We are very happy to announce the ship date for Wasteland 2: the game will be coming to you at the end of August of this year!
https://www.kickstarter.com/projects/in ... nd-2/posts
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We are very happy to announce the ship date for Wasteland 2: the game will be coming to you at the end of August of this year!
Afloplouf a écrit:Ça laisse deux mois pour retourner Divinity: Original Sin.
Ceci dit, ça me parait court pour avoir toutes les traductions (qu'ils ont choisi de faire faire collaborativement là aussi*).
Manque plus que l'annonce de Pillars of Eternity pour cet automne. Dragon quoi ?
Afloplouf a écrit:* En passant, une clé pour 250 strings, ils savent attirer le chaland.
Afloplouf a écrit:que j'ai vu traduit en "double barrils"
Deathmes a écrit:HYYYYYYYYYYPE TRAAAAAAAAAIN!!
Afloplouf a écrit:
Afloplouf a écrit:et un petit taquet au RPG d'heroic fantasy AAA pour conclure.
But without the trappings of D&D, the folks at Obsidian were able to create their own lore, ditching the liches and half-orcs for a world full of enemy species with names like Glanfathan and Skuldr. Someone had a lot of fun coming up with this stuff.
One big difference: instead of D&D-style "turns," characters have turn gauges that charge up in real time, not unlike the ATB system in Final Fantasy.
"We don't want the player to rest after every combat," said producer Adam Brennecke. "We want the player to think a bit more."
I won't spoil everything that happens in the demo, but the folks at Obsidian like talking about how encounters will have multiple solutions, both on a macro and micro level. At one point, for example, you're approached by a sickly enemy, and you can decide between killing him, trying to talk him out of fighting, feeding him, and other options. In the bigger-picture, the first dungeon lets you decide whether to solve a giant floor puzzle or find an alternative route.
we saw a dialogue tree in which the PC could increase traits like Honest, Diplomatic, Passionate, and Rational.
In the demo, we got to see one of the coolest unique features Pillars has to offer: illustrated text adventures. See, instead of CGI cut-scenes, Pillars breaks up the questing and dungeon-exploring with interstitial text sequences that could be straight out of a Choose-Your-Own-Adventure book. You get to make tough choices as you read through them. These scenes are really cool, and if they're written well, they'll be a game highlight.
What are some of your overarching ambitions for Underworld Ascension?
PN: More than anything, bring the franchise roaring back and more vital than it ever was. We’d like the game to connect with the fans who have fond memories of the originals, but also draw in a new fans.
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