Deathloop – New game Arkane Studios, which will appear at the end of 2020 on PC and PlayStation 5. The developers gave a small interview with IGN, where they talked about the features of the version for Nekstgen, the differences from the "Rowli" and the sources of design inspiration.
According to Arkane, on PlayStation 5 U Deathloop will be:
Support for the advanced vibration of the DualSense controller, thanks to which you can feel the weapon in your hand, return, reloading and so on.
The main topic Deathloop – The endless cycle. You worry one day again and again, trying to reveal the secrets of the island Black Reef. The typical ending of the next race is the death of the protagonist. All this is similar to the "pungent", however Arkane rejects from this comparison: in Deathloop Users are constantly moving in the plot. For example, if the protagonist found evidence, then she will remain with him, even when the next reset of the “Surka Day” comes.
“Maybe then Deathloop Similar to Outer Wilds?" – asked Ign. In this game, you also experience a short period of time over and over again, maintaining the acquired knowledge. But Arkane He believes that on Outer Wilds Her new creation is also weak: in Deathloop There is no time restrictions within the framework of one day (that is, staring at any paintings on the wall as much as it will fit), and in the course of the game there will be a certain event that will move the gameplay from the "pants" even more.
Among sources of designer inspiration Deathloop – The work of the artist Salt bass (Saul bass). You can know his style for films "Dizziness" Alfred Hitchcock (Alfred Hitchcock) and "Shine" Stanley Kubrick (Stanley Kubrick).
Entourage Deathloop -1960s. Arkane I chose this period, as it allows you to create a unique appearance. The developers called the resulting design "Atmosphere Salt bass".
July 19, 2020 in the remake of Medievil found the PS1 emulator, which allows you to launch retro -players on PS4
July 20, 2020, many years later, fans found the world from the main menu Minecraft
Deathloop
The best comments
Given that all the significant exclusives of the SONU are conceptually the same action from the 3rd person, then there is nothing strange.
I think the suitcases play a small role in the fact that at the start the game of boxes does not come out. And the game does not come out on the PS4, most likely, because it would be strange to have a game on PS4 and in the starting light of PS5. If the game comes only to PS5, then this is some kind of, but another argument towards the purchase of PS5, instead of just taking the game on PS4.
If the game comes only to PS5, then this is some kind of, but another argument towards the purchase of PS5, instead of just taking the game on PS4.
But the game does not look like a project that cannot be launched on PS4. And the most relish will be if the game will calmly work on a PC on ordinary HDD, and at the same time loading and processing data in the game itself will be the same or faster than on PS5. This will be a specific such argument “For” the Magic SSD named after Cernie, which even treats the fifth point for legends ..
According to Arkane, Deathloop will have:
60 frames per second,
“Increased” https://noidverificationcasinos.co.uk/anonymous-casino-sites/ resolution (it seems, compared to games on PS4),
HDR,
Ray tracing (judging by the formulation of developers, in some limited form),
Support for the advanced vibration of the DualSense controller, thanks to which you can feel the weapon in your hand, return, reloading and so on.
All this is certainly wonderful, but only I did not understand. Why does Deathloop go only to PS 5 and Ignoring all other consoles of the current generation? Judging by the trailers, there is nothing unknown in the game. Or the whole thing is only in the suitcase that Sonya brought the gazebo for exclusivity?
Cap! Only you were mistaken by the topic.
How exactly the developers will make a variety in each “race” Deathloop if you leave the levels completely untouched
What about the wall ..
There will be no different "races", as there will be no variety. This is a plot for one passage. Death is just a check-on, and all.
For example, if the protagonist found evidence, then she will remain with him, even when the next reset of the “Surka Day” comes.
The same, standard for the pants of a feature. The world begins again, the character sways.
Hz what they did not like the word sorogalik, a popular genre, with a bunch of excellent games.
I am sure that that journalist was mistaken in bringing an example for comparison. Based on the information that we have, Deathloop is the heir and logical development of ideas laid down precisely in Prey Mooncrash (I recall, is the previous project of these developers).
Based on what we have, it is declared with direct text – this is not a horned. And there is not a word about the sliced elements.
And the difference from Auther Wilds is the lack of time limit.
You continue to stubbornly say about the similarity with Munkras, which has elements of the sideline, when it was clearly said – nothing in common with the cuckrovs.
Marazm, he is such ..
Then what all these words were said about stubborn and insanity? You can’t help but move on?
I argue that Muncrash with all its horned elements is not a purebred sling. The changeability of the environment in it was made exactly at the level that allows you to maintain a single structure of levels and at the same time add diversity to each "run".
And now the question. How exactly the developers will make a variety in each “race” Deathloop if you leave the levels completely untouched? Changes in the composition of opponents and selected items will not be enough. Something else is needed, and Prey Mooncrash has an answer to this question.
You are persistent or stubborn?
It is written in black and white – nothing in common with the pants. Neither random generation of levels, no progress and plot.
So where do you get the opposite? What kind of insanity?
I don’t even know how to comment on it.
The journalist asked direct questions, received direct answers, but you know everything better and you think differently.
I applaud standing.
Muncrasus is just with elements of a pants – and the discharge of progress, and random generation.
Outer Wilds is just that there is no random generation. There is a single plot, and a game for one passage.
Apparently Arkane doesn’t want the players to wait for the “pure slide” from Deathloop.
Most likely the game will be similar to Prey Mooncrash – a fixed scene, but with small deviations at every race. For example, in Prey Mooncrash the lunar base has always been alone, but with every race there could arise new problems – dust storms, fires, rabid radioactive fuel, small destruction, flooding and electricity, non -working transport, a de -energized compartment, rescue capsule in another compartment, and t.D.
And what does Outer Wilds have to do with it then? Unlike the journalist, I believe that Deathloop should be compared primarily with the last creation of Arkane – Prey Mooncrash.
Prey Mooncrash also has a single storyline, from beginning to its logical conclusion. And by the way, in Mooncrash there was just a “data damage” that forced to rush in one way or another. This annoyed many players. Apparently Arkane took this into account when developing Deathloop.
And in addition to this, in the video of the game process Deathloop, eight more characters were mentioned besides the main character, as well as switching control to the second character. Total – you should expect at least two game characters to choose from, but since there were already five characters in Munkrasha – all nine can be available in Deathloop.
Secondly, Muncrash, with all its "pants" elements, has a strictly fixed structure of the lunar base. All random generation is limited only to the creation of some interference on the path of the player. The same room can be either clean-beautiful, and contain destruction/fires/electricity/radiation, and t.D.
And in terms of the plot of Muncras, also fixed. The hands of the protagonist and five characters there tells one single story about the lunar station of Pifei, corporations Trams and Kasma, Typhons, and T.D.
Muncras is designed for one large passage from the very beginning to the final credits. It is simply divided into many “races”, between and during which we are moving further through the main plot.
As for me and the journalist IGN – do not pull out my words from the context:
Unlike the journalist, I believe that Deathloop should be compared primarily with the last creation of Arkane – Prey Mooncrash.
I am sure that that journalist was mistaken in bringing an example for comparison. Based on the information that we have, Deathloop is the heir and logical development of ideas laid down precisely in Prey Mooncrash (I recall, is the previous project of these developers).
Strange statement. And the concept of shooters, RPGs, games and others, which means you can announce in packs?