PS3 Lair

Lair ist....


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RWA schrieb:
Team Ico sollte sich lieber auf ein PS3 Game konzentrieren, statt PSN Games zu machen. PSN Games haben sicher nicht den gleichen Stellenrang, wie jetzt 60€ Games. Für mich ist das nur ein netter Service, mehr auch nicht.

Ich denke Warhawk ist so ne kleine Ausnahme. Ausserdem ist WH sowas von abgepeckt. Jetzt ist es nur noch nen MP'ler.
LBP? Warhawk? das ist alles erst der Anfang ^^
 
RWA schrieb:
LPB ist dir also 60€ wert?
Hmm JA :P

LBP ist eines der interessantesten Spiele der letzten 10 Jahre was platformer angeht. Mir wäre ein Warhawk aber auch 60$ wert, da es mich verdammt stark an battlefield erinnert^^
 
Darji schrieb:
Hmm JA :P

LBP ist eines der interessantesten Spiele der letzten 10 Jahre was platformer angeht. Mir wäre ein Warhawk aber auch 60$ wert, da es mich verdammt stark an battlefield erinnert^^

Ich glaube dir das nicht :P

PSN Games sind für mich keine GANZEN Games. Vielleicht sind die unterhaltsam, was sie auch sicher sein sollen, aber keines davon wird mir jehmals nen 60€ Game feeling geben können. Also denke ich mir mal. Da wird in vielen Sachen weniger investiert.
 
RWA schrieb:
Ich glaube dir das nicht :P

PSN Games sind für mich keine GANZEN Games. Vielleicht sind die unterhaltsam, was sie auch sicher sein sollen, aber keines davon wird mir jehmals nen 60€ Game feeling geben können. Also denke ich mir mal. Da wird in vielen Sachen weniger investiert.
warum nicht? Es gibt auch 40€ budget titel usw. Und hier würde man die ganzen presskosten sparen oder die lagerung oder vermarktung. Da kann man den preis nunmal stark senken.

geringerPreis =! geringe Qualität und Umfang
 
frames60 schrieb:
Und was ist mit den Nahkämpfen? Den Kämpfen am Boden? Den verschiedenenen Quests?

Du machst gerade nämlich genau das, wie Yagharek meinte... du reduzierst es auf einen Aspekt. Und nein, Lair besteht eben nicht nur daraus.

Sonst wären ein Großteil gewisser hochbewerteter Ego-Shooter nicht anderes als stumpf rumlaufen und alles abballern... :wink2:

kann man sich drehen wie man will.

was ich bis jetzt von lair gesehen habe beeindruckt mich jedenfalls nicht.
 
Eigentlich sollte man die Kämpfe am Boden bei Lair aktuell noch ausklammern. ;)

Die sind nämlich aktuell noch sowieso der größte Dorn im Auge. :shakehead:
 
Ich weiß was du meinst:

fat_kid.jpg
 
Gamepro.com schrieb:
Lair devs: "We were blown away by Cell"

When you were designing Lair, what about the PS3 was really surprising or even amazing to you?

The most amazing thing for us always is the scope. We are about wanting to see large 32-by-32-kilometer/mile levels, but at the same time, being able to land and have intricate detail almost on the level of a first person shooter. That has never been possible before, and in the last game we did (Rebel Strike for the GameCube), you basically had the flight parts, and when you landed, it would load up at a completely different level that had ground scale. You would basically cheat around that, which really prevented you from doing a lot of the cool stuff that you wanted to do in terms of game design, such as seamlessly going back and forth to get a little more emergent game play going there and not be as linear. So, our big question with the PS3 was: "Can it do it?"

And the answer is...?

[Laughs] We were blown away by Cell. Not so much by the graphics chip because that was basically what was known and what we expected, but the Cell suddenly made it possible to use techniques in Lair that we had talked about before, but which we never thought a system would be fast enough to actually support. We were able to make this insane level of detail changes possible from the very, very highest point up in the sky all the way to the ground.

In what other ways does Lair take advantage of the Cell?

We have all of our animations running on the S.P.U.s of the Cell's chip because you couldn't draw armies or basically animate armies of that amount and size without it. And our physics are completely on there. We are also doing fluid dynamics for the first time in a game, as far as I know. Water is not basically a sheet of a base surface, but completely animated and sub-divided, and you actually can direct with it thanks to the Cell. We actually do part of our rendering on the Cell. Simply because it's so powerful, we spent months and months moving more and more systems onto the S.P.U.'s.

Do you dedicate one S.P.U. to enemy A.I.?


Not a specific S.P.U. Our S.P.U. code works dynamically, so we are not locking up one S.P.U. and saying "OK, you are the A.I. S.P.U., but we instead say, "OK, here are these 15 things including A.I." We run them on the S.P.U., and the code automatically distributes them. And sometimes, yes, A.I. certainly can take up a full S.P.U.

Is there a multiplayer mode for this game or an online mode?

There is an online mode, so we are permanently integrated into a network platform. Inside the game, you'll have community features, such as messaging between players. You'll also have leader boards and online stats, which I think is very important because we have a replay value system very similar to the Rogue Squadron's where you earn medals. You'll basically want to track your stats against other the guy's to see what he did to get that gold medal.

We don't have multiplayer because we had so many other systems to figure out for the first time, especially the fight aspects for a flight game that nobody ever tried before. So we spent enough time with that, and basically, to do multiplayer on top of that really wasn't feasible.

Now, if people like Lair and we do a sequel, which we certainly would love to, then of course multiplayer will be on the table.

CELL OWNAGE :D
 
PSU interviews Julian Eggebrecht on Lair
Added on 01/05/2007.

PSU recently had the chance to interview with Factor 5’s co-founder and president, Julian Eggebrecht about his inspiring new game called ‘Lair’ for PlayStation 3.

What is the story behind the characters and civilizations at war in Lair?

The Asylians and Mokai split many generations ago over different interpretations of god. Both left their place of origin and settled at opposite ends of the continent. When the game starts, the world is on the brink of starvation due to water and food shortages, which are being caused by a global warming of sorts. Volcanic activity has ravaged especially the Mokai land and the war breaks out due to their desperation. Your hero, Rohn, is part of the Asylian military. He is an ace pilot in a squadron of so-called “burners”. With their dragons, these guys support the troops from the air and on the ground.



What sort of fiction did you take your inspiration from for the design of the dragons and some of the other creatures we've seen? Any other games that inspired the artists?

We deliberately tried to not be inspired by one specific take on dragons. There was a very deliberate attempt to make our dragons in a believable way, as if Evolution simply took a different turn and these creatures evolved. In fact we used this approach for all of our fantastic creatures, as opposed to mining other media, games, or references. We did compare our dragons to depictions in movies and games, but only to verify that we were unique and didn’t accidentally use elements used elsewhere.



How do you feel about possibly being the first game to really show what the PS3 can do? What would you say to developers not taking advantage of its potential at all?

I certainly would say so as to one game showing all. You do see nice Cell usage in some games, you do see the graphics hardware stretched in others, and there are games out there using the Sixaxis a bit, but there is no game that brings it all together in one package. That’s what we are trying to do with Lair.



Will there be any customization with the dragons or characters? If so, can you give some examples?

I would give away plot-points if I would tell you, so sorry!



How many different enemy creatures do you have planned for Lair?

There are quite a few – there is a whole range of ground army types, horses, and more advanced beasts like the Taurus and elephant-like warbeasts. In the air, we have flying mantae filled with Hydrogen, different dragon races and types, and several types of spider-like flying insects.



Will there be destructible environments and if so to what extent?

You can set things on fire, and oftentimes you can also destroy them. It really depends on the environment, but in one area you can lay waste to a whole city.



Do you plan to incorporate other modes outside of the single player campaign?

As for multiplayer modes, no, we are keeping that for potential sequels. We try to give you as much replay value as possible due to an advanced medal and rewards system, though.



What features/items do you have planned for PlayStation Home? Can you give us an example of one of the trophies that players can earn for their trophy showroom?

If you watched Phil Harrison’s keynote at GDC, there were quite a few Lair-related things in his Home-demo. I think we glimpsed a dragon trophy there. But there will be more…



Will there be downloadable content for Lair after the game releases?

We would love to pick up story strings that had to be dropped due to our schedule; those levels would fit right in and would make the game into a true director’s cut. In addition, we are talking about new armor types and other upgrades to help the player. Well, and then there is of course the issue of additional dragon types. It all really depends on the success of the initial Blu-ray release.



Do you plan on releasing a demo on the PSN before the game ships? If so, when can we expect to see it?

I don’t know about the “when” just yet, but I expect that we will do a demo.

http://www.psu.com/node/10510
 
Will there be destructible environments and if so to what extent?

You can set things on fire, and oftentimes you can also destroy them. It really depends on the environment, but in one area you can lay waste to a whole city.

und da ich nicht denke, daß alle gegner bewegungslose statisten sind, sondern mit allen mitteln versuchen werden, zu verhinden, daß du deren stadt einäscherst muß dies sehr genial kommen :D
 
RWA schrieb:

im englischen bin ich nicht der beste, aber kann mir jemand vill. diesen absatz übersetzen?

Not a specific S.P.U. Our S.P.U. code works dynamically, so we are not locking up one S.P.U. and saying "OK, you are the A.I. S.P.U., but we instead say, "OK, here are these 15 things including A.I." We run them on the S.P.U., and the code automatically distributes them. And sometimes, yes, A.I. certainly can take up a full S.P.U. :-?
 
insaneNesk schrieb:
im englischen bin ich nicht der beste, aber kann mir jemand vill. diesen absatz übersetzen?

Not a specific S.P.U. Our S.P.U. code works dynamically, so we are not locking up one S.P.U. and saying "OK, you are the A.I. S.P.U., but we instead say, "OK, here are these 15 things including A.I." We run them on the S.P.U., and the code automatically distributes them. And sometimes, yes, A.I. certainly can take up a full S.P.U. :-?

nicht eine spezifische spu. unser spu-code funktioniert dynamisch, d.H wir legen keine einzlene spu fest, und sagen "du bist die KI-spu", stattdessen sagen wir "ok, hier sind diese 15 sachen inklusive der KI". wir lassen das alles auf der spu laufen, und der code verteilt die aufgaben automatisch. und ja, manchmal kann die KI eine volle spu sicherlich ganz beschäftigen
 
WMD schrieb:
nicht eine spezifische spu. unser spu-code funktioniert dynamisch, d.H wir legen keine einzlene spu fest, und sagen "du bist die KI-spu", stattdessen sagen wir "ok, hier sind diese 15 sachen inklusive der KI". wir lassen das alles auf der spu laufen, und der code verteilt die aufgaben automatisch. und ja, manchmal kann die KI eine volle spu sicherlich ganz beschäftigen

tja factor 5 sind eben entwickler die alle tricks und kniffe nutzen um ein geiles spiel zu entwickeln und nicht wie andere entwickler sagen " :( auf PS3 zu entwickeln st so schwer :( :( "

hoffentlich teilen sie ihre ergebnisse mit anderen entwicklern
 
WMD schrieb:
nicht eine spezifische spu. unser spu-code funktioniert dynamisch, d.H wir legen keine einzlene spu fest, und sagen "du bist die KI-spu", stattdessen sagen wir "ok, hier sind diese 15 sachen inklusive der KI". wir lassen das alles auf der spu laufen, und der code verteilt die aufgaben automatisch. und ja, manchmal kann die KI eine volle spu sicherlich ganz beschäftigen

Tja und viele selbsternannten Hardware Profis aus diesen Forum behaupteten das diese Dynamische Verteilung beim Cell nicht möglich sei, sondern das jede SPU immer nur eine Aufgabe zugeteilt werden kann.
Wieder ein negativ Punkt weniger, heißt:
-AA inklusive HDR, doch möglich
-1080p inklusive guter Optik, doch möglich
-scharfe Texturen, doch möglich
-Dynimische Berechung der SPU's in Zusammenarbeit der Ergebnisse anderer SPU's, doch möglich
-und jetzt die Dynamische Aufgabenverteilung, was die Effizienz extrem steigert, auch möglich.

Gab es noch ein angeblicher Negativpunkt bei der Hardware der PS3?
 
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