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  1. #26
    Data de Ingresso
    Jun 2005
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    Araçatuba SP
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    3.757
    video do cara mostrando o alan wake




    caraio nao sei porq mas nao paro mais de ri da hora q o carro caiu na frente do maluco depois do tornado uHAUhauhUAHuahUHAUa



  2. #27
    Lindo demais!!!!!
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  3. #28
    Data de Ingresso
    Sep 2006
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    Guariba/SP
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    1.383
    putz perfeito, vo tenta pega um 360 ano q vem!!!muito bonito mesmo!!
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  4. #29
    Data de Ingresso
    Nov 2005
    Localização
    Fpolis-SJ-SC
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    1.791
    Incrível , pelo video esse jogo sera lindão assim mesmo!!
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  5. #30
    Data de Ingresso
    Dec 2005
    Localização
    São José - SC
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    4.266
    Isso é um jogo ou é um filme? Oo
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  6. #31
    vai ter esse jogo pra ps3?
    HP DM1 3250BR - AMD vision E-350 1,6Ghz// HD 6310// SSD 120gb SATA II// 4Gb Corsair Vengeance.

  7. #32
    puutaaaa que parriuuuu!!! vo comprar um X360
    tenho que comprar!!!
    pqp!!!!

  8. #33
    Minha Nossa!!!

    Tô besta!

    Estamos quase chegando às beiras da realidade, se isso tudo for in game... Nuss, pra quem começou brincando no telejogo, jogando paredão, a gente fica até assustado! uauauh
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  9. #34
    Data de Ingresso
    May 2006
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    Limeira - SP
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    8.960
    Preview pela Hyper Magazine

    There's something sublimely unsettling about flying half way across the world, being jetlagged and then walking into a darkened room only to be confronted by Max Payne. I don't mean some cardboard cutout of the character, a screenshot of the fame or something as mundane as that. I mean Max Payne. In the flesh. Sam Lake, lead writer for Remedy was the face of the original Max Payne. Sure he might not look quite as constipated in real life as he does in the game but he is still unmistakable. Speaking in his rather melodic Finnish accent, Sam reiterated what we already knew about their all new IP, as intense psychological thriller and will be using an episodic format like a TV series. Pretty words for sure but we didnt travel for so many hours for simple words. We wanted to see the game itself. We came in not knowing anything substantial about Alan Wake aside from the fact that Alan really isnt a leading mane kind of name, aside from is youre Alan Alda or that delightful Alan Thicke (no offence to all the Alans out there) so we had no real expectations for the game. To say that the ten or so other journalists I went into the session with left with the same kind of awe and wonder that I did would be something of an understatement. Alan Wake simply blew us away from the first moment the demo began to roll.

    After a beautiful credits sequence complete with moody music and hand written titles we were given some of the back story to the game. Players take the role of the titular Alan Wake, a formerly successful horror novelist who has hit on hard times. Wake fiancé and muse disappeared without a trace in events that eerily echo those in his best selling novel, and since then he has been plagued with crippling writers block, insomnia and terrifying nightmares when he finally does get back to sleep. To make matters even worse, Wake begins to find himself blacking out and awakening to find passages in his notebook that he has no memory of writing, all of which seem to be coming true in real life. In an effort to combat his psychological ailments, Alan decides to seek treatment at a renowned sleep clinic located in Bright Falls, Washington.

    The demo began with a few quick pans over the town of Bright Falls and the surrounding areas, a rather massive area measuring 10km x 10km. Its a beautifully detailed game world from the gently undulating trees that look like actual trees than spiky modern art, gentle rivers, an amazing day/night cycle and real weather. After zooming around the terrain for a few moments, more than willing to show off their amazing engine (reportedly running DX10) the camera finally came to alight on Alan Wake himself, another of the wonderfully evocative looking character models that Remedy seem so good at creating. Slightly hunched, dressed against the cold and the wind, and with eyes ringed by bags and personal demons. Wake stands on a hilltop surveying his surroundings. Its as good an introduction to a character as you could hope for.

    The game is played form a third person perspective similar to that of Max Payne, although the screen is devoid of the usual HUD. Instead players get the occasional hand writing mission briefing and Wakes own internal narrative to let them know what to do. Although we have only seen a brief amount of gameplay the use of first person narrative looks as though it will work very nicely for both exposition and immersion. After a little running around and showing off the character animations and cloth physics of Alans flapping coat, the first actual gameplay segment of the demo began with Alan talking to a gas station attendant who tells him to head on up to the cabin in the nearby mountains. Jumping in a 4WD, Wake begins the drive up the mountains. We havent had any hands on time with the game but from what we were shown the driving engine looks solid and realistic. More importantly it was also explained to us that as well as utilizing the episodic narrative, Alan Wake is going to be an open world game in which players can approach the story as they see fit and will have ample opportunities to explore the mysteries of Bright Falls and be rewarded for their inquisitiveness.

    During the drive up the mountains the voiceover kicked in, explaining how the drive seems to mimic a passage in his notebook, if only a hitchhiker would appear. Lo and behold a stranger with his thumb out does turn up and, contrary to conventional wisdom, Wake picks him up. Just as we begin to internally groan at the coincidence, the voiceover, with immaculate comic timing laconically says creepy. Alan comments to his passenger that in his book a man picks up a strange hitchhiker. The hitcher assumes hes meant to be the killer in the story but Wake sets him straight telling him that in fact it is the hitchhiker who dies. A little further up the road Alan comes across what appears to be the scene of a hit and run accident. A body lays bloodied in the centre of the road (a body that seems to be dressed almost identically to Alan Wake) and our hero goes to investigate. Shortly after he gets out of the car an out of control truck slams into it killing the hitchhiker, proving more of the mysterious written notes to be true. To make things even stranger the body on the road is no longer there and Alan remembers the next part of the writing that says that the hitchhiker will stalk him in some fashion, before finally passing out.

    Its dark when Alan finally comes to, a time where things in the game are going to get exceptionally creepy. With nowhere to go but the cabin, Wake sets off up the road to a rope bridge. The only illumination aside from Alans torch is streetlights casting little motes of brightness in the inky black, but every time Alan nears one they explode and die. Running towards the cabin (the windows are illuminated for a place that is supposedly empty) with the lights exploding around him, Wake turns to see a shadowy figure following him. Is it the hitchhiker somehow returned from the dead or something else? We wont know for a while because thats where the demo ended. What we do know is that light will be your greatest ally during the game. Apparently only Alan can see the mysterious shadowy figures and the beam of a torch can show something as it really is. Were not sure how this mechanic will work but were more than anxious to find out.

    Although it was only talked about briefly during the demo and wasnt actually shown, one of the most intriguing aspects of Alan Wake is the structure. Whereas Max Payne and its sequel utilised a heavily plotted and rather linear filmic structure to tell the story and keep players intrigued, Alan Wake is going to use a more television styled structure. What this means is that the action is going to be broken down into a number of chapters or episodes, each with a beginning, middle and (cliffhanger) ending. Remedy has been criticized in the past for making short games  Max Payne 2: The Fall of May Payne could be finished within around eight hours  but such is the downfall of a filmic approach. The episodic approach has the potential to greatly increase gameplay time as well as allow for more exposition. As each episode is essentially self contained, the story of Alan Wake can be dealt in measured bursts rather than force fed to the player.

    Along with Assassins Creed and BioShock, Alan Wake is one of the few games weve seen that practically screams next generation. The engine is effortlessly beautiful with massive draw distances and no popup (that weve seen anyway) and the physics integration is incredible, as demonstrated to us via a twister set off in a trailer park. Instead of just picking up objects and hurling them around, the twister acted like they do in real life, picking up smaller objects but tearing up buildings, sucking them up piece by piece until they are destroyed. Even larger objects were tossed around in a realistic and chaotic fashion. If Remedy can achieve a story as good as the technology then they are onto a winner. Signs so far are definitely positive; what weve seen of the story makes us think of Twin Peaks by way of Lovecraft (or maybe silent Hill if youre not of a literary bent) and Sam Lake has a pretty dam good track record with the scripts of Max Payne and its sequel. So far there is no set date for Alan Wake but dont expect a finished product until most probably late 2007 or early 2008. Well definitely have more by then.
    "Com coragem e esforço, nada pode impedir um verdadeiro humano."
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  10. #35
    Data de Ingresso
    Jun 2005
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    Citação Postado originalmente por yaesir Ver Post
    Há algo sublimely unsettling sobre voar incompletamente através do mundo, ser jetlagged e então andar em um quarto escurecido ser confrontado somente por Payne máximo


    traduçao do google acaba deixando ainda mais confuso sobre oq esta escrito

  11. #36
    Data de Ingresso
    May 2006
    Localização
    Limeira - SP
    Posts
    8.960
    esses tradutores automaticos nunca funcionam bem, seria melhor retirar a tradução? ......
    "Com coragem e esforço, nada pode impedir um verdadeiro humano."
    Buster Machine March SteamID: yaesir Wii: 2794 0312 9470 1110

  12. #37
    Citação Postado originalmente por PROXT Ver Post
    vai ter esse jogo pra ps3?

    e a mesma pergunta. com a mesma resposta

    vai ter halo pra ps3 ??????????


    ahehhahaeaheha ja seba que resposta ne.

    esse jogo e da m$ dai voce ja sabe que..............................
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  13. #38
    HDR vai rolar solto hein.....Graficos rox demais. Com certeza a engine será usada pra outros games.

    Lindo demais
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  14. #39
    Data de Ingresso
    Jul 2005
    Localização
    Belo Horizonte - MG
    Posts
    3.609
    Quando citaram que o clima do jogo vai ser no estilo dos romances do Lovecraft realmente terminei de me apaixonar pelo jogo.

    Espero que consigam manter a linha do roteiro em um nível condizente com os gráficos.

    Junto com o Assassin´s Creed e Mass Effect é um dos que estou esperando mais ansiosamente.

    []´s
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  15. #40
    Data de Ingresso
    Mar 2004
    Localização
    Curitiba
    Posts
    400
    kct veio, dah ateh uma dor no coraçao d sab q num vo roda no high esse jogo. graficos ultra-hiper-mega-super-fodasticos

  16. #41
    Data de Ingresso
    Jan 2004
    Localização
    Porto Alegre, RS, Brasil
    Posts
    6.369
    Ué... ninguém sabe ainda o verdadeiro potencial do DX10 e as placas habilitadas para executá-lo...

    Quem sabe não será tãoooo pesado assim.
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  17. #42
    Data de Ingresso
    Jan 2005
    Localização
    Niterói, RJ!
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    5.330
    Eh tomara q o DX 10 venha pra tirar de nossas mentes esse negocio de que jogo bonito = jogo pesado
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  18. isso ae eh somente para dx10?

  19. #44
    Data de Ingresso
    Oct 2003
    Localização
    Porto Alegre
    Posts
    126
    Esse jogo vai ser r0x.

    Pretendo até trocar o monitor para um com res mais altas pra jogar esse jogo.

  20. #45
    Data de Ingresso
    Aug 2005
    Localização
    Porto Alegre - RS
    Posts
    17.606
    Pra quando ta previsto o lançamento?
    Metade de 2007 ?
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  21. #46
    Data de Ingresso
    Jul 2006
    Localização
    Belo Horizonte - Minas Gerais
    Posts
    2.450

    Seta Más...

    MUITO LOKO!

    Más gostaria de saber:
    Será que um carro tem um bom desempenho com um poligono regular no lugar do tradicional pneu?
    Também gostaria de saber:
    Qual o motivo do mecanico ter um papelão com o desenho do motor do carro de baixo do capô da van?

    Respondidas as minhas perguntas, é graficamente o melhor game que já ví, competindo com CRYSIS e HUXEY!


    Foi zó zuera pessoal...
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  22. #47
    Data de Ingresso
    Dec 2004
    Localização
    Where the grass is green and the girls are pretty
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    11.184
    caramba olha aquela iluminção, poxa muito perfeita

  23. #48
    Infelizmente esse Alan Wake não vai rodar em single core e vai pedir 256MB-512MB de vídeo. Esse demo rodava num core 2 quad!!! Os produtores disseram q vão usar multi core do Xbox 360 pra processar física, som, etc. Ou seja, no PC só um dual ou quad core vai dar conta.

  24. #49
    Desse jeito não teremos saudades do DX 9.0...
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  25. #50
    Data de Ingresso
    Jan 2003
    Localização
    Santo Andr-e - SP
    Posts
    80

    Alan Wake

    Realmente o jogo parece ser mto bom , falando nisso , na verdade o papelão com o desenho do motor em baixo do capô na verdade eh que eles desenvolvendo um novo motor para o carro no jogo Alan Wake, então é pra dar mistério. As rodas poligonais são para terreno montanhoso pois é aonde o jogo se passa e algumas missões são off-road. Crysis tbem eh muito bom mais eu num vi nenhum capo aberto e mostrando o motor, então não podemos fazer comparações ....... acho que o novel de detalhamento ficaria muito alto ....
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