PS3 Heavenly Sword (PS3)

von der GDC in London:

Development ninjas smile off console slip in Europe

British developer Ninja Theory has confirmed PlayStation 3-exclusive fighter Heavenly Sword as a "launch window" release during a Game Developer Conference presentation in London, although the game will not make it out in America before the end of the year.

"We've always been a launch window title so it hasn't affected us at all," said Nina Kristensen, Ninja Theory's co-founder, answering a question on how Sony's PlayStation 3 delay in Europe had affected the release of the game.

"No, it's going to be next year," said Guy Midgley lead animator, speaking of the game's American launch, "but we haven't announced a specific date yet."

The presentation generally centred on the development of the game's extensive combat system, showing software used to compile what look to be intricate combat routines.

"We needed to do one-on-one combat, group combat and army combat," said lead programmer SaiTong Man. "Our main inspiration was Virtua Fighter and Soul Calibur… Our hero has three stances, but we decided to make each enemy a different stance. This makes the player think about the stance they need to be in to survive the encounter."

Much was shown of wire-frame combat, the presentation culminating in the most recent trailer made for the game.
 
mal was neues zum Gameplay^^

LONDON--Four members of the Ninja Theory development team revealed a little bit more of the promising third-person action game Heavenly Sword during a presentation at the Game Developers Conference London today.
Duncan Frostick (combat code Ninja), Nina Kristensen (chief development Ninja), SaiTong Man (combat design Ninja) and Guy Midgely (lead animation Ninja) talked through some of gameplay aspects and showed off some demo videos to prove their points.
Man explained that the team found inspiration for the upcoming PlayStation 3 game from kung-fu movies and current popular fighting games. "We looked at games like Virtua Fighter and Soul Calibur because they have essentially very simple designs." Frostick added: "We worked on a flowing pose-to-pose animation. The inspiration came from kung fu films, not hard, western-style animation."
Man said that one of the driving forces behind the game was to create something that looked "pretty," and action sequences that flowed together perfectly. "Way back when we first started working on Heavenly Sword, the main thing for me was aesthetics; it had to look amazing. Also, the gameplay had to be completely accessible to the casual gamer, but it had to have depth for the hardcore gamer."
Frostick revealed that the main character would become stronger and gain attack moves as the game progressed, which suggested the game will feature RPG elements. "Like most fighting games, we worked on the basis that through the game, the bigger and better the moves become. There are two types of synchronised attacks. There are counters and what we call super styles. The super style stuff looks spectacular. These get more and more kind of ridiculous as you go through the game and get more and more powerful."
Midgely went on to talk about how important the flow of the game was to make physically impossible fighting moves look real. "We're taking reality and amping it up to the next level. The players always feel like they are in the game. You don't want to be enjoying playing a game, or watching a kung-fu movie, and think 'wait, that's not right.' It takes away enjoyment from the game."
The game, as has been seen from previous videos and demos, will be fast-paced--Midgely confirmed that the animations will be running at 60 frames per second, while most games today run at 30. He added that there will also be a slowing effect within the game, which may work out something like 'bullet time,' now common in games.
No visuals of game bosses were shown, but the team was quick to assert that their moves will be equally impressive as those of the main character. Frostick elaborated on some of boss-related elements: "There are some bosses who do truly spectacular moves. And there are armies, 1,000 people tearing through a valley trying to get you. There is also another element to the game, more cinematic elements, environmental interactions, power jumps, etc."
He went on to quantify the number of attack animations: "For the hero, there are literally hundreds of different attack animations. I'd say around 1000 animations at the moment."

One revelation that surprised many attending the session was the lack of a collision-based system within the game, but Frostick defended the choice. "We use transitions to take the hero away from the wall into a safe area with cool animations. I'm pretty happy with that solution."
The quartet also explained the creative process for the game. "We were an autonomous unit and the studio heads have faith in what we do. We don't have to go through several people to get what we want. It's talking around the table rather than having to go through lots of red tape to make something happen."
Although some of the fighting sequences in the demo were obvioulsy violent, including one in which a creature was sliced from the groin up, Midgely claimed that the game is likely to receive a T for Teen rating in the US.
 
Hört sich nach nem soliden Gameplay an. Der Chara ist wundervoll und der Stil ist neudefinierend. Hoffen wir auf ein insgeheimes God of War 3 mit DMC4-Kamera. *händereib* :D
 
Eben auf Gamefront gefunden - Entwickler bestaetigen, dass Heavenly Sword in 60fps laeuft !!!

Heavenly Sword läuft mit 60 fps

05.10.06 - Das Actionspiel Heavenly Sword von Ninja Theory läuft mit einer Bildrate von 60 fps. Das bestätigten die Entwickler im Gespräch mit Gamespot. Release: 2007 (Europa)

Quelle: Gamefront.de
 
Sah aber in der Demo nach 30 fps aus. So wie bei GoW und Assassins Creed aus. Muss man mal abwarten. :neutral:
 
@Mog: Nein.
Im fertigen Spiel soll es aber 3 verschiedene Arten von Kampf geben.

1. Den Kampf gegen einige wenige Gegner.
2. Kampf gegen Dutzende Gegner.
3. Kampf gegen mehrere 100 bis tausende Gegner.

Bin gespannt, wie das umgestzt wird.
 
Hm. Der letzte Punkt gefällt mir nicht so. Hoffe das zieht die PS3 geschickt durch. Gabs nicht auch große Gegner. Ich hatte da Elefanten in Erinnerung?! Ist wohl nur das "Gefährt" für die Gegner und man muss wie Legolas raufklettern.
 
Ich hoffe einfach mal, dass "Midgely confirmed that the animations will be running at 60 frames per second." gleichbedeutend ist mit "Midgely confirmed that the game will be running at 60 frames per second".
 
AllesBa$h0r schrieb:
Ich hoffe einfach mal, dass "Midgely confirmed that the animations will be running at 60 frames per second." gleichbedeutend ist mit "Midgely confirmed that the game will be running at 60 frames per second".
Eben, es wird von den Animationen gesprochen. Aber egal... das Game wird allemal schnell genug laufen.
 
AllesBa$h0r schrieb:
Ich hoffe einfach mal, dass "Midgely confirmed that the animations will be running at 60 frames per second." gleichbedeutend ist mit "Midgely confirmed that the game will be running at 60 frames per second".

wenn sich die spielfiguren mit 60fps bewegen, dann muß es der rest ja zwangsläufig auch, oder wie stellst du dir das vor :-?
 
WMD schrieb:
AllesBa$h0r schrieb:
Ich hoffe einfach mal, dass "Midgely confirmed that the animations will be running at 60 frames per second." gleichbedeutend ist mit "Midgely confirmed that the game will be running at 60 frames per second".

wenn sich die spielfiguren mit 60fps bewegen, dann muß es der rest ja zwangsläufig auch, oder wie stellst du dir das vor :-?

Genau dasselbe wollte ich auch eben adden - es ist die Gesamtbildrate - es kann nicht eines so und das andere so laufen, das ist unmoeglich.

Also eines bei 60fps, dann auch der Rest...
 
WMD schrieb:
AllesBa$h0r schrieb:
Ich hoffe einfach mal, dass "Midgely confirmed that the animations will be running at 60 frames per second." gleichbedeutend ist mit "Midgely confirmed that the game will be running at 60 frames per second".
wenn sich die spielfiguren mit 60fps bewegen, dann muß es der rest ja zwangsläufig auch, oder wie stellst du dir das vor :-?
Die Kollisionsabfrage oder Animationsgeneration (whatever) können intern aber schneller laufen als die dargestellte Gesamtbildrate.
 
Meldungen aus der Gerüchteecke

- Heavenly Sword (PS3) verschiebt sich in den USA auf März 2007

Aus der GameInformer.

Ich wette es wird sich bewahrheiten und ich wette, dass es in Europa erst im Herbst 2007 erscheint.
 
Wieso sollte es erst im Herbst in Europa erscheinen, wenn das Spiel bereits im März fertig wird? Ninja Theory ist außerdem ein europäischer Entwickler.
 
Yondaime schrieb:
Ninja Theory ist außerdem ein europäischer Entwickler.

Oh, das wusst ich garnicht. Okay, dann nehn ich das mal vorerst zurück. Tomb Raider kommt in Europa auch immer als erstes raus. :)
 
Yondaime schrieb:
Wieso sollte es erst im Herbst in Europa erscheinen, wenn das Spiel bereits im März fertig wird? Ninja Theory ist außerdem ein europäischer Entwickler.
Und ich wette, dass das Spiel in beiden Regionen erst im Herbst rauskommt. ;)

Mit dem, was zuletzt auf der TGS zu sehen war, kann NT unmöglich zufrieden sein und es ihren Ansprüche, eines der schönsten NextGen-Spiele abzuliefern, Genüge leisten. :neutral:
 
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