ammo types in the inventory so he instinctively knows in what part of the space certain ammo types will appear.


This is a great suggestion. If I knew how to forward such ideas to Ubisoft I would do it for this one.
 
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