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Что на языке разработчиков может означать, что он прошел игру на стадии "шариков и палочек", а потом моделлеры и программеры ещё года два будут приводить это к потребительскому виду.God of War 4 development is further along than you think, director says he played the game start to finish
Это не Еврогей, а магаз якобы засветил дату, а они просто написали.Еврогей вангует выход игры на 14 сентября, но это маловероятно, там где-то близко Дристани 2:
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http://www.eurogamer.pt/articles/2017-05-03-revelada-a-data-de-lancamento-para-o-novo-god-of-war
Сонечка-малышечка не боится выпускать несколько хитов близко по датамЕврогей вангует выход игры на 14 сентября, но это маловероятно, там где-то близко Дристани 2:
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http://www.eurogamer.pt/articles/2017-05-03-revelada-a-data-de-lancamento-para-o-novo-god-of-war
Круто у вас там в Костроме
Ну как не слишком большой, основной.надеюсь, на это акцент не слишком большой будет
Это, что же получается, в надомной рекламе в каком-то мухосранске обложку спойлернули?!
Я при просмотре подумал, что мамаша, это наверно тетка, которую Кратос QTE-драл в первой части =).акцент не слишком большой будет
Надо писать откутэешил. :joyful:Я при просмотре подумал, что мамаша, это наверно тетка, которую Кратос QTE-драл в первой части =).
Combat is still fast and bloody, the focus has just shifted slightly
This is not Dark Souls: Odin Edition. Kratos can still slice, dice, hack and wreck with the best of them. His personal reach might no longer match that of his old Blades of Chaos days (though there’s good reason for his switch to an axe), but in the demo I saw today he was clearly as fast, ferocious, fearsome and flowing as he was back in Greece. His attacks have more direct, heavy impact nowadays, but his crowd-control efficiency remains supreme. Fear not. When you want to spill blood, it will be spilled. And when you need to deal with threats from further afield, hey, you’ve got a son with a bow.
There’s a definite Zelda element, philosophically at least
He describes the new God of War as being in the spirit of a classic, fantasy adventure game. Specifically, he describes the joy of spotting a crack in a wall, dropping a bomb to blow it open, and discovering the magic of a brand new area, hidden in plain sight the whole time.
That’s how God of War is approaching exploration. It certainly isn’t an open-world game by any means, but it does contain many hidden sights off the beaten track. Find the means to discover them, and you’ll be treated to all kinds of new delights, none of them vital to your journey, but all of them enriching it in some way, be that by additional narrative context, or simply revealing a cool new part of the world.
Kratos’ origins will not be forgotten
Referencing this, Barlog tells me that in God of War’s narrative, all mythology exists simultaneously, distinct from, but respectful of, all the rest. Don’t expect the original God of War trilogy to be entirely forgotten. There will certainly be a character or two in the new game who knows of Kratos’ origins.
QTEs are over. Control is now yours
Barlog admits, as QTEs are discussed, that he was tired of God of War’s trademark, cinematic combat trick by the end of the second game. Thus, they’re not coming in anything like the same capacity, in the new one. That’s not to say that there won’t be huge, stand-out takedown moments. It’s just that from now on, they’ll be under the player’s control, triggered by the same actions and agency as everything else in the game. There’s a grab button. There’s a ‘hit with axe’ button. Players know how to use such things, so Barlog is going to trust them to know how to combine them at the right time for the right, destructive purpose. Much as God of War’s exploration won’t hint or dictate with collectible checklists or leading waypoints, its violence is going to let the player carve their own path.