The Last of Us

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
More details!

In the first trailer for the game, shown during Saturday's Spike TV Video Game Awards broadcast, a middle-aged man and a teenage girl are attacked by zombie-like mutated humans. "This is our routine. Day and night," says the girl character, Ellie, in a voice-over. "All we do is survive. It never lets up."
Expected for PS3 in late 2012 or early 2013, The Last of Us is a rare new intellectual property in an era when publishers rely heavily on trusted franchises. "The team at Naughty Dog is known for incredible storytelling, and what excites me most about The Last of Us is the potential of a grittier and more mature story," says Geoff Keighley of Spike's GameTrailers TV. "If Uncharted is the video-game version of Indiana Jones, The Last of Us has the potential to be a video-game version of Cormac McCarthy's The Road."
Although the designers don't want to give away the entire story line, the development team recently gave an exclusive inside look into the project. At the start of the game, the lead character, Joel, finds Ellie, and they team up. Joel is "a vicious survivor. When he meets this girl, she is his one chance at redemption," says Neil Druckmann, the game's creative director. "That kind of arc has always been intriguing."
Back in 2008, Druckmann had been mulling an idea for a graphic novel about a father and daughter in a zombie tale. He and game director Bruce Straley were watching the BBC/Discovery series Planet Earth and saw a segment on the cordyceps fungus. At the time, both were working on Uncharted 2: Among Thieves; they had also worked on Uncharted: Drake's Fortune.
In close-ups, the documentary showed how the parasitic fungus infected ants and, having taken over their brains, resulted in protruding growths from their heads. A thousand-plus fungus variations exist, each genetically targeting an individual species. "We instantly thought 'humans,' " Straley says.
The two discussed how "it would be a cool realistic backsetting to a zombie movie where this thing jumped species," Druckmann recalls, "not knowing there was going to be another (game) project."
Meanwhile, Naughty Dog co-presidents Evan Wells and Christophe Balestra had been considering splitting the one-project-at-a-time studio into two teams. "We felt if we didn't expand the roles for people, we could potentially lose them, because they really wanted to be challenged," Wells says. "We didn't want to lose that talent."
So after Uncharted 2 shipped, some studio members moved to the Last of Us project, while others worked on Uncharted 3.
Like the Uncharted games, The Last of Us has a third-person perspective, in which you see the character on-screen, but it has a more realistic, cinematic look. "We're trying to move the medium of video games into an area elevated in the same manner of respect of film," Balestra says. "We want to redefine what our medium is even called. 'Video game' is not an accurate name anymore. It is not necessarily a game with rules and a winner and a loser. It's an experience."

http://www.usatoday.com/tech/gaming...urce=dlvr.it&utm_medium=twitter&dlvrit=110941

Naughty Dog has revealed that double Oscar-winner Gustavo Santaolalla is composing the music for upcoming PS3-exclusive The Last Of Us.
The news came during a presentation at the studio's Santa Monica HQ on Monday, where the full version of the game's main theme - a section of which features at the end of the reveal trailer - was played to press.
"He's awesome," said Neil Druckmann, creative director and writer on The Last Of Us. "He picks and chooses what he works on; he could work on all these big movies. We brought him in here, showed him the game, walked him through the whole story and what we're trying to do, and he said 'I want to be a part of this'."
The Argentine composer won back-to-back Academy Awards for Best Score for his work on Brokeback Mountain (2005) and Babel (2006).
The main theme is acoustic guitar-led, an arpeggiated figure in a minor key over tribal percussion, building to a dissonant climax of fiercely-strummed chords.
"With this music we're trying to get emotion. We're not going for horror," Druckmann explained.
"There's going to be horrific things happening in this game, but that's not the focus of it. The monsters aren't the focus of it, it's the relationship between Joel and Ellie."

http://www.eurogamer.net/articles/2...us-scored-by-oscar-winner-gustavo-santaolalla

When it comes to keeping secrets, the games industry is about as trustworthy as Julian Assange. Just ask Konami, whose VGAs-closing trailer revealing MGS: Rising as a Platinum Games title leaked online hours before the show.
And yet, defying the odds, news of two-years-in-the-making The Last of Us, created by an 80-strong Naughty Dog team no-one knew existed, was met with that rarest of emotions when it broke cover at the weekend: genuine surprise. But, oh, how close it all came to unravelling as the big day approached.
Two months ago, Neil Druckmann, creative director and writer on the project, left his iPad on a plane. An iPad with the debut trailer for the game stored on it. Frantic calls to the airline ensued, but the device was gone. Naughty Dog waited nervously. And, to its considerable relief, nothing happened.
Druckmann and game director Bruce Straley began work on The Last of Us after completing Uncharted 2. No-one outside the company realised this, until a friend of Druckmann's noticed his name wasn't in the credits for Uncharted 3. But, once again, he managed to shake off suspicion.
Then, one week before the VGAs, studio co-president Evan Wells emailed the entire company warning everyone not to bugger everything up with a careless whisper on Twitter or Facebook. "Don't be that guy."
With days to go, a teaser site named the game, but there was nothing to link it to the studio. Or so everyone thought. A clue was uncovered in Uncharted 3 and word quickly spread across the internet. But, in spite of the evidence, Naughty Dog's involvement was dismissed since, as everyone knew, it was a "one game studio".

The team has tweaked Uncharted 3's tech to allow for more detailed facial animations so the characters convey a greater range of emotions.
"We were very serious about keeping it a secret, limiting the people that we're exposed to it even internally in Sony," admits Wells. "It never crossed our mind that putting an easter egg like that in Uncharted 3 would rat us out."
It turns out that this easter egg was included before the game's original planned announcement at E3 2011. When that changed, Naughty Dog forgot all about it. Luckily, though, it wasn't until the company's logo faded into view on the big screen on Saturday evening, that the penny finally dropped. What a carry on.
The trailer itself has been the subject of intense debate since it aired, largely because it raises more questions than answers. Or maybe that's because we're not looking hard enough.
"If you break down the trailer, all the action there is meaningful," says Straley. "It's teasing the different kind of mechanics you're going to be playing with in the gameplay set-ups. There's some melee and a gun - where that goes as a strategy is kind of intriguing."
So what do we actually know about The Last of Us? It's a third-person action-adventure with survival elements, set in a post-apocalyptic world after most of the population has been wiped out by a deadly virus, while those remaining are threatened by infected, zombie-like humans.

The inspiration for this was a gruesome sequence from the BBC's Planet Earth series, featuring Cordyceps, fungi that invade and kill insects. The starting point for the game, then, was the question: "What would happen if it jumped to humans?"

Locations will all be US-based, moving around the country from city-to-city.
Major artistic inspirations, meanwhile, include the movies No Country For Old Men and The Road, comic The Walking Dead and WWII novel City of Thieves.
Contrary to evidence in the trailer, however, The Last of Us is "not a zombie game," insists Straley. Druckmann explains: "If the game was about the monsters, we would have not showed them. The story's not about them, so [we thought] let's get it out of the way."
Instead, he wants us to consider the relationship between its two lead characters. Joel is a survivor and anti-hero (played by Troy Baker), and Ellie is a 14 year-old girl (played by 28 year-old Ashley Johnson) with no memory of the world pre-apocalypse.
"What are those non-verbal signs [in the trailer] saying about how long they've known each other. What about the other non-infected person?"
The game will play out across various US cities and it's suggested that survival will involve both killing and scavenging. Do you control Joel alone? Ellie? Both? Is it co-op? Naughty Dog isn't saying.
"It's story-driven, [but] the whole triangle is story, gameplay and art," says Straley. "As a gamer it's all about strategy and giving the player enough tools in their toolkit so that they can come upon something and choose and have the consequences play out within their choices."

How those choices play out remains unclear, but don't expect any kind of Heavy Rain-esque branching narrative. "We're telling it the way we've been developing this method at Naughty Dog," explains Druckmann. "We're evolving it, but I can't say anymore."
And that's because he'd rather talk about story. And not just any old story, but one Druckmann wants to "change the f***ing industry" with - "because we feel like storytelling is so poor right now". Aside from the all too few likes of Valve, Irrational and Rockstar, it's hard to disagree.
He continues: "We try so hard at Naughty Dog to push things and then games come out that are fun and exciting and get visceral things right, but to read in reviews that they have an amazing story is disheartening to us because we work so hard at it."
Take the majority of games with a post-apocalyptic setting. "In any other medium it's all about the characters. [We want you to] care so when horrible things happen you feel something. That's what Naughty Dog can bring to the genre and really own it: every decision we make is about the characters and their relationship".
That explains the choice of composer, two-time Oscar winner Gustavo Santaolalla, whose credits include Brokeback Mountain and Babel. "With this music we're trying to get emotion - we're not going for horror," says Druckmann.
"We approached this genre because we felt no-one is getting to the heart of it. [The Last of Us] tells you something about the human condition - that's what you want to do as a storyteller."
With that in mind, imagine the shockwaves that reverberated around the Naughty Dog office when they saw that Dead Island trailer.
"We saw it and we thought, wait a minute, someone else is doing this - it's really moving, there's this family that's been torn apart," says Druckmann. But, as we now know, it bore little relation to the finished article.
"You saw the game and it wasn't that," he adds. "I'm not saying whether it was a good or bad game, but it wasn't that. And we feel our trailer is very representative of what we're going for." Not least because the footage is all in-engine.
With a bloody corpse, a brutal murder, a bullet to the face and a knife to the back of an infected human in the trailer alone, The Last of Us is set to be Naughty Dog's most violent game yet. But Druckmann insists it will not be "gratuitous - the monsters are not the focus. It's the relationship between Joel and Ellie."
So if not a horror game, what is it? "This is going to sound corny and it might not appeal to gamers, but I would say it's a love story," he says. "It's not a romantic love story, it's a love story about a father-daughter-like relationship."
This was in part influenced by the memorable sequence between Nathan Drake and Tenzin, his Tibetan guide, in Uncharted 2. "We kept joking, wouldn't it be intriguing to develop a whole game where you're building this relationship, not just a level," he says.
An even greater influence was the birth, 18 months ago, of Druckmann's first child. This had a profound effect on the direction of the story - in fact, he reveals that the name Ellie was actually one originally considered for his daughter, chosen for the game to make it more personal to him.

"What does it mean for a teen to grow up in this world? If you see bleakness everywhere, how do you be a kid in this world?"
The team's passion for and belief in the project is palpable. Having made one of the outstanding games of this console generation, it would have been natural to expect Druckmann and Straley to dive straight into Uncharted 3. But they wanted to do something different, and so, for the first time, Naughty Dog became a two-team studio.
"Over the years we've staffed up an incredible team - these people at any other studio could be leads," says studio boss Evan Wells. "When you have a franchise like Uncharted you become a target for headhunters and recruiters - basically everybody in the company's been asked if they'd like to come some place else.

"We were afraid that if we didn't give these people the opportunity and the responsibility to try something different in their career, one day one of those calls might stick. So really we just wanted to embrace the talent we have here and give it a shot."
When the fruits of this labour of love will be shared with gamers, no-one is saying. And, in the wake of the brutal crunch endured by the Uncharted 3 team in order to meet a release date it recklessly announced a year in advance, that should come as no surprise.
"We will never do that again, not a year out," sighs co-president Christophe Balestra. Wells agrees: "The minute we saw [the date] on screen we were like, oh god, I really regret that."
So, while the game has already been in development for two years, with the team not yet ready even to discuss gameplay let alone show it, don't be surprised if The Last of Us fails to materialise before 2013. It'll be done when it's done, as the saying goes.
In the meantime, those of us desperate to see where Naughty Dog can take the medium next - and how wonderful it is to see such a talented, successful studio remain so eager to push boundaries rather than settle for the same-old - will have to tolerate the agonising drip-drip-drip of information.
Take the "no network play" note on the official PlayStation website. "We don't know where that came from," says Druckmann. "That's TBD," says Straley.
Best keep an eye on your iPads, chaps.

http://www.eurogamer.net/articles/2011-12-13-the-last-of-us-preview

I'm butthurt about it not being horror but I'm still really interested.
 

Tetsujin

he/they
AKA
Tets
If anyone wants a dynamic theme from the US PS Store, use this code:
G2LJ-GTNE-NKHM

Its use isn't limited. :monster:
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
Okay guys, a lot of info, screens, and magazine scans have been released. Prepare for a huge info dump bros and broettes

First up is the info:

http://gamingeverything.com/14830/t...lity-scans-online-confirmed-sequel-talk-more/

- Director Bruce Straley on online: “We’re going to have some sort of online component. We’re working on a bunch of ideas, but we haven’t nailed anything down. We definitely know it’s going to be awesome.”
- Once Uncharted 2 was done, there were major changes at Naughty Dog
- Naughty Dog was receiving a lot of requests to license the Uncharted engine from internal/external studios
- Naughty Dog co-president Evan Wells: “[The engine] just isn’t set up to be able to be worked on outside of our office. So really the only way to leverage that would be to get a second team going.”
- One reason for Naughty Dog’s expansion was that they had a ton of talent and Evan Wells didn’t want to lose anyone
- Wells: “So many people here at Naughty Dog who are environment modelers or designers or animators could be leads or directors at any other company. They’re just really masters of their craft and doing a great job here, so we wanted to give them an opportunity to grow.”
- Two different teams made so the creators could focus completely on one project rather than bouncing back and forth
- New team decided to make a new IP that allowed them to make what they wanted
- The team looked at their favorite films like Road to Perdition and True Grit
- Combat is inspired by Anton Chigurh’s intense gun battle with Llewelyn Moss (No Country for Old Men)
- Movie had little music and sometimes no dialogue for long stretches of time
- Movie uses ambient noise, like exhausted breathing and booming guns
- The team is going for as much tension as possible in place of a non-stop action thrill ride
- Since there are limited resources, Joel won’t be running around blasting a machine gun
- One bullet can kill in this world
- This lethality affects enemy decisions
- When Joel pulls out a gun and kills an enemy, the others will hide or try to flank his position
- Enemies will come right at Joel is they notice he only has a melee weapon
- Naughty Dog calls the AI system “Balance of Power”
- This system always adapts and dynamically changes as enemies and Joel trade off the upper hand
- The team is adding emotion and personality to the enemies alongside the advanced AI
- Enemies get angry when a friend dies, they warn each other of danger, and they’re scared when they’ve lost the upper hand
- Can’t just hide and wait for your health to recharge
- Since there is persistent health, you’ll have to use a health pack to repair damage and budget enough time to apply it
- Control Joel
- Ellie is an AI-driven non-playable character
- Naughty Dog has decided against co-op play
- Ellie will be very capable and won’t get in your way
- “We know if the entire thing is an escort mission you’re gonna hate it. The easy thing for us to do is every time there is combat she just hides somewhere and then she comes out at the end. We gave ourselves the insane challenge of, ‘How do we make her a part of the combat space?’”
- Game Informer says Ellie does a great job of tagging along in the demo, staying out of sight, warning Joel of danger, and getting him out of jams
- Players won’t have to worry on blaming a game over on Ellie as long as they don’t purposely lure enemies to her position or completely ignore when she’s obviously in trouble
- Platforming and puzzle solving were minimally present in the demo
- It will be important to figure out how to navigate spatial problems with unique Ellie and Joel abilities
- Each can do things the other can’t, and they must work together to move forward
- Game Informer also didn’t see the spore-infected humans like those in the debut trailer
- Focusing on the human antagonists currently since they’re the focus of the game
- There will be more encounters with humans than the infected
- Different human factions all have different goals
- Some factions will help you along the way if it benefits them somehow
- Joel/Ellie are part of a larger cast of characters full of allies and enemies that will come in and out of their adventure as they pass through cities, suburbs, and rural areas
- Game begins as Joel and Ellie meet in Boston 20 years after the fungal outbreak
- Ellie is an orphan, so she hasn’t seen the old world or anything outside the walls of the oppressive military quarantine zone she grew up in
- Ellie is obsessed with relics from our culture such as music and books
- She always gets in trouble at her boarding house
- Joel is in his late forties, has been through a lot of heavy stuff to survive
- Joel runs drugs and weapons through the quarantine zone’s black market
- The bleak locale is littered with checkpoints and constant body scans for traces of the infection
- You’re executed immediately if you come up positive
- Spores can be transmitted through the air, though it needs to be a concentrated and confined space to truly spread
- Joel is recruited to sneak Ellie out of the quarantine zone
- The reason for this is unknown
- Joel agrees, but things go horribly wrong and they are pursued by the military
- Joel thinks about leaving Ellie, but he promised a dying friend that he’d escort her to safety
- Both of them go west on a journey across the U.S. when a nearby safe haven doesn’t work out

“The Killing”

- Joel and Ellie make it to Pittsburgh, though they might not make it any further if they don’t fight back against the scavengers
- Joel elbows his attacker and turns the tables
- Joel slams the man down on the glass shard and he comes up sputtering blood pouring out of his throat
- Ellie is busy biting her captor’s arm and gets slapped to the ground
- Ellie struggles with him and is looking to escape while Joel runs over to kick the scavenger in the face
- The man staggers to his feet and Joel beats him down
- More scavengers enter the store, so Joel and Ellie split up to find cover
- Joel takes out a handgun
- The place is completely dark aside from light sources from the sunbeams pouring in from the outside
- Enemies are dark silhouettes coming closer
- Joel pops up and takes one down, then moves to a new spot
- He tries to fire at another scavenger, but he’s out of bullets and the clicks of the empty chamber echo through the room
- The man closes in on Joel and taunts him since he seems to understand that Joel is out of bullets
- Ellie then hurls a brick into the man’s head
- Joel punches the man out
- Another scavenger manages to bash a 2×4 into Joel’s back
- Joel dodges the second swipe and takes 2×4
- He knocks the man to the ground and although he pleads for mercy, Joel beats his skull without hesitation
- More men are climbing over the rubble to get to them, so Joel and Ellie sneak out the side of the store
- Joel takes a look back and sees a scavenger surveying the bloody scene
- The men head out and Joel targets one in an alcove
- Joel sneaks up behind him, chokes him
- “Hey, you found anything? shouts an enemy off in the distance
- Joel and Ellie sneak away; the man approaches the area and sees the dead body
- The man knows Joel and Ellie are still there and shouts this out to the rest of the gang
- Joel picks up a brick and throws it at him
- Joel charges at him while the man is stunned and kills him with the 2×4
- He searches the body, finds a few bullets
- Joel loads the bullets into his gun, looks up, and spots a scavenger carrying a pipe
- The man runs off, and Joel chases him, carefully creeping around the aisles with his gun raised
- There’s no trace of the enemy, and the only sound is Joel breathing/his footsteps
- The man screams and charges him from behind, but Joel turns and shoots him down in time
- Straley on a sequel: “We only think about one game at a time.”
- Creative director Neil Druckmann on a sequel: “The story is self-contained. The story stands on its own. We don’t end on a cliffhanger. The characters and the journey they go through ends with the story.”

“Escape”

- Joel eyes up the buss that blocks the way they came into the city
- Joel and Ellie go through the streets looking for a way out
- They see a closed garage and head on over to the area
- Ellie scampers under the door as Joel holds it up
- She warns Joel that there is some “gnarly stuff” in the garage
- Joel eventually dashes through the garage door, and turns around to grab it and lower it quietly
- There are a few bodies and large piles of clothes, shoes, and random supplies in the garage
- This faction funnels all the highway traffic into a single ambush point, kills anyone who drives in, and takes all of their things
- They go up some nearby stairs; Ellie asks Joel how he knew about the ambush; he replies, “I’ve been on both sides.”
- Both Joel and Ellie search through the place
- Ellie finds dirty clothes and a few more bullets
- They move outdoors, see a bridge, and make their way toward it
- As they head to the bridge, they see bullet holes in the cars with long-dead bodies inside
- Joel speculates that the military killed these people since they can’t let everyone in and dead people don’t get infected; sacrifice a few to save the many
- The two walk on the roofs and hoods as the cars get closer together
- Crows take to the sky near the gate ahead; there is a brief whistle sound from up ahead
- Two shadowy figures climb up on some cars and the demo fades to black

There's more to be gleaned from the magazine scans as well as a few bits of concept art:

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-10.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-11.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-12.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-13.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-2.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-3.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-4.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-5.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-6.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-7.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-8.jpg

http://gamingeverything.com/wp-content/gallery/the-last-of-us_4/last_of_us_scan-9.jpg

Here's the direct screens Game Informer was kind enough to provide

Joel-points-out-bridge.jpg



Joel-and-Ellie-in-well-lit-street.jpg


Joel-hit-with-plank.jpg


cov_227_l.jpg

Needless to say the game is GORGEOUS, coming from ND this isn't really a surprise. What really interests me is the fact that you won't be facing the infected hordes primarily here, but other scavenging survivors. The fact that they've used No Country for Old men as inspiration for the combat is definitely a good a sign.

The organic and reactive nature of the combat also sounds pleasantly entertaining as well.

I have high hopes for this one.
 
Last edited:

AvecAloes

Donator
All of this

- The team is going for as much tension as possible in place of a non-stop action thrill ride
- Since there are limited resources, Joel won’t be running around blasting a machine gun
- One bullet can kill in this world
- This lethality affects enemy decisions
- When Joel pulls out a gun and kills an enemy, the others will hide or try to flank his position
- Enemies will come right at Joel is they notice he only has a melee weapon
- Naughty Dog calls the AI system “Balance of Power”
- This system always adapts and dynamically changes as enemies and Joel trade off the upper hand
- The team is adding emotion and personality to the enemies alongside the advanced AI
- Enemies get angry when a friend dies, they warn each other of danger, and they’re scared when they’ve lost the upper hand
- Can’t just hide and wait for your health to recharge
- Since there is persistent health, you’ll have to use a health pack to repair damage and budget enough time to apply it

sounds really, really cool.
 

Tetsujin

he/they
AKA
Tets
- Can’t just hide and wait for your health to recharge
- Since there is persistent health, you’ll have to use a health pack to repair damage and budget enough time to apply it

Finally some old school health recovery.

What's with the auto recovery in recent games anyway?
 

Hisako

消えないひさ&#
AKA
Satsu, BRIAN BLESSED, MIGHTY AND WISE Junpei Iori: Ace Detective, Maccaffrickstonson von Lichtenstafford Frabenschnaben, Polite Krogan, Robert Baratheon
imo it's a convenient excuse to streamline a game so players don't have to divert themselves in a different direction to prevent dying in a game

Also, things recover naturally over time in real life too so by some twisted sense of logic, it's more realistic. Except realism these days is superhero healing factor. :awesome:
 

Dana Scully

Special Agent
AKA
YACCBS, Legato Bluesummers, Daenaerys Targaryen, Revy, Kate Beckett, Samantha Carter, Matsumoto Rangiku
Also, things recover naturally over time in real life too so by some twisted sense of logic, it's more realistic. Except realism these days is superhero healing factor. :awesome:

I dunno man, if you got shot then didn't treat it with a 'health kit' you'd just end up keeling over from sepsis.

Personally my favourite health system is the one in America's Army (3 health levels, can only go down and never back up, and you can bleed to death at varying speeds if you're not treated by a medic). But I guess that's a bit hardcore for games that aren't round-based shooters.
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c


JUMPING JIMINY FUCKING CHRISTMAS

They could just make an animated film from this shit
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
Thanks, couldn't find it myself :monster:

aciipy.gif
 

Carlie

CltrAltDelicious
AKA
Chloe Frazer
A dude got his head blown up, I'm usually not a fan of this but it was fucking awesome.
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
















Idk how I feel about Ellie's new look

also that guys eyes are really creepy in that one pic
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
LOL SERIOUSLY ROAD

LMAO

FK:Noewghew
 

Cookie Monster

NOM NOM NOM
To hell with you. :(

The details are amazing tho. If you look at the end of the trailer when that guy hits him with the log, you'll see the blood start dripping down his face when the guy starts to choke him out. Little details like that impress me.
 

Max Payne

Banned
AKA
Leon S. Kennedy,Terry Bogard, The Dark Knight, Dacon, John Marston, Teal'c
I beat you by like a fucking milisecond rofl
 

CK

buried but breathing
AKA
CK, 2D, wanker
You do know we are getting a R18 rating at the end of this year right?
 

Tennyo

Higher Further Faster
Is it just me or did they make the girl prettier?

Not sure how I feel about this.
 
Top Bottom