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So that extended/alternate demo that only press dudes saw at E3 was suddenly released. And since Dtoid has yet to post it I decided I would.

Anyway the game looks pretty freaking awesome. Most of the "scripted" looking moments from the E3 demo are not in this playthrough and there are some new things that looked pretty cool. It looked tense as hell especially after the last dude alive ran off and you had to chase after him. I'm not sure what difficulty the demo was set at but the one part where Joel was attacked from behind took off like a quater of his health though the health pack almost completely filled the health bar. I also liked that you have to actually apply the health pack in real time instead of being instant. I still have no clue on how ellie works, she played a far less role in combat this playthough and there were points where Joel told her to stay back but i'm not sure if the player controls that. Pretty much my only negative is the lame ladder puzzle.

Hopefully the entire game is like this portion of the game with many ways to complete scenarios and optional side-story things like the movie poster and the bathtub all over. I would also like it if ND made a hardcore mode where the health bar and ammo indicator is removed so you have to rely on memory and animation indicators. what you do guys think?








At EVO Superbot had a pretty great, informative panel for PABR. if you missed it you can watch it http://www.twitch.tv//srkevo3/b/324019839?utm_campaign=archive_embed_click (skip to 2:15)

Here is a summary if you dont want to watch the panal (you should though)

GAME MECHANICS
SUPERS
- Supers are earned by accumulating AP
- There are 3 levels of super, each level being more powerful than the last
- Supers canít be blocked, but there are various ways to defend against them
- Level 1 supers are not as easy to land. Level 2 supers are more combo-able.
- Level 3 supers lockout all other supers. Example: While Kratos is in god-mode, no other super can be activated.


DEFENDING AGAINST SUPERS (Level 1 and Level 2)
- Supers can be avoided, dodged, or countered
- Supers can be dodged.
+ With half a frame on a roll. Several characters were shown doing this.
+ With a full frame on an air dodge. Big Daddy was able to air dodge Nateís Lvl 1 propane tank super
- Supers can be evaded.
+ Sly was able to teleport outside of a super
+ A big focus is the air game which is used avoid many OTG supers
- Supers can be interrupted
+ Normals can be used to interrupt most level 1 supers which require a charge up.
+ Supers can be countered with other supers


THROWS
- Throws can be used to eject, knockback, combo, and deplete meter

COMBO SYSTEM
- With Infinite Avoidance System, characters donít fall victim to infinite combos
+once you hit an AP threshold, your opponent gets ejected from the combo and placed into an invincible aerial state until they hit the ground.
- An extensive combo video was shown that will hopefully go into these mechanics.


CONFIRMED MODES
Story Mode
- Every character has a rival - Heihachi and Toro (w/ Kuro) confirmed as rivals Multiplayer Mode
- Singles
- Doubles
- Free For All (Customization options: Timed Mode, Stock Mode, Reverse Stock Mode) Combat Trials Training Mode


HOW ARE CHARACTERS SELECTED?
- interesting and unique gameplay is first and foremost
- characters people associate with playstation
- characters that make the game better
- not necessary a balance of era (PSX, PS2, PS3, etc)
- characters that are popular/niche
- character selections not entirely up to superbot


WHY WAS HEIHACHI INCLUDED AND WHATíS HIS FIGHTING STYLE?
-He was a cool character
-Tekken is a playstation fighting game
-He is the patriach of the mishima family
+ up close, combo oriented
+ lots of dodge attacks to close the gap between him and his opponents
+ He has a move where he throws a bowling pin (an homage to Tekken 2)
+ His Lvl 3 Super is based off his Tekken 5 Ending

WHY WAS TORO INCLUDED AND WHATíS HIS FIGHTING STYLE?
-Really big in japan
-Official playstation mascot
+ loves cosplay and wants to be human
+ each stance represents various fighting games (MK, SF, and Tekken)


SOUNDTRACK
- each level is this world meets this world and the music reflects that through remixes
- an OST is something Omar really wants to have happen for this game


UNLOCKABLES
- outfit for every character
- Alluded to potential customization options


FOR COMIC-CON
+ New costumes confirmed
+ New characters plus a few other surprises


ONLINE DETAILS and POST LAUNCH PLANS
- Character adjustments can be made on the fly based on data collected of online matches played.
- Theyíre trying something new with the online so thereís no slowdown and the experience is the same across the board, different from most fighting games
- The plan is pack in as much content as they can on disc, and whoever they miss, theyíll work to add via DLC. That is of course going to be based on demand and other factors.

Looks like some worries I had about the game (not much depth, the super system) are resolved for me. Hopefully they have a demo for this game to really prove their words. If only they can change the terrible name and logo.








That Sony Conference that was to properly unveil Soul Sacrifice has been officially translated by Sony. Here are parts 1, 2, and 3. Be warned that the translators are not native english speakers and can sound horrible at times. And the official site has also been translated into english

Anyway I am really like what I am seeing and can't wait for more info, and gameplay. This speedy translation of the conference and the website is a good indication that the game is going to be localized at some point. And its good to have Inafune back. What do you guys think?








A teaser trailer of Soul Sacrifice was just released by Sony and you can find it here

And Andriasang has reported that "Famitsu.com is promising a seven page feature on the game detailing the game's story, magic, monsters and other areas. The site also promises comments from the game's development staff and "conceptor." And if you dont know already Inafune uses "conceptor" to describe his job frequently.

What do you guys think of the trailer and the possibility of Inafune being involved in the project? It kind of looks like a dark monster hunter with magic, and Demon's/Dark souls monster designs. I am game as long as it has online play and its not a carbon copy of Monster Hunter (and so far its not)








Since for some odd reason the news about Twisted Metal supporting custom skins has not been reported yet on D-Toid (and most other outlets) I decided to tell you myself. Jaffe reveals this during a interview with IGN which you can find here (it starts at 2:16:00)

You can create these custom skins on the TM website or if you have artistic/technical tallent you can use the released templates to create your own skins and them upload them to the TM website. These skins can them be used online. They can be shared to everyone or be locked to just yourself or your clan. Here are some skins ESP created.

Source: Jaffe's Twitter https://twitter.com/#!/davidscottjaffe











Also this

Photo Photo Photo







Stop Spoilers
7:22 PM on 02.01.2012

I was very excited when Jaffe revealed that he is working on a brand new Twisted Metal game for the PS3. We havent gotten a good car combat game this entire gen. when Jaffe started to talke about how he wanted to at skill, strategy, and balance to it I honestly did not believe he could do it. After playing the multiplayer demo while (once I was able to get into a game because of the matchmaking errors) I am eating so much crow right now. From what I played the game is balanced perfectly and skill/strategy is absolutely needed to use each vehicle, travers the map, and use weapon pick ups effectively.

Each vehicle has their strengths, weakness. For example the Talon, the helicopter is hard to hit with non homing missiles, but if you use the freeze ray (every vehicle has this ability) it comes right down. And some vehicles such as the Reaper motorcycle with its flaming chain saw and the Darkside semi with is power slam can one hit kill it. There is a way to take out every vehicle (in the demo at least, there are far more vehicles in the full game).

Another way skill and strategy is essential in Twisted Metal is though the health and weapon pickups. You need to know where every health pickup is when you are low and when its better to run away. These and the weapon pickups are not always easy to find some are only found when something is destroyed or behind walls. Every weapon must be skillfully used or it will be wasted or even hurt yourself.

Finally the Twisted Metal's unique objective based mode Nuke is where all these things come together. To win this mode you need a team that has a variety of different vehicles and knows where health/weapons are at all times. Teams must also work together well and know what they are doing or else you have everyone just playing the game like deathmatch.

For all of you about to play it, I sugest doing training mode because the learning curve for the controls is pretty big for some people. After getting used to the controls I also sugest playing deathmatch with a vehicle with average speed and armor (the meat wagon is a good coice, it has average armor, ok speed, and a great special) to get used to the other mechanics (when matchmaking is fixed). You can train in SP mode but the AI does not reflect human players very well, they tend to all gang up on you and are quite ruthless.

I hope the full game keeps this balance with all the other vehicles, maps, and placement of pickups when it releases valentines day in the US.

Post your impressions and stories below.