Glorious PC gaming master race vs. dirty console gaming peasants

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 JLucasRJ
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    É a mesma data que tava na página do jogo na PSN. Com certeza é isso mesmo.

     No Life
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    Produtor usou o cavalo do TLOU como exemplo pra falar sobre o barco. Não é nem de perto uma das principais mecânicas do jogo, mas vai servir pra levar o jogador de um ponto a outro (já que eles falaram que ia dar um trabalho do cacete fazer a IA do moleque acompanhar você a nado de uma maneira que seguisse a excelência do resto do jogo)

    Everything You Need To Know About Boats In God Of War
    Many things are changing in the new God of War. Sony’s Santa Monica Studio is reimagining combat, moving to Norse mythology, and taking the narrative in a different direction. Those are the large-scale changes, but the game also explores new territory for Kratos in smaller ways, like having him traverse some of the Scandinavian wilderness by boat. Though this isn’t a revolutionary feature by video game standards, why boats are prominent in God of War – and how they enhance its storytelling – might surprise you.

    Kratos and Atreus use boats for the same reason the rest of us do: They can’t swim where they want to go. Despite his limited experience exploring underwater in previous games, swimming is not part of Kratos’ repertoire in this God of War. Creative director, Cory Barlog, explains why: “As we started looking at, first, the crazy amount of investment for full 3D swimming to be awesome, and, second, to have a character follow you in in full 3D swimming, the programmers kept giving me that look.”

    Ultimately, the team decided that its resources would be better spent in other areas, leaving swimming as a challenge to tackle in potential follow-up titles. However, Kratos and Atreus still needed a way to cross water. “I started investigating this idea of a big Viking longboat, and then realized you could really continue the narrative throughout,” Barlog says. “You can slow traversal down and you can change the pacing and interaction style and point of view. All while having these moments that you probably couldn’t get in any other situations.”

    The concept of two people in close proximity on a small boat has some built-in dramatic weight. Surrounded by water, they cannot escape interaction. And if they try – if they don’t say anything to each other – their silence can speak volumes. By allowing players to witness moments like these as part of the journey, the team hopes to provide a different perspective on the relationship between Kratos and Atreus.

    “It turned out really well, but to be quite frank, it was not popular for a long time on the team,” Barlog says. “That was the running joke; if ever there was a discussion of scope or anything related to taking on too much, it was always, ‘Well, we could cut the boat!’ I think most those people wanted the swimming – as I wanted the swimming – but I think I just accepted earlier than they did. But it’s a bigger win to do this. It really took a core group of people digging in and finding that core feel that really made it, ‘Oh, okay, I get it.’”

    While a boat can be a useful narrative tool, we haven’t seen an extended look at its implementation. We didn’t get a chance to steer any watercraft ourselves during our hands-on time with God of War, but players will have plenty of opportunities to do so in the final game. When we asked what percentage of the game players spend on a boat for our rapid-fire interview, Barlog’s full response was: “I’m speculating here, but I’m going to say 25 to 30 percent of the game’s surface area, perhaps, is covered by boat. Wow, that’s a good one. I don’t know. We’re gonna go 25 percent.” While that seems like more of an approximation of size than time, it’s still clear that players should expect boats to be used for more than just cinematic transition scenes.

    So, if want to sail the seas, how do you get started? First of all, you won’t have to scan the coastline for long when you want one. They’re just always around when you might need them. As a result, Kratos and Atreus use a lot of different boats; you don’t have one special vessel, and you don’t earn any upgrades or improvements as your progress. It’s a more practical approach in which Kratos and Atreus just use what’s readily available.

    Though traveling by boat is part of the journey, God of War does not wrap a bunch of extra mechanics around the process. “It’s not a sailing simulator,” Barlog says. “It’s not the focal point of the game. It is definitely one of those situations of traversal, the way you get a horse in The Last of Us. It’s just there – it’s not like you’re going around breeding horses or anything like that.”

    Because it is so foreign to the traditional God of War experience, fans are understandably curious to see how this new form of transportation fits into the franchise. But remember that it is just one of many changes reshaping God of War; we just have to wait and see how all of the elements work together to create a new identity for God of War.

     No Life
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    Jogo já tava jogável do começo ao fim lá por outubro de 2016 :lolsuper:
    Estão até agora polindo tudo.
    E tem gente falando que eles já começaram a enviar os kits de review pra imprensa:

     vilela_09
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    odeio esse diretor do jogo, pior tipo de boiola

     No Life
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    Three Reasons Kratos' Son Won't Be Annoying In God Of War
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    Revenge is a lonely pursuit, and Kratos’ exploits in the God of War series usually had him finding and killing deities by himself. That’s changing with his new adventure; Kratos’ son, Atreus, is by his side for this journey. The father/son relationship provides an interesting narrative angle, but raises flags for some fans on the gameplay front. That’s understandable, since years of bad escort quests have left people wary of companions in games.

    The team at Santa Monica Studio is aware of those concerns, and this is how the team is working to ensure that Atreus enriches God of War’s gameplay (and doesn’t annoy you).
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    You don’t babysit Atreus

    First and foremost, God of War is not about monitoring Atreus’ health and making sure he stays out of trouble. He navigates by himself and uses a ranged weapon, which means he isn’t likely to charge into dangerous combat situations. Though Atreus is a constant presence, he isn’t a distraction.

    “From the beginning, I wanted to make sure we weren’t making an escort-mission game – one where you’re constantly feeling like the A.I. messed you up,” says creative director Cory Barlog.

    “You have all the standard stuff you have to deal with – getting in the way, not stealing too much limelight from the hero, making sure they’re not doing things you don’t want them to do,” says lead gameplay engineer Jeet Shroff. “Any kind of typical A.I. development deals with that. There are secondary parts of that: feeling like you constantly have to take care of them, being able to escort them, and all that kind of stuff. We knew we had to deal with that right out of the gate. So focusing a lot on making sure Atreus had a significant supporting role was a big part of establishing that pillar, not so much as a secondary or tertiary thing, but as a key component throughout the entire development.”
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    Kratos comes first

    You control Kratos in God of War, and even though Atreus in a major part of the experience, he doesn’t usurp his father as the key character. Kratos may have a suite of new abilities and powers, but those did not come from a need to accommodate a companion character. In fact, the team designed and iterated on Atreus’ abilities in response to Kratos’ changing repertoire.

    “Atreus has grown and evolved so much throughout the development of this project,” Shroff says. “It’s primarily because, to be honest, a lot of what we thought would work never ended up working. What we thought was how a companion character – in this type of environment, with this type of hero – could work made a lot of sense on paper. In development, as the hero evolved and the systems around Kratos started to get fleshed out, Atreus was always being adapted to adjust for that.”
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    You guide Atreus’ actions

    When we play games, we like to be responsible for our own success and failures. One frustration with companion characters is that their behavior is often beyond our control, and they do things we don’t want. In God of War, Atreus does some things automatically, but his most meaningful contributions happen at your discretion.

    “Kratos is a god, and clearly doesn’t need help from a child,” Shroff says. “How do we find ways to make Atreus meaningful through autonomous behavior, versus putting things that the player wants to do on a ‘son button’ command?

    “Things like keeping combos continuing is something that we felt made a lot of sense autonomously; as you’re playing, all he’s doing is enhancing what you are already doing. But something like stunning an enemy or bringing them down is something that we realized, over time, didn’t make sense to do autonomously. Because that may not be what the player wants, so putting that on to a command button made a lot of sense.”

     Lakitus
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     Gentleman
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    PUTA QUE PARIU JÁ VOU SEPARAR A GRANA

     No Life
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    No YouTube:
    Dublado:

     No Life
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    Ibagens em 4k.
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    Com a compressão do Twitter:
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     vilela_09
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    olha isso, vai tomar no cu essa porra, épico

     ai caramba
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    Imagem

     zero_0592
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    nenhuma surpresa, downgrade é o que mais tem nessa geração
    ubisofre não está só

     No Life
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    Não é do mesmo cara que fez uma comparação falando que versão final do Horizon tinha um downgrade enorme comparado com os trailers? :lol:

     songohan2
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    Acho uma chatice essa porra de papo de downgrade, a não ser que seja algo muito mentiroso, uma diferença enorme. (como já aconteceu com a Ubisoft, acho)


    O jogo continua bem bonito. Tem diferenças? Sim, mas nada tão absurdo.

    A única coisa que achei que deu uma diferença mais notável (no sentido de ficar feinho mesmo) foi o rosto do guri.

    De resto, pura frescura.
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