The core gameplay of Sleeping Dogs consists of giving the player an open world environment in which to move around freely. Sleeping Dogs is played as an over-the-shoulder, third-person perspective action-adventure game with role-playing elements. The player controls Wei Shen, a Chinese-American police officer, as he goes undercover to infiltrate the Triad organization called Sun On Yee (a reference to real-life triad gang Sun Yee On). On foot, the player character has the ability to walk, run, jump, climb over obstacles and swim, as well as use weapons and martial arts skills in combat. Players are also capable of driving a variety of vehicles, including automobiles, boats and motorcycles.
The combat system heavily revolves around hand-to-hand fighting with strong influences from Batman: Arkham Asylum/City's "Freeflow" combat system. The cover system allows the player to deftly move between cover, to fire blindly, aim freely, and target a specific enemy. Individual body parts can also be targeted. The driving segments were inspired by the Need for Speed series, with several developers having worked on previous Need for Speed titles. While driving, Wei can get out and jump onto other moving vehicles.
Although storyline missions are necessary to progress through the game and unlock certain content and parts of the city, they are not required, as players can complete them at their own leisure. When not attempting a storyline mission, players can free-roam, giving them the ability to participate in activities such as carjacking, joining a fight club, doing karaoke, visiting gambling dens and betting on cockfights. There are also several potential girlfriends for Wei Shen to date. Successful completion of side missions offers the player rewards.
Sleeping Dogs features role-playing elements with three different experience point values: Triad XP, Face XP, and Police XP. Triad XP and Police XP measure Wei's devotion to the triad and police, respectively, while Face XP is a measure of his general reputation. Clothing, accessories and vehicles are available for purchase by Wei, and have an effect on non-player characters' reactions. Sleeping Dogs tracks acquired skills in areas such as hand-to-hand combat, which improve through use in the game.
Sleeping Dogs focuses on a police officer attempting to bring down criminal factions. The game takes place in a fictional Hong Kong (loosly based on the real Hong Kong) with players assuming control of Detective Wei Shen, an officer of the San Francisco Police Department, who had been seconded to the Hong Kong Police Force. Wei has been assigned by the Organized Crime and Triad Bureau to go undercover and infiltrate the Triad society called Sun On Yee and take them down. There are two subplots contained within the main storyline. The first is Wei's personal struggle between completing his mission as a police officer, and having to commit crimes to prove his worth to the triad. The other subplot consists of completing the missions set out by triad lieutenant (Winston), such as killing triad members who are loyal to competing lieutenants. Missions will take place on a fictional Hong Kong Island which bears no resemblance to the real-life Hong Kong Island in shape. The island is divided into four fictional districts which are named after some real-life neighborhoods. Although Kowloon and other towns, villages, and islands of the Hong Kong region will not be featured in the game, portions of the in-game North Point district will be based on certain neighborhoods of Kowloon. A fictional Lamma Island will also be featured in the game, according to the in-game map screen shown in recent demos.
A gripping vision of Hong Kong which sports majestic driving, a sharp, well-acted storyline and varied missions. 9/10
This is the game Saints Row has spent a decade desperate to be, a rollercoaster open-world adventure set in an environment that's fun to explore and doss about in, and packed to the brim with rousing missions, happy diversions and other amazing stuff. 9/10
New Green Man Gaming 25% off code: ORDER-NTCOM-PLETE
Getcha some Broderlands 2 for $37, Dark Souls for $30, Sleeping Dogs for Black Mage's mom hourly fee.
Where's the face in the fan shot
Sleeping Dogs for Black Mage's mom hourly fee.
Where's the face in the fan shot
7:40 on the Giantbomb video.
This is the game Saints Row has spent a decade desperate to be, a rollercoaster open-world adventure set in an environment that's fun to explore and doss about in, and packed to the brim with rousing missions, happy diversions and other amazing stuff.
I just found out that this was originally supposed to be a sequel to those True Crime games. Those games were horrible, hopefully this one will be better. Though Activision of all companies dropping it doesn't inspire me with confidence...
I just found out that this was originally supposed to be a sequel to those True Crime games. Those games were horrible, hopefully this one will be better. Though Activision of all companies dropping it doesn't inspire me with confidence...
I just watched the quick look on giant bomb. I'm not really interested. It seems like yet another GTA clone.Watch the thing on the Giant Bomb site from the developer, Ryan wasn't doing any of the slow motion takedowns and shit. Just camping behind cover.
I dont know what point you're making here. The first true crime was awesomedemi spittin truth
I just found out that this was originally supposed to be a sequel to those True Crime games. Those games were horrible, hopefully this one will be better. Though Activision of all companies dropping it doesn't inspire me with confidence...
No, it was originally going to be a brand new game called Black Lotus, but Activision thought it would sell better if they slapped the True Crime name on it.
anti-saints row people proving again to be fucking idiots
I'm talking about the eyes.
(http://i.minus.com/iQ9EOC5e4thV1.gif)
Look at those eyes.
Holy shit, a programmer could fix that in a day.
Maybe not even a programmer. A fucking script-kiddie could get that shit fixed. The eyes should follow where the character is going. Instead the pupils are fixed.
What the fuck? Is this a joke? How long have they been making this game?
:rofl
The fact that this game had a bunch of the designers from Bully behind it pretty much automatically garners it an instant buy. Watching this walkthrough vid on YT is further solidifying that.
The fact that this game had a bunch of the designers from Bully behind it pretty much automatically garners it an instant buy. Watching this walkthrough vid on YT is further solidifying that.
I didn't know that!! :hyper
But having seen the grab/drag/environment kills, it makes a bunch of sense. Hopefully there will be a mess of satisfying diversions, like BULLY.
the environmental stuff remind me more of the warriors than bully, though bully works too. any of the staff work on the warriors?
Is there a cantonese/mandarin dub option because like, if it had one, it'd be even more Shenmue like
The one thing that bothered me from the short videos/streams I watched was the city felt a bit lifeless. There never seemed to be much going on. Is that the case?
I keep forgetting that I'm supposed to drive on the left. :'(
Better than Shenmue.
Everyting from the grapples, kick animations, and punches to the fact that yours and the enemies' health is shown around the feet of the characters, is straight out of Bully/The Warriors. It's fucking great.
Another Bully connection: Some music tracks are performed by SHAWN LEE and BeiBei.
How fluid is the combat when you're surrounded by guys? I know not to expect Batman, but is it good enough where you'll be able to smoothly transition from decking one guy in the face to another as long as theyre in striking distance?
That's pretty badass how there are radio stations devoted to both Warp and Ninja Tune. I might have to check this game out now...That AND there's a fucking Banshees tune in the tracklisting. It's like this game was made for me.
http://www.youtube.com/watch?v=0JSVwekZBRM
(http://i.minus.com/jDt7kea6YHv7e.jpg)
There are a few other famous costumes but so far this is my favorite.
The use of a deferred shading set-up has implications for both consoles, resulting in two distinct implementations. On Microsoft's system, Sleeping Dogs adopts a native 1200x720 presentation, with an 80-pixel horizontal upscale to 720p, while on the PS3 we're looking at a much lower 1152x640, which has more severe implications with regards to overall image quality. Anti-aliasing on both consoles is a post-process, most likely provided by NVIDIA's popular FXAA solution, although we find that the PS3 uses a more aggressive edge-detect algorithm in order to smooth over the additional jaggies created by the heavy upscale.
While the 360 game gives a passable impression of a native 720p presentation, it looks significantly blurrier on the PS3: the combination of the much heavier upscaling and a stronger FXAA solution covering the final image in a veil of softness. Finer texture details that are visible on both platforms are smoothed over and edges feature a distinct softness that is regularly apparent with anti-aliased sub-HD games. Specular highlights are also subdued on the PS3 due to the stronger edge-detection being employed, although this doesn't come across as a particular downside given that the characters can look a little too shiny in some scenes on the 360.
Aside from the obvious resolution differences, it is clear that the PS3 version is missing some of the more intricate texture details found on the 360, a situation not helped by the more aggressive FXAA implementation. Additionally, we also find that normal maps feature less distinctive bumps and ripples, leading to the affected surfaces looking a touch blockier in nature. The reason for this is that lower resolution artwork is used on many objects throughout the game, thus resulting in visible detail loss, while normal maps appear to be using a different, more lossy compression scheme which creates artifacts on surfaces which use the effect - the Xenos GPU has access to improved texture compression technology compared to RSX, which may explain this.
Elsewhere, a few other nip/tucks have been made to the PS3 code. The level of anisotropic filtering is lower on the Sony platform, impacting the clarity of the artwork from a distance, and lower quality LOD (level of detail) models are used during the cut-scenes, which see a number of small detail-enhancing features missing. The hair on the characters has been simplified slightly on the PS3 and the normal mapping present on the jewellery they are wearing is also absent. Meanwhile, in terms of post-processing effects, motion blur appears to be identical on both formats, although depth of field is stronger on the PS3.
http://www.eurogamer.net/articles/digitalfoundry-sleeping-dogs-face-offQuoteThe use of a deferred shading set-up has implications for both consoles, resulting in two distinct implementations. On Microsoft's system, Sleeping Dogs adopts a native 1200x720 presentation, with an 80-pixel horizontal upscale to 720p, while on the PS3 we're looking at a much lower 1152x640, which has more severe implications with regards to overall image quality. Anti-aliasing on both consoles is a post-process, most likely provided by NVIDIA's popular FXAA solution, although we find that the PS3 uses a more aggressive edge-detect algorithm in order to smooth over the additional jaggies created by the heavy upscale.
While the 360 game gives a passable impression of a native 720p presentation, it looks significantly blurrier on the PS3: the combination of the much heavier upscaling and a stronger FXAA solution covering the final image in a veil of softness. Finer texture details that are visible on both platforms are smoothed over and edges feature a distinct softness that is regularly apparent with anti-aliased sub-HD games. Specular highlights are also subdued on the PS3 due to the stronger edge-detection being employed, although this doesn't come across as a particular downside given that the characters can look a little too shiny in some scenes on the 360.
Aside from the obvious resolution differences, it is clear that the PS3 version is missing some of the more intricate texture details found on the 360, a situation not helped by the more aggressive FXAA implementation. Additionally, we also find that normal maps feature less distinctive bumps and ripples, leading to the affected surfaces looking a touch blockier in nature. The reason for this is that lower resolution artwork is used on many objects throughout the game, thus resulting in visible detail loss, while normal maps appear to be using a different, more lossy compression scheme which creates artifacts on surfaces which use the effect - the Xenos GPU has access to improved texture compression technology compared to RSX, which may explain this.
Elsewhere, a few other nip/tucks have been made to the PS3 code. The level of anisotropic filtering is lower on the Sony platform, impacting the clarity of the artwork from a distance, and lower quality LOD (level of detail) models are used during the cut-scenes, which see a number of small detail-enhancing features missing. The hair on the characters has been simplified slightly on the PS3 and the normal mapping present on the jewellery they are wearing is also absent. Meanwhile, in terms of post-processing effects, motion blur appears to be identical on both formats, although depth of field is stronger on the PS3.
:gloomy PS3 :gloomy
http://www.eurogamer.net/articles/digitalfoundry-sleeping-dogs-face-offQuoteThe use of a deferred shading set-up has implications for both consoles, resulting in two distinct implementations. On Microsoft's system, Sleeping Dogs adopts a native 1200x720 presentation, with an 80-pixel horizontal upscale to 720p, while on the PS3 we're looking at a much lower 1152x640, which has more severe implications with regards to overall image quality. Anti-aliasing on both consoles is a post-process, most likely provided by NVIDIA's popular FXAA solution, although we find that the PS3 uses a more aggressive edge-detect algorithm in order to smooth over the additional jaggies created by the heavy upscale.
While the 360 game gives a passable impression of a native 720p presentation, it looks significantly blurrier on the PS3: the combination of the much heavier upscaling and a stronger FXAA solution covering the final image in a veil of softness. Finer texture details that are visible on both platforms are smoothed over and edges feature a distinct softness that is regularly apparent with anti-aliased sub-HD games. Specular highlights are also subdued on the PS3 due to the stronger edge-detection being employed, although this doesn't come across as a particular downside given that the characters can look a little too shiny in some scenes on the 360.
Aside from the obvious resolution differences, it is clear that the PS3 version is missing some of the more intricate texture details found on the 360, a situation not helped by the more aggressive FXAA implementation. Additionally, we also find that normal maps feature less distinctive bumps and ripples, leading to the affected surfaces looking a touch blockier in nature. The reason for this is that lower resolution artwork is used on many objects throughout the game, thus resulting in visible detail loss, while normal maps appear to be using a different, more lossy compression scheme which creates artifacts on surfaces which use the effect - the Xenos GPU has access to improved texture compression technology compared to RSX, which may explain this.
Elsewhere, a few other nip/tucks have been made to the PS3 code. The level of anisotropic filtering is lower on the Sony platform, impacting the clarity of the artwork from a distance, and lower quality LOD (level of detail) models are used during the cut-scenes, which see a number of small detail-enhancing features missing. The hair on the characters has been simplified slightly on the PS3 and the normal mapping present on the jewellery they are wearing is also absent. Meanwhile, in terms of post-processing effects, motion blur appears to be identical on both formats, although depth of field is stronger on the PS3.
:gloomy PS3 :gloomy
:smug PC :smug
two things to note about the PC version:
the highest antialiasing option is supersampling and kills performance. unless you have an amazing computer, it's best not to use it.
there's a high res texture pack available to download: http://store.steampowered.com/app/202181/
:smug PC :smug
am i gonna get to date the tech shop chick in the game? the two I have now (amanda, tiffany) are boring.
http://cloud.steampowered.com/ugc/937000821308445975/EE706512CFADA738FF51E5480EF67DA7BBEF1C36/
http://cloud.steampowered.com/ugc/937000821308445975/EE706512CFADA738FF51E5480EF67DA7BBEF1C36/
The dead thug in the foreground makes it so romantic. :lol
This games pretty great- it hits all the right notes. I hope a lot of people actually BUY it
given the INSANE development history of this game and the publisher hoops it's had to jump through on its way to market, PLUS the fact that it's more than fairly priced on the PC ($50 MSRP with easy 20% off), pirating it makes you an EXTRA SPECIAL asshole.
are the specs low like just cause 2
how do you save a vehicle in your garage?
are the specs low like just cause 2
.
Beat it today on PC, was fuck awesome. lol consoles
You will lol when DLC comes to consoles and consoles only.
how do you save a vehicle in your garage?
As far as I know, you can't. The only way to get new vehicles is to buy them.
how do you save a vehicle in your garage?
As far as I know, you can't. The only way to get new vehicles is to buy them.
Yeah, after I posted this I found out about the car-buying system and figured you can't just rampantly repossess cars. Oh well.
The most stunning thing about this game so far is United Front not fucking up the PC version. After playing some particularly assy PC ports, and hearing about Darksiders 2 and Dark Souls, playing this game reminds me of why it's important that you actually give a shit about bringing your game to PC. It runs beautifully on the max settings on my computer, the settings menu is simple and easy to tool around in and it's just a beautiful, no-bullshit experience.
:bow Square-Enix based god :bow2
Demo is on XBL now... but I'm gonna play it anyway so no need to try
spoiler (click to show/hide)the wedding massacre would have been far more affective if they hadn't introduced Peggy as a character in the mission directly before. i also don't remember Winston mentioning a wedding or Peggy at all. but i could have missed it. suddenly there's a wedding and i'm like.... what?[close]
Played the demo. Holy fuck. It's like they made this game just for me.
Stringer Bell
SHENMUMUMUMU
this game is fun as shit. nothing groundbreaking at all, just solid and fun.
I sure hope it sells though. Great game.
I'm assuming Activision dropped it because it won't sell US$500M, and it wasn't targeted at ALL PLATFORMS, EVERYWHERE.
I sure hope it sells though. Great game.
I'm assuming Activision dropped it because it won't sell US$500M, and it wasn't targeted at ALL PLATFORMS, EVERYWHERE.
I sure hope it sells though. Great game.
The thing is if properly marketed I think it would have sold as decently as anything else they put out that isn't Skylanders, COD, or Blizzard titles.
By that I mean stuff like those Spiderman games, Transformer games, prototype series, etc.
I'm assuming Activision dropped it because it won't sell US$500M, and it wasn't targeted at ALL PLATFORMS, EVERYWHERE.
I sure hope it sells though. Great game.
The thing is if properly marketed I think it would have sold as decently as anything else they put out that isn't Skylanders, COD, or Blizzard titles.
By that I mean stuff like those Spiderman games, Transformer games, prototype series, etc.
Yeah, but didn't they kill Radical based on Prototype 2 sales?
That's weird- maybe conflicting settings in videocard software?
Yes, I'd agree with all of that. And perhaps most ironically, it would have been the best True Crime title Activision ever launched. It also would have been a good one for EA; so strange that this is a Square-Enix title.
The business model of Square Enix is centered on the idea of "polymorphic content", which consists in developing franchises on all potential hardware or media rather than being restricted by a single gaming platform.
is it mIRC :>
Yes, I'd agree with all of that. And perhaps most ironically, it would have been the best True Crime title Activision ever launched. It also would have been a good one for EA; so strange that this is a Square-Enix title.QuoteThe business model of Square Enix is centered on the idea of "polymorphic content", which consists in developing franchises on all potential hardware or media rather than being restricted by a single gaming platform.
is it mIRC :>
The games pure DX11 isnt it? XP isnt supported, so has to be.No idea. But I set the AA to high, and the population to extreme. Ambient occlusion to nul lol. It looks lovely, probably not as nice as SR3, but still. Next gen etc.
I feel for the students who have to take a beating every time Wei Shen brings back a statue.
http://www.youtube.com/watch?v=5acsFqdoZAI
You should have bought it for PC again on greenmangaming, 30% off at the moment.
I purchased this game for the Xbox 360 to reconcile for my previous illegal PC download.
I purchased this game for the Xbox 360 to reconcile for my previous illegal PC download.
I purchased this game for the Xbox 360 to reconcile for my previous illegal PC download.(http://i.imgur.com/9dOih.gif)
Good fuckin game, skipping on the DLC though. Finished all the face missions, not going to bother with the races / drug busts because they're boring. Next game pls
This game is great.
GTA :piss2
Has anybody tried new DLC?I see it listed under SE sale(sale ends tomorrow btw)
What are the best DLCs for this game?
DL North Point right now.