Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Video of the TSW Gamescom Presentation

1. part:
http://www.youtube.com/watch?v=8aTtT...9&feature=plcp

2. part:
http://www.youtube.com/watch?v=hoJXd...8&feature=plcp

There's some footage of the upcoming raid, and damn; I've never seen a raid alike in any MMORPG before - it looks amazing!

Enjoy! 

Comments

  • blackhawkzzblackhawkzz Member Posts: 53
    Some really awesome stuff there and the raid seems a very cool experience nothing i've seen in an mmo before personally.
  • ZooceZooce Member Posts: 586

    That second video had everything.  There were people watching a news app on an iPad, a rambling transit employee, a man singing a lullaby to his baby, conversing German tourists, a dog running loose, military mobilization, crawling spiders, climbing stairs, and the boss.

     

  • KarazulKarazul Member CommonPosts: 39

    Really excited to try out the raid...

    October is coming.... Oh yeah!

  • WizardryWizardry Member LegendaryPosts: 19,332

    Well there is some stuff in there,it is all static,even 90% of the buildings are just static meshes.What turned me off was the hand holding doing the quests,i do not like that at all in my game.it could use more interactive as well.

    I think these guys are telling the truth in they are TRYING to convey a life like atmoshpere with the Tokyo city and the story telling,but that is the shell of a game,it misses out on the rest of good game design.It also plays a heck of a lot like a single player game,leading you through a linear path to open up the next content.I found Funcom missed the boat there in AOC as well.

    I am not sold on their reason for no trash mobs.i think they were in realsitic terms trying to keep the game world near empty so cheaper to run.Also they wuldn't need to design all those mobs and no drops as well,so they save a LOT of cost and time for development.i prefer more effort over less.

    They stopped at the boss,so i can't tell if it was just like a GW2 boss that can't move beyond it's static position or not.I get the feeling that he becomes stationary and can't move.

    You see i played Half Life a game with a similar setup design,i have also played a lot of Rockstars GTA,which this game also copies for it's layout.I found the interaction and live feeling in Half Life MUCH better.You fight with the NPC's and the bosses were quite exciting.

    Here is GTA you will notice more interaction more action than TSW. GTA

    Here is an example of what i like to see...Half Life Striders  HL2 Dog-Strider

    In that video you see everything TSW is talking about,only the npc's are active,the fight is not stationary,the boss moves all over and wil lchange targets.You even have the big life like city buildings as well.They also have a pretty good storyline and stays consistent throughout as well.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • bcbullybcbully Member EpicPosts: 11,843
    Really glad I took a look at the vids. Ty OP.
  • bcbullybcbully Member EpicPosts: 11,843
    Originally posted by Wizardry

    Well there is some stuff in there,it is all static,even 90% of the buildings are just static meshes.What turned me off was the hand holding doing the quests,i do not like that at all in my game.it could use more interactive as well.

    I think these guys are telling the truth in they are TRYING to convey a life like atmoshpere with the Tokyo city and the story telling,but that is the shell of a game,it misses out on the rest of good game design.It also plays a heck of a lot like a single player game,leading you through a linear path to open up the next content.I found Funcom missed the boat there in AOC as well.

    I am not sold on their reason for no trash mobs.i think they were in realsitic terms trying to keep the game world near empty so cheaper to run.Also they wuldn't need to design all those mobs and no drops as well,so they save a LOT of cost and time for development.i prefer more effort over less.

    They stopped at the boss,so i can't tell if it was just like a GW2 boss that can't move beyond it's static position or not.I get the feeling that he becomes stationary and can't move.

    You see i played Half Life a game with a similar setup design,i have also played a lot of Rockstars GTA,which this game also copies for it's layout.I found the interaction and live feeling in Half Life MUCH better.You fight with the NPC's and the bosses were quite exciting.

    Here is GTA you will notice more interaction more action than TSW. GTA

    Here is an example of what i like to see...Half Life Striders  HL2 Dog-Strider

    In that video you see everything TSW is talking about,only the npc's are active,the fight is not stationary,the boss moves all over and wil lchange targets.You even have the big life like city buildings as well.They also have a pretty good storyline and stays consistent throughout as well.

    Don't take this the wrong way, but it sounds like you haven't played or did any of the dungeons. Feel free to correct me if I'm wrong.  

     

    TSW currently has the hardest dungeons in the genre. I know of one or two stationary bosses out of about 50 or so dungeon bosses. I don't think they will make the raid bosses any less challenging. 

  • jdnycjdnyc Member UncommonPosts: 1,643

  • sfc1971sfc1971 Member UncommonPosts: 421
    Originally posted by Wizardry

    Well there is some stuff in there,it is all static,even 90% of the buildings are just static meshes.What turned me off was the hand holding doing the quests,i do not like that at all in my game.it could use more interactive as well.

    I think these guys are telling the truth in they are TRYING to convey a life like atmoshpere with the Tokyo city and the story telling,but that is the shell of a game,it misses out on the rest of good game design.It also plays a heck of a lot like a single player game,leading you through a linear path to open up the next content.I found Funcom missed the boat there in AOC as well.

    I am not sold on their reason for no trash mobs.i think they were in realsitic terms trying to keep the game world near empty so cheaper to run.Also they wuldn't need to design all those mobs and no drops as well,so they save a LOT of cost and time for development.i prefer more effort over less.

    They stopped at the boss,so i can't tell if it was just like a GW2 boss that can't move beyond it's static position or not.I get the feeling that he becomes stationary and can't move.

    You see i played Half Life a game with a similar setup design,i have also played a lot of Rockstars GTA,which this game also copies for it's layout.I found the interaction and live feeling in Half Life MUCH better.You fight with the NPC's and the bosses were quite exciting.

    Here is GTA you will notice more interaction more action than TSW. GTA

    Here is an example of what i like to see...Half Life Striders  HL2 Dog-Strider

    In that video you see everything TSW is talking about,only the npc's are active,the fight is not stationary,the boss moves all over and wil lchange targets.You even have the big life like city buildings as well.They also have a pretty good storyline and stays consistent throughout as well.

    This has to be one of the most insane posts in history. You are aware Half-Life is a single player game running entirely on the gamers computer and doesn't need to communicate and check with a server and with all the other players?

    Comparing a MMO with a single player game... okay, so Half-Life sucks because you can't develop your character, it is absolutely linear, it has no magic, its character creation allows no choice whatsoever and its social aspects are non-existent.

    Next time, lets review how Apples totally fail at being Oranges.

  • MisarisMisaris Member Posts: 140
    Really amazing stuff coming up for TSW. Those designs are breathtaking I have to admit
Sign In or Register to comment.