Wipeout VR dominou o forum do PSVR no reddit
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todo mundo morrendo de amores pelo update, falando que é incrivel, graficos muito lindos e nitidos, e que ta muito bom o VR dele, muito bem implementado, nao vejo a hora de jogar hoje
E depois de muita gente criticar o Bravo Team, a Supermassive resolveu falar o que houve
What went wrong with PSVR exclusive Bravo Team, the "Halo of VR shooters"
Supermassive sources speak.
It's that last part which intrigued me - here was a studio which had form in Until Dawn and other VR efforts like Tumble VR and Rush of Blood. By contrast, Bravo Team arrived riddled with glitches, featuring dull levels, a dreary art pallete and laughable enemy AI. What had gone so wrong here?
It's no secret Until Dawn turned out better than anyone had expected.
I played a PS3 build of Until Dawn back at Gamescom 2012 when it was still a PlayStation Move game and it was, to put it kindly, extremely rough. Still, Supermassive was allowed the time to improve things and finally release the game on PS4 some three years later, after around five years development time total. Right up until launch, expectations were low - and then Until Dawn arrived, polished, to rightful praise for its visuals, Hollywood cast and overall cinematic feel. Supermassive had pulled off a stunning turnaround, secured by far its biggest hit to date and won a reputation for suddenly being able to deliver games with a movie-like quality.
But with this reputation established, the pressure was on to maintain it - even with Bravo Team, a very different type of game: a PlayStation VR shooter developed in 13 months, not five years. This pressure impacted the project throughout its development, Supermassive staff told me. "We intended and expected to mimic the established conventions for first-person shooters and, where relevant, VR titles," one person said, "but the studio blocked any design that wasn't 'realistic' or 'movie realistic'." This meant no heads up display (HUD) to relay information on weapons and ammo, not showing your character's floating hands, not showing navigation points, and not featuring a traditional tutorial. Where these things do appear in the final game, staff told me, it was because so much time was wasted unsuccessfully trying to find alternatives that the team was eventually allowed to return to established conventions when time ran out.
"'Hollywood realism' just got in the way of everything," another staff member said. "We didn't have the time or the money to make a first-person shooter in VR, but even then we didn't have a fighting chance because the studio crippled us with these constraints on top.
Take [Until Dawn VR spin-off] Rush of Blood, which turned out really well - its team was left alone, which is key, but the interruptions [from management] were the same: 'no music, you have to have a full character body, no floaty hands'. For a long time you didn't have the score displayed anywhere."
Como sempre a Diretoria dessas empresas estragando tudo que é jogo, pq os caras que não entendem de jogos é que mexem com isso e dao palpites no que não deve? Pq não é alguém que ja fez muito jogo, ja trabalhou bastante e daih colocam o cara numa posição gerencial e daih sim ele pode dar palpites e se meter no desenvolvimento do jogo, mas nao, é sempre o povo que não entende nada, mas tem dinheiro, só por isso o cara ta ali. Quase estragaram o Rush of Blood tbm, quase.
materia ta gigante, pra quem quiser ler:
https://www.eurogamer.net/articles/2018-03-27-what-went-wrong-with-bravo-team