PS3 Heavenly Sword (PS3)

Darji schrieb:
Mehr infos^^

On to Heavenly Sword:

* The sword feeds on your life. Your challenge is to stay alive long enough to finish your quest.

* No platforming

* Cinematics take place during gameplay, villains taunt you through Picture-in-Picture

* The sword has 3 forms that can be changed at any time by holding L1 and R1:

- Power Style: Broad sword form, slow, short-range, lots of damage

- Speed Style: Two short swords, rapid attack, short-range

- Ranged Style: Blades of Chaos. Grab foes at a distance, slam them around

You can create combos by switching weapon styles mid-attack.

* As you kill more baddies, your attacks become more devastating

* You can throw most objects and do "aftertouch" via sixaxis

* "incredible" numbers of enemies onscreen at once.

* AI becomes more elaborate as enemies get closer.

* Multiplayer is unconfirmed

* 1080p is unconfirmed

heute solles einen großen Preview bericht geben^^

Leider alles Infos die man in einer PSM lesen konnte. Dann bin ich mal auf das Preview gespannt.
 
Holy Shit^^

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best animations ever^^
http://www.youtube.com/watch?v=nxmEOGSG1Ok

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Ich frage mich echt wann das game kommen wird und wann es endlich mal ein vernünftiges Video dazu geben wird.
 
hier mal ein paar technische Facts und außerdem wurde die maximale Gegnerzahl auf 2400 Angehoben. Sie könnten aber noch mehr^^

Und hier das neuste von ihm
Slightly more now, we hit that limit... so I managed to pack the data more (each grunts state is down to 48 bytes from 64) so our current high is ~2400. In theory we could get near 3K if we need to (we should now have the RAM to go that high, just haven't needed to test it yet).

Dann noch was dazu:
The game has a built in LOD system using imposters in the distance. So you can see them all at the same time tho most will be so far away that they are rendered very simply as they get closer they will be draw with more detail.

Each is a real entity, tho so can follow orders, attack you, get blown up etc.
Also ich sehe da ncihts unmögliches

Und dann nochwas zur AI
It was one of the fundamental technical decisions I made back when I started. I'm not sure it was nessecarily the best choice but it works quite well, if you don't mind be very frugal with what each grunt stores.
Each grunt is split into two separate bits of state, its AI state (32 bytes) and 16 bytes thats just output render state for the render engine (that's not keep in memory for the AI SPU program).

The first SPU task does a spatial sort and fires off a SPU task for each non empty chunk of the battlefield. These tasks do the AI for all the grunts in there chunk, apart from a few rare atomic ops (for gameplay statistics and grunts issuing 'events' (which are the name of big things like explosion)) the AI runs out of its own RAM from start to finish (all grunts and its local heightfield and battlefield, battalion and unit data is in LS).
Which means you can program it like a normal processor and the AI code doesn't have to worry too much about DMA or synchronisation... Its taking care before and after its bit, which is nice
 
Ich glaube es dir. Bin ja auch kein PS3 Hater. :)
 
Feature: Hands On With Heavenly Sword's 3 Fighting Styles

Nariko must fight the poisonous effects of the Heavenly Sword in order to crush the King. All three weapon styles detailed!

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As you'll remember from our exclusive story yesterday, Heavenly Sword pits Nariko, a ferocious warrior with crimson hair, against the legions of a genocidal invading King. The titular Heavenly Sword was once in the possession of a god-like force, but has since fallen to the mortal world only to be picked up by Nariko. Although the sword is a gift to effect massive change, this blessing comes with a sacrifice: those who carry the sword sign their own death sentence. In fact, Nariko has only hours left to live when the game opens.

Mistress of the Blade
Nariko's Heavenly Sword can change its physical form in mid-attack, allowing you to string together massive custom combos. Here are the three key battle styles you'll use to crush your foes.


Speed Style: Nariko's default battle stance lets her slash nearby foes with rapid short-sword strikes. It's your best defense for close encounters.


Ranged Style: Much like Kratos's Blades of Athena from God of War, these chain swords let you pick off distant foes, or hook one and slam him into the ground.


Power Style: In this broad-sword form, the Heavenly Sword dishes out mammoth damage to nearby enemies. It's slow, but deadly.

Since the sword feeds on your life, your challenge is to stay alive long enough to finish your quest. As attacking enemies temporarily replenishes your health, continuous action is your lifeblood. There are no platforming or extended combat-free zones, as Heavenly Sword intends to deliver relentless battles and unceasing action. Even the cinematics take place during gameplay, with villains exchanging threats with Nariko via a slick picture-in-picture window.

The true power of the sword lies in its ability to transform instantly at the flick of a button. In your normal stance, known as the "speed style," you have two agile short swords. With taps of the attack buttons, you can unleash flurries of quick slashes. Holding down the L1 button, however, switches you to the "ranged style," where the short swords morph into chain blades similar to those in God of War. This style allows for farther reaching attacks, including huge sweeping twirls and whiplash strikes. Holding down the R1 button transforms the weapons into a single massive sword. With this "power style," you can execute deadly wounds on foes, but this style is balanced by its short range and slow wind

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Nariko hacks away using her "ranged" style, which will be instantly familiar to God of War fans


So what's the big deal? What makes Heavenly Sword special is that you can transform the sword at any time, on the fly, in the middle of combos. With the convenient hold-and-release method for using the shoulder buttons, it's easy to jump in and invent your own eye-popping combos on the fly. After a few moments of testing out the basic moves, we were able to throw a few quick slashes at an enemy while in speed style, follow up by morphing to the chain blades and swinging the poor sap around, then finally switching to the broad sword for a finishing blow.

As you decimate legions of enemies, you build up your "super style" meter. With each successive level on the meter, your grabs and throws become increasingly spectacular. You can increase the meter faster if you perform impressive and stylish combos, so being creative and looking like a badass has a tangible reward. Of course, you can also combo into a "super style" grab for even more devastating results.

Control Freak
The controls as a whole feel intuitive. For example, Nariko auto-blocks incoming attacks simply by standing still. She can also execute counter attacks if you time a strike to coincide with an opponent's, as well as dodge incoming blows with flicks of the right analog stick. The Sixaxis's motion sensing gets a workout, too, enabling you to re-position the camera by tilting the controller. You can also pick up just about any object and throw it. The camera then swoops in behind the object as it flies in slow motion (with beautiful blur effects). You can influence the projectile's trajectory with the Bullet Time-inspired "after touch" feature, adjusting the flight path by tilting the controller or moving the analog stick. Another neat touch: the camera tilts and leans to follow the flight path of the object.

The Sixaxis motion sensing responded respectably, but it wasn't a central part of the action just yet, a fact that may change as the game progresses. Multiplayer also remains a major question mark, with the developers at Ninja Theory unwilling to confirm or deny it for the final version.

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This hero scene will be familiar to fans of the show "Heroes

Heroic Exploits

Aside from the main-course fighting, Nariko sometimes encounter "hero sequences" where you must react to onscreen prompts to survive. We played a sequence where we sprinted along a huge rope that bridged a chasm. Enemies at the other end shook the rope and sent waves down it, eventually slashed it, and we had to leap to another rope, run down it, and fly into a group of enemies to deliver a death-from-above smash attack. There was also a sequence where Nariko mans a cannon on a rampart and fends off an advancing army. When firing a cannon, Nariko can influence the trajectory of the projectile using the Sixaxis. Ninja Theory claims it needs the Cell to handle these complex calculations. With the use of after-touch to steer the cannon balls, siege towers erupted in lovely fountains of dust and debris.

http://www.gamepro.com/sony/ps3/games/features/108609.shtml

:o :o :o :D :D
 
Texturarm finde ich mal gar net, nur scheinen in den neu gezeigten Bildern / Arealen noch eingies an Licht- und sonstigen Effekten zu fehlen. Wir wissen ja gar nicht, von WANN die neu veröffentlichten Bilder sind.
 
10 things you didn't know about Heavenly Sword

Think you know everything about PlayStation 3 heavyweight Heavenly Sword? Think again. This article is the perfect primer for those interested in wielding the all-mighty Heavenly Sword this fall.

1. Nariko is dying.
The Heavenly Sword is a godly weapon that recently fell into the mortal realm. Because only gods can wield the Heavenly Sword without ill effects, Nariko is succumbing to its poisonous effects and has only hours to live when the game opens. In gameplay, your life meter is constantly depleting and can only be sustained through constant combat. This helps keep the focus on swordplay and not frustrating puzzles or platform-jumping exercises.

2. The head baddy is named King Botham.
Unfortunately, we don't know much about him aside from the fact that Lord of the Rings actor Andy Serkis (Gollum) is supplying motion-captured acting and facial expressions. His character is described as an invading, genocidal tyrant, but little else is known about his role or personality.

3. Nariko has three fighting stances.
With a press of a button, Nariko can swap between three core fighting styles. Ranged style allows Nariko to assault foes from a distance, though it lacks stopping power; Speed gives Nariko two short-swords for close-quarters combat but won't defeat the toughest enemies; and Power style creates one massive sword than inflicts monumental damage, though it suffers from a slow swing time. Knowing when to swap between Nariko's styles will be a key element in the final game.

4. The Cell processor pulls of some fancy tricks.
Heavenly Sword may just be the game to show what Sony's high-end Cell CPU is made of. According to our talks with the developers at Ninja Theory, the Cell's supposedly prodigious processing power enables some high-end effects, such as swirling cloth and hair, dazzling particle effects, and gorgeous waterfalls.

5. You'll fight many, many, many enemies at once.
To keep up with the hundreds of on-screen enemies, the Cell CPU has to pull off some sophisticated artificial intelligence. The trick is that Cell treats entire regiments as a single unit of artificial intelligence at a distance; as they draw closer, Cell gradually divides the army into smaller and smaller groups, and finally individual troops with unique fighting styles.

6. The Sixaxis motion sensor guide projectiles in mid-flight.
Nariko can pick up and throw nearly anything, or use a cannon to blast away at enemies. After firing a projectile, the camera changes to first-person to follow the projectile, at which point you can influence its trajectory by tilting the Sixaxis - this feature is called "aftertouch." Analog sticks also work.

7. You don't fight monstrous creatures...at least, not yet.
Judging by our hands-on experience with Heavenly Sword, the core enemies will be human swordsmen. This doesn't mean that the final game won't have supernatural foes, but so far, the focus is on Kill Bill-style swordplay.

8. Multiplayer is still a question mark.
Ninja Theory won't confirm or deny a multiplayer mode for Heavenly Sword. Is it under consideration? We have no clue.

9. Heavenly Sword has certain similarities to God of War.
Beyond the core hack-and-slash action, Heavenly Sword bears some key similarities to Sony's other action series, God of War. Nariko can switch to a chain-based weapon style that bears more than a passing resemblance to Kratos's infamous Blades of Athena. And there are "hero sequences" in which the player must react to onscreen prompts to survive -- much like Krato's bloody finishing moves.

10. Ninja Theory was previously called Just Add Monsters.
The developers of Heavenly Sword, Ninja Theory, were previously known as Just Add Monsters. This was the same team who released the so-so Kung Fu Chaos for the original Xbox. We know that the newly named Ninja Theory has been working on Heavenly Sword for several years - hopefully the final game will be a steep improvement over their past work

http://www.gamepro.com/sony/ps3/games/features/108829.shtml
 
Ich hoffe die Gamepro veröffentlich noch nen neues Gameplayvid. Es gab so lange nichts mehr Neues. Das GDC Vid war okay, aber zu kurz.

HS wurde scheinbar wieder verschoben. Jetzt reden alle von September :hmpf:
 
RWA schrieb:
Ich hoffe die Gamepro veröffentlich noch nen neues Gameplayvid. Es gab so lange nichts mehr Neues. Das GDC Vid war okay, aber zu kurz.

HS wurde scheinbar wieder verschoben. Jetzt reden alle von September :hmpf:

Die sollen sich nur alle Zeit der Welt nehmen, diesen Titel blos nicht verhauen. Eventuell God of War Killer ;)
 
rupih schrieb:
Die sollen sich nur alle Zeit der Welt nehmen, diesen Titel blos nicht verhauen. Eventuell God of War Killer ;)

Na ja wird nen heisser Kampf auf der PS3:

HS Vs. GoW Vs. NGS Vs. DMC4

Na ja, NGS wird als erstes veröffentlicht, dann HS und dann DMC4 und irgendwann mal GoW III. Das ist Quali, ne bessere bekommt man nicht.
 
rupih schrieb:
Die sollen sich nur alle Zeit der Welt nehmen, diesen Titel blos nicht verhauen. Eventuell God of War Killer ;)

das ist aber sowas von verdammt zwiegespalten. ich glaube nicht, daß es da draussen viele leute wie ich gibt, die mit motorstorm und oblivion bis zum ende dieses jahres vollkommen ausgeschöpft sind.

ich selber will unbedingt HS und Lair einfach nur genießen und mich würde es kein stück stören, wenn eins der spiele ende 2007 und das andere ende 2008 rauskommen würden, wenns denn nahezu perfekt wäre.

aber sämtliche aktuellen videos und screens zu HS und Lair versprechen nen perfektheitsgrad, den ich persöhnliche garnicht erwarte. 1080p? sowas brauch ich garnicht, wenn euer spiel in 480p so aussieht, wie es aktuelle videos versprechen (bsp. lair, walkthrough) dann bete ich nurnoch euch entwickler und keinen anderen gott an, denn dieser hat einfach nur versagt.
 
Glaube sind neue Bilder oder ??



Sieht echt gut aus. Ist so ein Titel der in meine PS3 wandern würde, hätte ich eine.
 
Hmmm... ich weiß nicht. Das Spiel hat mich mal grafisch richtig vom Hocker gehauen. Klar, sieht immer noch gut aus, aber inzwischen find ich das Ganze nicht mehr so beeindruckend. :neutral:
 
TheExorzist schrieb:
Hmmm... ich weiß nicht. Das Spiel hat mich mal grafisch richtig vom Hocker gehauen. Klar, sieht immer noch gut aus, aber inzwischen find ich das Ganze nicht mehr so beeindruckend. :neutral:
Ist doch egal wenn das Spiel was taugt, bin gespannt wie das Spiel letztendlich wird.
Gekauft ist es so oder so irgendwann.
Naja nur das lächerliche Design des Hauptcharakters suckt eben immer noch. :/
 
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