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Thread: [Multi] Wreckfest - Shunt or it doesn't [*censored*]

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    [Multi] Wreckfest - Shunt or it doesn't [*censored*]

    Bugbear Entertainment is bezig met iets nieuws.



    Best known for our critically acclaimed, multi-million selling 'FlatOut' series (FlatOut, FlatOut 2, FlatOut: Ultimate Carnage), team Bugbear is going to deliver the definitive demolition derby racing game.

    We"re doing it because nobody else seems capable of delivering the kind of game our fans have been asking from us every week. We feel that there hasn"t been a proper demolition derby game in years. It"s about time they got an answer.

    We"re calling it just our next car game for now. It"s coming for the PC and yet to be announced platforms. More news soon.

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    Member Destroyer-GT's Avatar
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    Update:


    Te pre-orderen/crowdfunden op http://nextcargame.com/

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    Administrator Like-a-Bunny's Avatar
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    Gamertag: LaB NL PSN ID: LaB_NL Steam ID: LikeaBunny
    Hier heb ik een tijdje geleden wat van gezien. Interessant! Flatout 1 en 2 (3 bestaat niet. Nee. Nee, echt niet) zijn onovertroffen leuke games.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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    Producer DjDark's Avatar
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes
    Flatout: Ultimate carnage, voelde als een 2.5, vandaar ook dat het de bijtitel kreeg denk ik.

    Ik ben nog altijd benieuwd inderdaad. Is wel al een behoorlijke tijd geleden zonder nieuws nu..

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    Member Destroyer-GT's Avatar
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    Quote Originally Posted by DjDark,2758426
    Flatout: Ultimate carnage, voelde als een 2.5, vandaar ook dat het de bijtitel kreeg denk ik.

    Ik ben nog altijd benieuwd inderdaad. Is wel al een behoorlijke tijd geleden zonder nieuws nu..
    Helaas bestaat Flatout 3 echt: http://www.gamer.nl/review/225037/fl...os-destruction

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    Ja nee, dat is niet van Bugbear en dus niet relevant voor dit topic.

    Ik begreep al wat LaB bedoelde.

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    Ok, goed, dan vergeten we dat gauw weer

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    놀자 Tyspolir's Avatar
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    Laat maar komen. Ik speel nog steeds Flatout 1 af en toe
    Skill is mandatory! Cheating is optional.

    - 한샷 한 길 태연

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    Member Revin's Avatar
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    Normaal houd ik niet zo van dat crowdfunding, maar ik heb hem ook besteld. Hoop dat ze snel die 10.000 pre-orders halen, ben wel benieuwd naar de 'playable sneak peek'.

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    놀자 Tyspolir's Avatar
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    Je kan niet zien hoeveel pre-orders ze al hebben? Alleen zo'n vaag rood balkje.. maar geen aantallen?
    Skill is mandatory! Cheating is optional.

    - 한샷 한 길 태연

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    Quote Originally Posted by Tyspolir,2758892
    Je kan niet zien hoeveel pre-orders ze al hebben? Alleen zo'n vaag rood balkje.. maar geen aantallen?
    Volgens mij vult dat balkje zich wel langzaam, maar nee geen pre-order aantallen.. Misschien wel op hun forum?

    Edit:

    Zie dat het balkje nu 'iets meer gevuld is' t.o.v. toen ik bestelde.

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    Member Destroyer-GT's Avatar
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    Ja, blijkbaar kun je aan de html code zien hoever ie is, of dit topic volgen
    http://community.bugbeargames.com/in...pic,854.0.html

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    Over de 15 % lees ik dan op 't forum.

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    놀자 Tyspolir's Avatar
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    Awesome, eindelijk wat nieuwe info over deze game. Eerst een blog over het multiplayer gedeelte, daarna een uitgebreid interview
    Got Multiplayer?
    25 Oct 2013/16 Comments/in News /by Team Bugbear

    In today"s blog update we"re going to talk a bit about multiplayer. It"s proven to be a very popular topic in our community, which is not surprising given that pretty much nothing beats giving your peers a proper beating in an old-fashioned, no holds barred derby match. We love that, and so do you! Needless to say, we"re going to pay a lot of attention to the multiplayer component of the game to make sure it"s something that everyone can get in and enjoy.

    After our Upgrading upgraded blog post, there has been a lot of lively discussion on the forums on whether upgrades should be allowed in multiplayer. There are a lot of good arguments for and against upgrades in multiplayer, but the problem can be solved simply by giving the host the option to configure this. Everybody wins, right? That"s also in line with our goal of making hosted multiplayer events as customizable as possible.

    The options between 'No Upgrades' and 'Whatever Goes' are not set in stone yet some of the more obvious ideas mentioned are power cap and price cap, and they would both probably work fine. Single player career"s car classification system could also form a basis for this, but we"re also still testing on what works there.



    During the summer and fall, we"ve been implementing a new lobby system. You"ll have a lobby browser and filters for finding the game you like, or you can of course create your own. Lobby and in-game (and loading screen too, cool!) text chat is already implemented, and a possibility of implementing a voice chat is being investigated. Don"t worry, if voice does get included, there will be an option to toggle it so you don"t have to fear hearing who did what with your mother last night. But then again, I"m just speculating since our community knows how to behave, doesn"t it?

    Our core networking is based on peer-to-peer (P2P) architecture, which means every player connects to each other. This does incur its challenges since a lot of connections are needed, but we have a system in place where a third player can act as a relay if a direct connection cannot be established between two players.

    During play, the game engines on each player"s computers are then run in sync, although there is of course some prediction and interpolation going on in regards to where the player is going, what is happening next and so on. This is done to make the movement fluid during the times when information is not available due to network latency. If some player starts going out of sync with the rest (e.g. due to horrendous lag or cheating), an internal voting mechanism between the computers handles disconnecting the offender.

    One advantage that the P2P architecture has is that apart from the lobby server which announces the available games, there"s no need for dedicated servers. Note that this doesn"t rule out kicking for example, and one of the computers is still going to act as a host. However, since the host is mostly just a title given to someone and doesn"t involve much extra processing under the hood, it"s rather easy to seamlessly migrate to a new one if the original host gets disconnected for a reason or another.

    Since the current server browser and lobby screens are currently full of programmer art, you"ll get this multiplayer flower (see the resemblance?) instead:



    To save you the trouble, you can count 12 cars in that picture. We know some of you are hoping for more, and we"re definitely going to see what can be done. Sadly we can"t promise anything definite because there are many factors to be considered, and it"s not simply a matter of increasing a number somewhere in the code.

    So, what next? At this point our top priorities regarding multiplayer are polishing the core in-race functionality as well as the lobby system. As such, we haven"t yet thought too much about different game modes, but they"ve not been forgotten. There have been a lot of wonderful suggestions in the forums, and we"ll take a closer look at all the ideas when we have the basics in place. Please do keep the suggestions coming in, your input is very important to us so that we can develop a game you want. And if later on something turns out to not work as well as we imagined, at least you get to say I told you!

    Furthermore, we don"t yet know where the lobby server is going to be in the end. Steam would be an attractive option as it"s a robust, tried and tested system. But then again, that would obviously mean having Steam mandatory.

    Tapio Vierros, programmer
    http://nextcargame.com/got-multiplayer/
    Uitgebreid interview van de producer met gamingbolt

    We recently got in touch with Joonas Laakso, Producer at Bugbear Entertainment to talk about their latest project, Next Car Game. Bugbear Entertainment are the developers behind popular racing games like FlatOut, Sega Rally PSP and Ridge Racer Unbounded, so they are no strangers to the genre. We asked Joonas about the destruction engine, different modes, PS4 and Xbox development, modding and more in Next Car Game.

    Read the full interview below.

    Pramath Parijat: First off, we have to talk about the name. Why 'Next Car Game?"

    Joonas Laakso: All of our games are internally known as 'NCG' for Next Car Game until they have a proper title. This time we just went public with it. It"s still a working title and likely to change at some point.

    Pramath Parijat: So, the game obviously seems to place a lot of focus on vehicular destruction. As someone who loved playing Carmageddon, Destruction Derby, Burnout, and Twisted Metal, your damage model immediately caught my eye. Can you please describe your destruction engine in detail and how it compares to other engines in the industry such as FrostBite?

    Joonas Laakso: The goal is that everything in the game world should feel like it has a reaction to you crashing a car against or through it. Some stuff you can go through and some things will stop you, but it should all feel like heavy hits in a believable, physical world. We"ve tried creating entirely destructible areas, and they are just no fun to race in.

    Here we"re really focused on the car destruction, not the world so much. The cars 'deform', or become visually damaged and dented, according to a soft-body simulation, overlaid with 'panels' (doors, hood, and so forth) that can be ripped off. What this means is that instead of 'damage models' that you change on the fly depending on a car"s condition, what you get is actual simulation of the hits leaving marks on the cars exactly where they landed. We had an earlier version of this system in use in Ridge Racer Unbounded and Driftopia.

    Pramath Parijat: Congratulations on your recent Steam Greenlight! Now, this game is unique in that it is completely crowd funded- everything, from it getting on Steam to the actual game development process, seems to be the developers engaging with the fans and the community. When did the idea to go that route come about?

    Joonas Laakso: We"ve wanted to do that for years, but working with publishers it"s difficult. There are so many people involved that you can"t just go off and do your own thing. Now we"re in control of everything and want to be really transparent and open. We feel like we had a great thing going with FlatOut but since publisher went bankrupt, we lost that audience. Now in the social media age we want to reclaim, re-build and renew that core group of fans. We"re making this game with them, for them. We"re seeing it more as developing a community of fans than releasing a single game. These days a dedicated group of fans online can support you better than a potential, but detached audience of millions ever could.

    Rashid Sayed: You guys are making sure that atleast the basic version of the game will be released. How many tracks and vehicles will it have?

    Joonas Laakso: We don"t know yet. It"s going to be enough. We started designing from the idea that even with a single car and track there should be enough to do here to last for a long time, that"s where all the car building comes into.

    Rashid Sayed: Can you please let us know about the multiplayer component of the game? What kind of modes can players expect?

    Joonas Laakso: There"s going to be racing and derbies and both will have both survival and respawn variants. Likely also elimination, timed laps, that sort of thing. We"re still thinking about how the car building is going to work online cheating is a concern.



    Pramath Parijat: You obviously have big plans for the game. Will these plans be totally dependent on what your community wants or are you thinking some ideas of your own as well? Please share!

    Joonas Laakso: We know what we"re doing and so far what the fans are saying is pretty well aligned with us. There are some details which seem to get more support than we anticipated for example LAN play and a PS4 version. We are keeping our ears open to react to any strong opinions among the fans.

    Rashid Sayed: Next Car Game is only on PC for now but there are plans to bring it on the PS4 and Xbox One provided there is enough funding. I have a question regarding this. Ever since Microsoft and Sony revealed their next generation consoles there has been a notion that development will be easier on them resulting into lesser time investment and more output. Since next gen consoles have similar architectures to a PC, will the costing and time invested be less to port the 'Next Car Game" over?

    Joonas Laakso: Yes, it looks like it will be cheaper. There"s still a relatively large cost associated with any new versions, about two months of work at a minimum. Some of the work and costs just can"t be helped for example the QA is probably just as expensive as ever, as well as all the per-platform requirements to do with their user experience: Achievements, Trophies, and the like.

    Rashid Sayed: From a development perspective, what are your thoughts on the PS4"s 8GB GDDR5 RAM and unified architecture? Do you think GDDR5, although faster will have latency issues?

    Joonas Laakso: We"re developing for mainstream PC hardware, so some 2-3 years behind the curve right now. We are mostly interested in scalability. We have a lot of fans who are telling us to keep it light, and we"re doing our best to comply. There is going to be room to flex your big power PC"s muscles, too, don"t worry our emphasis on physics uses up pretty much all processing power it can get its hands on. Sorry for giving a more technical answer than that!



    Rashid Sayed: What are your thoughts on the Xbox One"s cloud system? I believe cloud will be ideal for a game such as yours. You can patch or bring in new updates on the fly using the cloud, something which Forza 5 plans to do.

    Joonas Laakso: Some sort of cloud streaming is definitely in the future. We have no concrete plans for it yet, though.

    Rashid Sayed: Recently, Nvidia stated that it is 'No longer possible' for consoles to have better graphics than PC. Now as someone who is working on PC and have a vast experience working on consoles, do you think this notion holds true for next gen consoles? [article reference]

    Joonas Laakso: I don"t know if that"s a very relevant thing to say. I expect our PC and possible (likely) Xbox One and PS4 versions to look very near identical. For me personally, graphics have long since passed the point where I really care anymore, most of them look so nice that I don"t need anything better. Take something like Dishonored: it won"t get substantially better by increasing lighting effects or resolution or particles, let alone polygons. It"s more about interesting, unique takes in an artistic sense than just pushing more bits. On the whole I expect all manner of hardware to keep converging and in the not so distant future, the whole notion of hardware will become irrelevant. Nobody will care anymore, it"s just games and screens and experiences.

    Pramath Parijat: So the destruction and mayhem in this game is insane. Do you all hate cars that much?

    Joonas Laakso: We really love crashing cars and destruction in general. I guess it"s a boys" thing, finding that joy in smashing things, being a little malevolent about it. It"s much more fun to smash the other guy aside than just cleanly overtake him. But it"s true that we build our cars in order to crash them.

    Pramath Parijat: Now this is a car game with a difference, considering all the focus there is on wrecking stuff. When was the decision to go this direction with this made?

    Joonas Laakso: It"s been in our DNA since the first FlatOut you could say from the beginning, really, because it"s still all based on our proprietary physics engine, which dates back all the way to Rally Trophy (2001). Physics simulation equals building and demolishing things, and that"s what we"ve been doing. We"ve thought about going in another direction, but there"s no sense in that, because this is what we"re good at.

    Pramath Parijat: A game like this obviously opens itself up to user generated content. It being on Steam should be a great help in this regard, considering the Steam Workshop, and such. Do you have any plans to promote user created mods and all?

    Joonas Laakso: We have decided to support modding as we recognize it"s a large part of why FlatOut is still known and played today. How exactly that"s going to work we don"t know yet, but the goal is to have user-created tracks and cars available, though Steam Workshop or otherwise. We"re likely not going to ship actual editors, but rather tools you can use to export models into the game.

    Pramath Parijat: What does your studio plan on doing after this game?

    Joonas Laakso: Ideally we"ll see Next Car Game develop a healthy community which we will then keep building on. Then there"s two other games related to NCG that we"re going to unveil soon, as well as a much bigger PC project that"s still in early stages. Where NCG is a long overdue return to our roots, the new big thing is a passion project we"ve wanted to do for years and years. More on that some time next year!

    http://gamingbolt.com/next-car-game-interview-destruction-engine-next-gen-development-and-modding
    Ben benieuwd Als ik het allemaal zo lees lijken ze meer terug te willen naar het origineel, en dat juich ik alleen maar toe. Die handling blijft zo ongelovelijk lekker. En persoonlijk hoop ik dat singleplayer minstens evenveel aandacht krijgt. Er zijn toch altijd wel mensen in MP die op de een of andere manier willen kloten, dat blijf je houden. Met de career mode heb ik me in alle flatouts ook meer dan genoeg vermaakt.
    Skill is mandatory! Cheating is optional.

    - 한샷 한 길 태연

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    Producer DjDark's Avatar
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    Ik hoop stiekem dat ik mijn PC versie over kan zetten naar een X360 versie. Dat zou wel tof zijn.. Dan kan ik van wat mooiere GFX genieten en ietsje lag-vrijere multiplayer!

    Die 'Flower' ziet er echt vet uit. Muscle Cars <3

    Waarom Doc en Japperd nog niet in dit topic gesignaleerd zijn is mij een raadsel!

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    Administrator Like-a-Bunny's Avatar
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    Vet hoor! Weinig racegames die kunnen tippen aan het plezier van Flatout.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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    Producer DjDark's Avatar
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    Quote Originally Posted by Like-a-Bunny,2772684
    Vet hoor! Weinig racegames die kunnen tippen aan het plezier van Flatout.
    Laat dat maar aan de originele makers over!

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    Producer DjDark's Avatar
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    We're developing the game PC first. Based on your support we're also prepared to develop it for both or either of the next-gen consoles Xbox One and PS4. We're also ready to consider other platforms such as Mac or current-gen consoles. It's really up to you!


    Ik wil hem voor de 360!

    Maar ik heb mijn bijdrage al geleverd.

    Die artwork is zo belachelijk vet trouwens!

  22. #22
    Producer DjDark's Avatar
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    Als dit echt is:

    Is het echt een sympatieke handreiking!



    Gratis prototype om ons zoet te houden:

    http://www.kickstarter.com/projects/...-with-attitude

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    wij gaan iig weer een lan organiseren als hij uitkomt

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    Member Destroyer-GT's Avatar
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    Speelbare sneak peek in jullie mailbox! (Als je er al voor betaald hebt, tenminste.)

    Kickstarter campagne is stop gezet.


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    Om verwarring te voorkomen hadden ze het beter uit kunnen geven als 'Tech - demo', maar desondanks ben ik onder de indruk hoor! Wilde eigenlijk wat screens plaatsen, maar als er maar n ander persoon hier interesse heeft doe ik dat niet.

    Dus bij deze... genteresseerden?

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    놀자 Tyspolir's Avatar
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    Zeker
    Skill is mandatory! Cheating is optional.

    - 한샷 한 길 태연

  28. #28
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    Alrighty:









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    Eigen screenies? Ziet er goed uit inderdaad. Behalve dan dat het schademodel niet echt wat nieuws lijkt te doen.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

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    Eigen screens ja en ik zou juist zeggen van wel:










    De auto's bestaan namelijk echt uit honderden onderdelen die er afzonderlijk vanaf kunnen vliegen. Damage model is veel dynamischer als bij Flatout Ultimate Carnage bijvoorbeeld (waar al een vrij uitgebreid model aanwezig was), vraag me wel af of ze nog iets gaan doen aan de mate van kunnen blijven rijden met damage, zo reed ik bijvoorbeeld door, terwijl ik alleen de 2 achterste wielen nog over had (maar goed een Techdemo dus..).





    Spoiler:




    Ben persoonlijk al lang blij dat ik hem (voorlopig) met mij huidige PC vrij mooi gerendered krijg. Wolken/lucht is mijn grafische kaart nooit goed in geweest, dus dat neem ik dan maar voor lief.

    Misschien dat iemand met een recentere High -end PC vergelijkingsscreens kan regelen?

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    놀자 Tyspolir's Avatar
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    Ziet er supergoed uit djDark, thanks Ja dit schademodel ziet er echt een stuk beter uit dan van andere racegames. Dit doet me echt weer denken aan Flatout 1 maar dan met nog veel betere physics.. kan echt niet wachten.
    Skill is mandatory! Cheating is optional.

    - 한샷 한 길 태연

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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes
    Deze game wordt echt wel tof! Ik mis Destruction Derby games.

  34. #34
    Administrator Like-a-Bunny's Avatar
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    Gamertag: LaB NL PSN ID: LaB_NL Steam ID: LikeaBunny
    Ik heb ook even rondgehannest met die techdemo. Vermakelijk op zijn minst. Crashen ziet er erg spectaculair uit.

    Wat ik bedoelde met mijn opmerking dat ik het schademodel tegen vind vallen heeft met het realisme ervan te maken. Zolang er wielen aanzitten kun je rijden is blijkbaar de regel.
    Vragen? Stuur een mailtje naar info@liquidbunny.nl of spreek me aan op Steam.

  35. #35
    Producer DjDark's Avatar
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes
    Quote Originally Posted by Like-a-Bunny,2780550
    Ik heb ook even rondgehannest met die techdemo. Vermakelijk op zijn minst. Crashen ziet er erg spectaculair uit.

    Wat ik bedoelde met mijn opmerking dat ik het schademodel tegen vind vallen heeft met het realisme ervan te maken. Zolang er wielen aanzitten kun je rijden is blijkbaar de regel.
    Nouja, denk dat we qua rijden nog niet al teveel moeten kijken naar de Techdemo, omdat ze mensen natuurlijk hun gang willen laten gaan en steeds meer 'fysiek schadelevels' willen laten zien.

  36. #36
    Producer DjDark's Avatar
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes
    DAT physics. :')


  37. #37
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes
    Sneak peak deel 2.0:



    VET

  38. #38
    Member Destroyer-GT's Avatar
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    Tijd om ff in je mailbox te kijken

  39. #39
    Producer DjDark's Avatar
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    Gamertag: TakingdjAztec PSN ID: Dip_Snoes
    Quote Originally Posted by Destroyer-GT,2787572
    Tijd om ff in je mailbox te kijken
    Thanks voor de tip!

  40. #40
    Member Scavy's Avatar
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    Quote Originally Posted by DjDark,2780414
    Deze game wordt echt wel tof! Ik mis Destruction Derby games.
    Ik heb nu net Dirt Showdown kapot gespeeld en ben er nog niet helemaal klaar mee door de toffe multiplayer maar die game bracht bij mij dat oude Destruction Derby gevoel weer helemaal terug

    Ben overigens ook zeer benieuwd naar deze game.

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