Bayonetta does this, I think.
These too, maybe.
Interestingly I'm sad to hear that. :|
Bayonetta does this, I think.
These too, maybe.
Just watched the Mod Nation trailer
[gt]50546[/gt].
The tech is extremely accessible, but I can't help feeling it's wasted on a kart racer. Bring back a good God game, with camera support to wave your hand and modify the terrain! I do hope this engine gets suitably ported.
Genre is far from saturated. A small list of possible improvements:
Bigger scope, better weapons/spells (Duh!)
I think God of War has always had this as well.Smooth transition between regular camera and QTE camera
I don't know how I feel about this. While interesting, it could prove to be a bit distracting with so many elements on screen. I think a better solution would be to offer multiple "endings" for QTEs, all of which do the same damage, but offer different stylistic choices.Multiple "correct choice" QTE trees that lead to different animations and degrees of damage. (say less visible buttons always lead to longer, heavier attacks but naturally more difficult to pull)
Hell, reimagining QTEs so that they are more integrated into combat (spatial freedom?).
Doesn't God of War have this as well? the ability to perform combat moves while climbing walls, while hanging, and climbing on ropes?Combat while platforming beyond jumping.
Similar to God of War 2's opening boss fight?Platforming in combat (like climbing up a _nonstationary_ enemy while fighting)
Hmm...I like the idea, but I think it would be going against everything God of War has stood for. It's not a game about depth and difficulty, it's about fun and enjoyment. It is a title that needs to offer some depth, while remaining extremely accessible.Improved parry and counters (say two parry buttons, one for left side attacks another for right side attacks, both for projectiles)
Better platforming (control) aiding (something between Uncharted and Infamous).
Raised how? Which game in the action genre raised the bar? I've played the DMC4 demo, HS, NGS, NG2 demo, Conan, Too human, Wolverine - where has that bar been raised? BTW have you played GoW3 or just watched 20 secs of video?
Very few games have raised any bar this gen, it's either an illusion you hold or you are just moving the goal post (mixed metaphors FTW!) for particular games.
Maybe not wasted on a kart racer at all - Kart racers are strangely popular with casual crowds, and this track creation seems incredibly 'casual'. Hopefully you can also drive them with sixaxis.
Populous using motion control sounds like fun ... Also how about a Heavenly Sword remake with the motion controllers for bow and arrow, swordplay and throwing stuff etc.
Until someone actually gets to experience GOW3 enough to write a detail preview, assuming what GOW3 will or won't do is a little premature.
Brad Grenz said:Modnation Racer was definitely one of the coolest surprises of E3.
you cannot flip in any GT game so far, only spinning. You could get some air, but never flip.
I find it an interesting "feature" for physics reasons, the fact that cars in sim racers doesn't flip creates flawed physics models.
Its also cool to look at
Oh I almost forgot, isn't it a bit ridiculous how MS went to town to get Tony Hawk to announce his game that features a new way of controlling that game and MS ends the conference with a video showing that you do not need that controller to play a skate boarding game?
Tony Hawk has said it's accurate enough for TH:Ride.
http://multiplayerblog.mtv.com/2009/06/02/tony-hawk-not-worried-about-project-natal/
Tony Hawk has said it's accurate enough for TH:Ride.
http://multiplayerblog.mtv.com/2009/06/02/tony-hawk-not-worried-about-project-natal/
“We actually tried to get [Tony Hawk Ride] running with a camera, but it wasn’t accurate enough. Plus you can’t really do ollies, grabs and flips when you’re just standing on nothing.”
3d Flipping has been around since Virtua Racing to Daytona USA to Sega Super GT aka S.C.U.D. Racer and the San Francisco Rush series, of course only Daytona USA and Rush used it aggressively in its A.I. system but those were "Arcade" racers not Sims if we can look back at what we could nit pick about flipping back then it would become a huge list of things to nit pick if implemented into a Sim racer because those of us who know what happens to a car in a real flip and that just means that the learning curve is going to become even much more steeper, almost like real life racing so your skills are going to become much more demanding of developing for something that you cannot just walk away from but you can in a videogame.
Just watched the Mod Nation trailer
The tech is extremely accessible, but I can't help feeling it's wasted on a kart racer. Bring back a good God game, with camera support to wave your hand and modify the terrain! I do hope this engine gets suitably ported.
One of the cooler things to come out of E3. Realy surprised others have not invested in this sooner!
joker454 said:It was funny to see that product. I worked on a similar product for Sony about 8 years ago, same kind of thing where you terraform, lay down track, add objects, then race. At the time it all ran in a web browser using a 3d engine browser plugin. It got shelved way back then, so it was interesting to see a similar idea up and running on PS3.
I remember it as well. I remember it being pitched to SOE circa 2004. In fact, a former coworker of mine that I ran into @e3 had just been playing around with an old PC binary of it a few weeks back.
You know they've got powerups/pickups, right? The track editor demo doesn't show the racing gameplay to any extent, so the quality of the gameplay is unknown at this point, but it looks kart-racer-by-the-numbers. My principle concern was that the graphics lacked character, and the whole experience was generic (a sentiment shared in previews). If the game had a lot more character it would be more inviting.As a potential customer (but not really a racer fan), I feel that the editor should allow me to add more randomness or even enemies to the game. Mario Kart has a "weapon" system, power-ups and simple enemies to enrich the experience.