Ready or Not: Console Launch Trailer

by lucky
0 comments

During this console port process, we have only made changes when they are fully the desired flag to our first party partners, and the purpose of any changes is to be loyal to the actual tunity of the game, so there is no reason.

The way our age rating is the console is ESRB M-Rating, Pegi 18, and USK 18. Nevertheless, there are other content requirements that are available to the console platform on their system, and a portion of these changes will appear on the PC version.

If a change in content was just a structure, we were able to apply it to the console only, keeping the PC version as before. However, if this change involves changing the entire asset (such as adding clothing to a role model), it was less possible.

There are 2 main reasons why these limited asset changes can also be seen on the PC version.

1) Maintaining multiple versions of the game with various assets and system mechanics increases the chances of future updates, and then updating challenges in multiple versions. Think about light or correction issues, for example (or no number of unexpected insects from maintaining a different version).

2) If the assets of the game were not the same, it would have made the crossplay unusable. The game content should be equal or mainly equal to the work of the multi -player. Various versions of assets affect the copy of the multi -player, which is the ability to understand what is happening in the game and hosted players in the same lobby/server.

Player -inspired catastrophe is still a huge presence in the game, but it is very limited that when it happens: When the enemies are shot, they can go through dispersion, but once they die, it does not matter. (Note: When this happens, the level of elimination of itself was not actually tons). Finally, we consider our gameplay design, considering the fine agreement that prevents the use of deadly force already.

Image below: A single picture showing how our development is currently visible in our development construction and will look for all the platforms after the game, none of them have been down. Shot gun headshot, as usual.

A78FD4700A6CF9F42E29205FD4840E60AF6FCF3.png

Finally, the art of some of the violence was slightly reduced. For example, Narcos tortured police informants are still fingers, eyes, and fresh wounds and blood covered, but it is little less.

For a handful of citizens and a suspect, some examples of clear nudity (Gerard’s rugged suit have only hidden themselves) have been covered. Although we already strive to present abuse against children in the game, we have extended this philosophy to this philosophy to meet better certification standards. For example, the baby on the “twisted nerve” has been changed to the anesthetic/sleeping, instead of offering a violent appearance before.

The changes with the console version are so small that most people here will not feel if we didn’t say anything, but we want to be transparent. It is largely only proof and lyrics that have been changed, and structure changes do not affect the PC version.

. However, the player can easily connect dots based on other surface evidence.

This is probably one of the most highly examples than the streamer level, the PC version of the game on the left (and will remain), the console version of the game on the right. There is still a group of other evidences in the room that connects to show what is happening.

The image below: Mission ’23 megabytes per second structure ‘, which shows how evidence shows and will continue to appear on the PC version of the game (left) compared to the console version of the game (right).

1E02A2A1A1A5279D414400A3D2868687C93F73BCC4b.png

You may also like


Parse error: syntax error, unexpected token "<", expecting end of file in /home/u848752932/domains/pokogame.site/public_html/wp-content/themes/soledad/footer.php on line 31