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  1. #1
    PS4forums Fanatic Desmond's Avatar
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    Default Outlast

    Outlast Announced For PS4, Get Your Horror On

    http://blog.us.playstation.com/2013/06/10/outlast-will-scare-the-s-out-of-you-on-ps4/

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    PS4forums Fanatic Kane's Avatar
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    -rep έπρεπε να σου ρίξω. μου έκοψες το αίμα πρωινιάτικα...

    Ωραίο φαίνεται

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    Οχι αλλα zombies και ζομποειδη ρε γαμωτο, βαρεθηκα....
    Ενταξει συμπαθητικο φαινεται αλλα αφενος φτανει πια με τα ζομπια, αφετερου εχουν λυσσαξει με το σκεπτικο gadgets + survival horror= must be interesting, εδω με την καμερα στο αλλο με το smartphone. Σιγουρα καλη ειδηση αλλα δεν με τρελλαινει αυτο που βλεπω.
    Προσωπικα απο ολες τις survival horror προσπαθειες που βλεπω τελευταια εκτος απο το The Evil Within που ειναι ΑΑΑ παραγωγη απο τα "μικροτερα" παιχνιδια μου εχει κανει εντυπωση το t, προσωπικα αυτο θα ηθελα να δω στο ps4!


  5. #4
    Stealth Moderator Valkyre's Avatar
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    The awkward moment when a zombie has better stealth skills than you...

    Fail...

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    PS4forums Addict personGR's Avatar
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    Quote Originally Posted by Valkyre View Post
    The awkward moment when a zombie has better stealth skills than you...

    Fail...
    Ας είναι τρομακτικό και καθηλωτικό και δεν πα να έχουν ζόμπι (; ) με μπαζούκας...

  7. #6
    Stealth Moderator Valkyre's Avatar
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    ^^ I disagree.

    Θα σου πω το γιατι. (αποψη μου φυσικα)

    Για να τρομαξω πραγματικα, δεν αρκει ενα "ΜΠΟΥ". Με το ΜΠΟΥ την πρωτη φορα θα τρομαξω, την δευτερη θα τρομαξω, ε τι τριτη θα σηκωσω το ενα φρυδι... την 6η θα πω "μνιεεε"... και απο εκει και μετα το παιχνιδι θα εχει σκοτωσει κυριολεκτικα μεσα μου την ατμοσφαιρα και το στοιχειο "horror". Απο εκει το σημειο και μετα θα ειναι σαν να παιζω ενα οποιοδηποτε action game.

    Για να τρομαξω χρειαζομαι κυριως "ατμοσφαιρα", οχι φτηνες πρακτικες εκφοβισμου, και για να δημιουργηθει η ατμοσφαιρα εκεινη που θα ειναι καταλληλη να οδηγηση στον τρομο, θα πρεπει ο κατασκευαστης να σεβαστει λιγο την νοημοσυνη μου. Το να βλεπω ζομπι να γινονται καλυτεροι stealth skilled killers σε σχεση με κανονικους ανθρωπους και να τους κανουν outsmart, με κανει να νιωθω οτι παιζω εναν καθυστερημενο βλακα χειροτερο απο ζομπι στο παιχνιδι. Με αποτελεσμα αντι να τρομαζω να βαζω τα γελια.

    Ισως ειμαι απλα εγω, αλλα πραγματικα ετσι το βλεπω, και αυτο που ειδα σε αυτο το τρεηλερ ειναι χαζομαρες εντελως.

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    PS4forums Addict grip's Avatar
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    Θύμισε λίγο fatal frame πάντως,αν και απ' ότι βλέπω θα είναι μάλλον 1ου προσώπου καθαρά αυτό.
    My ps3 games:Kάμποσα άλλα μετά το crash του forum βαριέμαι να τα γράψω...
    psn id:griparoring
    xbox360 id:griparoring

  9. #8
    PS4forums Fanatic Desmond's Avatar
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    For what is worth, όποιο preview έχω διαβάσει από την παρουσίασή του στο PAX EAST, είναι από απλά θετικό εώς ενθουσιώδες.

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    PS4forums Fanatic chronohill's Avatar
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    To ειχα ξαναδει παλαιοτερα...Πολυ ενδιαφερον φαινεται αλλα στην πραξη κολλαει στο σιδερο!! Το gameplay ετσι θα ειναι?με χρηση της καμερας στα σκοτεινα σημεια?Οχι εμενα δεν μ θυμισε fatal frame και ουτε αυτα ειναι zombies...αυτο που μου ηρθε στο μυαλο ειναιτο υπεροχο condemned...τι ανατριχιλα ηταν αυτο το παιχνιδι...
    Spoiler!

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    Να θυμίσουμε μιας και αναφέρθηκε ήδη αλλού αλλά όχι εδώ, ότι είναι από τα τρία παιχνίδια (4 μαζί με το Driveclub) που θα δώσει στους τρεις πρώτους μήνες στους συνδρομητές plus και κατόχους του PS4. Εμένα δεν μου αρέσουν τα ζομπιπαίχνιδα και προφανώς δεν το είχα στα ενδιαφέροντα μου, αλλά ΟΚ άμα είναι τσάμπα δεν νομίζω ότι θα χαλάσει κανέναν.

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    Το οτι τα ζομποι φενονται εξυπνα νομιζω οτι το εχουν κανει για τα βιντεο για να τονισουν το στοιχειο του τρομου.
    Στάλθηκε από το GT-I9100 μου χρησιμοποιώντας Tapatalk 2
    Last edited by easybizi; 22-06-2013 at 15:53.

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    Κυκλοφορησε χθες για PC και αναμενεται να ανακοινωθει ποτε θα κυκλοφορησει για ps4.
    Δεν μου γεμιζει και πολυ το ματι αλλα εχει παρει παρα πολυ καλα σχολια απο οσους το εχουν δοκιμασει και τα reviews ειναι παρα πολυ καλα μεχρι στιγμης

    RelyOnHorror.com 10/10

    9.5/10

    gamrReview 9.5/10

    Edge.com 9/10

    GameFront.com 90/100

    Joystiq 4.5/5

    VentureBeat.com 89/100

    ThunderboltGames.com 8/10

    BlisteredThumbs.net 8/10

    GameTrailers.com 7.8/10

    Polygon.com 7.5/10

    Gamespot.com 7/10


    Mακαρι να ειναι τοσο καλο οσο λενε!


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    Forum GOD Nikoladim's Avatar
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    καλες κριτικες οντως, ισως να εχει κατι παραπανω στο PS4. Εξαιρω προφανως την προτελευταια εταιρεια, τζαμπα κλικς παιρνει.

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    Forum GOD messi10's Avatar
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    Δεν Περιμεν τοσο καλα ριβιους, πράγματικη έκπληξη!

    Sent from my MT27i using Tapatalk 4


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  20. #15
    PS4forums Fanatic Desmond's Avatar
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    ^Δεν ήταν καμιά έκπληξη τα θετικά reviews καθώς τα περισσότερα previews και hands-on μιλάγανε για διαμαντάκι.

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    PS4forums Addict obione's Avatar
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    To paixnidi exei polu atmosfaira kai den einai opws fenete....
    vale akoustika, kleise fwta kai apla believe me u will get what u need ....
    Oti kalytero exw dei edw k arketo kairo!!pc version panta..

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    Ελληνικό review από το byteme του δίνει 8/10
    http://www.byteme.gr/game-review/outlast

    ΘΕΤΙΚΑ:
    Απίστευτα προσεγμένος τεχνικός τομέας, απόλυτη εμβάπτιση του παίκτη, ένας πραγματικός «εξομοιωτής» αγωνίας και τρόμου.

    ΑΡΝΗΤΙΚΑ:
    Επιφανειακό σενάριο, ανύπαρκτη πλοκή, στερεοτυπικοί χαρακτήρες (για τα δεδομένα της κουλτούρας του φανταστικού τρόμου), «φτηνός» τρόμος, άπαξ και το τερματίσετε δεν υπάρχει λόγος να το ξαναπαίξετε.
    Επίσης, δεν είδα να έχει μπει η παρακάτω - αρκετά παλιά - συνέντευξη του Co-founder/President και Game Designer της Red Barrels Games, Philippe Morin στο playstationlifestyle.net.
    “Our Goal is to Scare The Shit Out of Players”: Outlast Devs Talk PS4, PS Plus and Horror

    June 20, 2013 Written by Dan Oravasaari


    While at E3, we were able to get our hands on the award winning survival horror title Outlast, a game that we thought was so scary that we immediately had to meet the developers behind it. PSLS talked to Co-founder/President and Game Designer at Red Barrels Games, Philippe Morin, about the story behind the studio, the game and what it is like self publishing Outlast.
    Dan: Where did the concept for Outlast come from?
    When we left our jobs in January of 2011, we were looking for something we could do for a project and David and I had been dreaming of making a horror game for a long time, but it just didn’t happen at Ubisoft. So, when we made a list, horror games were at the top and we both came up with the nightvision concept after watching a clip from Chris Cunningham – , a song from Aphex Twin, and so that gave us a direction. We also played Amnesia, which was only like four months old at the time and we loved the no combat approach. So, that was a starting point, and from there we just made a bunch of decisions like having the game take place in an asylum and all. Then it was, what do we do from there, [do we] have zombies? Do we have patients or something along the lines of mental illness with the criminally insane? So, what you see in the demo is just a glimpse of what is going to happen in the end. You are going to meet a lot of crazy patients and you will never know what to expect from them.
    Dan: You mentioned that you wanted to go the non-combative route for the game’s core concept, but with games like Dead Space 3, or even something like Call of Duty, that shows just how much gamers embrace title that are very combat focused. Do you worry that the general consumer will respond well to not being able to fight back?
    Playing hide-and-seek is one of the oldest games, when you are a child you play hide-and-seek and you are afraid of the dark. So I think the experience we have created goes back to a primal fear of humanity, and I think that the response so far is great. It is basically a stealth game with a horror context. I think people will dig it. No combat is the starting point, but the whole approach is really about making players suffer [laughs].
    Dan: With the game being legitimately scarey, are you worried that it could be too much for some people? As in, some people might not want to keep playing, or not even pick up the title?
    Well, that might be some of the reasons why some of the big publishers have made their games more like shooters – because they were trying to reach a wider audience. We don’t have to worry with all of the overhead that they have to, we are just focusing on making a game that we want to make and hope that enough people will buy it so we can make another one [grins].
    Dan: Outlast will be available for free on PS Plus for the PS4 right?
    Yes, it will be on PC at the end of summer and then PS4 early 2014. It will be available for PS Plus subscribers for a month.
    Dan: What is the process behind having your game released for free on PS Plus? And, how are you able to afford to give it away for free?
    Well, Sony is giving it for free, not us. [Laughs]
    Dan: Do you get a sum of money from Sony?
    It’s a buy-up, they give us money. Usually when you make a game free like this it is because you’re hoping to have a lot of downloads, so for us, this was a no brainer – because it is the beginning of the lifecycle of the PS4. A lot more gamers will buy the console within a few months and then a few years. So, if even more people play the game at the beginning, then it means that even more people might buy it in the future. It is more like a long term decision.
    Dan: Who is going to be publishing the title?
    We are self publishing.
    Dan: What are your thoughts on being able to do self publishing on the PS4?
    Oh man it’s awesome, we may never go back. We worked with big studios for 14-15 years and for us it was just time to move on. The problem is that we like making games, but when you become a senior, they make you spend more time in meetings talking about the game. We don’t want to talk about it, we want to make it. [We all laugh]
    Chandler Wood: You mentioned that a number of the staff from your studio are from Ubisoft and Naughty Dog. You definitely have a lot of talent at Red Barrels.
    We got pretty lucky, we managed to pull together a very senior team. David and I worked on Sands of Time and Assassin’s Creed – even though I didn’t finish Assassin’s Creed I went on to Naughty Dog to do the first Uncharted. Hugo was the Art Director for the first Splinter Cell and the first Army of Two. We all got together at EA to work on a new IP that eventually got cancelled. The team we have right now, more than half of the team actually, was working on that project that got cancelled. For us, when it happened, it was just life’s way of kicking our butt into making us do this. [Laughs]
    Dan: How big is the development team behind Outlast?
    10: 2 programers, 2 animators, 2 designers and 4 artists. We have contractors for sound and audio.
    Dan: Are there any plans for post-launch content such as DLC?
    Oh yeah, we are making this game and planting seeds because we have a ton of ideas for sequels, prequels and DLC. But, we will just have to see what the response is and go from there. We could be doing DLC, we have created a pretty big backstory. The Asylum is really old, so we could go back to the past and see what happened in the 60s, when it was actually the Nazi scientists who were there doing the MKUltra programs, stuff like that. We are trying to build a conspiracy, but something that is rich in terms of narrative that allows us to draw a lot of ideas from.
    Dan: You spoke a bit about narrative, how are you going to approach that without spoiling the tension built up when playing the game?
    You want to keep players engaged, so we need to give them more, but at the same time not give them too much so that it remains mysterious. If you give them all of the answers, then the mystery falls flat and the horror becomes less effective. So, you have to give [them] enough for people to remain invested, but not too much that they aren’t afraid anymore.
    Wood: How was it working with Sony as an indie developer?
    Oh yeah, they have been great. Several months ago they came to Montreal, they had a meeting to explain the specs of the PS4. When they saw the demo at PAX East it only took a few weeks, a few phone calls and they offered us a spot on the PS4, to come to E3 and be part of the press conference.
    Wood: So they approached you about it?
    Yeah, they approached us. Exactly.
    Wood: So they were just as impressed as we were?
    [Laughs] Well, I guess they were. They liked the demo.
    Dan: Were you on hand to see Microsoft and Sony’s press conference?
    I was backstage [at Sony] because we were a part of the group of indies that went on stage to present our game. So, I saw some bits of the press conference.
    Dan: What were your thoughts on the price difference between the PS4 and the Xbox One?
    Well, people seem to like it [laughs], and we aren’t complaining. The more people that buy the [PS4], the more people that will buy the game.
    Dan: So have you announced a price point for when you launch?
    No, we are not sure yet. We are still waiting to see how many hours of gameplay. We were aiming for 5 hours, but we may have more. So, we’ll see in the next few weeks how many hours the game turns out to have and decide from there.
    Dan: So it is still early in development?
    Yeah, we are between alpha and beta. But it is just so atmospheric that players might play it at different speeds. So, for instance the demo, for us it is about 4-5 minutes, but on average it takes people 15 minutes to complete the demo.
    Wood: Like [Dan] took longer than I did to get through like I did at some points. [laughs]

    Dan: Dude, we are in the middle of an interview. This isn’t the time for that.
    [We all laugh] So we will do some playtest and see where we stand.
    Dan: Anything you would like to say about Outlast before we go?
    Well, our goal is to scare the shit out of players [laughs]. We hope we achieve it.
    και ολίγην από PS4 gameplay:

    Last edited by Nek_Food; 08-10-2013 at 10:53.

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  24. #18
    Moderator hakoo's Avatar
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    ^^Ωραιο review αλλα στο τελος με μπερδεψε λιγο...

    Προς αποφυγή παρεξηγήσεων, παραμένει πιο χαμηλά από παιχνίδια όπως τα Silent Hill, Alan Wake και Penumbra στη λίστα των προτιμήσεών μου, κυρίως γιατί ο ψυχολογικός τρόμος με γοητεύει πιο πολύ από τον πιο άμεσο και «φτηνό» τρόμο του Outlast.
    Τι σχεση μπορει να εχει ενα τετοιο παιχνιδι με το Alan Wake που δεν ειναι καν horror?
    Το παιχνιδι φαινεται solid and all, εχει παρει καλα σχολια αλλα οπως λεει και ο ανθρωπος στο review και οπως ειναι προφανες απο το 10λεπτο βιντεο βασιζεται σε jump scares κυριως, σε μπου καταστασεις και σε αγχωτικα sequences οπου τελειωνει η μπαταρια κι εσυ εχεις τον τρελο να σε κυνηγαει.
    Last edited by hakoo; 08-10-2013 at 14:05.


  25. #19
    Moderator Nek_Food's Avatar
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    Υποθέτω ότι βάζει το Alan Wake σε στυλ μισό ψυχολογικό horror, μισό light survival horror παιχνίδι και δεν νομίζω ότι κάνει λάθος αφού επίσημα κάπως έτσι νομίζω τελικώς κατατάσσεται. ΟΚ, δεν σου πέφτουν τα μαλλιά από την τρομάρα (ούτε στα τελευταία RE), αλλά νομίζω ότι αν πάμε και εδώ να το κατατάξουμε κάπου, λίγο πολύ προς τα 'κει θα το πάμε. Προφανώς αυτό εδώ είναι ακόμη πιο dark/scary αλλά όπως λες βοηθάει η κάμερα, το άξαφνο κλπ τέτοια (δεν ξέρω αν μπορεί να πει κανείς) φθηνά κόλπα. Μάλλον θα είναι σαν να συγκρίνουμε πρώτης γραμμής psychological horror films (Omen/Excorsist) με τρίτης γραμμής cult horror movie (Blair Witch που ταιριάζει και οπτικά), όχι ότι το Outlast είναι κατώτερης ποιότητας απαραίτητα.

  26. #20
    PS4forums Fanatic chronohill's Avatar
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    To alan wake ειναι psychological action thriller...Απο τα λιγοστα που εχω δει απτο Outland -επειδη θα το παρω εννοειται- ανηκει σε διαφορετικη κατηγορια...
    Spoiler!

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