Theglove25
L14: Freak
Wann fängt's jetzt eigentlich an? Und wo kann ich das verfolgen?
würde mich auch interessieren.....
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Wann fängt's jetzt eigentlich an? Und wo kann ich das verfolgen?
Es hat schon angefangen, und gar nicht. Du kannst nur auf die Presse warten. Zu den Keynotes wird's Liveblogs geben, aber die sind Mittwoch und Donnerstag jeweils gegen 1800 mitteleuropäischer Zeit.
Sommer 09? Sind das Wunschträume?^^God of War III Collectors Edition Confirmed!
Members of PlayStation Undergrounds Gamers Advisory Panel have been asked to describe what they would like to see in a GOW III Collectors Edition when the game is due out in late summer 2009.
I suspect a steelbook packaging to be on the top of peoples wishlist and I am sure theres a number of hardcore GOW fans out there whod like their own Kratos figurine.
Whats would you like to see in a God of War III Collectors Edition? Post your comments here, or tweet us back @axelmusic if youre on twitter!
Nichts zu danken. Die offizielle Eröffnung ist übrigens in ein paar Stunden, gestern war die Halle nur kurz für Last-Minute-Registrierung und so geöffnet. Heute geht's in zehn Minuten los, aber erstmal nur für ganz ausgewähltes Publikum (Dozenten, Aussteller und so weiter), um 2000 dann für reguläre Teilnehmer. Die ganzen Infos gibt's hier, mit genauen Uhrzeiten und Zusammenfassungen:danke schön für die Info!
http://www.ps3center.net/news/2526/sony-we-have-yet-to-announce-several-games-due-in-2009/Sony: "we have yet to announce" several games due in 2009
Sony's line up of first party PS3 games in 2009 is without a doubt the strongest line up they've had yet. Starting off strong with Killzone 2 and MLB '09, Sony still has InFamous, Heavy Rain, and Uncharted 2 confirmed to be hitting shelves this year, with God of War III, MAG, Gran Turismo 5, and several other titles tentatively planned for release as well.
However, Sony isn't done there. According to Sony America's Vice President of Product Development Scott Rhodes, Sony still has number of 2009 surprises up their sleeve. "There are several titles that are in the works that we have yet to announce, Rhodes revealed in a recent interview. "Its one of those things where were seeing the fruits of all those initial investments. Theyre all just starting to hit and stack up for 2009."
Keep an eye out for the Game Developers Conference next week for some big announcements from Sony. Sony has typically had impressive GDC showings, including debuting their highly publicized Home application at the convention back in 2007.
Nichts zu danken. Die offizielle Eröffnung ist übrigens in ein paar Stunden, gestern war die Halle nur kurz für Last-Minute-Registrierung und so geöffnet. Heute geht's in zehn Minuten los, aber erstmal nur für ganz ausgewähltes Publikum (Dozenten, Aussteller und so weiter), um 2000 dann für reguläre Teilnehmer. Die ganzen Infos gibt's hier, mit genauen Uhrzeiten und Zusammenfassungen:
http://www.gdconf.com/
Liveblogs wird's dann bei den Keynotes sicherlich auf allen großen Seiten geben. Würde da speziell zu Wired raten, wenn Chris Kohler dieses Jahr vor Ort ist (wovon ich ausgehe). Ich werd's wohl auf Gamasutra verfolgen, wenn die bloggen. Die gehen eher detailliert auf die branchenrelevanten Aspekte ein als die Enthusiastenpresse, und die dürften ohnehin im Vordergrund stehen.
The interesting thing about all of this is the fact that Cole doesn't have to use his powers for the good of all mankind -- he can be as selfish as you want him to be. See, Infamous employs a seven-level Karma System that monitors your actions and lets you know how good or bad Cole is being. See, this will all be broken down in a little crescent-shaped meter next to your power level. If you're reviving pedestrians who have been hurt by your enemies (a quick deliberator-like shock from your palms can fix just about everyone in this game), your meter fills in with a little blue. If you're just wailing on every person you see in the street before pinning them to the ground and sucking their life forces out of their faces, your meter is going to fill in red. From the middle/neutral spot, you can do good deeds and climb to Guardian, Champion, and Hero ranks, or you can fry passerbys and sink to Thug, Outlaw, and Infamous Ranks. Awesomely, this position on the good/bad scale is visually represented by Cole as well. When he's being a good boy, Cole's electricity attacks will be blue and his clothes will be pristine. When he takes a turn towards evil, Cole will crackle with red energy, lose the pigment in his skin, and get mud on his face and clothes. These visual cues get more and more severe as you move up the ladder of your chosen Karma path.
While your moment to moment actions play into which way your meter's going to go, the bigger influence are Karma Moments. These are 15 to 18 pivotal points in the story where you need to make a choice and then deal with whatever the consequences are. During my time in Bellevue, I got to play several of these, and the easiest to drop you into -- well, the easiest to drop people who have been reading a lot about this game -- is right after the food drop mission I described in my last preview. Remember, the government had just dropped in a bunch of rations, Cole and his friend Zeke headed over there, the Reapers popped up, and Cole smacked the gang down. With the bad guys out of the way, the bystanders rush the food, and the screen goes slo-mo and golden with a little justice scale in the bottom corner while Cole begins a debate in his head. He can let the people -- who are obviously starving -- grab what they need from the bounty or he can zap a few of them to scare everyone off and leave the booty for him and his friends.
Now, I'm a Superman fan, I try to pick up random trash when I see it on the street, and I try to hold doors for people but this was my chance to be bad. I had Cole take aim (L1), fire off an electrical blast (R1), and watch as the panicked peeps fled the scene. Since I got my first taste of this game, I've been talking about how fleshed out the characters seem, and this Karma part only reinforced that feeling. As the people fled, Cole's girlfriend ran up to the hero and demanded to know why he blasted the innocents. "I did it for us," Cole told her. "To make sure we're taken care of." It might seem like a little drop in, but you'd be surprised how many games give you a good/bad choice where the evil option has no justification. In Infamous, it looks like the golden moment before you have to act will provide Cole's motivations so you understand why he's thinking about being an ass.
Let's jump to the bridge. If you remember from last time, the TV jacker -- now know as the Voice of Survival -- popped up right after the food drop section, called Cole a terrorist, and blamed him for the blast. Cole and Zeke decide to flee the city and head toward the only bridge out of town. Once the duo gets there, they find a throng of people with signs and anger in their voices in a standoff with a squadron of SWAT team members blocking their path to salvation. Again, the screen goes gold and Cole starts to contemplate. If he runs out in front of the pack to challenge the cops, it'll basically be a dozen against one. If he shoots from the crowd of protesters, he'll ignite a more even conflict between the cops and protesters, but some people will probably get their heads kicked in.
I have more Karma Moments to tell you about, but this seems like as good a place as any to get to the bigger picture -- i.e. why the hell you care about being called a Hero or Infamous. Super-powers are -- duh -- a huge part of Infamous. As you're taking out gang members, beating side missions, and advancing through the game, you're earning experience points. These points (and descriptions of why you're getting said points) pop up underneath your HUD to reward you for everything from non-lethal takedowns to amazing move combinations to 2-in-1 blows. You take these points into a power manager from the pause screen and are then able to purchase upgrades for your 16 ability categories. Now, some of these upgrades are only available when you're at or past a certain level of good or bad guyness. You know Cole's ability to throw grenades comprised of electricity? When you first get going -- whether you're good or bad -- these will function as standard explosives, but when you're a Hero and buy the final upgrade, your bombs will give off a huge blast and automatically restrain any wounded enemies in the area. When you're Infamous and buy the final upgrade, your grenade will shatter into smaller grenadelets that will ricochet and roll all over the place for a ginormous explosion that annihilates everything in the vicinity. Whereas Cole's Shockwave usually just knocks people back, upgrading it for good increases the range and force of the move whereas evil upgrades fry people in midair and instantly blow up cars in the Shockwave's path.
Not every upgrade is linked to how you're playing -- reducing the damage you take is universal -- but the super-powers definitely are, and that's going to add an interesting dynamic to the gameplay. See, if you fall in love with that Evil, third-tier Shockwave, you're going to have to keep playing evil to have access to that move. If you suddenly have a change of heart and start making the selfless decisions, your Karma pendulum is going to start moving back toward good and you're going to lose access to your wicked abilities. Of course, if you change your mind and move back to being evil, you won't need to re-buy anything, but it's a decision you'll have to make. From my gameplay experience, being evil and staying evil is going to be easier than being good and staying good. See, I replayed that prison level from New York Comic-Con -- the Dustmen are assaulting a prison that acts as the final police holdout for this section of town -- but this time I was totally evil. With Cole's feet planted on some electrified chain link, I had an infinite supply of ammo, so I just started hurling level-three grenade after level-three grenade. Gigantic explosions rocked the prison yard as the foes poured through a hole in the compound's protective wall, and enemies screamed in pain as they were shot into the air and zapped. The thing is that this attack wasn't very precise. For every enemy I was blasting to kingdom come, I was also hurting a number of the police I was there to help. Now, being evil, this sloppy superheroing only helped keep me on the less than favorable side of the world, but when you replay this section as a good guy, you're going to have to be more precise in your attacks. Spider-Man and Superman don't kill an innocent just to stop a madman, and if you want Cole to be the savior of Empire City, you can't either.
How Empire City views Cole is a big component of the Karma System. If you play as a just Cole, the city will be cleaner, shops will begin to reopen, and people will cheer you on the street. If you go the all-about-me route, the city will become a darker place, the public will hurl stones at you when they spot you, and desperation will seem to be around every corner. You're literally giving the city a reason to believe or robbing it of its hope -- a choice that was reflected in a random Karma moment. Whether you're being good or bad, you're going to be battling the Reapers, Dustmen, and other thugs roaming the city. This means that at least a few people are going to like you. While heading to another mission, a guy stopped Cole and thanked him for what he was doing. To show his gratitude, he was going to begin plastering the city with posters of Cole so that everyone knew someone powerful was watching. The artist presented Cole with two posters to choose from -- one was a blue and white inspirational number that showed Cole staring towards the sky while people cheered below, and the other was a red and black scare-fest that depicted half of Cole's face as a skull. It was up to me to pick which one was scattered all over the place -- I had to pick if I wanted people to look to me as a hero or as an outlaw.
Not everything I saw was strictly a Karma example; Sucker Punch also let me get a taste of some of the 100 side missions that'll be packed into this game. Similar to Spider-Man, Grand Theft Auto, or whatever other open world you're thinking of, icons will pop up on both the onscreen radar as well as in-game map to show where people who need your assistance are. A yellow marker with a red background indicates it's a mission for Evil Cole (i.e. whack someone's husband), and a blue background means it's a task for the savior (i.e. take out 25 Reapers who are holed up in a house). Of course, choosing to take on a good mission locks out its evil counterpart. One of the ones I tackled had me racing across rooftops, using my power to hover through the air, and sliding down wires between buildings so that Cole could disable a series of satellite dishes that were making communication in the city impossible. I only had a few seconds between each dish takedown, which made the event feel like a race, but once complete, Cole's walkie talkie would reach further and thus let me see more side missions on my map.
Another mission I was sent out on had Cole checking on a guy named Dwight because Zeke was trying to hook up with Dwight's sister but she wouldn't hear of it until she knew what was up with her brother. Well, Cole gets to the docks and finds Dwight dead. However, Cole has the ability to pick up on psychic energy (apparently) and gets a flashback of a Dustman packing a rocket launcher deploying a bunch of Swarmers, cobbled together metal crabs, to deal with Dwight. When the reminiscing is over, Cole can still see the ghostly energy of the attacker running back to base. Cole gives chase, a number of Swarmers and Dustmen pop up to fight him, and the chase it on until the confrontation with the murderer. While I dodged rockets and took cover with Circle, I spent all of my power on those lovely exploding energy grenades. The Dustman didn't stand a chance.
So, yeah, Infamous continues to knock my socks off. Right now, the game is complete in terms of missions and such, but the team is focusing on polishing everything over and over so that the experience is all that it can be. The crowds looked to move more realistically this time around, there are quotes about the dichotomy of good and evil from folks such as Einstein and Lincoln that serve as load screens between deaths, I was impressed that the AI had so many things to do when wandering the streets (folks were sprawled out on the sidewalk reaching up for help, hunkered down next to newspaper boxes, etc.), and climbing buildings and making precise jumps as Cole is still a breeze. If the rest of the game is as engaging and fun as the handful of hours I have now put into this title, Infamous will be a must buy for superhero fans around the world.
http://blog.us.playstation.com/2009/03/23/xi-has-begun/Xi in HOME now! World's first console-based Alternate Reality Game
The worlds first console-based Alternate Reality Game starts today in PlayStation Home.
Called Xi , the adventure takes place in a series of secret areas in Home and beyond changing day by day, week by week, in real time. Anyone with a PLAYSTATION 3 can join in the fun for free in English, French, Italian, German or Spanish.
To discover the mystery of Xi, simply log on to PlayStation Home and look for the graffiti on the wall in the main square. Find that, and all will be revealed .
1. ISt Heavy Rain ein perfektes Beispiel für die Entwickler wie sich Spiele verändern könnenNettes Preview, nur was hat das mit der GDC zu tun ? Nicht jede News die zur GDC Zeit kommt, hat was damit zu tun ^^
Nettes Preview, nur was hat das mit der GDC zu tun ? Nicht jede News die zur GDC Zeit kommt, hat was damit zu tun ^^
Ähm hallo? Das ist ein GDC Preview wie oft denn noch....Eigentlich nix, da aber ne Pappnase sagte der Thread wird für News die in der Zeit der GDC erscheinen genutzt wird ist :darji: ganz fleißig am Spamen
Ich finde ein MOd sollte den Thread mal aufräumen bevor er endlos zu gespamt ist und nur noch sahcnen die im Rahmen der GDC auf der GDC angekündigt werden zulassen. Für den Rest gibts die anderen Threads.
btw. Darji wenn du schon spamst benutz bitte die SPoiler Funktion bei Bildern wenn Sie so GRoß sind......
Hudson Entertainment to Recruit Soldiers for New Generation of Military Madness
Classic TurboGrafx-16 Strategy Game Returns to Digital Download Platforms with Updated Features and Gameplay
San Mateo, Calif. – March 23, 2009 – Ten-hut! Military Madness, the classic turn-based strategy game published by Hudson Entertainment, the North and South American publishing arm of HUDSON SOFT, is coming to Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft, PlayStation®Network, and WiiWare™. This new version of the strategic combat simulation game includes an all-new graphical barrage, a regiment of new units, online co-op and vs. multiplayer and a platoon of other new features. Due to be ready for deployment this summer, Military Madness has been rated T for Teen by the Entertainment Software Rating Board (ESRB).
“Since its original release on TurboGrafx-16 in 1989, Military Madness has stood the test of time as one of the longest-lived turn-based strategy games in history,” said Sabine Duvall, Vice President of Product Development at Hudson Entertainment. “The new Military Madness will give fans of the original a modern version of this classic strategy game, while gamers new to the series will get to enjoy being armchair generals for the first time.”
With new features such as the commander unit, four person online multiplayer gaming and a 3D view of the battlefield, Miltary Madness has been modernized to meet the needs of today’s gamer without straying from the strategic elements that earned the original version awards for the “Best Military Strategy Game” and “Best War Game” within a year of its release. For those who want to know who is the “best of the best”, detailed stat-tracking leaderboards can be reviewed online.
http://www.cinemablend.com/games/Diner-Dash-Rushes-To-WiiWare-XBL-PSN-16380.htmlAs if no one seen this coming? One of the most memorable, fan-favorite indie games of all time is finally coming to Xbox Live Arcade, PlayStation Network and the WiiWare platform. I’m actually somewhat shocked it took this long to get the game on the big-three’s online arcade platforms.
“We’re delighted to bring Flo and Diner Dash to new gen consoles for the first time,” said Sabine Duvall, Vice President of Product Development at Hudson Entertainment. “Players have fallen in love with the award-winning series because of its quirky characters and fast-paced fun.”
The real kicker is that Diner Dash for the new consoles will be in 3D! Whoa, bet you didn’t see that one coming? The game will still maintain its fast-paced, arcade-style gameplay and casual-friendly approach. The game will also sport some new multiplayer features, including 1-on-1 head-to-head bouts and team modes sporting up to 8 players. The game is due to hit the respective platforms this summer.
Rolando Sequels AnnouncedThis morning at the 2009 Game Developers Conference in San Francisco, ngmoco announced two sequels to its popular iPhone game, Rolando. The first, Rolando 2: The Quest for the Golden Orchid, will arrive in June. Rolando 3 will be here in November, but ngmoco has yet to announce a subtitle for the third installment.
To whet your appetite until the release of Rolando 2, a level pack of 20 new stages will be made available for the first game soon. Then, in anticipation for Rolando 3, another level pack will be released for the second game later this year.
Ich denke nicht. Zumal das iPhone-Spiele sind. Du hast doch selbst die Max Payne-News gepostet, oder...?das ist der fan favorite?^^
Rolando Sequels Announced
Ich schlage vor, die News in diesem Fred zu lassen. Wenn's spannend wird, wird's sowieso wieder in wildes Gebashe und Getrolle ausarten - da ist der War-Bereich meiner Meinung nach genau richtig. Solange nicht alle Ankündigungen so "langweilig" wie die von Hudson, also omniplattform, sind...GDC News Thread
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... Damit manche hier zufrieden und nix mehr zu meckern haben![]()