junkiexxl
Retired - Time to get riggity riggity wrecked, son
Forenstein schrieb:Wird das Spiel nur als Download verfügbar sein ??
Soll auf Blu-ray und als Download-Titel erscheinen.
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: This feature may not be available in some browsers.
Forenstein schrieb:Wird das Spiel nur als Download verfügbar sein ??
junkiexxl schrieb:Soll auf Blu-ray und als Download-Titel erscheinen.
nasagoal schrieb:sieht mir nach einem Teamwork-lastigen Jump'n'Run aus mit Rätseleinlagen und toller Physik, und wie gesagt Teamplay/Coop im Vordergrund, dazu toller Grafikstil und kranke Musik... absolut geil, katapultiert sich in meinen PS3-MostWanted noch vor Metal Gear und Heavenly Sword :o
Mog schrieb:Ob man das im Coop Online miteinander zocken kann? Das wäre ja genial! :o
Die Musik ist so genial! Die Zusammenarbeit auch! Wie sie sich gegenseitig helfen müssen!! OMG das Online zu zocken!!! ATOM!!!
junkiexxl schrieb:Mog schrieb:Ob man das im Coop Online miteinander zocken kann? Das wäre ja genial! :o
Die Musik ist so genial! Die Zusammenarbeit auch! Wie sie sich gegenseitig helfen müssen!! OMG das Online zu zocken!!! ATOM!!!
Jep, bis zu vier Spieler können online zusammen zocken.![]()
Have a great production staff. Peter [Molyneux] was like a guru to us, but there wasnt anyone to lead them but themselves this time around. A competent production staff was key to success.
Total honesty and openness with the publisher. Were going to treat this [deal with Sony] like a partnership We just told them absolutely everything and we still do, Evans said.
We didnt want this attitude of 'them and us'... so when anything goes wrong, we can blame them, basically, Healy joked.
Concepting. This is the biggest thing for us, Evans said. Visuals are important. Put stuff on the screen, Evans insisted.
Communication. It wasnt all rosy in the land of Media Molecule. We were really bad communicators initially, Evans said.
The skill that you need as a lead designer isnt coming up with ideas its communicating those ideas to people, said Healy.
All of these things culminate into milestones that should be clearly and openly communicated with your publisher, said Evans.
naco schrieb:Wer braucht da noch FF13, MGS4, DMC4, SH5, RE5, PES7, HS, MS, R&C, WKS usw.
Darji schrieb:So wird es aussehen, wenn man level baut^^
http://www.gametrailers.com/player.php?id=17579
bishen weiter blätern, und damm kann man auch die Präsentation von der GDC sehen^^ Sehr geil
With the Singstar section out of the way, it was time for what was undoubtedly the highlight of Harrison's keynote - the first ever public showing of a new game titled LittleBigPlanet. "It's probably the fun and creative embodiment of the Game 3.0 concept," he said.
LittleBigPlanet is being developed by Media Molecule, the studio set up by former Lionhead developer Mark Healy. MM won critical acclaim last year for Rag Doll Kung Fu, a PC title which also caught Sony's attention.
"We loved this game and we thought it was a really great embodiment of the power of the independent gaming community building really great games with their own inspiration, their own money, and sharing it widely over the network on the PC," said Harrison.
Sony has now spent around a year working with Media Molecule on LittleBigPlanet, and Healy and MM co-founder Alex Evans were on hand to demo the game last night. Healy began by telling the audience, "This game is basically all about creativity."
When the game starts, you find yourself on a blue and green planet divided into plots. Your character starts out as a small brown creature who appears to be made out of wool, nicknamed Sackboy. The first task is to find out what the character can do and how to interact with the environment. Once you've mastered the basics - LittleBigPlanet is designed to be very easy to pick up and play - you can start to create your own games.
This is done by using your character to place and manipulate objects, using the Sixaxis controller and a simple cut and paste type system rather than a complex level editor. Objects are made out of materials such as wood, fabric and metal, and behave as you'd expect them to in real life.
In the demo, the gameworld appeared as a sparse backyard environment into which Evans began placing objects - a block of wood to which he attached a cog his character could run around, for example.
Then came a tree made out of fabric, followed by a giant orange to which Evans added bug eyes and Deely Bopper hair. He showed how you can also customise your character by adding Deely Boppers, while other characters appeared wearing space suits and elaborate Chinese dragon-style head dresses.
The cool thing is it's not just about making pre-made objects," Healy said. "You can lift the customisable level, do whatever you want with it, make it look how you want it to look." So, for example, you can create 'stickers' using content on your hard drive, photos taken with EyeToy and so on, and slap them wherever you like. "There's no limit. You can literally cover the entire world."
The first part of the demo only lasted a couple of minutes, but already there was a sense of just how many options and how much freedom LittleBigPlanet will offer. Despite this, the game didn't appear to be too complicated. Everything flowed quickly and smoothly.
There were now four characters on screen - the maximum number of players - with Harrison joining in. They lifted up a giant curtain at one end of the backyard, revealing the start of a previously created game. The object of the game, Healy explained, was to collect a resource: sponge.
At the beginning, the characters were simply running and jumping around a variety of objects, and again everything appeared fast and fluid. They skipped along branches, swung on ropes and zoomed around with jetpacks. Although the players were competing for resources, there were moments where they had to co-operate, combining their strength, for example, to move a heavier object.
All too soon, it was time for the grand finale. The four characters jumped on a giant skateboard and began waving as it zoomed down a steep hill. One of the players pressed a button to take a snapshot of the moment, and the demo was over.
"As you can see, it's all about empowering a community of gamers by embedding the creative tools into the game experience as well, so they don't even know they're editing and creating," Harrison said.
"But the key, after they've edited and created, is to share, so we're going to give you a glimpse of how that could work."
It really was a glimpse. A short, fast film which seemed to suggest that once you've uploaded the game you've created to the PlayStation Network, other users will be able to play and rate it. There was a rankings chart, apparently showing the most popular games on the Network. A messages section to communicate with other users. A forum-style comments feature where you can post your thoughts on the game. It was all over very quickly, and followed by a long and loud round of applause.
Next up was Warhawk, currently best remembered for playing a part in Sony's derided E3 2006 conference. But according to producer Dylan Jones: "The demonstrations that you've seen earlier are just an example of the exciting and innovative ways that Sony is extending the feature set for PlayStation Network.
"It is with that I am incredibly excited to announce a strategic change for the game Warhawk. The exclusively online multiplayer focus will allow the team to leverage many of the features you've seen here tonight. It will allow us to truly deliver a fantastic online war game experience."
It all felt a bit low-key following the excitement of the LittleBigPlanet demo, but then Harrison was back on stage and on to a new topic: PlayStation Edge. "This is something which is very relevant to the game developer audience who will be in the keynote tomorrow, but it's also very relevant to consumers," he said.
"What PlayStation Edge is all about is taking some of the advanced technology that we have invented within worldwide studios to support the wonderful creativity and technology you've seen in games today, and deliver and give that technology free of charge to PlayStation 3 developers within our PS3 developer network."
That will include GCO Replay,"an incredibly powerful, industry-leading RSX profiling tool". It allows developers to "eke out the highest possible performance from the graphics chip inside the PlayStation 3, and to give incredible feedback to game designers