It sure does. They just really haven't been forthcoming about it.
He's way more Batman than I thought. Huh!
Wait, so the target framerate for Sport IS 60FPS? I had no idea because their trailer was at 30.
I'm a single-player devotee, but I agree with the author on this one because Overwatch finally drew me into a multiplayer game. The beta was just too good, I'm a fan! And in the meantime, Doom's SP campaign is amazing, so I'm getting my fast-paced 90s-esque shooter campaign on the side.
Oh wonderful, it's the article about an announcement of an announcement. Like we didn't know that Rockstar was going to say something about their new games at E3...
Okay, so is it just the trailer, or is this game really running at 30fps and not 60? I've always loved the 60fps GTs, and aside from the PS1 versions (because everything was so new and interesting back then), I haven't liked any of the 30fps ones. I just feel like the smoother, quicker framerate fits that style. If not, I sure hope it's back in GT7.
If it's because they're adding a ton of interesting single-player content, I'm on board for a 2017 release. #BringBackTekkenForceMode #Chicken
This could be why it's "Sport" and not "7," which is way down the line. If I could venture a guess, it's that they're really making this VR-ready first. By the time 7's out, which would be Polyphony running on all cylinders, things will look far different since that would be console-first, not VR. So you've got your entry-level VR-selling game that looks like 6 now, but we'll get a great racing game in 7 later.
Technically, 7 isn...
Yup. Didn't say that either...
Level design doesn't equal multiplayer maps. Usually, we're talking single-player. The author said the level design was great in the title and explained it later. Not sure what the issue is. He also didn't say "the game can't genuinely stand on its own." Which is bollocks unless you're multiplayer-only.
Good level design doesn't always equate to a good game, and this guy didn't say that, but it sure does help. Usually a studio that focu...
This reviewer seems very invested in the more military or cover-based shooters of last-gen, and I see where that would make someone kinda hate Doom. The scopes and iron sights are "gone." Cover is "gone." It's like stuff has been "removed" from a shooter at first, but... well, I've never liked any of those things.
I've avoided shooters since the military ones came along, but loved Quake and UT back in the day, so I'm having an a...
My advice to anyone considering the single-player campaign is to start out on Ultra-Violence. It's tough, but in a really fun way, and your trial and error in taking on hordes of demons while avoiding getting hit twice in a row (which will probably kill you!) will both get you further into the mechanics and add significant length to the game. It's like Devil Daggers-lite, but with stages and spectacle. No one plays Doom for the story, after all! Get into the gameplay.
"Empty House" needs to become a SnapMap.
There's a huge difference between "nostalgia" and "picking back up what an entire generation of shooters had been sorely lacking," and Doom 2016 is the latter. Using old techniques that worked well alongside new techniques is like "Captain America: The Winter Soldier," where practical effects and stunts were back, but bolstered by subtle CGI. Doom brought back momentum and offense-first level design, no more cover mechanics or scopes, but did so with new tech...
Man, I hope so. Like he's talking about here, there was some originally bad blood with the Goldeneye franchise, shooters went full-military after Black and COD4 after that, but now is the time! Doom is back and it's beloved due to its fast, twitchy mechanics and a single-player-first design philosophy. Overwatch finally brought shooters back to having interesting, off-kilter characters, and there's another quick, twitchy shooter. TimeSplitters totally has a place now, investors sh...
Interesting list with good justifications. Mine will always be UC2, because I loved the sound design and the focus on ancient Eastern architecture. The "find the foothold" mechanic was in full force, but it was always about climbing something interesting - a falling train, a giant temple puzzle/statue, etc., while in UC4 it's usually "cliff, cliff, cliff, island-like rock thing, cliff." The Tibetan mountains portion with Tenzing was so well-paced, too.
If Blizzard's answer to "How are we going to put a story into an exclusively-multiplayer team-based shooter?" is "Let's make really freaking good animated shorts," I'm surprisingly okay with that answer after seeing these.
Eh, these are a little closer due to the hardware and the architecture being similar in structure. Often PS3 or 360 would suffer under a dev team that didn't use one or the other as the lead platform, because Cell was far different from what Microsoft was doing. Comparisons are super necessary there.
This video shows more drops on X1, of course, but not bad ones, and explains well how Vsync helps out. I'm glad to have this on PS4, but it seems like "either con...
It's so freaking good. If you're an iron-sights or cover person, it's not for you, but it's fantastic as a fast-paced arcadey single-player game. Just don't even go near the multiplayer.
I don't think the at-once scheduling will reshape retail gaming. People will also download this thing once it's available, and it's no big deal. I do think, however, that games like Overwatch have the potential to reshape retail through being *actually successful* transmedia IPs.
So many companies have overstepped on their budgets (Square), their talents (Insomniac), and their capacity (Comcept) in order to put a video game into more than one medium in order to ...