{"id":9264,"date":"2018-02-03T09:53:03","date_gmt":"2018-02-03T09:53:03","guid":{"rendered":"http:\/\/vr-room.ch\/?p=9264"},"modified":"2018-02-03T09:54:16","modified_gmt":"2018-02-03T09:54:16","slug":"hands-on-in-death","status":"publish","type":"post","link":"https:\/\/vr-room.ch\/fr\/2018\/02\/03\/hands-on-in-death\/","title":{"rendered":"Prise en main : In Death"},"content":{"rendered":"<p>Arm\u00e9s d'un arc et d'un bouclier, nous nous battons dans \"In Death\" de <a href=\"http:\/\/www.solfar.com\/new-blog-avenue\/\" target=\"_blank\" rel=\"noopener noreferrer\">Studios S\u00f3lfar<\/a> \u00e0 travers des donjons g\u00e9n\u00e9r\u00e9s al\u00e9atoirement. Les cr\u00e9ateurs d'\"Everest VR\" ont certes d\u00e9j\u00e0 atteint le sommet dans les sph\u00e8res graphiques. Mais maintenant, les v\u00e9t\u00e9rans islandais de la simulation veulent aussi pousser \u00e0 l'extr\u00eame leur savoir-faire en mati\u00e8re de m\u00e9canique de jeu dans un jeu d'arc m\u00e9di\u00e9val et sombre. Inspir\u00e9 des dungeon crawlers classiques, \"In Death\" doit, selon les d\u00e9veloppeurs, \u00eatre un hommage \u00e0 ce m\u00eame genre de \"Dark Souls\". Ce qui est int\u00e9ressant, c'est que dans \"In Death\", sans points de sauvegarde, chaque parcours g\u00e9n\u00e9r\u00e9 de mani\u00e8re proc\u00e9durale est diff\u00e9rent. Le syst\u00e8me d'achievements \u00e9chelonne le d\u00e9roulement du jeu en fonction de vos capacit\u00e9s de combat, et celles-ci doivent d'abord \u00eatre test\u00e9es. Alors, \u00e0 vos armes !<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-9275\" src=\"http:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-1024x576.jpg\" alt=\"\" width=\"730\" height=\"411\" srcset=\"https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-1024x576.jpg 1024w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-300x169.jpg 300w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-768x432.jpg 768w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-1110x624.jpg 1110w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-730x411.jpg 730w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-539x303.jpg 539w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-350x197.jpg 350w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-254x143.jpg 254w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04-125x70.jpg 125w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath04.jpg 1920w\" sizes=\"(max-width: 730px) 100vw, 730px\" \/><\/p>\n<h2 id=\"kraefte-aus-einem-gottlosen-nachleben\">Des forces issues d'une vie post\u00e9rieure impie<\/h2>\n<p>La patte du studio de d\u00e9veloppement professionnel est pr\u00e9sente d\u00e8s la premi\u00e8re immersion : l'initiation sensible \u00e0 l'art de l'arc m\u00e9di\u00e9val ne s'\u00e9tire pas inutilement, m\u00eame dans l'apr\u00e8s-vie impie. Reste \u00e0 savoir si les d\u00e9veloppeurs, qui connaissent bien l'Himalaya, peuvent aussi pr\u00e9parer un vrai jeu. Les ingr\u00e9dients : un syst\u00e8me de d\u00e9placement unique avec des arcs et des fl\u00e8ches, des ennemis vari\u00e9s et des lieux de s\u00e9jour changeants. Ce que l'on vous sert a du mordant. Dans un environnement m\u00e9di\u00e9val, vous vous d\u00e9placez en vue \u00e0 la premi\u00e8re personne avec un arc et des pouvoirs magiques \u00e0 travers diff\u00e9rents donjons. Tr\u00e8s particulier : vous tirez les fl\u00e8ches aussi bien pour tuer les ennemis que pour vous t\u00e9l\u00e9porter de mani\u00e8re cibl\u00e9e vers un point de d\u00e9placement. Le bouton gauche de la manette vous permet de repousser les projectiles ennemis, qui peuvent venir de toutes les directions, avec votre bouclier.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-9272\" src=\"http:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-1024x576.jpg\" alt=\"\" width=\"730\" height=\"411\" srcset=\"https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-1024x576.jpg 1024w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-300x169.jpg 300w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-768x432.jpg 768w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-1110x624.jpg 1110w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-730x411.jpg 730w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-539x303.jpg 539w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-350x197.jpg 350w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-254x143.jpg 254w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02-125x70.jpg 125w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath02.jpg 1920w\" sizes=\"(max-width: 730px) 100vw, 730px\" \/><\/p>\n<p>Bien que la m\u00e9canique de tir \u00e0 la fl\u00e8che soit tr\u00e8s pr\u00e9cise et ne souffre pas, \u00e0 mon grand \u00e9tonnement, d'une perte de suivi \u00e9norme, m\u00eame sur Windows Mixed Reality, l'esquive lat\u00e9rale devient rapidement un peu difficile \u00e0 ma\u00eetriser ou \u00e0 supporter. Ici, vous lancez comme un ninja une boule magique (ou une plume ?) dans la zone afin d'\u00eatre t\u00e9l\u00e9port\u00e9 de mani\u00e8re encore plus pr\u00e9cise vers un point situ\u00e9 \u00e0 proximit\u00e9 imm\u00e9diate. Un syst\u00e8me de free-locomotion suppl\u00e9mentaire est d\u00e9j\u00e0 activable dans les fonctions exp\u00e9rimentales, mais ne semble fonctionner jusqu'\u00e0 pr\u00e9sent qu'avec le stick analogique gauche de la manette tactile du Rift. De mon point de vue, il serait souhaitable de combiner la t\u00e9l\u00e9portation et le mouvement libre sur tous les casques VR. Certes, le maniement pr\u00e9cis lors de la vis\u00e9e avec un arc et des fl\u00e8ches est impressionnant. Mais je n'ai pas encore trouv\u00e9 la mont\u00e9e d'adr\u00e9naline dans la puissance divine de la t\u00e9l\u00e9portation avec la fl\u00e8che magique et la balle \u00e0 lancer. Peut-\u00eatre que je m'y habituerai ?<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-9273\" src=\"http:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-1024x576.jpg\" alt=\"\" width=\"730\" height=\"411\" srcset=\"https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-1024x576.jpg 1024w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-300x169.jpg 300w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-768x432.jpg 768w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-1110x624.jpg 1110w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-730x411.jpg 730w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-539x303.jpg 539w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-350x197.jpg 350w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-254x143.jpg 254w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03-125x70.jpg 125w, https:\/\/vr-room.ch\/wp-content\/uploads\/2018\/02\/InDeath03.jpg 1920w\" sizes=\"(max-width: 730px) 100vw, 730px\" \/><\/p>\n<h2 id=\"etwas-fehlt-noch-aber-man-hoert-auf-feedback\">Il manque encore quelque chose, mais on \u00e9coute le feedback<\/h2>\n<p>Unique en son genre : \u00e0 chaque nouveau jeu, vous d\u00e9bloquez des param\u00e8tres qui influencent le d\u00e9roulement du jeu. Tout d'un coup, vous pouvez rencontrer de tr\u00e8s gros ennemis ou plusieurs et \u00eatre surpris par de grands boss. Malgr\u00e9 tout, l'intelligence artificielle des ennemis ne m'impressionne pas encore totalement. \"In Death\" est malgr\u00e9 tout d\u00e9j\u00e0 l'un des jeux VR les plus polis, qui apporte un vent de fra\u00eecheur dans un genre. Mais il manque encore un peu de profondeur. O\u00f9 sont les colonnes ou les bancs derri\u00e8re lesquels on peut se cacher ? De m\u00eame, les environnements graphiques pourraient \u00eatre encore un peu plus vari\u00e9s, malgr\u00e9 la souplesse des graphismes.<\/p>\n<p><iframe loading=\"lazy\" title=\"Dans la mort : R\u00e9v\u00e9l\u00e9\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/24Cn7BAAD3s?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<p>\"In Death\" est disponible depuis le 1er f\u00e9vrier sur <a href=\"http:\/\/store.steampowered.com\/app\/605450\/In_Death\/\" target=\"_blank\" rel=\"noopener noreferrer\">Steam<\/a> est disponible pour Rift, Vive et Mixed Reality et est d\u00e9j\u00e0 tr\u00e8s bien accueilli par les joueurs sur la plateforme de Valve. L'exp\u00e9rience est toutefois en constante am\u00e9lioration, tandis que les d\u00e9veloppeurs restent \u00e0 l'\u00e9coute de toutes les suggestions. La version compl\u00e8te devrait \u00eatre disponible en 2018. Une version PSVR semble quasiment confirm\u00e9e par les d\u00e9veloppeurs, car apr\u00e8s tout, \"Everest VR\" est \u00e9galement sorti pour le casque de la console.<\/p>\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\">\n<p lang=\"en\" dir=\"ltr\">Nous aimons le PSVR, travailler dur pour \u00eatre avec vous l\u00e0-bas.<\/p>\n<p>- Studios S\u00f3lfar (@solfarstudios) <a href=\"https:\/\/twitter.com\/solfarstudios\/status\/959601196947460098?ref_src=twsrc%5Etfw\">f\u00e9vrier 3, 2018<\/a><\/p><\/blockquote>\n<p><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script><\/p>","protected":false},"excerpt":{"rendered":"Arm\u00e9s d'un arc et d'un bouclier, nous nous battons dans \"In Death\" de S\u00f3lfar Studios \u00e0 travers des donjons g\u00e9n\u00e9r\u00e9s al\u00e9atoirement....","protected":false},"author":13,"featured_media":9269,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2,9],"tags":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.3 - 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