Anyway, no more "this could be done on another platform if you just tweaked this and that" nor "they should really make this available everywhere" please. This is a franchise being aimed at the Wii U after being built originally as another game on the 360. Let people explore their options. This sounds like the coolest take on zombies/horror in a while (unfortunately, all I've seen of DayZ is admittedly not a lot, but that's on the PC).
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drunkenpandarenSlapping all the goblin hamIn the top laneRegistered Userregular
This game looks far more interesting then anything else at E3 this year to me. I'm not fully turned on by the Last of Us and it's slightly more clever AI sidekick and deeper melee mechanics then Uncharted. And there isn't enough info on Watch_Dogs for me to get too excited about it. But this, we knew there was a zombie game coming out, but not so much as these features. Gimmicky or not with the tablet I think I'd have more fun with this game then I would with most of the other games shown this year.
I'm probably going to be flamed for this, but the WiiU integration in this game is exactly what I feared this console would be: over-gimmickry masquerading as innovation. I think the use of the controller in different ways is interesting, but sometimes interesting doesn't make for the best gameplay experience. Obviously this is just an opinion off a 2minute trailer, but after the Wii, I'm not sure I willing to jump off the cliff of Nintendo again.
I'm probably going to be flamed for this, but the WiiU integration in this game is exactly what I feared this console would be: over-gimmickry masquerading as innovation. I think the use of the controller in different ways is interesting, but sometimes interesting doesn't make for the best gameplay experience. Obviously this is just an opinion off a 2minute trailer, but after the Wii, I'm not sure I willing to jump off the cliff of Nintendo again.
How is it gimicky?
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The use of the controller itself and what you are using it for (at least in this game) feels gimmicky; which I suppose just might be the point. I simply don't see how it "enhances" or elevates the gameplay experience beyond adding a level of novelty on top of the game.
The best thing I suppose I can say is that - so far- the way they have used the controller seems to take away the break in the flow of action on screen, by putting all of that on the controller.
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
edited June 2012
Just to clarify because I read some posts last page about it; Everything done on the Wii U tablet screen happens in real time. Everything.
I also agree that they are appealing to the gimmick of motion control and a second screen a lot in this game. And I'll be honest, I'm perfectly okay with that because it looks like it works great.
The use of the controller itself and what you are using it for (at least in this game) feels gimmicky; which I suppose just might be the point. I simply don't see how it "enhances" or elevates the gameplay experience beyond adding a level of novelty on top of the game.
The best thing I suppose I can say is that - so far- the way they have used the controller seems to take away the break in the flow of action on screen, by putting all of that on the controller.
Where in the trailer do you feel it took away from the game? The aforementioned keypad entry portion is absolutely perfect. When the tablet is an extension of the game play experience, when it makes sense in both form and function, is when the tablet is used properly.
Compare the real time menu stuff in Resident Evil 5 to the touchscreen stuff. RE5's menu would be much better on the touch screen, always directly accessible.
The use of the controller itself and what you are using it for (at least in this game) feels gimmicky; which I suppose just might be the point. I simply don't see how it "enhances" or elevates the gameplay experience beyond adding a level of novelty on top of the game.
The best thing I suppose I can say is that - so far- the way they have used the controller seems to take away the break in the flow of action on screen, by putting all of that on the controller.
Where in the trailer do you feel it took away from the game? The aforementioned keypad entry portion is absolutely perfect. When the tablet is an extension of the game play experience, when it makes sense in both form and function, is when the tablet is used properly.
That was a clumsy sentence. I meant the controller gets rid of the usual break you experience in these high tense type games, by jumping into a menu-screen to equip a new weapon, or search your inventory (though the inventory sequence still had your character immobilized, just no pause in the actual action which is good).
Let me say that the game looks fun - I'm just not convinced this is the "new way" we video game.
Let me say that the game looks fun - I'm just not convinced this is the "new way" we video game.
I completely agree. But then, I'm not looking for the new way, from any of the Big 3. A new way on occasion, yes. But not some messianic new interface that will revolutionize games forever -- like "the button".
I guess the best way for me to put it is, I love the WiiU and I love how some of the games are looking for it, but I also love the fact that MS and Sony can emphasize other aspects of gaming.
Yeah, Im sold too. Gonna slap down a preorder as soon as they announce the launch date on the WiiU. This game looks too cool to pass up, and the tablet stuff looks like a way more fun gimmick than "waggle".
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Asymmetrical mode supporting more than one player on the Pro controller, it seems like this is a 1v1 affair at the moment unfortunately.
Online multiplayer with multiple gamepads, doesn't have to be a story or anything - just a straight up survival affair, having to work together in order to get supplies etc and then wait until rescue.
The more I hear about it the more I want it. I'm a big Nintendo fan so I'm glad a game which sounds this good is coming to the Wii U. Best thing easily is the Dark Souls-inspired permadeath (or 'rouge-like', whatever its called).
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
Online multiplayer with multiple gamepads, doesn't have to be a story or anything - just a straight up survival affair, having to work together in order to get supplies etc and then wait until rescue.
I'd love this. Mainly because I'm a huge fan of Resident Evil Outbreak, and the servers got shut down a long time ago.
There are a few gripes from the developer's demo:
1) When you die, all of your survivors spawn at the same exact spot in the same way. I really hope that's just for the demo at e3 and not a major game design. The woman presenting the game seems to have good logic behind why they're doing everything in an effort to keep your immersed and scared in the game. The fact that all my survivors wake up in the same strange hotel bed somewhere surrounded by computer monitors each with a handgun and a cricket bat, is unrealistic and pulls me out of the game.
2) After you're killed, the things you have gunned down don't respawn or better yet, "get replaced". I'd really like it if the mission areas you go to were randomized, and the enemies were placed in random spots at every spawn. I'm okay that the things that were killed by the previous survivor stay down, that makes sense. But I shouldn't feel that I'm "safe" because I killed everything up to a certain point in the mission. I'm not even sure if that's how it goes in the game, but that's the impression that I got when she was explaining it. "Your survivors share a progress." or something like that.
3) I really dislike that super electrical zombie boss, or rather I fear what it could mean for other end mission enemies. I like that it makes the character lose that guided voice and the B.O.B. device, so it's just you and the boss. It leads to an unpredictable and scary atmosphere for the fight. I'm just uneasy about what else they have planned and the theme that goes with the enemies. She also mentioned having other super naturals in the game. Please please please, no Tanks, fat exploding zombies, or licker clones, etc...
Even so, I'm still sold on this and Pikmin 3. I'm almost definitely preordering a Wii U.
I think this is one of those things where it's a feature, not a bug. You're supposed to feel some hassle when looking at your inventory in this game.
Yes, but as a feature, there's no good reason to put the inventory on a separate device to make that happen. DayZ uses on-screen inventory management and you feel exposed as hell looking through that inventory even when you can look around you constantly.
I'm not arguing as to why they put all this stuff on the tablet, mind you, I'm arguing that virtually none of it needs to there in order for this to be a great game that is also on another system. It's all really only on the tablet anyway because Nintendo wanted something shoehorned on there to show that the tablet can actually do something, albeit something redundant, and that's fine.
The focus on the tablet is a very large gameplay design decision - that's been the entire point of Nintendo's hardware design. We get it - you don't like it. But by dumbing everything down to the levels you'd reduce titles that differ from the norm leads to the gameplay homogenization you claim Dead Rising brazenly cast aside.
Except that Dead Rising actually had something great and innovative and new, whereas this is just standard HUD elements... on a second screen. The stuff that is actually neat about this game has nothing to do with catering to Nintendo's latest controller idea.
I love the idea of the inventory being on a separate screen in a game like this. I think it'll really add to it. I saw one clip where the guy is looking through his inventory to reload, or pull out a gun whilst zombies pound on the door. Playing it I'd be like this:
Shit, zombies at door, reload quick!
-inventory comes up-
-Look down at pad, hear banging on the door, look up at screen, see door banging-
-quickly look down at pad again, trying to hurry, trying not to look back up-
-hear another bang, can't help it, look up from inventory quickly to see door burst open-
-looking down back at pad now, hit the right buttons, gun reloads, look back up to main screen to see zombie right in face-
-BANG BANG BANG-
That doesn't necessarily need to be on a separate screen, you could have the inventory transparent so you can still see what's going on, but I think the physical act of looking away, in this particular game, for this particular genre, is a fantastic idea that wouldn't be replicated particularly easily on another console at present.
As I said in the E3 thread, and Ben glosses over it in walkthrough:
The player has to actually spin around and look up and down through the controller’s screen to pick out objects of note or scan things for more information.
That really worked while I was on the showfloor (except for the fellow who got the controller tether wrapped around him), but at home on the couch? With not fly. Note most demo videos you see there are standing up, I'm guessing because Ubisoft is being intelligent with how they show off the game.
Otherwise, everything works rather well. It focuses on Wii U features, but pulls them off better than some other titles on the showfloor. The menu thing plays out like Dead Space's menu, but on a second screen.
Not sure why you'd make a 360/PS3 version though. The only thing that sets it part is the Wii U stuff. Without it, it's a single-player Left 4 Dead. Graphics were decent, but nothing to particularly write home about.
As I said in the E3 thread, and Ben glosses over it in walkthrough:
The player has to actually spin around and look up and down through the controller’s screen to pick out objects of note or scan things for more information.
That really worked while I was on the showfloor (except for the fellow who got the controller tether wrapped around him), but at home on the couch? With not fly. Note most demo videos you see there are standing up, I'm guessing because Ubisoft is being intelligent with how they show off the game.
You know, at home I'd just look around me to my immediate left and right and if I didn't find anything I'd stop and get a new position and try again (possibly the opposite direction). No need to stand.
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I'd love to see environments having equal billing as enemies (particularly in a zombie game) myself but I that might not be a "sellable" idea.
Edit: High five!
Anyway, no more "this could be done on another platform if you just tweaked this and that" nor "they should really make this available everywhere" please. This is a franchise being aimed at the Wii U after being built originally as another game on the 360. Let people explore their options. This sounds like the coolest take on zombies/horror in a while (unfortunately, all I've seen of DayZ is admittedly not a lot, but that's on the PC).
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How is it gimicky?
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The best thing I suppose I can say is that - so far- the way they have used the controller seems to take away the break in the flow of action on screen, by putting all of that on the controller.
I also agree that they are appealing to the gimmick of motion control and a second screen a lot in this game. And I'll be honest, I'm perfectly okay with that because it looks like it works great.
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Where in the trailer do you feel it took away from the game? The aforementioned keypad entry portion is absolutely perfect. When the tablet is an extension of the game play experience, when it makes sense in both form and function, is when the tablet is used properly.
http://uk.ign.com/videos/2012/06/06/zombiu-wii-u-developer-demo-e3-2012
That was a clumsy sentence. I meant the controller gets rid of the usual break you experience in these high tense type games, by jumping into a menu-screen to equip a new weapon, or search your inventory (though the inventory sequence still had your character immobilized, just no pause in the actual action which is good).
Let me say that the game looks fun - I'm just not convinced this is the "new way" we video game.
I completely agree. But then, I'm not looking for the new way, from any of the Big 3. A new way on occasion, yes. But not some messianic new interface that will revolutionize games forever -- like "the button".
I guess the best way for me to put it is, I love the WiiU and I love how some of the games are looking for it, but I also love the fact that MS and Sony can emphasize other aspects of gaming.
I am sold on this game. If I have the funds or want to wait outside for the Wii U, I will be getting one. Out at launch makes me happy.
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Asymmetrical mode supporting more than one player on the Pro controller, it seems like this is a 1v1 affair at the moment unfortunately.
Online multiplayer with multiple gamepads, doesn't have to be a story or anything - just a straight up survival affair, having to work together in order to get supplies etc and then wait until rescue.
I'd love this. Mainly because I'm a huge fan of Resident Evil Outbreak, and the servers got shut down a long time ago.
There are a few gripes from the developer's demo:
1) When you die, all of your survivors spawn at the same exact spot in the same way. I really hope that's just for the demo at e3 and not a major game design. The woman presenting the game seems to have good logic behind why they're doing everything in an effort to keep your immersed and scared in the game. The fact that all my survivors wake up in the same strange hotel bed somewhere surrounded by computer monitors each with a handgun and a cricket bat, is unrealistic and pulls me out of the game.
2) After you're killed, the things you have gunned down don't respawn or better yet, "get replaced". I'd really like it if the mission areas you go to were randomized, and the enemies were placed in random spots at every spawn. I'm okay that the things that were killed by the previous survivor stay down, that makes sense. But I shouldn't feel that I'm "safe" because I killed everything up to a certain point in the mission. I'm not even sure if that's how it goes in the game, but that's the impression that I got when she was explaining it. "Your survivors share a progress." or something like that.
3) I really dislike that super electrical zombie boss, or rather I fear what it could mean for other end mission enemies. I like that it makes the character lose that guided voice and the B.O.B. device, so it's just you and the boss. It leads to an unpredictable and scary atmosphere for the fight. I'm just uneasy about what else they have planned and the theme that goes with the enemies. She also mentioned having other super naturals in the game. Please please please, no Tanks, fat exploding zombies, or licker clones, etc...
Even so, I'm still sold on this and Pikmin 3. I'm almost definitely preordering a Wii U.
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I love the idea of the inventory being on a separate screen in a game like this. I think it'll really add to it. I saw one clip where the guy is looking through his inventory to reload, or pull out a gun whilst zombies pound on the door. Playing it I'd be like this:
Shit, zombies at door, reload quick!
-inventory comes up-
-Look down at pad, hear banging on the door, look up at screen, see door banging-
-quickly look down at pad again, trying to hurry, trying not to look back up-
-hear another bang, can't help it, look up from inventory quickly to see door burst open-
-looking down back at pad now, hit the right buttons, gun reloads, look back up to main screen to see zombie right in face-
-BANG BANG BANG-
That doesn't necessarily need to be on a separate screen, you could have the inventory transparent so you can still see what's going on, but I think the physical act of looking away, in this particular game, for this particular genre, is a fantastic idea that wouldn't be replicated particularly easily on another console at present.
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It seems like this game could deliver alot of "Fuck....FUCK!" moments (in a good way). I'm stoked. I'm stoked for this game and the WiiU.
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That really worked while I was on the showfloor (except for the fellow who got the controller tether wrapped around him), but at home on the couch? With not fly. Note most demo videos you see there are standing up, I'm guessing because Ubisoft is being intelligent with how they show off the game.
Otherwise, everything works rather well. It focuses on Wii U features, but pulls them off better than some other titles on the showfloor. The menu thing plays out like Dead Space's menu, but on a second screen.
Not sure why you'd make a 360/PS3 version though. The only thing that sets it part is the Wii U stuff. Without it, it's a single-player Left 4 Dead. Graphics were decent, but nothing to particularly write home about.
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You know, at home I'd just look around me to my immediate left and right and if I didn't find anything I'd stop and get a new position and try again (possibly the opposite direction). No need to stand.