#21
Posted 22 September 2012 - 09:19 PM
#22
Posted 23 September 2012 - 12:59 AM
#23
Posted 23 September 2012 - 09:18 AM
#24
Posted 23 September 2012 - 10:50 AM
- Nintendustin likes this
Dat awesome person
#25
Posted 23 September 2012 - 11:12 AM
i think im going to buy the game
That's a good decision to make.
#26
Posted 23 September 2012 - 12:45 PM
#27
Posted 23 September 2012 - 06:26 PM
I'm setting a record on this game baby B-)
#28
Posted 24 September 2012 - 11:00 AM
What is your personal opinion on Zombiu from you have have seen/heard about it? I believe it looks very promising and has massive potential but it could be a fail. The game looks to be too linear and I think the melee animations are really sloppy. Like when you swing the cricket bat it does the exact same slow animation over and over again. I don't want to overanalyze and critique every little thing but I've been really wanting to know what others think about it and its potential. So what does everybody think?
I wouldn't say it's linear too much. The games supposed to have random scares and little events so that the games never the same, and there will be branching or multiple paths to get to where you are going and even alternate shortcuts and such to discover like sewer systems. I think the single player looks solid I wish there was some implementation of coop or more multiplayer modes like a straight survival mode with one zombie spawner and like 7 survivors. They are already in the talks of a possible second game which if this one is good, they plan on adding more multi and improving.
I have it pre-ordered and mostly paid off but I'm with you on the length...if it's not at least 10 hours I'll put my money toward Rayman Legends instead. It's not that I don't think it'll be fun, but if there's no replay value and it's short, I'll wait until it's $30 or so. NSMBU and Nintendo Land will keep me busy, and there's Lego City, Wonderful 101, Monster Hunter and Bayonetta right on the horizon.
The developers said they added more to the game since earlier on, and it's about 15 hours long maybe a couple more or less depending on your playing style. There will be multiple paths and secrets and shorcuts to get around the missions so there is replay ability with variety. Plus the zombies and items and scare moments are supposed to be randomated
#29
Posted 26 September 2012 - 11:50 AM
#30
Posted 03 October 2012 - 02:48 AM
#31
Posted 03 October 2012 - 05:16 PM
#32
Posted 03 October 2012 - 05:58 PM
This games will be a new start for the zombi survival games.
They say if you die you will wake up as another player and will have to find your pack again.
I wanna get this game at launch but probably wont be able to and have to wait till x-mas or after.
I do wish there was mutilplayer tho. But ah it seems it will do without it
xile06 "N" ID
Cod bo2, AC3, Zombiu, NSMB, Pikmin 3, Wind Waker HD, Smash Bro wiiu,
Preorders : ..
Plan to buy : -
#33
Posted 04 October 2012 - 06:15 AM
#34
Posted 04 October 2012 - 07:18 AM
After having played a bit of this today I am looking forward to it as it does have a lot of potential, however I did have some issues with the interface namely the touch screen's use while looting, it had some issues with responsiveness which I assume is due to it being resistive. Gameplay-wise it was challenging and atmospheric, I like the concept of having many survivors but I get the impression that they don't build on these character's stories enough. Personally I found having to look down at the gamepad to be annoying.
Gamepad responsiveness issues are likely because its a demo unit thats been handled by bazillions of people.
There is no story whatsoever for the player characters, as they are disposable.
NPC's drive the story a la atlus from bioshock.
I would imagine the inventory screen type stuff would be annoying in a crowded noisy environment.
I have seen some question raising things myself. There is no aiming reticule, except for specific weapons like crossbow and sniper, and the weapons iron sights, while there, arent lined up and thus useless.
Is their a button to properly aim?
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
After having played a bit of this today I am looking forward to it as it does have a lot of potential, however I did have some issues with the interface namely the touch screen's use while looting, it had some issues with responsiveness which I assume is due to it being resistive. Gameplay-wise it was challenging and atmospheric, I like the concept of having many survivors but I get the impression that they don't build on these character's stories enough. Personally I found having to look down at the gamepad to be annoying.
Gamepad responsiveness issues are likely because its a demo unit thats been handled by bazillions of people.
There is no story whatsoever for the player characters, as they are disposable.
NPC's drive the story a la atlus from bioshock.
I would imagine the inventory screen type stuff would be annoying in a crowded noisy environment.
I have seen some question raising things myself. There is no aiming reticule, except for specific weapons like crossbow and sniper, and the weapons iron sights, while there, arent lined up and thus useless.
Is their a button to properly aim?
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
After having played a bit of this today I am looking forward to it as it does have a lot of potential, however I did have some issues with the interface namely the touch screen's use while looting, it had some issues with responsiveness which I assume is due to it being resistive. Gameplay-wise it was challenging and atmospheric, I like the concept of having many survivors but I get the impression that they don't build on these character's stories enough. Personally I found having to look down at the gamepad to be annoying.
Gamepad responsiveness issues are likely because its a demo unit thats been handled by bazillions of people.
There is no story whatsoever for the player characters, as they are disposable.
NPC's drive the story a la atlus from bioshock.
I would imagine the inventory screen type stuff would be annoying in a crowded noisy environment.
I have seen some question raising things myself. There is no aiming reticule, except for specific weapons like crossbow and sniper, and the weapons iron sights, while there, arent lined up and thus useless.
Is their a button to properly aim?
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
After having played a bit of this today I am looking forward to it as it does have a lot of potential, however I did have some issues with the interface namely the touch screen's use while looting, it had some issues with responsiveness which I assume is due to it being resistive. Gameplay-wise it was challenging and atmospheric, I like the concept of having many survivors but I get the impression that they don't build on these character's stories enough. Personally I found having to look down at the gamepad to be annoying.
Gamepad responsiveness issues are likely because its a demo unit thats been handled by bazillions of people.
There is no story whatsoever for the player characters, as they are disposable.
NPC's drive the story a la atlus from bioshock.
I would imagine the inventory screen type stuff would be annoying in a crowded noisy environment.
I have seen some question raising things myself. There is no aiming reticule, except for specific weapons like crossbow and sniper, and the weapons iron sights, while there, arent lined up and thus useless.
Is their a button to properly aim?
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
After having played a bit of this today I am looking forward to it as it does have a lot of potential, however I did have some issues with the interface namely the touch screen's use while looting, it had some issues with responsiveness which I assume is due to it being resistive. Gameplay-wise it was challenging and atmospheric, I like the concept of having many survivors but I get the impression that they don't build on these character's stories enough. Personally I found having to look down at the gamepad to be annoying.
Gamepad responsiveness issues are likely because its a demo unit thats been handled by bazillions of people.
There is no story whatsoever for the player characters, as they are disposable.
NPC's drive the story a la atlus from bioshock.
I would imagine the inventory screen type stuff would be annoying in a crowded noisy environment.
I have seen some question raising things myself. There is no aiming reticule, except for specific weapons like crossbow and sniper, and the weapons iron sights, while there, arent lined up and thus useless.
Is their a button to properly aim?
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
#35
Posted 04 October 2012 - 08:45 AM
#36
Posted 04 October 2012 - 01:56 PM
After having played a bit of this today I am looking forward to it as it does have a lot of potential, however I did have some issues with the interface namely the touch screen's use while looting, it had some issues with responsiveness which I assume is due to it being resistive. Gameplay-wise it was challenging and atmospheric, I like the concept of having many survivors but I get the impression that they don't build on these character's stories enough. Personally I found having to look down at the gamepad to be annoying.
Where did you get to play it?
Nintendo ID: Spleenzorio
#37
Posted 04 October 2012 - 05:50 PM
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
From what I've read, skill degrading after dying is kinda like that of Digimon World on the PSOne. You lose a portion of your skills, which is randomised. I don't think it's a severe loss though.
Trophy Cards are classy too! LOLZIGZAGOON
#38
Posted 05 October 2012 - 12:11 AM
Where did you get to play it?
EB Expo here in Sydney, Australia. I won some tickets and a VIP pass to play the Wii U at an exclusive event last night.
Gamepad responsiveness issues are likely because its a demo unit thats been handled by bazillions of people.
There is no story whatsoever for the player characters, as they are disposable.
NPC's drive the story a la atlus from bioshock.
I would imagine the inventory screen type stuff would be annoying in a crowded noisy environment.
I have seen some question raising things myself. There is no aiming reticule, except for specific weapons like crossbow and sniper, and the weapons iron sights, while there, arent lined up and thus useless.
Is their a button to properly aim?
If not, it would appear whether you hit or not is mostly statiscal, with you hitting more often, and in more damaging places the longer your character stays alive and gathers those experience points. Making death a devastating downgrade. Even if you get those weapons back, ypur new character is going to be lousy with them.
When you hold ZL the character aims the weapon making a crosshair appear at the center of the screen, I am fairly sure this is the only way to use your firearm and it is also rather accurate.
As for the gamepad responsiveness, I'm not so sure the gampad's overuse was the issue I think it was the fact it was a resistive screen that it wasn't working as well with my finger as opposed to a stylus.
Edited by CUD, 05 October 2012 - 12:12 AM.
#39
Posted 05 October 2012 - 12:23 AM
Trophy Cards are classy too! LOLZIGZAGOON
#40
Posted 05 October 2012 - 05:58 AM
EB Expo here in Sydney, Australia. I won some tickets and a VIP pass to play the Wii U at an exclusive event last night.
Nintendo ID: Spleenzorio
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