Finally, there’s State of Decay 2 , the sequel to Undead Labs’ smash hit State of Decay . Like its predecessor, State of Decay 2 will throw players into a world full of zombies and task them with making it to the end with a group of struggling survivors. And of course there will be permadea
An example of this is the fact that we don’t have a UI crosshair for both cannons and guns. Players use the weapons themselves to aim. Crosshairs tend to imply a level of precision and a type of aiming that just doesn’t feel appropriate for pirate weaponry. When you use the gun barrel itself to aim without the absolute certainty of a crosshair, you tend to find that players are a little more considered with their shots. Of course, landing a hit this way feels even more satisfying,
Specific examples of visual effects cited within Sea of Thieves ‘ trailer include cannon explosions and how cannon balls crash into ship hulls, as well as the spray of water as a ship parts the sea. Andreas Oberg, the VFX Lead at Rare, describes these effects in detail regarding how they’re used to create a more visceral and engaging experience for players. Andreas describes it thusly within the trai
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
The most important element to call out in terms of our general approach to combat is that Sea of Thieves is a game with guns and swords in it, but it’s not a game all about guns and swords. We want Sea of Thieves to support different motivations and playstyles, but when combat does occur, it should feel right for the pirate experience we’re creating, while fully supporting the kinds of emergent encounters that can occur while out on a voy
Rare’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
For those who aren’t aware, Cuphead is a “run-and-gun platformer” created in the style of 1930s cartoons. Players will enjoy a single-player campaign, along with multiplayer action. Like the other games on this list, Https://Seaofthievesfans.Com/ there is still plenty of details yet to be shared about Cuphead , but needless to say, gamers are already lining up to grab this unique indie ti
One of Microsoft’s strongest franchises — the racing simulator Forza Motorsport — was given its seventh installment announcement, showing impressively alluring gameplay smoothly operating at an impressive 4K and 60 FPS on Xbox On
What do you think about Sea of Thieves not being free-to-play? Is it fair for developers to still take this approach to multiplayer content, or has the era of paid multiplayer business models started to fade away? Let us know in the comments be
Undead Labs has revealed that it plans to release new details about State of Decay 2 at this year’s E3, but in the meantime has released a handful of screenshots and a reveal trailer that show how much the developer has learned these last few years. It’s obvious the sequel will incorporate many of the features gamers loved about State of Decay , while also injecting new features that players have been asking for since the first game in the series released. There’s little doubt State of Decay 2 will be one of Xbox’s most successful exclusives this y
This one comes with the caveat that nobody really expected Microsoft to have a VR presentation anyways, as the company had attempted to make it very clear that it had no intentions of focusing on Microsoft VR technology when it had a lot of games to show and a new console to finally unv
In summary, we want each of the Sea of Thieves weapons to be the right tool in the right circumstances, allowing players to get into cannon exchanges, gun battles and tense sword fights when the right moment stri
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