PS3 Haze

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Haze wird neben UT3 DER Ego Shooter für die PS3 dieses Jahr. Und nächstes Jahr owned Killzone 2 dann alles weg :-D
 
Tolle Antwort!Sagt einiges über seine Intelligenz aus! :)
Ist eben meine Meinung und es sagen auch 100 andere!War mit 5 Leuten auf der GC und alle fanden das Game nicht berauschend!Was nun mal Tatsache ist!


Dito. Ich fand das Game auch nicht so gut.

Vor allem einen Exclusiven Shooter für eine Konsole rauszubringen ist sowas von bescheuert. Die Steuerung war ätzend (warum muss man vom Stick um zu springen ?) und die Grafik war auch nicht so beeindruckend.

Eigentlich hat jeder, der das Game angespielt hat darüber geflucht. ^^
 
Naja, ich sah mir jetzt ein paar Bilder vom Spiel an. Im Vergleich zu CoD4 schauen aber bis jetzt alle Shooters schlecht aus die noch erscheinen werden. Also ich meine Hauptsächlich von dem Realismus her schaut meiner meinung nach CoD4 sogar besser als Killzone 2 aus. Obwol im ganzen Killzone 2 eigentlich bessere Grafik bietet. Ich finde CoD4 einfach viel natürlicher und realistischer als alle Games die erscheinen werden. Ich hoffe es kommen mehrere solche Games die bei der Grafik auf Realismus setzen und nich immer auf (Since) Fiktion, wie bei den meisten angekündigten games. UT3 wird auch so ein Spiel sein bei der die Grafik sehr gut ist, aber trotzdem neben der Grafik von CoD4 unrealistisch wirkt. Vieleicht kommt es mir so vor, da bei CoD4 echtes HDRR verwendet wird, und bei den anderen vieleicht etwas anderes wie das Deferred Rendering
 
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Also, was von Haze auf der GC anspielbar war, war wohl wahrlich nicht der Kracher. Weder grafisch, noch spielerisch. Aber mal sehen, Free Radical sind eigentlich ja gute Entwickler...
 
Tolle Antwort!Sagt einiges über seine Intelligenz aus! :)
Ist eben meine Meinung und es sagen auch 100 andere!War mit 5 Leuten auf der GC und alle fanden das Game nicht berauschend!Was nun mal Tatsache ist!

Es ist Sony-exklusiv, also ist es genial. Punkt. War genauso bei Lair, war genauso bei Formula 1...
 
Und wieder im PS3 Forum ;-)

Threadtitel hab ich auch angepasst. Wehe Ubi bringt jetzt doch eine 360 Version raus^^


Darauf kannst Du aber einen lassen :)
Mittlerweile dürfte doch eigentlich jeder hier gewisse PR Aussagen in die richtigen Schranken weisen können, scheinbar aber doch nicht ;-)

Sie erwähnen nie das Wörtchen "exclusive" selbst dann nicht, wenn man sie direkt drauf anspricht. Wie kommt das wohl :)
Ganz einfach.
Damit würden sie eine klare Lüge begehen. Wenn sie einfach nur sagen, es ist zur Zeit nicht für andere Plattformen in Entwicklung lügen sie zwar auch, da das nicht der Fall ist, man kann es ihnen aber wesentlich schwerer nachweisen, wenn dann Anfang nächsten Jahres doch die PC und 360ger Version erscheint.

Ich geh jede Wette ein, dass Haze nicht PS3 Exclusive wird :)
 
Melli hab da was in der Sig. Lass uns ne Wette machen:-):blushed:
 
haze ps3 exklusiv ? ^^

löl
jo sicher ... dabei sind die entwickler blos attention whores .. mehr net.

klar das so ein 08/15 shootercrap als multititel in der bedeutungslosigkeit versinken würde (wo er eh versinkt, crap schwimmt net!)

edit:

ich zieh bei mellace's wette mit ... ist ne sichere geldanlage ^^
 
Sie erwähnen nie das Wörtchen "exclusive" selbst dann nicht, wenn man sie direkt drauf anspricht. Wie kommt das wohl :)
Ganz einfach.

Selbst darauf kann man sich nicht verlassen, siehe Resident Evil 4


Aber solange es von UbiSoft heißt "Wir arbeiten nicht an einer 360 Version" (vielleicht ist die ja schon fertig :D) bleibt der Thread hier
 
Es bleibt Exclusive! ;-)
Der Thread bleibt hier! Basta!
Und noch ne Frage nebenbei, hmm kann man bei der Ps3 auch MSN und sowas machen?
Ich bin nen Noob dabei und hab noch keine...:-P
 
Ich gehe auch davon aus das Haze full Exklusiv für die PS3 kommt. Denn auch TimeSplitters 4 ist bislang nur für Sonys Konsole angekündigt.
 
Interview mit Derek Littlewood von Free Radical:

(Aus irgendeinem Grund ist das ein Interview über ICO und SotC, aber er spricht auch darüber, wie ihn das für HAZE inspiriert, also stell ichs mal hier rein ;))

[AR]Hello Derek. Can you tell us a bit about yourself, and what you do?

[DL] I'm project lead on HAZE, Free Radical's new shooter that's headed to PS3 at the end of the year.

[AR] In ICO the focus of gameplay was that of holding hands. Everything in the game revolved around this simple action - you, the player, taking care of an AI character by leading her through the various puzzles and battles scattered around the castle. This, subconsciously, made the player actually grow an attachment to Yorda. The same thing can be seen, to some extent, in Shadow of the Colossus with Agro. Do you think that there is still room for improvement and what can be done to take this 'Player/AI' connection to the next level?

[DL] There's still enormous room for improvement, but as far as good examples go, Yorda is still perhaps the best. It's very interesting to look at why that's the case though, because fundamentally the game mechanics that define your interactions with Yorda are nothing new – it's about protecting an NPC. We've all played 'protect the NPC' missions in games before, and they're usually a bit annoying, so what is it about Yorda that elevates her above these other examples?

For me, the main factor has to be her characterisation. On a very superficial level, her animation is absolutely superb, both on a technical level and in terms of artistic direction. Everything she does, from the slightest glance to her most energetic moments, exhibit the same nervous, vulnerable personality. If you lead her by the hand you feel almost sorry for rushing her, as she stumbles after you, and when you ask her to jump a gap, her halting, nervous steps as she approaches it makes your heart leap into your mouth every time, in fear that this time she'll fail to make it. Imagine if she were able to navigate the environment effortlessly - it'd make you feel somewhat redundant. Everything about the way she moves and looks screams at you to protect her, and that's a fundamental part of getting the player to connect with her.

There's a slightly more subtle, but equally important aspect to her characterisation, too – she's infinitely patient. She never complains, she never pesters – even when she's under attack from shadow beasts she manages just the barest whimper as a call for help. And because she's happy to let you do what you want, at your own pace, she never irritates. Pretty much every other NPC I've ever had to protect in a game has spent the entire time moaning at me, telling me I'm doing something wrong or bawling for help, and the usual result is that you'd rather let them get killed than have to listen to their incessant whinging the whole time!

It's impossible to not mention the mechanic of holding hands, too. Just as in Shadow of the Colossus, Fumito Ueda shows us that controls can be used to not only govern the player's interaction with the world, but also to increase their involvement in it. By holding hands with her, our connection to her is visually communicated, and every time we press the button to take her hand, that connection is reinforced.

As for what could be done to take player/AI connection to the next level, I think there's a lot that could be done. Much of what determines our connection to people in the real world is contained within the subtleties – a glance here, a touch on the shoulder there – and these are actions that even modern games are painfully ill-equipped to communicate, because our animation systems and control methods simply don't have the complexity required to do so.

In the short term, it'd be nice to see more developers prioritising animation and characterisation to increase our involvement with their characters, and rather than simply relying on the fact that keeping a given NPC alive is the only way for the player to finish the level as a tool for making the player 'care' about the NPC, actually asking what it is about the character that the player will connect with, what it is that will make us care.

[AR] One of the things Shadow of the Colossus is best known for is its minimal approach to storytelling. Instead of assailing the player with cutscenes and plot details, the designer decided to leave almost everything up to the player's imagination, making the game feel very personal. One of the reasons why there were only two instances where the player was given information as to what was happening (beginning and end), was that more cutscenes would just lessen the time the player has control over the main character. Do you think there is any way to find some sort of compromise where the player is actually briefed about what's happening while still given control?

[DL] Yes there is, it's just incredibly hard to do. The problem with leaving the player in control the whole time is that the number of possibilities for what they could possibly be doing at any given time escalates at an exponential rate the longer you leave them alone. Cutscenes and narrative sequences generally need the player to be focussing on one event, or piece of information, at a certain time, but players quite rightly do whatever the hell they want whenever they're in control and so that makes it very easy for them to miss what's going on – which is why you see so many developers falling back on scripted cameras and control-free cutscenes.

I'm a firm believer that the story of a game is told as much by the player's experiences in the game as by the narrative exposition in the game, and so personally I think a game world that is rich and interesting doesn't necessarily need much in the way of 'traditional' storytelling to hold it together – as shown in Shadow of the Colossus. But at the end of the day, it all depends on the individual game – Final Fantasy games are always stiched together with lush, exciting cutscenes, and yes, this makes them more movie-like and non-interactive, but hey, movies are fun too!

[AR] Do you feel that ICO and Shadow of the Colossus influenced you in any way?

[DL] Absolutely. As both a gamer and a developer, I'm strongly of the belief that every good game contains lessons I can learn from, regardless of whether they share gameplay, narrative or thematic elements with a game I'm working on or not. So from that point of view, both Ico and Shadow of the Colossus have influenced not only what I'm working on now, but also will continue to influence every game I ever make.

But that said, there's definitely an element of Shadow of the Colossus – the theme of exposing the player to the consequences of their actions, that HAZE touches upon, too.

The fascinating thing about Shadow of the Colossus is that it does something games rarely do – it lies to you. As gamers, we're very used to carrying out the instructions we're given, to achieve the goals we're given, without questioning whether the result will be positive or not; we just assume it will be because we are succeeding at the game.

Videogames are funny like that – real life is rarely so reliable in delivering a defined result of a series of actions, yet in a game we always expect it. And SotC plays upon this by not only promising something that it doesn't deliver (in terms of plot resolution), but actually places the player in the position of having caused a negative resolution to the plot because of their blind acceptance that they are doing the right thing.

In HAZE we explore a similar idea, in that we really wanted to put the player in the position partway through the game of asking 'Am I doing the right thing? Am I even on the right side of this war?', and as in SotC, the lead up to that is all about reassuring the player, making them feel like they're doing the heroic and right thing, before pulling the rug out from under them.

The idea of making the player think more about the consequences of their actions in a virtual environment is fascinating to me, simply because games are traditionally so consequence-free.

[AR] All we know about what Fumito Ueda and the team are working on right now is that they're doing 'something.' There was also the rumour that they might be developing not one but two games - one of which would be a PlayStation Network title. What are you expecting?

[DL] Y'know, I have absolutely no idea. That's what I love about it.

[AR] Derek, thank you so much for your time. It was a pleasure making this interview.


Leider hab ich keine Quelle. AR steht allerdings für Alex Rowe, wer auch immer das ist ;)
 
Laut NexGam.de ist es nun Offizielle!

Haze kommt nicht mehr für PC und Xbox 360

Im Mai 2007 hat Ubisoft angekündigt, dass Haze 2007 für PlayStation 3 erscheinen würde, während Versionen für die Xbox 360 und den PC im darauffolgenden Jahr folgen sollten.

Kürzlich wurden Gerüchte breit, dass der Titel nun doch nur für die PlayStation 3 erscheinen sollte. Diese Gerüchte wurden von Ubisoft nun bestätigt, die Entwicklung an den Versionen für Xbox 360 und PC wurde gecanceled.

Auf der Haze-Webseite ist der Titel nun nur noch für die PlayStation 3 gelistet.
 
Da hat Sony wohl was springen lassen, imo aber eine falsche Investition :neutral:
 
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