Položka blogu od Reinaldo Albright

autor Reinaldo Albright - sobota, 25 apríla 2026, 16:11
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Today Sea of Thieves Lead Designer Mike Chapman posted on the game's forums to give more details on how personal combat with flintlocks, blunderbusses and swords will actually work on Rare's upcoming shared world adventure g

When you think about pirate encounters from books or movies, you tend to think of dynamic encounters in which the crews start by selecting the right tool for the job, but then change their weaponry as the situation changes. We think about this scenario our game using the example of two ships meeting on the sea. In this example, the first thing that is likely to happen is for cannon balls to be exchanged when the ships come into range. Depending on how the crews decide to position the ships, this may lead to the ships getting close enough for players to use personal arms, such as flintlock pistols and the blunderbuss. With our approach to aim down sights, you’d see the some of the rival crew taking aim with their guns as the crews exchange shots between decks, while some players still continue to fire with the cannons. Following this, in the event of one of the crews boarding the other ship, they might then get the opportunity to get a single shot off while standing on the enemy deck, before then being forced into a reload…which is where swords come

This might seem nitpicky given Nintendo's excellent and concise presentation during E3 2017, but the set-up for this one had already been done and all the company needed to do was announce it. The Switch is already gaining a reputation as the home for Wii U games that were ignored because of that console's technical failures, and Mario Kart 8 Deluxe has already proven that those remakes can be extremely lucrative for Nintendo as well. Nintendo could have probably flashed the Metroid Prime 4 announcement on screen, followed with the announcement of a Super Smash Bros. Deluxe for the Switch, and called it a successful E3 2

Andreas goes on to describe how visual effects are all about bringing the entire experience together, a key facet of what will make Sea of Thieves more than a typical pirate game. As an online multiplayer game with a heavy reliance on character customization and progression, player investment in the character and world is an obvious priori

Having to reload is another contributor to the pace, especially since guns are single shot and players can’t walk around with multiple musket balls already loaded. Instead they have to reload after each shot which potentially leaves them vulnerable to att

Unfortunately, we all know that didn't happen. While some other titles got their time in the remake spotlight, including an exciting new 3DS game in Metroid: Samus Returns , there was no mention of Nintendo's generational fighting IP. That could be due in part to the surprising success of ARMS , a game that initially existed as an afterthought in the Switch's early launch lineup previews thanks to Breath of the Wild but has quickly gained steam as a viable new IP in its own right. Still, though, would it have been so hard to just throw together a teaser for 2

Today Rare delivered the fourth Sea of Thieves trailer in a series that has been dubbed "Short Hauls," or short developer diaries that describe aspects of the game's experience. Rare sees fit to design philosophy and goals in these Short Hauls, hoping to give potential players some perspective on what kind of game Sea of Thieves is shaping up to be . "Visual Effects" is the topic of this latest Short Haul trailer, or how Rare's focus on the details will better create a true pirate advent

Previous episodes in Sea of Thieves ' Short Haul trailer series include " Creating Clouds ," " Aboard the Ship ," and " Instruments ." Each explores an example of how Sea of Thieves Online guide|https://seaofthievesfans.com/ of Thieves tries to bring the player closer to the world in which they're playing. Instruments talks about how players can add their own soundtrack within the game through gameplay, but how it's also influenced by social aspects of the game . Creating Clouds shows how Sea of Thieves is using an ever-present object in virtually every game -- clouds -- in a new way to add depth to the experience. It's unexplored territory, which pirates would appreci

Moreover, Microsoft also claims that 2016 will be even bigger for Xbox . As we look ahead to the biggest games that are in store for Xbox gamers next year, it becomes apparent that the execs at Xbox aren't just blowing smoke. These five games in particular have caught our eye as Xbox One exclusives that have the most potent

"When we talk about visual effects in games, we normally mean particles. That's what we're using to create all of the cannon effects for example, like the different explosions. You want to give the player strong feelings when they're playing the game... You should just feel like you're really part of this beautiful wor

600Rare's Short Haul trailers are just one way the developer is continuing to communicate with its audience, whether they're excited for Sea of Thieves or not. There are several other short video series that are ongoing, like the Inn-side Stories series or one-offs created for special events, like Talk Like a Pirate Day. Perhaps this extensive amount of developer-to-player communication is another strategy to help bring players closer to the experience that Sea of Thieves will provide . Perhaps in knowing Rare, players will better know their ga