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Öhm nein. Warhawk ist doch auch ein 2nd oder 3rd Party Game und ist in der aktuellen Liste drin.

Warhawk wird aber von Incognito Studios entwickelt, und die gehören nicht zu Sony.....
Doch, sind ein 1st Party Studio, also Teil der WWS.
, hatte nur mal was gelesen das Sony nach der Fertigstellung von Warhawk den Vertag mit Incognito nicht verlängert, daher habe ich gedacht das es nur eine Auftragsentwicklung ist.....Das ist ganz normal, war nie anders, so sind die Sony Release Listen halt. Lair und HS sind ganz sicher nicht verschoben.
Auch wenn Trolliago was anderes behauptet.
sagt mal: Bin ich bei jedermann auf Ignoreoder wieso habe ich mir ( und andere) die Finger wund geschrieben und es kommt immernoch zu Fehlinterpretationen von der Releaseliste?
Mein Fehler, stimmt, hatte nur mal was gelesen das Sony nach der Fertigstellung von Warhawk den Vertag mit Incognito nicht verlängert, daher habe ich gedacht das es nur eine Auftragsentwicklung ist.....

http://www.developmag.com/tutorials/28/Heard-About-Heavenly-SwordNinja Theory and SCEE discuss the audio production of a PS3 epic
By John Broomhall
In our monthly look behind the scenes on the audio production of a recently released or upcoming game, John Broomhall speaks to Ninja Theory's Tom Colvin and SCEE's Garry Taylor about the making of music and sound FX in Heavenly Sword
HEAVENLY SWORD
Format: PlayStation 3
Developer: Ninja Theory
Publisher: SCEE
Audio Team:
For Ninja Theory: Tom Colvin (lead audio); Nitin Sawhney (original music score); Dave Sullivan (senior sound designer); Play It By Ear (fole***y and cut scene sound design); Harvey Cotton (audio programming)
For SCEE Cambridge: Garry Taylor (audio management and cut scene mixing); Lee Banyard, Jeremy Taylor, Andrew Riley (additional sound design); Ed Colyer, Shepperton Studios (additional foley); Dan Bardino, John Broomhall, Kenneth Young, Dave Ranyard (additional audio production); Chip Bell (audio programming)
The Numbers:
10 GB of sound FX, approximately three and a half hours of music, 4,500 lines of dialogue
With an epic story, epic game and an epic audio production, Heavenly Sword oozes high production values. Even before audio lead Tom Colvins personal two and a half year labour of love began, a belief in the power of sound had already been demonstrated by the teams calling for potential signature sound designers to pitch a practice more commonly associated with composers.
Colvin explains: Al Zaleskis demo work (at audio team Play It By Ear) stood head and shoulders above the others and his movie pedigree speaks for itself. To top that, he was great to work with. Im really happy with the foley and combat sounds all vitally important for a game so focused on graceful, agile, martial arts-style sword fighting.
For me, sound is very immediate to the player. Music has a well-established cultural language; sound is much less clearly delineated but you can get straight to someones emotional responses with it theres little time for the brain to analyse. Sound is key in making this awesome weapon the Heavenly Sword come to life so you can sense its brooding power and almost hear it feeding off each kill.
The game features a strong narrative exploring the interplay between heroine Nariko, her father, their clan subjugated by an evil king, and their guardianship of the Heavenly Sword, an historical weapon with the power to change their fate. Cut scenes play a vital role but with visual finessing continuing late into the project, the sheer scope of work was a challenge.
SCEEs Garry Taylor elaborates: Theres an hour and a halfs worth of cut scenes in eleven languages, so mixing alone was a massive undertaking. Thats why we in-sourced all the dialogue mixing to our colleagues in Foster City, USA whilst I focused on the music and effects mix at our new Cambridge-based recording studio. I kept a close eye on continuity issues to avoid any jarring between in-game and cut scene sound whether ambiences or relative levels or even matching FMODs surround positioning. Some cut scenes are very small segments replayed within complex branching structures so we ended up using three-frame audio overhangs at the top and tail to cross-fade on it works a treat.
According to Colvin respected music artist Nitin Sawhney was a clear choice as composer: We wanted someone with a genuine grounding in Eastern culture who was equally at home with contemporary or classical forms, as well as being completely comfortable with the projects technological setting. With his eclectic talents, Nitin was perfect and enjoyed the opportunity to create for a wide-ranging and diverse set of requirements.
In-game, we work a lot with his mix stems (e.g. perc, strings, woodwind) bringing them together in response to game events and status. Several factors (e.g. threat level) are weighted and combined to determine the exact music replay but it isnt just a universal cross-fade, catch-all approach. We make the engine observe the music forms to allow (say) long emotionally-charged vocal phrases to play out properly, rather than being faded out just because the game states changed. This allows the music flow to be maintained it keeps the connection to the action, without compromising musical sense.
Taylor and Colvin undertook an overall mixing phase during the developments final stages, again deploying SCEEs studio as the objective listening environment and using Ninjas powerful run-time mixing tools. Explains Colvin: We have the virtual equivalent of a flying faders film mixing console with extensive hierarchical grouping and scene snapshots. Live editing of audio at this stage is absolutely essential not just volumes, but proximities, frequency fall-off even the listener position
Taylor continues: and also not being afraid to strip things back if necessary. Sometimes when you stand back and take in the overall sound picture, you think - does that really need to be there? Never distract the players focus! The machines so powerful now capable of handling so much audio, which is great but as we all know when youre mixing, sometimes less is more.





Ja aber die Meisten von den MAchern haben mittlerweile schon wieder ein neues Studio, und da entwicklen sie wieder Spiele für Sony.![]()
Curly Monster heissen jetzt Quantic Dream und haben Fahrenheit entwickelt.
Arbeiten zurzeit an Heavy Rain (PC, XOBOX360, PS3) und einem noch geheimen exclusivem Spiel für SONY

Curly Monster heissen jetzt Quantic Dream und haben Fahrenheit entwickelt.
Arbeiten zurzeit an Heavy Rain (PC, XOBOX360, PS3) und einem noch geheimen exclusivem Spiel für SONY
Nee, nix mit 360.
Die haben einen Deal mit Sony der die nächsten 3 Spiele exklusiv macht.
Psygnosis Mitarbeiter steigen aus, gründen 989 Studios......stiegen wiederrum aus........ründen Curly Monsters und machen für MS Quantum Redshift und floppen, schlißen das Studio und sind jetzt wahrscheinlich wieder bei Sony
Dann stimmt meine Theorie ja wieder :-D ;-)


Hat mal einer kurz so 1500€ für mich? :-DNaja, dann hätten wir die DVD wohl auch nicht gebraucht, einfach 10 CDs wechseln und gut is. :rolleyes1: Nene, ein neues Medium ist schon richtig so, wäre halt einfach mal schön, wenn die üblichen Verdächtigen das auch mal zugeben würden, das die DVD bald nicht mehr ausreicht."Ach, dann wechselt man halt im Spiel einmal die Disc! Und?"![]()