hussien-11
Senior Content Specialist
الآرت إبداااااع، هذا ليش كنت أعشق هواية ألعاب الفيديو!
هذي السنة بتشهد إصدار إيفل ويذن و بايونيتا2 معاً... يا سلااااااام :scream:
هذي السنة بتشهد إصدار إيفل ويذن و بايونيتا2 معاً... يا سلااااااام :scream:
ماراح اكذب عليكم .. انا جدا جدا جدا جدا اتمنى ان اللعبه تكون شغل جبار ودايما أثق في شينجي ميكامي , لكن للاسف المعطيات الي موجوده حاليا من الفيديوات ابدا ما تبشر بالشي الي كنت متوقعه وجدا خاب املي.
لازلت راح اشتريها في أول يوم طبعا وراح اكون متحمس العبها .. لكن اتمنى من كل قلبي تكون تجربه غير قابله للنسيان نفس تحف ميكامي.
تانجو ينتقل لمقر أكبر و أوسع
ايه نعم + Info Bookletهذي النسخة الخاصة صح
ياشيخ اراهن بعضويتي اذا كان فيه ديموانا اريد ينزل الديمو بأسرع فرصه , متشوق لتجربتها @@
انا احب العاب الرعب واكيد انتظرها لاكن أحس أخذت أكبر من حجمها هالعبة(بالإعلام) ..
ياشيخ اراهن بعضويتي اذا كان فيه ديمو
Jennifer Carpenter المعروفة بمسلسل Dexter و أفلام Quarantine و The Exorcism of Emily Rose تؤدي دور المحققة julie kid
o]
أبغاها تصارخ وبس، أظن هذه تكفي كدور مؤثر في اللعبة @@معقوله ؟ @@
اتمنى اذا تكون الشخصيه لها دور اكبر من المتوقع
نفس الشي هذا الي خطر في بالي xDأبغاها تصارخ وبس، أظن هذه تكفي كدور مؤثر في اللعبة @@
^
ميكامي في العادة مايشتغل على سيكول وخاصة جزء ثاني ملحق.. لكن ممكن تكون ضغوط من الادارة العليا لبيثيسدا مثل ما فعلوا قبلا حين جعلوه يتخلى عن فكرة التقاعد والعمل على ادارة استوديو تانجو و عدل عن قراره هذا وبالتالي سيقوم بالعمل كمخرج للمشاريع المقبلة..
السؤال الأصح هو.. هل بيثيسدا ترضى ان تضحي باسم ذا ايفل ويذن (في حال نجاحها تجاريا وفنيا) وتخلي مخرج مبتدأ من تانجو يعمل على سيكول؟ ما أعتقد..
أنا عندي شعور قوي أنه ستكون سابقة في تاريخ ميكامي و سيشتغل على ذا ايفل ويذن 2 بنفسه كمخرج في حال نجاحها
و انا اقول لو شنجي طلع مخرج الجزء الثاني، قول عني ما افهم شي
The first thing I want to say is that watching this game does no justice to actually playing it. I have seen quite a bit of gameplay of the game and this sequence, the mansion level in chapter 9, that I thought I had a pretty good idea how the game worked. I also ha it in my mind this game was similar feeling to RE4, as looking at it, it does definitely look like RE4. But it both plays and feels very different from RE4, mechanically and atmospherically, and really only resembles RE4 on face value.
But I don't any to get ahead of myself. I'm not going to explain the events of the demo, just my time with it, as you can see a variety of videos of this sequence on YouTube if you want to know the content of what the demo entails. I am a player who plays slowly as likes taking things in, exploring, and strategizing, I should mention to start things off, and played very differently than I had seen others players play the game.
There was a new trailer attached to the demo. It showed a series of cinematics and gameplay sequences I had never seen before. For what I could pull from everything flashing by quickly, there's a kid you're chasing that some doctor is running off, there's a sequence of gameplay where you drive an ambulance, and there was a series of video 'tips' on how to play the game.
As I got a chance to play the first 10 minutes about 6 different times, two things I can confirm. Firstly, the game is VERY randomized. I played the demo six different times and I had six different set-ups of how everything was laid out. Items laid out in the environment were consistent (if a green gel was lying under the stairs, it was a green gel every time), but breaking boxes got different results each time. Most of the time, there was nothing in a box, but sometimes I'd get more green gel, or ammunition, or trap parts to make agony crossbows with, and even one time I got one of those old grenades with a stick and fuse attached (item description was questioning what an over 100-year old grenade was doing here). The enemies are also randomized. The first time I entered a room, there were five enemies inside who swiftly whooped my ass. The next time, there was just one enemy laying on the ground I could burn. Another two times, there was nothing, and yet another two, I was attacked by Ruvik, the stalker in this mansion area.
Another thing I noticed is that the puzzles change on what difficulty you play the game on. The demo only had the first two (of four) difficulty levels available, but the puzzle difficulty scaled to the difficulty you were playing on.
I also got some time to mess with the game's options. The demo had the option for several different text and voice languages, dubs I recall outside of English include Itallian, German, an French. There were also options to invert aim, Change the various hud features to make the hud always appear, auto or fade appear, or just off. These included tutorials, health and stamina display, item pick-ups, an a few other things. Other options like audio level changing, to turn up sensitivity for camera and aim, that sort of thing. I found it interesting there was also an option to turn on a censored version of the game or not, but did not try.
The first thing I noticed about this demo area was that there were a lot of areas off the beaten path. Little alcoves of items, or nothing. I managed to find a piece of a map, which I have no idea what it does. The game seemed designed to be explorable, there were items hidden in a lot of tricky places, making them easy to miss unless you were paying attention.
The mansion area was also a sort of 'explore at your leisure' location, you need to do three puzzles at three different locations to to open a door to progress, but are free to explore otherwise.
And now for me to start getting to my thoughts. My initial impression was a bit icky. The controls felt very weird at first, a moment when you first pop into the area there is terrible texture pop-in for a second, as people noted on a video Pere at Bethesda did on the game, the game currently has 30-40 second load times, even after you die an reload a death: frame rate was actually notably mostly okay, a couple areas it stuttered but it had been improved from what'd I'd seen in previous videos. I saw some things like grass clipping through walls, and the demo even opens up with Ruvik clipping through a sunflower. Not on accident, like intentionally, it might not look so weird if there flower had some effect when Ruvik phases through it or whatever, but it looks silly right now and was not the best first impression of the game.
The controls I quickly figured out were weird as they're not what I was expecting, but I did begin to adjust to them and uncovered why this is. The game had some interestingly weird mix of tank controls as a modern third person shooters controls. Not like RE5 or RE4, but of you hold forward and turn the camera, Sebastian will go forward until until you move more left or right, and he ha a very tank-like control to him in areas. But the controls aren't actually tank controls, but not quite modern either. It's like a weird hybrid. I had fluid moments of sneaking around, moving about, and what I expected, but I also found one times, especially when I was moving and reaction quickly, I'd be playing it like an old horror game of your character running in weird turned angles as against walls and that sort of thing anyone who's played old horror games are familiar with.
The next thing I noticed is that this game has truly excellent soud design. At least in this area, there's hardly any music, the sound depth and positioning really impressed me, there's a lot of attention an care put into the audio, and added so much. Noises you can hear from behind a door, on the floor above you, as you pass by something, around a corner. It's actually all really well handled.
And it's not just the sound, the environments are really well detailed. I liked how you could sort of use the camera to peer through windows to see locations in the mansion, turn around the camera to see details like where you came from before this area, see the Manor and how it turns more castle like towards the backside, see shiny roofs drop water, a tower ahead. Inside the mansion the detail continued. Also the environments were very destructible, I had some fun breakin cabinets and bottles and knocking over trash cans.
On destroying stuff, a comment. I was worried Sebastian having a melee button ala Dead Space would ruin the horror, that I could run and just melee enemies to take care of them, to save supplies and lessen their threat. This didn't work at all even on normal difficulty, I hit a single enemy something like 8-9 times and he had hardly flinched and during the time I was trying to melee him, and in less than 15 seconds had taken away all my health from full and killed me. However, killing enemies that carry weapons, they drop their weapons which you can then pick up and use. You can only carry one thing at a time, they can be effective melee weapons but their durability is low and they break very easily.
The game is also not easy. Mikami had said he thought survival-horror should be challenging, as that adds to the survival element, and wanted to make Evil Within a challenging game, and he was not kidding. Even on Normal difficulty, the game was noticeably a lot harder than the likes of Shadows of the Damned on Hard Mode or Dead Space on normal, and felt like somewhere between Resident Evil 4 on Nornal and Pro on difficulty. This was a later (9 of 16 or something like that) and keeping I mind I was adjusting the game, but the regular enemies are much tougher than Ganados or Majini. When they are downed, they sometimes will flail around and try to swipe and attack you if you get close to try and melee them. When they are downed, you cam burn the corpse woth a limited match and keresone. If you don't get a headshot or burn them, they have a chance to get back up as a much faster and stronger version of themselves, much like Crimson Heads.
The save rooms aren't really rooms, you hear music playing as follow it, and find a mirror that begins to start heavily glowing. You can hold a button to enter, and find yourself in a sort of 'hub' area. There's a nurse and a series of rooms, some rooms and whole areas I couldn't acces yet, and there were a variety of mirrors and glowing cracks throughout the hub I could use to return. Exploring around, there's a place to upgrade stuff with green gel, a series of locked doors to store bodies in a morgue which you can collect keys in the main game to unlock, there were files and creepy paintings, a prison cell area, and things that look like they may play importance at some point, but didn't in the demo (a gramophone and viewfinder, to name two). This seems to be a hub-like safe haven, which is different.
The game playing it really didn't feel like RE4. I know it looks like it and I think this is what people are expecting looking at it, but it plays so differently mechanically and atmospherically feels so different it honestly didn't feel like a follow-up to RE4. I can't quite put my finger yet on how to describe it, but take this from someone who has who thought it looked like RE4 in videos, it doesn't feel like RE4 playing it and honestly does have excellent anosphere, which I wasn't expecting. This is helped by being uncertain of what might be around the next corner, the fact the enemies are legit steely tough, the creepy sound and moody lighting, and a number of elements that keep you on your toes.
There were some randomized mood effects that happened when playing a few times. There was one time when a candle light flickered and went dark and back on again that never happened again I that room replaying it for me. There was a scene of a shadow eating something ahead of me and sounds that only happened once for me and never again (involving an enemy that was never there again in my six runs).
Ruvik also was panic-inducing. He's an invincible stalker that chase you as many may know. The screen gets a weir dark blue effect and this music begins playing, and you h e to either run or hide from him. He appeared in right corridor areas for me with multiple paths so I could never guess which way he was coming from.
I also saw the loading screens, and some of the tips were interesting, as well as load screens. My favorite was one involving different mannequins with tear marks under their eyes, things happen as the game loads, and so far didn't see a same load screen twice. Two interesting tips is that it mentioned the enemy with multiple arms and long black hair can be defeated, but it isn't recommended. Also a tip about making sure not to look at something.
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I'll have more impressions tomorrow from trying the demo again and the 4-hour Bethesda Evil Within event, as so many people seem not to know what to think of the game I thought I might throw out first impressions from the demo. So far I mus say feels much different to play than to watch, an in a good way. Does feel like a horror game, unnerved me even though only scared me once so far. More of an uneasy feeling.
في حال نجحت اللعبة تجارياً، لا اتوقع ابداً ابداً انه شنجي ميكامي حيخرج السيكويل بل حينتجه فقط و حيسلم المهمة هذه لاحد تلاميذه بالظبط زي ما سوا مع كاميا و رزدنت ايڤل 2.
مصممين زي ميكامي و كاميا اتوقع ما يقبلوا انهم "يضيعوا" وقتهم في العمل على سيكويل لاي لعبة ابتكروها و هذا شأن العباقرة.
لانهم دائماً يحسوا ان الحياة قصيرة انهم يقضوها في نفس الassets و نفس القصة و نفس الكونترول سكيم و المحرك و بدلاً عن ذلك، ينتقلوا للفكرة التالية، للابداع التالي و هكذا الين في نهاية المطاف يكون الواحد منهم قدر يبتكر عدد لا بأس به من الIPs يفتخر به.
لذلك، اتمنى انه ميكامي فعلاً المرة الجاية يخرج لعبة جديدة اخرى.
انا جداً فخور كجيمر اني عايش في زمن شنجي ميكامي.