WHAT!?!? Deep Down is PS4 ONLY!?!?

#51georgewduff1Posted 9/19/2013 4:53:42 PM
Gameplay-wise, however, Deep Down isn't particularly impressive yet.

Based on our hands-on time, there's not much to Deep Down's combat beyond that. No blocking, parrying or dodge maneuvers; just head-to-head action. There's a real sense of weight to combat, but not much of an impression that you have total control of your character's movement.

Deep Down's TGS demo drops players into a randomly generated dungeon populated with monsters, fire-spewing traps and the occasional treasure chest. The layout of that dungeon is simple and grid-based in its layout, as illustrated by a holographic map that players can pull up by tapping the PS4 controller's touchpad. That dungeon absolutely smacks of something randomly generated, as opposed to organic or intentionally designed, an aspect of Deep Down that doesn't feel suited to a next-generation experience.

http://www.polygon.com/2013/9/19/4746744/capcom-deep-down-playstation-4-ps4-tgs-2013

As i already said...its not visual that will bring a game to AAA score...but gameplay...
For now...PS4 can keep it...
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#52_Sovereign_Posted 9/19/2013 6:13:27 PM
_DevilBob_ posted...
bessy67 posted...
Probably not. Their 2013 annual report seems to indicate it will be multiplat.

In this the 30th year since our establishment, we are moving forward with the development of new title “deep down” for next-generation consoles, representing the culmination of Capcom technology and our next leap forward.

Besides reinforcing existing brands, Capcom will focus on the development of fresh, new brands too. We are currently developing “deep down”, which integrates the latest state-of-the-art technology for next-generation non-portable consoles such as the soon-to-be-released PlayStation 4

The counterpart in collaboration for the “Panta Rhei” game engine is the title “deep down” for next-generation consoles. We are pushing ahead with development in tandem with the title development team.

Panta Rhei” Ver. 1.0 will be completed to coincide with the release of “deep down”. And we will drive further innovation so that it is compatible with the multi-platforms of next-generation consoles. As long as we continue to make new games, growth in the engine arena will not subside.


They mention PS4, but I don't see anything mentioned about Xbox One. I guess TC is right.


The term "such as" is an example, not an indication of exclusivity...plus, this is Capcom.
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#53Foxx3kPosted 9/19/2013 6:18:01 PM
georgewduff1 posted...
Gameplay-wise, however, Deep Down isn't particularly impressive yet.

Based on our hands-on time, there's not much to Deep Down's combat beyond that. No blocking, parrying or dodge maneuvers; just head-to-head action. There's a real sense of weight to combat, but not much of an impression that you have total control of your character's movement.

Deep Down's TGS demo drops players into a randomly generated dungeon populated with monsters, fire-spewing traps and the occasional treasure chest. The layout of that dungeon is simple and grid-based in its layout, as illustrated by a holographic map that players can pull up by tapping the PS4 controller's touchpad. That dungeon absolutely smacks of something randomly generated, as opposed to organic or intentionally designed, an aspect of Deep Down that doesn't feel suited to a next-generation experience.

http://www.polygon.com/2013/9/19/4746744/capcom-deep-down-playstation-4-ps4-tgs-2013

As i already said...its not visual that will bring a game to AAA score...but gameplay...
For now...PS4 can keep it...


That's pretty brutal for a preview, which are usually all puppy dogs and rainbows and forgiving of all inadequacies.
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#54magxPosted 9/19/2013 6:37:00 PM
Foxx3k posted...
georgewduff1 posted...
Gameplay-wise, however, Deep Down isn't particularly impressive yet.

Based on our hands-on time, there's not much to Deep Down's combat beyond that. No blocking, parrying or dodge maneuvers; just head-to-head action. There's a real sense of weight to combat, but not much of an impression that you have total control of your character's movement.

Deep Down's TGS demo drops players into a randomly generated dungeon populated with monsters, fire-spewing traps and the occasional treasure chest. The layout of that dungeon is simple and grid-based in its layout, as illustrated by a holographic map that players can pull up by tapping the PS4 controller's touchpad. That dungeon absolutely smacks of something randomly generated, as opposed to organic or intentionally designed, an aspect of Deep Down that doesn't feel suited to a next-generation experience.

http://www.polygon.com/2013/9/19/4746744/capcom-deep-down-playstation-4-ps4-tgs-2013

As i already said...its not visual that will bring a game to AAA score...but gameplay...
For now...PS4 can keep it...


That's pretty brutal for a preview, which are usually all puppy dogs and rainbows and forgiving of all inadequacies.


Polygon is pretty honest at times.
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#55teehee23Posted 9/19/2013 6:57:03 PM
georgewduff1 posted...
Gameplay-wise, however, Deep Down isn't particularly impressive yet.

Based on our hands-on time, there's not much to Deep Down's combat beyond that. No blocking, parrying or dodge maneuvers; just head-to-head action. There's a real sense of weight to combat, but not much of an impression that you have total control of your character's movement.

Deep Down's TGS demo drops players into a randomly generated dungeon populated with monsters, fire-spewing traps and the occasional treasure chest. The layout of that dungeon is simple and grid-based in its layout, as illustrated by a holographic map that players can pull up by tapping the PS4 controller's touchpad. That dungeon absolutely smacks of something randomly generated, as opposed to organic or intentionally designed, an aspect of Deep Down that doesn't feel suited to a next-generation experience.

http://www.polygon.com/2013/9/19/4746744/capcom-deep-down-playstation-4-ps4-tgs-2013

As i already said...its not visual that will bring a game to AAA score...but gameplay...
For now...PS4 can keep it...


I agree and deep down sound like a dud.
No blocking or parrying in combat is the worst offense and something Ryse: Son of Rome has in spades. The preview makes deep down sound like a pretty but generic button masher. The closing line, that deep down doesn't feel suited to a Next Gen experience.
Ouch.
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#56duces9killaPosted 9/19/2013 7:11:09 PM
Xbox one can't handle deep down with its weak specs
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#57sadiq2010Posted 9/19/2013 11:57:35 PM
teehee23

you are crazy and lame as always.
#58The_DarkwalkerPosted 9/20/2013 8:57:15 AM
georgewduff1 posted...
Gameplay-wise, however, Deep Down isn't particularly impressive yet.

Based on our hands-on time, there's not much to Deep Down's combat beyond that. No blocking, parrying or dodge maneuvers; just head-to-head action. There's a real sense of weight to combat, but not much of an impression that you have total control of your character's movement.

Deep Down's TGS demo drops players into a randomly generated dungeon populated with monsters, fire-spewing traps and the occasional treasure chest. The layout of that dungeon is simple and grid-based in its layout, as illustrated by a holographic map that players can pull up by tapping the PS4 controller's touchpad. That dungeon absolutely smacks of something randomly generated, as opposed to organic or intentionally designed, an aspect of Deep Down that doesn't feel suited to a next-generation experience.

http://www.polygon.com/2013/9/19/4746744/capcom-deep-down-playstation-4-ps4-tgs-2013

As i already said...its not visual that will bring a game to AAA score...but gameplay...
For now...PS4 can keep it...


Why is it important for a game to get an "AAA score?" If people made their purchase decisions based solely on review scores the industry would die a quick death.
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#59suzukimatsuiPosted 9/20/2013 2:08:02 PM
Sony Japan Studios is co developing the game so thus means the game will not be multiplatform. People need to stop making excuses and reassurances that it will also be available on the bone.
#60suzukimatsuiPosted 9/20/2013 2:10:20 PM
teehee23 posted...
georgewduff1 posted...
Gameplay-wise, however, Deep Down isn't particularly impressive yet.

Based on our hands-on time, there's not much to Deep Down's combat beyond that. No blocking, parrying or dodge maneuvers; just head-to-head action. There's a real sense of weight to combat, but not much of an impression that you have total control of your character's movement.

Deep Down's TGS demo drops players into a randomly generated dungeon populated with monsters, fire-spewing traps and the occasional treasure chest. The layout of that dungeon is simple and grid-based in its layout, as illustrated by a holographic map that players can pull up by tapping the PS4 controller's touchpad. That dungeon absolutely smacks of something randomly generated, as opposed to organic or intentionally designed, an aspect of Deep Down that doesn't feel suited to a next-generation experience.

http://www.polygon.com/2013/9/19/4746744/capcom-deep-down-playstation-4-ps4-tgs-2013

As i already said...its not visual that will bring a game to AAA score...but gameplay...
For now...PS4 can keep it...


I agree and deep down sound like a dud.
No blocking or parrying in combat is the worst offense and something Ryse: Son of Rome has in spades. The preview makes deep down sound like a pretty but generic button masher. The closing line, that deep down doesn't feel suited to a Next Gen experience.
Ouch.


I would take any game that is similar to Demon Souls/ Dark Souls over the garbage Ryse is any day