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[PS5] Returnal


gojc

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Samo cena te igre je res en cash grab: 80 eur plus 10 eur če vzameš digital deluxe, ki pa seveda ti da brezvezne skine poleg tega pa neke gameplay iteme, ki jih odkleneš prej kot bi jih sicer, torej model pay2win.

90 EUR ><

 

Težava je v temu, da bodo to standard cene za ps5 in ne bo dolga, pa bomo imeli 99,99 EUR ceno za nov špil.

uredilo bitje bitsurugi
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Sem gledal kratek gameplay enega influencerja, pa se mi zdi da folk podcenjuje tezavnost te igre, je nekako tako, kot ce ne bi mogel level uppat v Soulih, plus Housemark je znan, da njihove igre niso med najlazjimi. Tako da bi odsvetoval tistim, ki jim Souli delajo tezave.

 

Drugace pa mene ful mika art design, sci fi/Prometheus vibe, res lepo zgleda.

 

Ne bom pa preorderal, ker me skrbi dolzina, pa imam obcutek, da bo folk, ki bo obupal nad tezavnostjo, tole kmalu odprodajal po nizki ceni :)

 

 

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@bigboss82Po moje ta razlika je odvisna od tega koliko si dober/slab.

 

Če še koga zanima, tukaj so prvi vtisi PowerPyxa, tako glede dolžnine za platino (zelo dolga za platino) kot glede težavnosti. Zlasti glede slednjega je zanimivo njegovo mnenje, ki potrjuje moj občutek, saj celo primerja z Maine Lieben težavnost v Wolf2 (močno dvomim, da je TAKO težka igra kot tisto, ampak ok):

 

http://www.powerpyx.com/returnal-trophy-list/#comment-36579

 

 

uredilo bitje bitsurugi
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fric reče pred 9 urami:

A to pomeni ker je roguelike eno in isto?

Roguelite je. Kar pomen da določene stvari odkleneš za zmeraj in kolikor vem lahk šefe skipaš ko jih enkrat premagaš. Pa tud dobivaš neke skile/iteme ki ti omogočajo prej nedostopna področja.

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V Housmarqueejevi Nex Machini, faking bullet hell shootemupu, si lahko absorbal max 1 hit. Pač prvi hit ti je uničil ščit, drugi te je ubil. Ob smrti si izgubil vse powerupe; sicer si enega lahko pobral nazaj (pa še to ni bilo za granted, ker si lahko crknil ko drek med pobiranjem) in to je bilo to. V praksi je to izgledalo tako, da si se nekako privlekel do bossa, se tam takoj stegnil ko glista in izgubil vse powerupe, potem si pa delal bossa z najbolj vanilla orožjem in vmes crkaval do te mere, da ni bilo več zabavno. S tem da je špil IMEL continute in več lajfov - Returnal jih nima.

 

Sem že 1 mesec nazaj napisal, da se folk premalo zaveda, v kaj se spušča s Housemarqee špilom :D 

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Navedek
When we started our pre-production of the game almost exactly four years ago in March 2017, we never would have imagined how big a production we eventually would be making. Looking back, it’s almost incomprehensive to think that we were working on four (!) different projects and we only had 50 people in-house at the time! We were finalizing two different projects, Nex Machina and Matterfall, prototyping and experimenting with a multiplayer project we later named Stormdivers and were starting a small pre-production of a totally new game.
Although we managed to release one of the best reviewed new game of 2017 according to metacritic, we were certainly left disappointed with the sales leading me to declare #arcadeisdead and ending our long standing commitment to the arcade genre. Giving up on the genre didn’t mean that we’d be giving up on our deep commitment to fast-twitch action gameplay. Instead, we wanted to take on the challenge to figure out how we could translate our arcade 2D gameplay expertise into a 3rd person action game. On the other hand, it was still very uncertain, if we’d be able to move past the prototype phase and convince Sony to keep on funding a new, unproved concept. The concept was ridiculously ambitious and looking back we as a company really weren’t totally appreciating the challenge ahead of us and how hard it could be to tackle it.
In the age when game publishers are taking less and less creative risks, we are truly thankful to our publishing partner Sony, who has given us an opportunity to work on something very risky and has given fantastic support during the whole project. We are forever grateful for having this opportunity.
Finally, huge thanks to our team, which has overcome many challenges during the development of the game and many key team members have pushed themselves beyond any expectations to bring a unique game to the markets for our fans to enjoy. Getting a game out does not happen every day and it’s always a big moment and worth celebrating. Game development is really like magic as things are created out of thin air, starting from a small idea and eventually those ideas start to cluster together to form a game concept. Very few concepts come to fruition. In our case, the first pitch deck of the game was put together in August 2015 and now many years later we are witnessing the release of the most ambitious and daring game of our history. This is truly miraculous!

 

Jason Schreier pa v jok in na drevo. :)  

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Jup, Housemarque je imel med razvojem vso Sonyjevo podporo, tudi v obliki pomoči iz ostalih internih studiev. V prihodnosti vidim še bolj poglobljeno sodelovanje, sploh če bo Returnal dobro prodajan.

Ni pa Housemarque edini finski razvijalec, s katerim se petlja Sony, tudi z Remedyjem so v zelo dobrih odnosih.

uredilo bitje DrMiha
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Navedek

I won't mince words. If you're expecting to play through Returnal just for the story or expecting it to be like any other AAA PlayStation exclusive before it, then you should probably skip it altogether. Returnal is for those who are ready to grit their teeth for some truly unforgiving and punishing combat. Consider that a genuine warning.

 

Roko na srce mi tile reviewji, razen od Fextralifa ne pomenijo dosti. Ker folk ni zmožen niti Soulse ali Bloodborne nardit, dvomim, da so propper igrali tole in čakam na odziv Souls navdušencev iz našega foruma ali kakega opisovalca, ki vem, da je prežvečil Soulse po dolgem in počez.

 

 

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Gatsu reče pred 10 minutami:

 

Model je itak še vedno na polno užaljen da mu Sony ni poslal PS5 in tega niti ne skriva in še vedno z veseljem širit fakenews če ima le šanso.

jup, če bi bil pa tole špil za XSX in na GPju bi bilo pa 5/5 MUST GET. Tip je dobesedno pristransko govno da večjega ni.

uredilo bitje DrMiha
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bitsurugi reče pred 35 minutami:

Roko na srce mi tile reviewji, razen od Fextralifa ne pomenijo dosti. Ker folk ni zmožen niti Soulse ali Bloodborne nardit, dvomim, da so propper igrali tole in čakam na odziv Souls navdušencev iz našega foruma ali kakega opisovalca, ki vem, da je prežvečil Soulse po dolgem in počez.

Brad Ellis je huge SoulsBorne in Miyazaki fan. :D

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