OK, I'm getting quite excited for this game now. I tried not to, but I failed :P
OK, I'm getting quite excited for this game now. I tried not to, but I failed :P
Love everything i'm hearing. This is at the top of my list for 2011 game of the year so far.
4 ≈ One
still waiting for that one developer that says "fuck you! this isn't MW2 get better or GTFO".....
| ElGranCabeza said: They are Call of Dutyfying it. |

yeah, I'm gonna pass on this one, I'm not prepared for another heart break *looks at copy of Bad Company 2* 
Happy to hear about the controls. That really annoyed about killzone 2 (demo)




Kinect!
who needs video games!
I for one didn't mind the controls. After an hour or so I could pick of helgast pretty easily.
Hopefully the SP campaign is more fun this time around. There were a few neat parts, but those parts were drowned out by long, boring sections with insufficient variety. I have a feeling I don't really like 'military' shooters though.
Demon's Souls Official Thread | Currently playing: Left 4 Dead 2, LittleBigPlanet 2, Magicka
Nice :D the news keeps getting better and better

In-Kat-We-Trust Brigade!
"This world is Merciless, and it's also very beautiful"
For All News/Info related to the PlayStation Vita, Come and join us in the Official PSV Thread!
BITMOB: So how did you adapt Uncharted 2's approach to storytelling...does the protagonist have a lot of one-liners like Nathan Drake?
STH: It's not so much one-liners -- I think what they did really well is take sort of a more lighthearted approach and not take themselves too seriously. And that's something that people commented on Killzone 2 as well, that the game's very serious, very dark. It's not supposed to be a lighthearted war, but to be so dark and grim about it, it's not going to help either. So we're going to take a more lighthearted approach, and steer away from kind of the grim overtones that are so present in Killzone 2.
It's those kind of things that we take -- and of course we're looking at the cut-scenes, and how they did the facial animation, and what kind of things really worked for them -- and try and translate that into what does that mean for a first-person game? Obviously we have a lot of different rules to work with, but at the same time that gives us our own twist on their ideas as well.





About Us |
Terms of Use |
Privacy Policy |
Advertise |
Staff |
Contact
Display As Desktop
Display As Mobile
© 2006-2025 VGChartz Ltd. All rights reserved.
