Zero Dawn clearly shows that it was their first attempt with the genre, but Forbidden West gameplay is very good. I think that with their last releases like Tlou2, Ragnarok, Forbidden West, Ghost of Tsushima, sonys first party really made a big leap forward in developing mainstream games with very solid gameplay experiences.They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Their titles always had lackluster gameplay.
Never said anything bad about other studios's gameplay. Forbidden West is practically same as Zero Dawn, just some new things. Honestly, it feels like a slog playing through imo.Zero Dawn clearly shows that it was their first attempt with the genre, but Forbidden West gameplay is very good. I think that with their last releases like Tlou2, Ragnarok, Forbidden West, Ghost of Tsushima, sonys first party really made a big leap forward in developing mainstream games with very solid gameplay experiences.
The guys optimizing the engine are sometimes different people than the guys directing the gameplay design.They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Never said anything bad about other studios's gameplay. Forbidden West is practically same as Zero Dawn, just some new things. Honestly, it feels like a slog playing through imo.
I'm not trying to tell you how to play a game, but the side quests in Forbidden West can give you quite nice gear (and also level you up, obviously). For example, in the tutorial area you can get the first version of the spike thrower. Which, while basic, is quite effective at the beginning of the game.I felt the difficulty curve got too high, too fast, too early. My weapons constantly felt weak compared to what I was being forced to fight. In Zero Dawn, I welcomed virtually any enemy engagement. In Forbidden West, I just wanted to avoid most of them and that was before I was even a third of the way into the game. Because of that, I quickly lost any desire to explore and do side missions.
I'm not trying to tell you how to play a game, but the side quests in Forbidden West can give you quite nice gear (and also level you up, obviously). For example, in the tutorial area you can get the first version of the spike thrower. Which, while basic, is quite effective at the beginning of the game.
The most disturbing thing that this infantile shit written by a member of so called "gaming press".The guys optimizing the engine are sometimes different people than the guys directing the gameplay design.
With a dev team as large as GG that will definitely be the case.The guys optimizing the engine are sometimes different people than the guys directing the gameplay design.
Let’s not forget Returnal, easily their best game ever in regards to gameplay. No cinematic bullshit!Zero Dawn clearly shows that it was their first attempt with the genre, but Forbidden West gameplay is very good. I think that with their last releases like Tlou2, Ragnarok, Forbidden West, Ghost of Tsushima, sonys first party really made a big leap forward in developing mainstream games with very solid gameplay experiences.
Correct, several articles out there suggest that Horizon: Zero Dawn took so long was due to them writing Decima from scratch as well as making the game. This is wrong, three games came out before Zero Dawn that used Decima, first was Killzone SF, then Until Dawn (and you could argue none of Supermassive games have looked as good since), and then Rigs Mechanised Combat.Until Dawn was on the same engine. It all started with Killzone Shadow Falls.
Yup was going to say the same….Probably going to bring decima up to UE5 standards and feature set.
Probably not a bad idea.It's going to become the Sony engine.
Frostbite engine fucked up EA pretty well after they forced itProbably not a bad idea.
This is a delusional Take.They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Their titles always had lackluster gameplay.
Unlikely unless they can port the whole Naughty Dog, Insomniac and others code into it which is probably impossible.It's going to become the Sony engine.
Scalability across platforms as well. So streamlining ports to a future console, and especially PC's. Maybe even mobile phones.Yup was going to say the same….
Proper HDR support
World partition
Ray-traced rendering
NVME support for kraken compression for faster load times.
Better physics capabilities
Animation rigging improvements
Better PBR
Shader calculations
Collisions/clipping = Aloy’s hair!
Yeah I know, for new acquired studios it could workUnlikely unless they can port the whole Naughty Dog, Insomniac and others code into it which is probably impossible.
The other teams also have their engine teams they just never named their engines but i can tell you that Insomniac couldn't give 2 shits about Decima
Yeah absolutely but I think those US based studios are either on Unreal or Custom technology.Yeah I know, for new acquired studios it could work
What? Forbidden West’s gameplay is great. Combat is ace (still room for improvement with human to human) and the puzzle variety was hugely improved.They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Their titles always had lackluster gameplay.
I hope not.It's going to become the Sony engine.
I think it just means they have ambitious plans for improving the engine itself, though I'm sure more titles will use it too like Death Stranding 2.No surprise, the engine has been getting used in more titles. It's going to be an engine for their games going forward for many titles.
It will look like KZ:SFImagine Killzone 2 remake (or a new Killzone game, but like KZ2 and not like KZ3 or KZ:SF) on Decima Engine..
The upgrade system was extremely shitty. To upgrade the good weapons you need several random drops from tough enemies so you have to put in considerable time traveling to a site, killing one, traveling to another site, killing another.... repeat 10 times until you get the drop. If they need the Apex version, you need to keep notes of which sites on the map actually spawn those. It is obnoxious, grindy, bullshit, and fucking terrible. I absolutely hate it. I have no issue with needing to cleave parts off of things though. I actually enjoy that. It's the random drops and the fact that you need so many of them to upgrade weapons. Who the fuck thinks that this shit is fun? It is the worst kind of grindy bloat. Also why the fuck would you need an Apex ____ heart to upgrade a fucking bow? It's stupid as shit on top of being unfun.I felt the difficulty curve got too high, too fast, too early. My weapons constantly felt weak compared to what I was being forced to fight. In Zero Dawn, I welcomed virtually any enemy engagement. In Forbidden West, I just wanted to avoid most of them and that was before I was even a third of the way into the game. Because of that, I quickly lost any desire to explore and do side missions. Followed not long after by dreading what the main missions were going to throw at me. Most engagements devolved into me laying traps on an enemy's path. Because those seemed to be the only thing I had that did much damage to most enemies early on. And I had to hope I had the materials to craft more on the fly if things went South.
They pumped a lot of money into the development of that engine, so this makes senseIt's going to become the Sony engine.
They are among the best if not the best 3rd person combat designers in the industry.They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Their titles always had lackluster gameplay.
What games do you play? Your top 5 this gen so far.Never said anything bad about other studios's gameplay. Forbidden West is practically same as Zero Dawn, just some new things. Honestly, it feels like a slog playing through imo.
...no. No random drops. Specific parts, which I think is a huge upgrade from the first game, where the drops are indeed random. With the sequel, you just need to have enough determination/effort to remove those specific parts, so it's skill instead of luck. Or you can turn on auto loot in accessibility settings if you don't like that system.To upgrade the good weapons you need several random drops from tough enemies
I'm pretty sure that with Horizon they made a very big upgrade to handle open worldCorrect, several articles out there suggest that Horizon: Zero Dawn took so long was due to them writing Decima from scratch as well as making the game. This is wrong, three games came out before Zero Dawn that used Decima, first was Killzone SF, then Until Dawn (and you could argue none of Supermassive games have looked as good since), and then Rigs Mechanised Combat.
Quite possibly, but engines evolve over time naturally, so that wouldn't surprise me, Killzone did have some quite open foresty areas though so may have already been in the plans when creating the engine.I'm pretty sure that with Horizon they made a very big upgrade to handle open world
I can only get so erect. I'd even like to see Killzone 1.Imagine Killzone 2 remake (or a new Killzone game, but like KZ2 and not like KZ3 or KZ:SF) on Decima Engine..
Think bigger, offer the engine and tools to third party developers. Said it before, but Death's Stranding might have been a test run.It's going to become the Sony engine.
Doesnt Decima already have its own streaming solution that rivals if not bests World Partition.Yup was going to say the same….
Proper HDR support
World partition
Ray-traced rendering
NVME support for kraken compression for faster load times.
Better physics capabilities
Animation rigging improvements
Better PBR
Shader calculations
Collisions/clipping = Aloy’s hair!
They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Their titles always had lackluster gameplay.
the creation engine doesn't have one thing or the other.They should focus more on actually making good gameplay rather than worrying about their techy visuals.
Their titles always had lackluster gameplay.
Aside from expanding Sony Studios and third party usage of the engine. Will they push it to be an UE5 competitor and make movies and series with it? All speculation from my side but it's hard to imagine how much work something like that would require when UE5 is so feature rich.
Whatever they are working on, it's nice to hear they're expanding the scope for this engine in particular because I find it has a lot of potential for commercial success.