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Thread: Red Dead Redemption 2 / Online

  1. #461 SP
    Why so serious ? razvanrazy's Avatar
    Doar pe Arthur Morgan.

  2. #462 SP
    Vires Intus eagle-eye's Avatar
    Inca un joc care face posibila scoaterea minimapului fara sa impacteze negativ jocul. Bravo babaeti, mai intai AC Odyssey, acum asta, sa tot mearga trendul asta.

  3. #463 SP
    Why so serious ? razvanrazy's Avatar
    Adica asa cum erau unele jocuri inainte, ceea ce nu prindeau la toata lumea. Asa e si normal sa fie. Sa ai de ales fara sa impacteze experienta.

  4. #464 SP
    Senior Member GabiCutlac's Avatar
    Update: VG247 believes the original source for this story is mistaken, either via misunderstanding or a mistranslation. Having played the game for a number of hours, we believe these type of on-the-fly dialogue changes (most recently seen in Assassin’s Creed Odyssey) won’t be possible in Red Dead Redemption 2. This is due to how the game doesn’t contain canned dialogue outside of the cutscenes and NPCs simply react to context.
    Deci cum e pana la urma?

  5. #465 SP
    Vires Intus eagle-eye's Avatar
    Sunt dezamagit
    Era misto sa pot sa joc fara minimap si sa-mi dea NPCii indicatii iar eu sa ma orientez in lume. Si RDR2 parea jocul perfect pentru asta. Pacat daca nu o sa existe. Asteptam ceva oficial de la R* acum.

  6. #466 SP
    Junior Member frostyrca's Avatar
    Ultimate edition la altex 479.9. O fi greseala sau urmeaza si emagul sa urce pretul.

  7. #467 SP
    Member geo971986's Avatar
    eu cred ca or sa urce si ei pretul in curand...ca foamea e mare

  8. #468 SP
    Member coxanovici's Avatar

  9. #469 SP
    Why so serious ? razvanrazy's Avatar
    Quote Originally Posted by eagle-eye View Post
    Sunt dezamagit
    Era misto sa pot sa joc fara minimap si sa-mi dea NPCii indicatii iar eu sa ma orientez in lume. Si RDR2 parea jocul perfect pentru asta. Pacat daca nu o sa existe. Asteptam ceva oficial de la R* acum.
    Se pare ca era totusi adevarat ce ziceau, dar au avut probleme cu traducerea.

    Asta e traducerea exacta a textului:

    “If we chose to play without a HUD with visual clues, then we had to find these missions by coincidence. Without a HUD you will have to find your way around the map with points of interest. The dialogues even change, depending on HUD on or off. For example we got from a man in the bar the exactly whereabouts of one of the guys we were looking for. (Next page) That direct location was put on our map. If we had disabled the visual clues than the man would have said to head north and he would just have described the area we’re looking for.”

  10. #470 SP
    Member coxanovici's Avatar
    Nu mai cred nimic,voi ce ziceti?
    Attached Images Attached Images fb_img_1539374301328.jpg

  11. #471 SP
    Senior Member mark's Avatar
    Ba sa crezi.

    Sent from my SM-A520F using Tapatalk

  12. #472 SP
    Why so serious ? razvanrazy's Avatar
    Un nou articol interesant

    Like many parts of the game, the team iterated on the horse for years. The personality of the horse will come through in its behavior, reacting to the world in a way that’s unique to its breed and your bond with it. Your horse should feel like a living creature with a mind of its own, and we spent a lot of time tagging elements of the world so the horse knows where it wants to go, and what it wants to avoid, as much as the player.

    Beyond that, though, we want the horse to feel like a companion. You start to care for it, and it upsets you when it’s hurt. Looking after it, and bonding with it, becomes something you want to do not just for the benefits it can bring but because it’s your most trusted friend.

    If it’s hurt and dying, you have limited time to get it medicine, and it’s at times like these that the game opens up its own adventures. Suddenly nothing matters as much as helping your horse. That said, you could just let it die and get another. Well, I couldn’t. Maybe you could.

  13. #473 SP
    CG Editor Dant3's Avatar
    Eu îl fac salam

  14. #474 SP
    Why so serious ? razvanrazy's Avatar
    O sa vedem daca te lasa sufletul

  15. #475 SP
    CG Editor Dant3's Avatar
    Mă lasă, numai salam de cal am mâncat înainte de '89

  16. #476 SP
    Member adin33's Avatar
    Da, dar era mai sanatos ca ce gasim acum in magazin.

  17. #477 SP
    Why so serious ? razvanrazy's Avatar
    Foarte interesant. Arata ce elemente au fost aduse si din ce jocuri (toate ale lor)


  18. #478 SP
    Member clovnusor's Avatar
    Mda, asa ziceau toti si pana sa iasa GTA V, ca o sa aiba shooting de MP3 si guess what? Nici pe departe.

  19. #479 SP
    Why so serious ? razvanrazy's Avatar
    GTA V a avut ce sistem de shooting au considerat ca se aplica si le-a iesit foarte bine.

    Eu nu stiu nimic de asta, dar nu cred ca au avut acces la GTA V cum au avut la RDR2 (cateva ore de joaca) pentru a se pronunta despre anumite aspecte de gameplay inainte de aparitie.

  20. #480 SP
    Why so serious ? razvanrazy's Avatar
    The making of Red Dead Redemption 2

    The final script for Red Dead Redemption 2’s main story was about 2,000 pages. But if he were to include all the side missions and additional dialogue, and stack the pages, Dan estimates the pile “would be eight feet high.” Bringing the script to life meant 2,200 days of motion-capture work — compared with just five for Grand Theft Auto III — requiring 1,200 actors, all SAG-AFTRA, 700 of them with dialogue. “We’re the biggest employers of actors in terms of numbers of anyone in New York, by miles,”
    ...tells me that “even the peds [RDR2’s non-playable characters] have 80-page scripts — each.”
    ...before stopping inside the studio where many of the game’s 700 voice actors have recorded lines for Red Dead Redemption 2. Near the control panel, Dan recalls a time when he directed actors himself. He and Burt Reynolds had an argument about the direction of a scene from 2002’s Grand Theft Auto: Vice City. It ended with Reynolds yelling, “Get the limey out of here.”

    “I don’t want to speak ill of the dead, poor bugger,” Dan says, “but we don’t bring in name actors anymore because of their egos and, most important of all, because we believe we get a better sense of immersion using talented actors whose voices you don’t recognize.”
    The acting for Red Dead Redemption 2’s story mode is now complete, but as release day approaches, five hours of the 65-hour game are dumped. At one point, protagonist Arthur Morgan had two love interests, but “we decided one of them didn’t work,” says Dan. And whole missions were removed because “they were never going to work technically or be quite slick enough, or they felt superfluous. We removed a mission on a train where you had to deal with bounty hunters, because it was fun at first, but then it wasn’t. This part of the process is always about compromise and horse trading.

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