I Frictional hanno deciso di fare SCP foundation:the game? :asd:
http://somasystems.org/?#2656
Spoiler:
P.s:è stato linkato anche dal twitter ufficiale della playstation-eu...Chissà...Per ora lascio anche qua :asd:
Visualizzazione Stampabile
I Frictional hanno deciso di fare SCP foundation:the game? :asd:
http://somasystems.org/?#2656
Spoiler:
P.s:è stato linkato anche dal twitter ufficiale della playstation-eu...Chissà...Per ora lascio anche qua :asd:
posto che non ho idea di cos asia SCP, l'ultima cosa che han fatto i frictional è stata rovinare Amnesia :uhm: mah :uhm:
eh ci sono andato ma non c'ho capito na fava :uhm:
Mi pareva che nella "statica" ci fosse scritto qualcosa....
http://somasystems.org/gfx/recovery/cf-05-darker.png
Grazie firebug :asd:
E' un insieme di storie che van dal creepy all'horror (passando per tutte le sfumature) raccolte nella "cornice" di una società segreta che recupera e isola dal mondo oggetti/persone/luoghi con poteri inspiegabili
Se ne leggi qualcuna e poi riguardi il pezzo sul sito dovrebbe esser ovvio perchè ci vedo una somiglianza
Ah,da twitter
Citazione:
Partial extraction recovered the following image...
https://pbs.twimg.com/media/BVusZ47CUAEYpy5.jpg:large
Citazione:
Partial sound snipped obtained, dictation follows: "like looking into a mirror [..] is this a joke"
http://www.somagame.com/index.html
Nuovo sito,con trailer di gameplay
http://www.youtube.com/watch?v=TWHVkMIP1b8
E a guardare l'homepage imboscati ma visibili ci son ancora sia la barra di progress di quello vecchio che,immagino,un suggerimento per il nome del prossimo video "live"
davvero, davvero, davvero interessante! :pippotto:
Ho avuto un procedimento mentale contorto guardando il filmato comunque :asd:
-quando dice "ma era ancora vivo" e poi si gira verso il letto su cui era:guarda che è identico,vuol dire che sei nella stessa situazione
-fine video con l'apertura della "scatola"
-10 minuti dopo:'spetta un secondo,la scatola è uguale a quella che c'era all'inizio,quindi vuol dire che anche in quella...
:asd:
in che senso contorto :uhm:
se non sbaglio nel video dice proprio qualcosa tipo:
"is this me?...am i like (tiziomorto)?"
comunque ancora non ho capito il finale del primo ; nel monitor vede se stessa cadere e rialzarsi...e sti cazzi???
la tizia dentro al monitor dice qualcosa? altrimenti non capisco il perchè dell'attacco isterico :chebotta:
Fra questo, Cyberpunk e Satellite Reign (e altri in arrivo di cui non ricordo i nomi) mi sa che i prossimi 5 anni saranno Cybercentrici, il che mi fa molto piacere :sisi:
Hype. Appena visto il trailer.
Nuovo video
http://youtu.be/oC9x6Ri8jQk
Un' intervista interessante a Thomas Grip Creative Director di Frictional Games:
Citazione:
l’ambientazione principale della campagna sarà il centro di ricerca Pathos-2, dove stanno avvenendo fenomeni davvero molto strani, in primis quello dei macchinari che sembrano stiano acquisendo tratti umani. Il gioco vedrà il giocatore muoversi all’interno di inquietanti scenari e girerà attorno all’esplorazione della natura della coscienza umana.
Citazione:
Ci saranno numerevoli somiglianze con Amnesia, di conseguenza i giocatori che hanno giocato i nostri titoli passati si ritroveranno a casa. Ovviamente molte cose sono cambiate, ma il fulcro del gioco è rimasto invariato.
Citazione:
Ci saranno differenze tra la versione PC e quella PS4 ?
No le due versioni saranno molto simili.
Intervista completa: http://pc-gaming.it/soma-intervista-...ctional-games/
con texture a risoluzione appena più bassa e un po' più di aliasing passerebbe tranquillamente per un gioco x PS2 :bua:
http://i62.tinypic.com/2z6i3ae.jpg
Citazione:
Frictional Games @frictionalgames
Sorry all for the silence! We're closing in on Beta and everyone's working hard to get there. Once that's done, we'll reveal more!
In the meantime, here's a new screenshot for you to feast your eyes on:
http://i61.tinypic.com/2vxrjg3.jpg
Apparentemente dovrebbero andar in beta entro la prossima settimana,a quanto han detto
News
Citazione:
After much blood, sweat and tears we can now inform you all that SOMA is finally in the Beta stage! This is a huge thing for us and easily the biggest milestone prior to the actual release of the game.
So what does it mean? Well it means that we now have a build of SOMA that contains all of our desired features. There are still a few bits of art, a few sounds etc. missing, but the game is pretty much complete content-wise. We've sent this build out to around 40 people to test and once we start getting feedback in we'll discuss how best to spend our remaining development time. At this time in development there isn't much room to make big changes. If it turns out that something doesn't work at all, we need to figure out a not-too-drastic tweak that can make it work, or consider cutting it entirely.
Important to note is that we've already had two big tests prior to this, one vertical slice and one Alpha, so we're pretty confident on the major decisions of the game. We've already tried many different ways of doing things, and honed in on the stuff that works. So while the time for major overhauls is now over, we'll not end up in a situation where half the game turns out to be broken. I'm quite confident that we've created a very special experience, but before the verdict comes in, it's still scary to not know for certain. Especially now when we are at the point of no return.
Once we've decided on how to best spend our time, our days will be all about polish and improvement (and possibly some cutting here and there). In its current state, all of the game's big problems have been solved, so what's left is to make sure that what's there is as good as it possibly can be. Adding effects, improving the art, ensuring stability, making it more intuitive and so on. That's what just about all of our remaining work is about. That and fixing all those annoying bugs that are sure to crop up.
An interesting side-note on this Beta thing is how the number of bugs always sky rockets near an important deadline. Long-existing issues that have not been a problem for months (or years!) seem to pop up an hour or so before it's time to send out the build. Here at Frictional we call this "entering the event horizon". Just like approaching the singularity of a black hole, outside time goes increasingly faster, things frantically break and the known laws of physics cease to work. For instance, over the last week we've had two hard drive failures, geometry disappearing for no reason, SVN breaking, editors not loading updated files and several much-tested features starting to crash. It's exactly the same every time and yet you're always just as surprised when it happens.
Now that Beta is done, our next deadline is Release. Before we can announce that we have to wait for the Beta feedback to come in and then make plans for our remaining time. The time when SOMA is finally out is really close now, though, and we'll let you all know a date in the near future!
And now for a new piece of concept art and a screenshot:
http://1.bp.blogspot.com/-EyqGiHOSvv.../main_menu.jpg
http://4.bp.blogspot.com/--2lKgRN8B3...obervation.jpg
http://3.bp.blogspot.com/-Yd0FzwxaBN...s1600/tool.jpg
Io butto li un fall 2015
Ricorda system shock :pippotto:
Ma perche gli attori :bua:
forse perchè stanno girando pure il film? :uhm:
http://www.imdb.com/title/tt3297758/
PS
in realtà l'ho scoperto oggi per caso :asd:
dopo aver visto il filmato mi son detto : "sta tizia non mi è faccia nuova" ed infatti è nel cast della serie The gamers.
comunque , alla fine è saltato fuori soma:depth ...qualcuno ne sa qualcosa in più?
Spettacolo; spero non sia troppo alto come requisiti.
Mi ripeto come nell'altro topic: mi pare il gameplay nullo di A Machine for pigs unito questa volta ad un anonima ambientazione spaziale invece che alla più originale ambientazione lovecraftiana..
A machine for pigs aveva una grande ambientazione secondo me; è stato rovinato da un gameplay senza enigmi e dei mostri ridicoli. E comunque non era stato fatto dagli autori originali di Amnesia. Da questo Soma secondo me ci si può aspettare almeno un nuovo Amnesia con ambientazione differente.
hanno tiratu su un ARG per il lancio del trailer , ma ormai dovrebbe essere finito
http://somagame.com/YuXIm5/pathos2_cnsl/
qui le soluzioni
http://pastebin.com/X0GivsGP
http://www.twitch.tv/twitch/v/6332146
Nuovo pezzo in-game
22 Settembre out
Preorder su Steam
http://store.steampowered.com/app/282140
sono indeciso, non vorrei fargli fare la fine dei due Amnesia, il primo mai finito, il secondo nemmeno cominciato :bua:
Se prima avevo dubbi sul comprarlo o meno ora ne ho ancor di più, già mi cago sotto solo a vedere i trailer :asd:
Condivido :asd:
Solo che io i dubbi non li ho mai avuti,non lo comprerò mai :bua: Ho ancor Amnesia mai installato da quando me lo son ritrovato in un bundle :asd3:
Citazione:
Now I'm going to answer three common questions that we've seen all over the internet:
1) Is SOMA scarier than Amnesia: The Dark Descent?
We think that SOMA is just as scary, if not even more so, but in a different fashion.
In Amnesia: The Dark Descent, there's constant oppression that starts from the get go, peaks somewhere half-way through, and then continues until the end. What you get is a game that's very nerve-wracking, but which also becomes numbing after while. It's pretty common for players to feel the game loses much of its impact halfway through. SOMA is laid out a bit differently. At first it relies more on a mysterious and creepy tone, slowly ramps up the scariness, and peaks pretty late in the game.
Another aspect is that SOMA's horror relies a lot on the player starting to understand the underlying subjects we're exploring. These elements will be present from the very start, and then as the game progresses you'll encounter them in increasingly disturbing situations; things which seem trivial at the start of the game will become much more deeply entangled with your own story later in the game.
It's also important to point out that SOMA relies on very different scare tactics. In Amnesia the focus was on having a "haunted house"-style ride where creepy supernatural things could pop up any point. Most of the scares were all about inducing primal "afraid of the dark"-like responses. SOMA, on the other hand, derives much of its horror from the subject matter. The real terror will not just come from hard-wired gut reactions, but from thinking about your situation and the events that unfold from it.
2) Will SOMA have proper puzzles?
Short answer: Yes. It will have puzzles similar to those in Amnesia: The Dark Descent.
Long answer: While SOMA does have a bunch of puzzles, they are designed a bit differently.
First, the puzzles in SOMA have been designed to flow along with the narrative. Our goal is for you to never feel like puzzles have been added merely to provide some extra padding. We want them to feel as an integral part of the experience. For example, in one area we have a door that needs to be opened. But there is also a communications device that runs off the same power source as the door, so the puzzle-goal becomes entangled with a narrative one. On top of that, you also need to take part in a creepy activity in order to get the power running. This means that solving the puzzle is far from a purely mechanical exercise, but includes a strong sense of narrative too. Just about all of the puzzles are structured along similar lines.
Second, many puzzles are spiced up with some kind of hard decision, making them a lot less straightforward to solve. For instance, in one scene you need to decide whether you want to inflict terrible pain on a robot, or take your chances with the warning signs that the former residents of Pathos have left for you. Which one to choose?
Third, the complexity of the puzzles will rise as the game progresses. The reason for this is to give the player some time to understand the world and their place in it. And then when that's established we start to demand a bit more from the players, and crank the difficulty up a bit. This doesn't mean that the game becomes all about puzzle-solving, though, it just means that we include more elements that you need to keep track of, we make the world more open, and we hold your hand less. Puzzles will be an integral part of the game's narrative from start to finish.
3) How is the story told?
The storytelling in SOMA has both an active and a passive part. The active part is the narrative that unfolds that as you play the game. These are the things that happen to you as a player and what the gameplay is built around. On top of that is the passive part, that tells you about past events. It's told through notes, pictures, terminals, audio and the environment itself.
An important thing to note is that the passive part is almost completely optional. It'll obviously give you a much greater understanding of the game's world and lore but it's not our major means of getting the story across. This is very different from Amnesia: The Dark Descent where reading the diary entries scattered across the game was crucial for understanding what was going on. This means that you are free to choose how much you want to invest into uncovering all of the backstory. For instance, you could choose to only check the fragmentary audio buffers of intercoms, and just skim any notes. Or you could decide to find everything in one area, but skip most in another. The game has been designed to support a variety of play styles and still give a complete experience, but we hope you'll find that by immersing yourself in the world of SOMA your story experience will be considerably enhanced.
There is also a big emphasis on making everything coherent. You won't find any haphazardly strewn notes, documents or props in SOMA; everything is there for a reason. This to the point where you can get story information from merely pondering the placement of a book or a picture on a desk.
SOMA is easily the most story-heavy game we have made so far. But unlike our other titles, a major part of that story comes from simply playing the game.
^^molto interessanti i commenti sopra. Dal mio punto di vista, la sfida più grande era di evitare di fare l'ennesimo gioco a nascondino. Sembra che le premesse ci siano, poi bisogna vedere quanto siano state mantenute.