Saints Row: The Third
#101
Posté 05 septembre 2011 - 03:44
Speaking of I'm hoping we all can get the seasson Pass Saints Row TT will have. Give it gives a disscount for its three planned DLC releases.
#102
Posté 05 septembre 2011 - 03:46
#103
Posté 05 septembre 2011 - 03:49
Modifié par KenKenpachi, 08 septembre 2011 - 07:40 .
#104
Posté 08 septembre 2011 - 06:09
#105
Posté 08 septembre 2011 - 07:41
#106
Posté 09 septembre 2011 - 12:12
""A hot topic in many previews is the awesome new vehicle handling and gameplay found in Saints Row: The Third. Our team of vehicle programmers, artists, audio guys and designers (including yours truly) have gone to great lengths to make all of our vehicles the best they can be for you. Here’s a taste of what we’ve done.
Drifting
One of the biggest vehicle changes in Saints Row: The Third is the new drifting. The goal was to make drifting smooth, easy and accessible, and yet provide depth to reward player skill. To do this, we’ve replaced the herky jerky handbrake of Saints Row past. Drifting now maintains the flow of driving rather than interrupting it. A skilled driver can deftly drift around corners, maintaining their momentum. You can counter-steer for more precise results, or to correct your slide if you started a drift a bit too early.
An interesting note on the new drifting system: it’s not actually a handbrake. There are many ways to drift and handbrake drifting (commonly used in games) is just one of them. Since it’s not a handbrake, hitting the drift button in Saints Row: The Third won’t slow you down too aggressively, allowing you to better maintain speed as you take the corner. It will, however, allow you to take a tighter turn and you’ll look better doing it.
Weight
Another thing you’ll quickly notice in Saints Row: The Third is that cars have a much improved sense of weight. Collisions feel way more satisfying. Cars interact with the road like never before, leading to an experience that just fits into the game world seamlessly.
For those of you that have read thus far and are getting worried that we’ve gone away from the arcadey feel of previous games in the franchise, worry not. Our aim has always been to build upon that arcadey feel, rather than work against it. As an example, on the subject of the better sense of weight, the player’s vehicle is now a more dominant force on the road, able to plow through other cars more effectively than in past games. Realistic? Nope. Fun? You betcha.
Damage Model
On the tech side of things, vehicle damage has been overhauled allowing cars to crunch and distort more than in previous titles. Tires not only go flat, but can now blowout completely leaving just rims. Cars can even be flattened into pancakes by the new tanks. Oh yeah, there are tanks.
Aircraft
Another new vehicle type that’s sure to please is the VTOL (Vertical Take-Off and Landing). These aircraft can engage in combat as effectively as a helicopter – hovering in place, precisely targeting enemies. Then, with the push of a button, they transform into airplanes – screaming through the skies of Steelport to reach your destination in no time. This superclass even includes a futuristic jetbike, as some have noticed in recent screenshots.
Of course, what’s the point in being in a plane if you can’t fly it? One issue that was made painfully clear in playtests is that most players had major issues with the planes in Saints Row 2. To address this, we’ve gone back to formula and rewritten our airplane handling from scratch. The result is something far more arcadey, and much simpler to pick up and play. The new planes have been a big hit, but if you prefer the old, hardcore method don’t fear. It can still be accessed using an advanced option.
Helicopters have gotten their share of love, too. We’ve made them not only easier to fly but also easier to land.
Audio
There have been a ton of changes on the audio end as well. There are brand new systems for engine and drift sound effects for your aural satisfaction. One of my favorite things to do is to drift a gigantic truck that has no business doing so. It’s challenging to be sure, but I just love the way the tires screech – it sounds like a dying tyrannosaurus. Amazing.
The audio team’s attention to detail is staggering. You can even hear the pitter patter of raindrops on your car’s roof when it rains.
These are just some of the myriad improvements that went into the vehicles of Saints Row: The Third. On behalf of the entire vehicles team, thanks for reading. At the end of the day vehicles are better experienced than read about, though. We’re really looking forward to you guys getting your hands on all of our vehicles November 15th."
-- David Bianchi, Designer, SR:TT "
#107
Posté 10 septembre 2011 - 09:30
I'm going to say something that may be a tad unpopular. But I really hope they keep the regenerating health and the bonuses like infinite ammo. The regenerating health just means you don't have to constantly go pick up health boosts or buy things between missions (something that quickly became a tiresome ritual in GTA4), and it completely fits that arcadey feel they're talking about.
As for the infinite ammo. I think the reward system was one of the things that made SR2 so much fun. You won't really naturally get the most overpowered rewards early in the game, it's really more something for when you're done with the missions and you're just playing around. But then it's nice to have some actual goals.
Obviously SR3 needs hitman missions as well. Although it had me scratching my head multiple times in SR2, it was still a lot of fun to complete..
#108
Guest_Catch This Fade_*
Posté 10 septembre 2011 - 10:07
Guest_Catch This Fade_*
I didn't think regenerating health and ammo bonuses were unpopular.termokanden wrote...
Sounds good.
I'm going to say something that may be a tad unpopular. But I really hope they keep the regenerating health and the bonuses like infinite ammo.
Pretty much how I always felt about the regenerating health. Saints Row isn't going for the realistic approach like GTA is.The regenerating health just means you don't have to constantly go pick up health boosts or buy things between missions (something that quickly became a tiresome ritual in GTA4), and it completely fits that arcadey feel they're talking about.
This. I enjoyed doing the Hitman missions of the previous games. I hope they keep this activity and drug trafficking.Obviously SR3 needs hitman missions as well. Although it had me scratching my head multiple times in SR2, it was still a lot of fun to complete..
#109
Posté 10 septembre 2011 - 10:14
jreezy wrote...
I didn't think regenerating health and ammo bonuses were unpopular.
It's often something you hear when people are complaining about games becoming easier to play and holding your hand.
Anyway, they had better keep it in there.
#110
Posté 10 septembre 2011 - 12:57
But yeah on the driving artical the flying is what matters the most to me, anytime I steped in a plane it always would end in my death. Normally on landing. But they have added some new minigames well, like riding in your car with a tiger, and you have to drive really good or it mauls you.
#111
Posté 10 septembre 2011 - 01:46
#112
Posté 10 septembre 2011 - 02:21
#113
Posté 10 septembre 2011 - 02:22
And the Deckers will be high on my list too, if for no other reason than getting one of their swords.
Modifié par Cutlass Jack, 10 septembre 2011 - 02:24 .
#114
Posté 10 septembre 2011 - 02:31
#115
Posté 10 septembre 2011 - 02:57
KenKenpachi wrote...
Yeah everyone that I know liked the health system and the ammo is nice, you had to work for it, I think hitman is still in, though they got rid of Fuzz which I loved playing *is a sad panda*
Yeah Fuzz was fun. Some of the events were a LOT harder than the rest though, and it just picked them at random. How hard it was didn't seem to have anything do with the level.
But yeah on the driving artical the flying is what matters the most to me, anytime I steped in a plane it always would end in my death. Normally on landing. But they have added some new minigames well, like riding in your car with a tiger, and you have to drive really good or it mauls you.
Land? What are you talking about?
You're just supposed to parachute out you know
#116
Posté 10 septembre 2011 - 03:00
termokanden wrote...
KenKenpachi wrote...
Yeah everyone that I know liked the health system and the ammo is nice, you had to work for it, I think hitman is still in, though they got rid of Fuzz which I loved playing *is a sad panda*
Yeah Fuzz was fun. Some of the events were a LOT harder than the rest though, and it just picked them at random. How hard it was didn't seem to have anything do with the level.But yeah on the driving artical the flying is what matters the most to me, anytime I steped in a plane it always would end in my death. Normally on landing. But they have added some new minigames well, like riding in your car with a tiger, and you have to drive really good or it mauls you.
Land? What are you talking about?
You're just supposed to parachute out you know
Lol thats what I took to doing, but pretty much everytime I get into a plane I die in that game. Oh yeah on the minigames, the helicopter one versus the Ronin was a pain in the rump. I never have finished the last level of it. Helicopters don't move very well around highrises.
Modifié par KenKenpachi, 10 septembre 2011 - 03:04 .
#117
Posté 10 septembre 2011 - 03:18
#118
Posté 10 septembre 2011 - 03:26
#119
Posté 10 septembre 2011 - 03:32
#120
Posté 10 septembre 2011 - 03:36
#121
Posté 10 septembre 2011 - 03:40
#122
Posté 10 septembre 2011 - 03:53
#123
Posté 10 septembre 2011 - 04:15
#124
Posté 10 septembre 2011 - 04:23
I really want to get into that VTOL myself, and yeah realism isn't what thye are aiming for, its ment to be a crazy sand box, though I'm happy they are improving the mechanics, hope we get some news on customization. I Really want to be able to pait up the boats, and planes, and add more decals or paint styles. You know camo, checkers, etc.
#125
Guest_Catch This Fade_*
Posté 10 septembre 2011 - 07:34
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