Consulta o Portal de Jogos da ZWAME. Notícias, Artwork, Vídeos, Análises e muito mais.
Ao ver estes videos achei os gráficos....maus!.....
Ao ver estes videos achei os gráficos....maus!.....
Tenho cá as minhas dúvidas se este jogo vale a pena! A forma como está organizado, mais os gráficos, não me cheira mesmo nada bem! vamos lá a ver se não estou enganada.
Claro! Se o jogo for bom Online e tiver divertimento então os gráficos serão o menos do jogo. Mas eu prefiro esperar pelas opiniões. A diferença de preços entre a pré-compra e a compra normal é pequena e pode até mesmo sair nos polacospelo preço deve valer a pena, e ... pelo preço... não esperava gráficos espectaculares, desde que seja divertido e bom de jogar com o pessoal, tá tudo tranquilo
se tu ainda não compras-te, não tens com que te preocupar xD
Eu paguei 12€ pelo L4D. Valeu a pena, agora pagar 14€ por este? A ver se os polcaos o vendem.pelo preço deve valer a pena, e ... pelo preço... não esperava gráficos espectaculares, desde que seja divertido e bom de jogar com o pessoal, tá tudo tranquilo
se tu ainda não compras-te, não tens com que te preocupar xD
Claro! Se o jogo for bom Online e tiver divertimento então os gráficos serão o menos do jogo. Mas eu prefiro esperar pelas opiniões. A diferença de preços entre a pré-compra e a compra normal é pequena e pode até mesmo sair nos polacos
Eu paguei 12€ pelo L4D. Valeu a pena, agora pagar 14€ por este? A ver se os polcaos o vendem.
Exacto! Este jogo aqui tem coisas que foram "baseadas" no L4D quer se queria quer não. Procura obter o mesmo éxito do L4D.O zombie gordo faz o mesmo que o Boomer pelo que me pareceu, vomita-lhes em cima. Não gostei muito do que vi, ainda bem que não gastei dinheiro.
Exacto! Este jogo aqui tem coisas que foram "baseadas" no L4D quer se queria quer não. Procura obter o mesmo éxito do L4D.
Tripwire Interactive has today announced Killing Floor, a massively enhanced retail release of a mod originally made available for free in 2005 for Unreal Tournament 2004.
Exacto! Este jogo aqui tem coisas que foram "baseadas" no L4D quer se queria quer não. Procura obter o mesmo éxito do L4D.
What Is It?
Killing Floor started life as a mod for Unreal Tournament 2004, being given the full retail treatment by Tripwire Interactive, the developers behind another famed Unreal Tournament 2004 mod turned full game, Red Orchestra. Set in a version of London overrun by failed experimental clones, players must band together in order to survive successive waves of attackers before facing off against a level boss.
Many people will compare this game to Valve’s Left 4 Dead, but there are several key differences. Maps are cyclic instead of linear, meaning instead of moving from point a to b to c, players move between certain points on the map, driven by the location of the upgrade store at the end of each round. Players collect cash as they defeat mutant clones which is then used to purchase equipment from a vendor between enemy waves.
Most significantly, Killing Floor has a perk system in which players level up depending on certain conditions, granting benefits to various skills. Players can swap which perk is active between each enemy wave, making the perk system function almost like a class system does in other shooters. Perks are cumulative and carry over no matter what server the player connects to.
What We Saw
I spent about an hour and a half playing through three different maps with members of the team from Tripwire at their studio.
How Far Along Is It?
It’s due out tomorrow, so yeah - pretty far along.
What Should Change?
The Store Interface: Between waves, players have a limited amount of time to purchase upgrades and equipment from a store that spawns in random areas of each map. The interface for the store was a bit confusing, and some of the requirements to wield various weapons were a bit unclear. It’s passable, but with the strict time limits imposed I would have liked something a bit more intuitive.
What Should Stay The Same?
The Level Variety: Each of the three maps I experienced during my preview had its own look and character. The first level was standard shooter fare, with tight tunnels and an industrial vibe. The second map took place in a wide-open field in the dark, with our team rushing from the glare of truck headlights to a pile of burning horse carcasses, desperate to stay in the light. The final level took place on the streets of London, with enemies swarming down over high brick walls. Three different maps, with three completely different atmospheres.
The Perk System: The persistent leveling system is the main feature of Killing Floor that separates it from other titles in the co-operative survival horror genre. Players can focus on the skills they prefer, creating an experience tailored to the way they wish to play.
Final Thoughts
Some would say that Killing Floor plays like Left 4 Dead lite, but that’s not quite a fair comparison. In some ways Killing Floor is simpler than Valve’s title, but it many ways it is more complex. Can the two peacefully co-exist? We’ll find out tomorrow.