Multi Thảo luận, tổng hợp thông tin về game

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ta nghĩ trend giờ là rogue like cày đồ rồi. các hãng cũng lười làm OW rồi.

con Farcry 6 3 cái DLC đều roguelike cả là rõ.!suong
thằng Ubi ba phải khoái chase trend bỏ bà, tính làm gì :D
 
thằng ubi bỏ qua đi, chứ mấy game 3A hiện h cũng dc bao nhiêu rougelike đâu
 
Rogue like 3a thì lỗ sạch gạch
 
According to multiple sources at Ubisoft India (both Pune and Mumbai studios), there was not much in way of support from Ubisoft itself. All of them requested anonymity for fear of retribution. These include:

Little to no documentation: was given to the team in India. Granted the original game design document for Prince of Persia: The Sands of Time wasn't more than 10 pages, you'd think any material regarding the original release or its sequels would be shared. But this was not the case. This led to designers having to figure out how to make the game and its levels from scratch with little guidance.

Anvil Engine: furthermore, the team was forced to use Ubisoft's Anvil Engine, that too a version based on Assassin's Creed Origins, with management forcing them to retrofit the animations of the Prince — a lean, lanky character — on an animation rig meant for Assassin's Creed Origins protagonist Bayek who has a stockier, heavyset frame. This is why the initial reveal had janky, odd animations those familiar with the project tell me.

Inexperienced leadership: prior to helming Prince of Persia: The Sands of Time Remake, its game director had no game development experience. He moved to the team working on Riders Republic shortly after the game was handed over to outsourcing specialist Electric Square last year. Speaking of which…

Getting it outsourced: following the poor reception to the game's initial reveal, the Prince of Persia: The Sands of Time Remake was handed over to Electric Square to take it over the finish line. However it wasn't able to do much with what it had in the time Ubisoft wanted it so Ubisoft handed it back to Ubisoft Montreal.

Sauce:https://0451games.substack.com/p/ubisoft-prince-of-persia-remake-india?s=r

bảo sao cái Hoàng Tử Ba Tư Remake lúc ra mắt mà trông chả thua kém gì một game làm hồi 2010 :))))))

Tay boss của Ubi Ấn sau quả 34 remake fail đó thì được chuyển qua làm boss bên Kiev và Odessa !ha
 
Con POP kiểu này thì chả hy vọng gì. Với kiểu làm quan liêu trong đội ngũ thế thì khác éo gì mô hình nhà nước, fail 1 chỗ thì phải rút dây kinh nghiệm, đành phải chuyển từ làm chủ tịch tỉnh A sang làm chủ tịch tỉnh B
 
Anh ấy bị gửi sang Ukr rồi còn muốn gì nữa !suong
 
According to multiple sources at Ubisoft India (both Pune and Mumbai studios), there was not much in way of support from Ubisoft itself. All of them requested anonymity for fear of retribution. These include:

Little to no documentation: was given to the team in India. Granted the original game design document for Prince of Persia: The Sands of Time wasn't more than 10 pages, you'd think any material regarding the original release or its sequels would be shared. But this was not the case. This led to designers having to figure out how to make the game and its levels from scratch with little guidance.

Anvil Engine: furthermore, the team was forced to use Ubisoft's Anvil Engine, that too a version based on Assassin's Creed Origins, with management forcing them to retrofit the animations of the Prince — a lean, lanky character — on an animation rig meant for Assassin's Creed Origins protagonist Bayek who has a stockier, heavyset frame. This is why the initial reveal had janky, odd animations those familiar with the project tell me.

Inexperienced leadership: prior to helming Prince of Persia: The Sands of Time Remake, its game director had no game development experience. He moved to the team working on Riders Republic shortly after the game was handed over to outsourcing specialist Electric Square last year. Speaking of which…

Getting it outsourced: following the poor reception to the game's initial reveal, the Prince of Persia: The Sands of Time Remake was handed over to Electric Square to take it over the finish line. However it wasn't able to do much with what it had in the time Ubisoft wanted it so Ubisoft handed it back to Ubisoft Montreal.

Sauce:https://0451games.substack.com/p/ubisoft-prince-of-persia-remake-india?s=r

bảo sao cái Hoàng Tử Ba Tư Remake lúc ra mắt mà trông chả thua kém gì một game làm hồi 2010 :))))))
đúng kiểu lí do lí trấu, kém thì nhận là kém đi !sacsua engine, char, rig đã làm Assasin Creed trước rồi, có phải dùng bắt dev game RPG bằng Frostbite đâu mà lí do lí trấu !haha
 
Con POP kiểu này thì chả hy vọng gì. Với kiểu làm quan liêu trong đội ngũ thế thì khác éo gì mô hình nhà nước, fail 1 chỗ thì phải rút dây kinh nghiệm, đành phải chuyển từ làm chủ tịch tỉnh A sang làm chủ tịch tỉnh B
cái này thì cũng như exile cmnr
 
đúng kiểu lí do lí trấu, kém thì nhận là kém đi !sacsua engine, char, rig đã làm Assasin Creed trước rồi, có phải dùng bắt dev game RPG bằng Frostbite đâu mà lí do lí trấu !haha
Mấy anh Ấn Độ thì vua lý do rồi !bem2
 
Ceo ấn thì ko nói

Chớ lóc cóc leng leng ấn thì đúng sida
 
According to multiple sources at Ubisoft India (both Pune and Mumbai studios), there was not much in way of support from Ubisoft itself. All of them requested anonymity for fear of retribution. These include:

Little to no documentation: was given to the team in India. Granted the original game design document for Prince of Persia: The Sands of Time wasn't more than 10 pages, you'd think any material regarding the original release or its sequels would be shared. But this was not the case. This led to designers having to figure out how to make the game and its levels from scratch with little guidance.

Anvil Engine: furthermore, the team was forced to use Ubisoft's Anvil Engine, that too a version based on Assassin's Creed Origins, with management forcing them to retrofit the animations of the Prince — a lean, lanky character — on an animation rig meant for Assassin's Creed Origins protagonist Bayek who has a stockier, heavyset frame. This is why the initial reveal had janky, odd animations those familiar with the project tell me.

Inexperienced leadership: prior to helming Prince of Persia: The Sands of Time Remake, its game director had no game development experience. He moved to the team working on Riders Republic shortly after the game was handed over to outsourcing specialist Electric Square last year. Speaking of which…

Getting it outsourced: following the poor reception to the game's initial reveal, the Prince of Persia: The Sands of Time Remake was handed over to Electric Square to take it over the finish line. However it wasn't able to do much with what it had in the time Ubisoft wanted it so Ubisoft handed it back to Ubisoft Montreal.

Sauce:https://0451games.substack.com/p/ubisoft-prince-of-persia-remake-india?s=r

bảo sao cái Hoàng Tử Ba Tư Remake lúc ra mắt mà trông chả thua kém gì một game làm hồi 2010 :))))))
Thoy mấy bố ấn đụ là chúa trình bày,trình làm thì 1 mà trình bày phải 100!suynghi
 
cũng do POP con ghẻ nên mới bị dí cho ấn đụ làm !khoc2 bọn Ubisuck mất dạy vô ơn, éo có POP thì éo có Ass creed nhà chúng mày đâu !khoc2
 
Cũng buồn cho con game pop, muốn được chơi lại với kiểu remake hoàn toàn như ff7. Cái combat phần 2 với phần 3 cực hay, uyển chuyển giữa 2 vũ khí. Mà tình hình này chắc drop luôn như con Beyond good and evil 2 rồi.
Mấy lão dev ấn thì lúc nào cũng lí do lí trấu, làm ko được nhưng nổ thì nhiều, khổ cái mỗi lần cần coi 1 cái gì về code thì video của mấy ảnh là nói chi tiết nhất. Nhắc lại vẫn nghe cái giọng ấn của mấy ảnh văng vẳng bên tai
 
DS2 đoạn đi dến cái lâu đài này cảm giác lạnh gáy vc !choo
FS2pmFuaIAAtDDQ
 
According to multiple sources at Ubisoft India (both Pune and Mumbai studios), there was not much in way of support from Ubisoft itself. All of them requested anonymity for fear of retribution. These include:

Little to no documentation: was given to the team in India. Granted the original game design document for Prince of Persia: The Sands of Time wasn't more than 10 pages, you'd think any material regarding the original release or its sequels would be shared. But this was not the case. This led to designers having to figure out how to make the game and its levels from scratch with little guidance.

Anvil Engine: furthermore, the team was forced to use Ubisoft's Anvil Engine, that too a version based on Assassin's Creed Origins, with management forcing them to retrofit the animations of the Prince — a lean, lanky character — on an animation rig meant for Assassin's Creed Origins protagonist Bayek who has a stockier, heavyset frame. This is why the initial reveal had janky, odd animations those familiar with the project tell me.

Inexperienced leadership: prior to helming Prince of Persia: The Sands of Time Remake, its game director had no game development experience. He moved to the team working on Riders Republic shortly after the game was handed over to outsourcing specialist Electric Square last year. Speaking of which…

Getting it outsourced: following the poor reception to the game's initial reveal, the Prince of Persia: The Sands of Time Remake was handed over to Electric Square to take it over the finish line. However it wasn't able to do much with what it had in the time Ubisoft wanted it so Ubisoft handed it back to Ubisoft Montreal.

Sauce:https://0451games.substack.com/p/ubisoft-prince-of-persia-remake-india?s=r

bảo sao cái Hoàng Tử Ba Tư Remake lúc ra mắt mà trông chả thua kém gì một game làm hồi 2010 :))))))
không nghe hất cùn trình bày, chữa lợn lành thành lợn phế !choo
 
Khả năng ko dùng adapter wireless chính hãng M$.
Trước tôi dùng Bluetooth dongle cũng hay bị tín hiệu chập cheng.
Đâu tui mua chính hãng 700k lận đó, khả năng là do main, vì nhiều thằng tai nghe wireless hay chuột wireless cũng bị vụ này
 
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