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[Thread Ufficiale] Waiting For PS4 & Xbox One

Discussione in 'Discussioni Generali sulle Console' iniziata da rewrew, 13 Giugno 2013.

?

Quale acquisterai?

  1. Xbox One

    17 valutazioni
    13,2%
  2. PS4

    63 valutazioni
    48,8%
  3. WiiU

    5 valutazioni
    3,9%
  4. Rimarrò ancora per un po' all'attuale gen.

    36 valutazioni
    27,9%
  5. Le prendo tutte!

    3 valutazioni
    2,3%
  6. PS4 e Xbox One

    5 valutazioni
    3,9%
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  1. MmK83

    MmK83 Tampax Compak

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    Wolf è una classico ma vogliamo parlare di Heretic?Hexen?Blood?Jack jackrabbit? (o come si scriveva,il platta col coniglio verde),Epic tube?Il primo Rayman?MK3?Machwarriors? :asd:
    Erano proprio altri tempi.Cmq il periodo top imho è stato dal 98 al 2002.Col passaggio ai primi motori completamente 3d (HL1,Unreal Tournament,Quake etc).Periodo top imho.
    A nick69 e Fifù piace questo messaggio.
  2. Seba

    Seba Tribe Active Member

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    EVOLUZIONE,per fortuna :asd:
    tra non so quanti anni,anche gli attuali(non tutti,come ai tempi)verrano ricordati come tali:pERLE. :D
  3. nick69

    nick69 Tribe Member

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    Titoli tutti gratuiti all'inizio :D di piccole case, in italia non esistevano leggi antipirateria informatica, trovavi tutto in edicola con C64 e ti portavi cassette colme di giochi
    Ultima modifica: 24 Agosto 2013
    A Ginoki e Deadly Fagilo piace questo messaggio.
  4. boxaro95

    boxaro95 PokéFan

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    l'FX scalda, cioè il dissipatore aftermarket devi metterlo, volente o nolente, io fortunatamente avevo un CM 412S che tenevo sull'i5. (Non ho mai digerito più di tanto i dissipatori stock Intel o AMD)
    A MmK83 e nick69 piace questo messaggio.
  5. MmK83

    MmK83 Tampax Compak

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    Montare un dissi stock su un K è come montare gomme cinesi su un auto sportiva :asd:.
    A nick69 e boxaro95 piace questo messaggio.
  6. nick69

    nick69 Tribe Member

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    Ho un Corsair H60 con doppio gancio quindi no problem, solo che devo cambiare anche SK madre ora ho questa

    www.asus.com/Motherboards/P8Z77V_DELUXE/

    ...se cambio ne voglio una simile comunque.
  7. boxaro95

    boxaro95 PokéFan

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    A nick69 piace questo elemento.
  8. kennuz

    kennuz Tribe Member

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    Lula 3D :asd: un giocone :asd:
  9. MmK83

    MmK83 Tampax Compak

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    Fappone :rotfl:
  10. nick69

    nick69 Tribe Member

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    E come non potevano mancare.........:asd:


    Kinect sarà nei nuovi Perfect Dark, Banjo, Viva Pinata?
    Rare lancia qualche indizio per i suoi prossimi titoli.


    Rare ha suggerito di avere diverse idee per l'utilizzo di Kinect con alcune delle sue IP più prestigiose.

    "Abbiamo idee per le IP più vecchie di Rare, non sarete sorpresi di sentirlo", ha spiegato Simon Woodroffe a OXM. "C'è un grande desiderio" di riportarle in vita: "Viva Pinata, Conker... Banjo è molto popolare internamente, molti vogliono fare qualcosa con Banjo".

    "Vogliamo trovare quella cosa che nessuno ha mai fatto prima e farne uscire un gioco. Dovremmo inventare nuovi generi, nuovi modi di giocare. E questo sensore", cioè Kinect, "ci dà nuove opportunità per farlo, con la fedeltà che ha adesso".
  11. Evalax

    Evalax In(DIE)tollerante

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    Sembra un ottimo multi :D
    Probabilmente comprerò la versione digitale only multiplayer :) (se prenderò ps4 e devo sbrigarmi a fare questa scelta :p )
  12. Evalax

    Evalax In(DIE)tollerante

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    Se fanno Conker 2 only kinect li bombardo
  13. nick69

    nick69 Tribe Member

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    Yoshida wants to keep a 'steady flow' of post-launch PS4 games

    The PlayStation 4 will receive 33 games — a mix of first and third-party, physical and digital — by the end of December. That's an impressive sum, but as we've seen from the launch of consoles past, a strong launch library is just half the equation for success; the consoles must be supported by steady releases in the months following their launch.

    It's an issue suffered by recent devices that third-party studios have been slow to adopt, namely the PlayStation Vita and Wii U, which are only now starting to recover to varying degrees. If either of the next-gen consoles launching later this year suffer the same draught, it would be disastrous for their future prospects — but Sony Worldwide Studios president is confident that won't be the case for PS4 thanks to the console and company's developer-friendly approach.

    Speaking to Polygon during Gamescom, Yoshida pointed to the company's recent press conference as evidence of the strength of the PS4's upcoming catalog. The indie community in particular is making a strong showing, with a ton of original games and ports that can keep the console's library growing as first-parties work on their titles. It was a similar narrative to Sony's E3 press conference, where many indie games were announced for the company's platforms.

    "...SYSTEM SELLING TITLES CAN COME OUT FROM ANYWHERE AFTER THE SYSTEM LAUNCHES."

    "We started preparing for the Gamescom press conference after we finished E3, and at that point, we had no idea what we'd be able to announce from these smaller teams," Yoshida said. "It was only a couple of weeks ago that I was informed by our third party teams that this was the lineup of games we had prepared. I was like, 'Oh! That's amazing.'"

    Those titles aren't just catalog filler, though. Everyone has a chance to create a console's killer app, Yoshida said; even a small team with a handful of employees and meager budget.

    "I think it's fair to say that every game has a chance once it's released and more people have a chance to play it," Yoshida said.

    "Looking back, like last year, Journey got a lot of Game of the Year awards, competing against bigger titles like Call of Duty," he added. "So that tells something, that even smaller titles have similar, big impact to consumers. What we're so excited about in the indie scene is the abundance of these potential, really creative people."

    It's not unheard of for an indie title to be responsible for moving hardware — we're seeing it right now on the Ouya platform, which has managed to sell a number of units based on the fact that Towerfall, the multiplayer, bow-and-arrow dueling game, is a very popular console exclusive.

    "That's a great example," Yoshida said. "I wasn't so closely following Ouya before the launch, but I don't think everybody knew Towerfall was going to be the title before it launched. That's another example, I'd say, that system selling titles can come out from anywhere after the system launches. I believe that even smaller games could be that title."

    There's a ton of downloadable indies and retail third-party games lined up for the PS4s first few months on the marketplace, but Sony's first-party plans are limited — three games will be available on launch day from Worldwide Studios: Knack, DriveClub and Killzone: Shadow Fall. A fourth game, Infamous: Second Son, launches in February; beyond that, the company's plans are unknown.

    "It's interesting that when we discuss the lineup and launch timing of titles, we always discuss internally with our marketing teams about strategy, about when we want these games," Yoshida explained. "It's not like we're saying we have to release everything at launch or we shouldn't release everything at launch. They're also going back and forth; they want to create a larger launch lineup, but at the same time, they want to create a supply of new titles with good pace. That's a competing goal."

    The PlayStation 4 has already been adopted by third parties, padding out the launch lineup for the console significantly. According to Yoshida, their support has been critical in ensuring Worldwide Studios has the time it needs to get its products done right.

    "I think, because we have good support from third parties, I think we should focus more on the steady flow of titles from our studios, rather than trying to get everything for the launch," Yoshida said.

    As an added benefit, the unannounced games teased during Sony's Gamescom presser — PS4 games from Naughty Dog, Sony Santa Monica and more — can stay unannounced, because there are plenty of other games for the console coming out at launch.

    "The teams really want to wait until they have something that people will see and say, 'Wow,'" Yoshida said. "It's a natural desire for game development teams to wait until later in the development to unveil their titles. I agree, if we talk about some new Naughty Dog game that's coming, and show some teaser movie or something, people might like it —but that might not be the best presentation of the game they're actually developing for PS4.

    "It's a luxury for us not to announce these games we have in development, that we do not feel the need to do that to support the launch of PS4."
  14. nick69

    nick69 Tribe Member

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    [​IMG]


    Lions, chariots and naumachia: The things that almost made it into Ryse: Son of Rome

    Ryse: Son of Rome's multiplayer gladiatorial spectacle once featured sea battles and could have had wild animals and chariots.

    The naumachia were massive naval battles first staged for Julius Ceasar in Ancient Rome. They were among the bloodiest combat for entertainment that occurred in the era, often featuring thousands of prisoners of war fighting to the death.

    Ryse's multiplayer takes place in a massive colosseum with sections of floor that can drop away and rise up to switch out elements of the battle. The changing nature of the colosseum is a nod to the reality of those ancient blood sport, which included everything from one-on-one gladiatorial fights to reenactments of famous battles, to chariot races and wild hunts.

    While Ryse's colosseum does include things like a barbarian village, and even flooded map tiles, it doesn't include some of those more bizarre and extravagant elements of the real blood sport of Ancient Rome. But the developers did look into introducing them.

    "We did some playtesting with sea battles," said Erik Olsen, Ryse's multiplayer producer. "It was a great concept. It just didn't play well."

    The same was true for including chariots and wild animals.

    "We have created a pretty fat stack of documents of what we wanted to do," Olsen said.

    What's left in the game is still a stunning recreation of combat and death for entertainment.

    The colosseum of the game's multiplayer, a cooperative-only affair, is a "Roman holodeck" of sorts, allowing the developers to create intricate maps all within the confines of the venue.

    Map tiles drop away or lift up to reveal spike traps, fire pits, new enemies.

    [​IMG]
    Garden_1080

    "The colosseum is the biggest, best boss monster ever," said Erik Olsen, Ryse's multiplayer producer. "The colosseum is almost fighting against you, creating this really cool environment."

    Players stand together, taking on increasingly difficult hordes of enemies. While the combat for the mode is essentially the same as what's found in Ryse's single player, there are a few minor differences.

    For one thing, there are microtransactions. Also at the beginning of a match a player chooses one of four gods to fight for. Once they build up enough kills in the battle, they can invoke their god's special power.

    Apollo provides health. Jupiter provides time-slowing focus. Diana increases the experience you gain. Mars increases your damage.

    Players can still deliver flashy, brutal finishes, but the mode also adds the ability to do cooperative finish moves. For instance, two gladiators skewering a single enemy at the same time in the chest and back, to kill him.

    And the mode isn't just about killing barbarians. There are also dynamic objectives dropped into a match.

    My time with the mode, played with a developer by my side, opened up with two gladiators walking out into the sun and sand of the colosseum.

    The air was filled with confetti, an announcer proclaimed our entrance.

    Turns out, both are interactive features of the game. A symbol at the top center of the screen shows the mood of the audience, from excited, to annoyed, to amused, to bored. That mood is set by how well you dispatch enemies. If the crowd turns against you, they start pelting you with vegetables. The overall mood of the audience during your match also impacts the experience you earn.

    The announcer delivers a running commentary of your performance, talking up the setting, your enemies, even detailing the encounter being reenacted, as you battle. If you do well, he says nice things. If you flub your kills or get hit, he mocks you.

    Our first battle had the two of us taking on waves of barbarians in a traditional sand-filled colosseum. Occasionally chunks of the floor would slide away, to be replaced by spike traps, or areas filled with burning oil.

    [​IMG]
    Wickerman_1080

    The second encounter took place in a meticulously detailed barbarian village set up on the floor of the colosseum. We fight inside the rough-cut timber walls of a fortified village, trudged through calf-deep water and eventually stormed a small fort, burning down the encampment and killing the enemies within.

    When it worked, gameplay was rhythmic, exhilarating, but bugs plagued the build we were playing. Trying to land finishing moves was sometimes complicated by a lack of indicators, showing you which button to tap. Or the camera angle would slide into crazy points of view, making it impossible to see the enemy you were trying to cut down.

    It happened enough to frustrate the experience, but the developers present said the entire team were actively working on polish of the game.

    When it behaved, an interesting tactic began to emerge. In my first play-through of the two modes, I cut throw enemies, blocking, shoving and cutting away at the barbarians until they fell. During my second play-through, I worked at getting multiple enemies to the point of a finishing move, and then attempted to string together those flashy kills. The end result were dozen-long strings of attacks that tore through the enemy and amped my score.

    The tactics of not just killing an enemy, but dispatching him with style is an intriguing element to the game, especially when coupled with the chanting crowds and enthusiastic announcer.

    I wasn't able to check it out during my demo, but the developers tell me that the game will also include an editor that will allow players to quickly put together a map of challenges and objectives. The map can be floated online for a set period of time and can even have caps on the length of a play session.

    The more people who compete in a player-created challenge, the bigger the reward. Crytek developers will also be keeping an eye out for the best, to flag them for the community.

    The end result is a game packed with stunning visuals, on the cusp of delivering an engaging, frenetic experience, if only those bugs can be fixed.

    Patrick Esteves, design director on Ryse, understands the reticence to fully embrace the game when it still has some issues, but he's sure they'll be fixed by the time the game launches.

    "This is going to be the best looking game on the Xbox One," he said.
  15. Ginoki

    Ginoki Tribe Member

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    E Starwars rebel assault lo vogliamo citare?ricordo anche li appasionati con la bava insino alle ginocchia!!!!
    A nick69 piace questo elemento.
  16. kennuz

    kennuz Tribe Member

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  17. Seba

    Seba Tribe Active Member

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    visto che non c'è il topic ufficiale....
    che spettacolo ragazzi!Sam è tornato alla grande! :mrgreen:
    come difficoltà ho scelto "Realismo",oltre ho paura che diventi troppo frustrante :asd:
    bene...tra splinter e GTA l'attesa della nuova gen è più soft :rotfl:
    A kennuz piace questo elemento.
  18. MmK83

    MmK83 Tampax Compak

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    Graficamente merita?Io non l'ho considerato molto perchè mi sembrava "old".
  19. adenosina

    adenosina Tribe Active Member

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    si la premium edition prevede tutti i dlc usciti fino ad ora + gioco base
    A nick69 piace questo elemento.
  20. Seba

    Seba Tribe Active Member

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    l'unreal programmato da gente seria è sempre una garanzia.si,merita di brutto!
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