@danielgmz: It is highly unlikely for (PS1-3) unless they do emulation like Xbox has (which would go completely against their business model of PS Now). The earlier Playstations were different architectures from PS4&5.
I love the style and the gameplay from what I have seen through videos. The only thing I am worried about is replayability. The beginning, which is often what's shown, has the same or similar steps each time. Available resources seem to vary and that helps differentiate throughout each time playing. In many games, the early-game is often similar, so can't fault it if so. How does the mid- and late-game differentiate itself through each play through, so that it doesn't become repetitive and stale in gameplay?
@doctor_mg: The in-match UI was designed with the controller in mind. They worked from the ground up to develop the control scheme, which I felt was very well done. Here is an an interview that describes some of the process Ensemble went through.
They should've put the actual engine in its specs, 12.0 L liquid-cooled hydrogen-injected ICE (source: Halo Nation wiki), if they were going to keep the "12" in M12. They could've at least changed the name so it became: M8S Warthog CST. It would be more fitting in my opinion.
I like how you're bringing the psychology/sociology into the perspective shift. You are right that people behave differently; you become the character when in first-person whereas you are following the character when in third-person. I disagree with the reason for the censoring since the perspective shift can be used as a tool to study from.
It is also worth noting that there still are still world barriers. A single layer is about 5000 by 5000 blocks roughly. You'll hit an invisible barrier before you go outside of the boundary.
adventurer360's comments