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vậy cái thứ 2 là sát nghiwax để em sửaCái nào cũng đúng. "Độc tiểu lang" là cách dịch của người Tàu. Chữ gốc 子連れ狼 (Kozure ōkami) nghĩa là con sói dẫn theo con. Cụm từ này đúng với tính chất của cha con nhân vật chính Ōgami Ittō.


mà hình như là sau cái trận bị kamikaze này bọn mông thua trận rồi kéo qua vịt xong ăn hành thêm 1 lần nữa đúng không nhỉ?
nghe đồn là chơi giống ass cred
. Mà cũng hy vọng đừng mang cái RPG vào 1 game Steath & Action để làm gì, thuần action là like mạnh chứ như AC Origin nửa thịt nửa mỡ không thích tí nào.


Chơi vì gái thôi mà bácNhân vật lịch sử Á Đông của Kouei toàn mắt xanh mũi lỏ.

Ko thấy ai lập thớt Wolf 2 ta![]()
- Each playable character in Detroit is presented with a distinct style. Kara's is similar to a personal roadtrip adventure/indie flick. Connor assumes the methodical detective role that Nahman Jayden had in Heavy Rain. Markus possibly leading the revolution has a very impactful/dramatic storyline
- Fitting to this each character also has their distinct theme/musical style which was a big focus for Cage having a background in music
- You can survive with all characters by obeying and doing absolutely nothing that could be considered disobeying and reach one of the (presumable darker) endings that way
- The house scene was demoed twice with everyone dying first and then a escape ending. Kara can indeed permanently die here which is early on in the story, but it will continue on without her
- Mundane tasks around the house are designed to inform you about possible exits, things to use as weapons and so on since the mood is uncomfortable early on
- The game tracks over 6000 variables which made the branching extremely complex and difficult to handle for Quantic. Their most branching game yet
- Choices are planned to matter from beginning to end equally
- QD is developing a system to hint/show you alternative branches after every chapter if desired and encourages replays to make everyone aware how much choice there is
- QTEs are still being used in action scenes, but supposedly effectively similar to Heavy Rain
- The soundtrack was considered to be amazing. Recorded with a live orchestra the music gets very intense as the scene does with a lot of transitions matching whats on screen beat for beat
- Interesting side note: Cello was the instrument of choice to score this scene since its range closely matches that of the human voice which the team found fitting for the theme of this scene
- The moment to moment gameplay of questioning people, intimate moments, pressure decision making was described as being similar to Heavy Rain and very well done
- Some insane attention to detail (e.g when Kara is grabbed by the throat there are moments where her android metal skeleton is shining through her skin)
- To get convincing camera shakes and movement during the action scene an actual cameraman was motion captured on stage pretending to capture the action and this data was applied to the ingame camera which was described as very immersive and pushing your nerves even further
- Quantic didnt reveal how many endings there are or how long the average playthrough will take but there are quite a lot of scenes that havent been shown yet