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Homefront 2 : The Revolution

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homefront-2-being-developed-by-crytek-cr



Kūrėjas: Crytek UK
Leidėjas:
Žaidimo variklis: Cryengine 3
Žanras: fps
Režimai:
Išleidimo data: 2014
Reitingas:
Metacritic įvertinimas:
Platformos:
Puslapis:


taigi Crytekai anglai pereme Homefront serija kazka gero ir idomaus kuria..tikesimes bent jau. bent jau vizualine puse su ju engine tai abejoti neverta.

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Development on upcoming military shooter Homefront 2 is progressing positively, Crytek general manager Nick Button-Brown said in the latest issue of Develop (via Videogamer).


"The team in Nottingham--Crytek UK--is making great progress on our reinvention of Homefront," Button-Brown said.

He added that Crytek UK "has a number of projects we haven't talked about yet," though no further details were provided.

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Na ka galiu pasakyt,einama gera kryptimi.Pirmame homefronte vieno žaidėjo kampanija buvo gana atmestiai sukalta.Taciau kas buvo gerai padaryta,tai zaidimo istorjos kontekstas,kuris is tikro buvo itikinamas.Ne taip,kaip kituose zaidimuose kur is "oro" numetama istorija.Be to,galiu pasakyta dar tai ,kad buvo labai geras multiplayer balansas.Negalejai i savo komanda pririnkt 20 tanku ir visus dauzyt be gailescio.Tai tas man patiko.Manau,kad CRYTEK istaisys pirmos dalies klaidas ir pateiks visaverti projekta :nunchuks:

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Pirma dalis man labai patiko. Geras, emocingas SP ir įdomus MP. Jei padarys dar geresnį, nei buvo pirmoji dalis, tai bus labai awesome game.

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jo pirma dalis buvo epine. bent jau story prasme . tokiu realistisku ziaurumu pasirode ..ypac pradzios intro ten ka rode..su grafika aisku buvo nekas bet ne joje esme. o cia dabar ir grozi gaus. viskas blizges jau .. :megusta: visai pamirses buvau kad be cod if bf kuriama ir dar kazkas vis del to. :thumbsup4: crytekai ilips ir i ta darza..o jei netiketai padarytu kieta gera shooteri tai turetu dar viena serija savo kisenej. galetu test toliau.

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siandia turejo parodyt pirma treileri ..kol kas pirmi screenai

 

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na del grozio manau abejoniu nera ..vis del to cryengine

 

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pataisyk linkus nesimato foto

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treileris ledas. zinant crytekus turetu but in-game viskas ..vizualiai nublizgintas, damage geras..svarbiausia kad butu susitelkta i story  :)

jokio grafikos dowgreido nes tik naujom konsolem  :sir: ..Mac ir Linux ...  :trl:

newspic_press_HFTR_Release.jpg 

 

 

 

Wage guerrilla warfare and reclaim the streets of Philadelphia in "Homefront: The Revolution" – a captivating new free roam FPS to be co-published by Crytek and Deep Silver.

 

Coming to Xbox One, the all-in-one games and entertainment system from Microsoft, PlayStation®4, PC, Mac and Linux in 2015, Homefront: The Revolution throws players into a near future dystopia where catastrophic events have brought the USA to its knees and enabled North Korean forces to impose a brutal military occupation. Trapped in this American nightmare, Philadelphia – Birthplace of Independence – has become a police state, where surveillance drones and armored patrols keep her once-proud citizens at heel, crushing any dissent with savage force.

To overcome their oppressors, players will have to engage in guerrilla warfare and use ambush, infiltration and hit and run tactics in thrilling un-scripted firefights. At every turn they'll find a sprawling city, in which recruiting fellow revolutionaries and building improvised homebrew weapons are just two of the keys to creating a powerful resistance force.

Hasit Zala, Game Director at Crytek, said: "Homefront: The Revolution stands out from the crowd by immersing players in a world where they'll feel emotionally compelled to fight for their freedom. We're very excited to work with Deep Silver and deliver an experience that underlines Crytek's commitment to quality whilst tapping into the huge potential we saw when we first acquired the Homefront IP."

Homefront: The Revolution represents the first time Crytek and Deep Silver have worked together, with the two partners collaborating to release the game as part of a co-publishing arrangement.

"Crytek has an outstanding track record of creating AAA action games. Homefront is a fascinating IP with huge global potential. With Crytek’s technical pedigree and Deep Silver’s publishing expertise we will take the IP to new heights." says Dr. Klemens Kundratitz, CEO of Deep Silver’s mother company Koch Media.

Developed by Crytek's Nottingham studio, Homefront: The Revolution harnesses the latest features of Crytek's CRYENGINE technology. On the ground, players will encounter an environment that looks and feels truly alive as day turns to night and storm clouds come and go – an authenticity that extends to the strikingly lifelike expressions, skin and clothing of everyone they encounter.

 


dezute

homefront-the-revolution-ps4-box-art.jpg

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biški primena tuos patikrinimo postus iš infamous second son

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idomiai skamba. tu civilis ne joks ex kietas bicas ar pan. ateitis , filadelfija . bus idomu i visa tai paziuret. bus solo arba 4 co-op. taigi ne vien online nors. ginklu customas ir pan dalykai zada but ...


negana to zaidimas zada but open world, turet full day/night cycle, dynamic weather system.  kaip far cry pasidarys toks gal. butu kietai. atrodo pamatysim cryengine naujam lygi . pagaliau open world ir open visom prasmem. 


Crytek boasts that Homefront: The Revolution features "true open-world gameplay," brought to life with a "dynamic" weather system and a full day/night cycle. Like you'd expect, it runs on Crytek's own CryEngine. What you do and how you play will also affect the game world in a meaningful way, Crytek says.

"Everything you do, from throwing a brick at a KPA camera to assassinating a high-ranking KPA official, impacts the revolutionary state of the world," designer Fasahat Salim told GameSpot. "How you go about doing these things will also have an impact on the way people respond to you and your idea of a revolution, but either way the KPA will come down hard and try to oppress you as much as they can. Everything that happens in this world is part of a lot of powerful stuff we have going on under the hood."

 


skamba kaip far cry 3 dalis buvo... :grt:

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interviu kuriam daugiau info apie zaidima:

 

We try to make an effort to ask interesting questions in our interviews but the first and most important one we had for Crytek, on the unveiling of their sequel to Homefront, was simply ‘Why?’ Given the original was an unremarkable first person shooter with the fairly ludicrous premise of the US being invaded and occupied by North Korea we never expected to see another one. But Crytek clearly see something in it and their new game does at least promise to be one of the most graphically advanced first person shooters of the new generation.

 

GC: I’m sorry about this, but I do have to start with the obvious question.

FS: [resigned sigh]

GC: If you were a biscuit which biscuit would you be?

FS: Ah… err… Rich Tea.

GC: Good choice. Good dunker.

FS: [laughs]

GC: But seriously, I know everyone must be asking this but… why? Why buy the Homefront franchise when the basic gist of the story seems easy enough to recreate without the licence? I mean, the idea of America under occupation is interesting but the whole North Korean angle is rather silly and you could’ve easily just swapped in aliens or another country and made pretty much the same game.

FS: In response to the first part of that questions, we had already started work on it when THQ were still around. They came to us to work on the next Homefront, and we spent about a year working on that with THQ. And then obviously the whole THQ thing happened, and at that point we didn’t know what was going to happen. So we were very concerned we were going to lose all that work we did for that one year, which was a substantial amount.

So we were delighted when Crytek went in and got the IP for themselves, because that allowed us to save all of that work but it also gave us the flexibility to break out of what we were doing initially – which was still a one-level-at-a-time first person shooter.

So we decided to break out of that and go into a free-roaming, much larger Philadelphia. And that gave us a whole lot more potential to explore the idea and the gameplay related to guerilla warfare. So that was one of the main reasons why. As far as keeping the Homefront IP and the name…

GC: But the other thing is the game wasn’t that successful. It didn’t review that well and it wasn’t a particularly big hit. So it’d be easy to imagine that the name will actually work against you, rather than being an advantage.

FS: Sure, but despite the bad reviews it was still a successful game. And it seemed to be a game that resonated with a lot of players, not only in the US but around the world – and we wanted to still respect that and we understand all of the issues that were there in the first one. We took a lot of the feedback that was out there, from the players, and we wanted to take all of the best things from Homefront and push that as far as we could with our own tech and our own experience of making first person shooters.

 

Homefront: The Revolution – an unexpected sequel

GC: I know you’re purposefully not talking about multiplayer at the moment, but even so the game does seem quite story-focused. But I think most people would consider that Crytek’s major weak point is its storytelling. Have you changed your approach to that aspect with this game? Have you got new people in to work on it?

FS: One of the things that appealed to us the most with the first game is the premise and the focus on guerilla warfare. For us we wanted to take that idea of guerilla warfare and build a game around it, so that it was actually representative of what guerilla warfare is. That gave us a platform to step away from what we’ve usually been doing, as well as what is usually found in the first person shooter genre.

All of a sudden we get to focus on a completely different style of gameplay. You aren’t a super soldier, and you don’t have these special powers at your disposal, and you don’t have the best weapons and equipment and tech. It’s very stripped down guerilla fighting, where you have to create everything on your own. You have to scavenge the world and you have to try and take the fight to an enemy that’s far bigger than you are.

And you have to do this on your own terms, because you cannot play on their terms. And this is very exciting as developers, as this gives you a completely different angle to a first person shooter, that I don’t think has been done before.

GC: But what does that mean in terms of specific mechanics? In terms of minute-to-minute gameplay how does fighting a guerilla war differ from the first person shooter norm? Is it just a case of not having perks and high tech equipment?

FS: There are definitely unlocks in the game and they generally come in the form of apps and things that you can use on your smartphone. Other things that you can use are things like weapon customisations, but those weapon customisations are dependant on the type of scavenged material that you find in the world.

So there’s plenty in the world for the players to find and develop, what we wanted to do is put the focus on the player. So even if we set up a scenario and a mission there is no right or wrong way of doing that mission. It’s up to the player to choose how to do it. That’s why the same mission can be very different from one player to the other, because there’s so many different ways of approaching a situation and there’s so many different systems at play under the hood – that the world you’re living in is an actual living, breathing world.

We as developers haven’t really got control over what’s happening second-to-second in the street that you’re walking down. We don’t know what’s happening in the world, all those things are happening dynamically.

 

Homefront: The Revolution – the North Koreans have some very sci-fi technology

GC: So if you can’t be a standard Doom Guy style action hero are you working in teams? Do you control other characters?

FS: In co-op, which we showed a little bit of, you’re in the world together and you can do your own thing or you can come together to do a mission. But in the single-player campaign you are basically driving the way forward yourself and you’re also dependent on a lot of the characters that we’re not speaking of right now.

GC: What proportion of the game is not spent in combat? A large part of the appeal of open world games is exploring and interacting with people, so I assume that must also be an element in this?

FS: We’ve got all sorts of different types of gameplay, we’ve got drone towers, which you can control various drones through; we’ve got all sorts of exploration drivers which encourage the player to explore the massive Philadelphia world that we have. We’ve got all sorts of things, but a lot of them I can’t really talk about right now.

GC: If the game used to be a linear shooter is that still obvious in the mission design? Do you take a section of the game world and sort of use it as a traditional map?

FS: The idea is that we have all these different angles but they all focus back on the guerilla warfare. So every mission that you come across will be based around those fundamental things that make up guerilla warfare, like assassination, sabotage, and anything that allows you to hit the enemy when they don’t expect it and get out of there before they respond. So things like ambushes. These are all things that we’re trying to build the game around and we’re trying to encourage through the missions.

At the end of the day all of these missions and all of these different things that you can do, we’re not forcing the player to do them. These are things they can choose to do when they want to do it. There isn’t a right or wrong way, there’s only the player’s way. And that’s one of things we were trying to push because the original Homefront was seen as quite a linear experience.

 

Homefront: The Revolution – the original used Half-Life 2 as inspiration for its storytelling

GC: There was some talk in your intro about the game world radically changing over the course of the story. What exactly are you getting at there? Does that imply a lot of destructible terrain?

FS: So, that’s on a couple of different levels. The main level that we’re going for is the environment changes based on everything that you do in the game. So not only the environment but the inhabitants of the city respond to you differently, depending on what you’ve been doing in the game. Because you’re trying to begin the uprising and start a revolution. You’re trying to get people out on the streets and revolt against the KPA.

Anything that you do in the world will have an impact on this, whether it’s just smashing a camera or whether it’s assassinating a higher KPA official – all of these things add up. So the bigger the things that you do the more of an impact they’ll have on the population and they’ll come out. And once they’re out on the streets you’ll visually see the difference.

And apart from the physical change these people respond to you, so when they come out on the streets they’re actually impacting the KPA as well. Because that’s just another thing for the KPA to worry about. This in turn affects how you approach missions, as now the KPA are distracted, and so you can access a lot more options.

GC: How important was it to you that this game be next gen only. The take up seems unusually slow for this generation, I think there are only three next gen only multiformat games out this Christmas…

FS: We’re still early in the life cycle but how I see it is for us we wanted to try and put it on the platforms that we felt could deliver the best experience. And the amount of stuff going on in this game, the scale at which it’s happening with all of the different systems running behind the scenes, all of these things, and to get a steady 30 frames per second as well… it would have been possible on previous consoles but the thing is it would’ve meant a lot more work and a lot more difficulty. And it would’ve potentially slowed us down from working on the next gen.

GC: Do you feel it’s the responsibility of developers, particularly one known for their technical ability, to support these machines as early as possible? It is very odd to see so many last gen-only games still being announced by other companies.

FS: Absolutely. Although I don’t think we ever really approached it with that frame of mind. At Crytek we’ve always tried to get the best out of every platform, but Crysis 2 was our first project on consoles and for us that was a massive learning experience. And now with the new consoles we’ve reached a level where our CryEngine is capable of easily translating whatever we’ve built onto all of the platforms that it’s ready for and to get the best out of each of them.

GC: OK, that’s great. Thanks a lot.

FS: Cheers, thank you.

 

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pirmas gameplay ..tikrai panasu i open world su marketais ir kitu stuff.. ir viskas graziai pilka ir nyku ..tikrai atmosfera kaip reikiant sudaro..

 


kol kas geriau uz cod ir BF naujus.

 

dar gameplay

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kol kas geriau uz cod ir BF naujus.

Tavo palyginimai tai joo... Cia kaip - GTA V tai geresnis negu mario kart 8. Logikos reikia zmogau  :npoker:

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far cry , crysis approach ...nice  :grt:  su plyta nukali kameras..viskas atrodo cool kol kas kiek rodo..


Tavo palyginimai tai joo... Cia kaip - GTA V tai geresnis negu mario kart 8. Logikos reikia zmogau  :npoker:

 

lyginu naujus rodytus fps ..cia fps ten fps ..begi saudai..pries kazka komentuodamas geriau pagalvok..paskui pagalvok dar karta , ir tik paskui rasyk. nes sunkiai sekasi tau kazkaip.

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far cry , crysis approach ...nice  :grt:

 

lyginu naujus rodytus fps ..cia fps ten fps ..begi saudai..pries kazka komentuodamas geriau pagalvok..paskui pagalvok dar karta , ir tik paskui rasyk. nes sunkiai sekasi tau kazkaip.

Vistiek kitokia tema zaidimo , tau labiau galvoti sekasi tai nevarginsiu taves.

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