Katana
L20: Enlightened
In welchem?
das ist eine gute ffrage

habs aber 100% gelesen war glaub ich irgend ein shooter werds mal suchen wenn ich die zeit dazu finde!
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In welchem?
die sackboys sehen ja mal sehr nice aus! bissi teuer leider.
der mit dem langen umhang dran is mein favorit ^^
Darji schrieb:* Human character lip syncing (Human player models will lip sync with incoming voice chat from that player)
gibts denn schon einen preis?
EDIT:
@Darji
vom letzten Resistance update:
http://www.consolewars.eu/messageboard/showpost.php?p=1584051&postcount=1724
Oh das wußte ich ja gar nicht^^
Aber gerade bei LBP finde ich das genial. Besonders wenn sogar noch die stimmen verzerrt werden^^
gibt es bei dem spiel eine aufwändige physik f. flüssigkeiten etc?
wurde da schon was gezeigt/gesagt.
würde es für mich um einiges interessanter machen (im hinblick auf das gepostete freeware-"spiel").
Okay, jetzt hat man schon geschätzte 100 Stunden Videomaterial zu LBP gesehen... wenns so weitergeht find ich das Spiel wohl langweilig, bevor es erschienen is![]()
neuer trailer zum bewundern
:smile5:
Zwischen Frühling und Sommer soll es also erscheinen? ^^
Zwischen Frühling und Sommer soll es also erscheinen? ^^
http://www.neogaf.com/forum/showthread.php?t=244276A Sony spokesperson has told Eurogamer he believes that LittleBigPlanet is "potentially our biggest Blu-ray release of 2008".
Nick Robinson - a senior product manager at Sony Computer Entertainment Europe - confirmed the title will be released in September on Blu-ray disc only.
"This isn't a Warhawk or a Tekken: Dark Resurrection," he said, mentioning two games Sony has made available for download on the PlayStation Network. "This is a triple-A Blu-ray title."
He also confirmed the game will have a very substantial offline Story mode to justify the price for those less interested in its community and content-creation aspects.
http://www.next-gen.biz/index.php?option=com_content&task=view&id=9215&Itemid=2![]()
LittleBigPlanet is now fundamentally complete, in pre-alpha bug-testing and due for a closed beta trial in early summer for some final tweaking. After that, the real work begins ours. That might seem glib, even a little like an advertising line (something similar will doubtless market the title) but its fundamental to any assessment of the game that hopes to play bridesmaid to the next level of user-generated content on home consoles.
In fact, previewing LBP might be considered an exercise in futility its a game that can only be accurately assessed months (if not years) after release, rather than months before completion.
But that would be rather too precious. What can be seen of LBP is the structure being created to contain and inform this experimentation, and it looks to be as comprehensive as anything yet seen in a console title. The Pop-It menu essentially allows you to cut, paste and resize at will with any shape you choose or create, and can be accessed at any time in the game (barring certain sections of the story levels where it would obviously render the challenge impotent).
This makes building what looks like a relatively complex object very simple indeed the games producer has a party piece of a tree that can be built in around a minute by simply copying, resizing and stamping a basic shape over and over, before attaching leaves with drawing pins. The flexibility in manipulating, resizing and rotating the basic building bricks seems limitless, and the accessibility of the interface hides the depth behind a sheen of simplicity.
The more conventional side of the game is the LittleBigStory, with a basic narrative connecting over 50 levels to be played through with one to four players. Those players can be any mix of local and PSN sackboys, and each level only begins when each member is at the starting gate it seems clear that, when the fundamentals are mastered, LittleBigPlanets basic levels put the emphasis on players racing each other to fluff (the basic pick-up for content creation in LittleBigStory) and to the next challenge.
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The levels also now incorporate hazards that can kill your sackboy, but death within the game is countered heavily by frequent respawn doors its rare for all four players to fail at a single obstacle, so dying is more of a temporary inconvenience than an endpoint.
A new level was shown off at the recent CES, with an Indian theme running throughout, manifested most obviously in an LBP version of Ganesh and some bizarre sitar music. The former is as much part of the levels architecture as it is the background, a recurring feature thus far. And although everything is made out of substances with particular properties, the developers are keen to emphasize that objects are not necessarily made out of what youd expect a tree is as likely to be sponge as it is wood.
These story levels also help fully unlock LBPs content creation. All the time youre playing through this mode youre earning stuff to help you create, says Pete Smith, LBPs producer. So at the start you might have all of the tools but only have sponge and wood and brick in terms of properties you can imbue objects with then after the first level you might get glass, because we really want to channel people towards the creation side and experimenting.
The philosophy behind the content creation has stayed pure. LBP isnt about a huge set of complex tools that each have a niche purpose its about really basic tools that can be combined to form complicated objects. Players can make complex dynamic objects from the shared and simple starting items, and others can then take those objects and build on them.
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Were not going to limit people, says Smith. Were providing basic properties to combine, and the possibilities are pretty limitless. Thats not to say there wont be quite a few basic tools to play with, and more as theyre needed by the community, but its amazing what people can create with just a cog and a piston.
That emphasis on the community will also dictate the direction of LBPs DLC. Well be feeding the community our own content just as they supply it themselves but well be able to create specific stuff, explains Smith. The pistons and pulleys, for example, are the kind of thing only we can provide, and based on feedback from the community we can look at what they want and hopefully provide it.
Beyond that, the tools exist to simply create things without a specific purpose there is no need for it to have an in-game function or be part of an obstacle course. I dont believe that everyone whos creative will, or will want to, build a level, adds Smith. They may just want to make a cool thing, and thats great. And in terms of distributing these items, you can simply create a room for people to enter and pick up the item.
Most excitingly, Media Molecule anticipates levels that act as hubs and simply point people in the direction of the best user created content: imagine a room with five doors, each one with a little screenshot and description of whats through it. Those hubs will then become highly rated themselves and people will gain a reputation as good sifters, and become as important for the community as the creators themselves.
LBP has always looked like knockabout fun. But the clearer the structure being built around it becomes, and the commitment of Media Molecule and SCE to redefining how a console can work with user-generated content grows, the more obvious it is that LBP has the potential to become something remarkable. At the very least, LBP will be a novelty that is continually freshened. At its very best, it could set a new standard for involving a community in a game and see an overdue return for Sony to the frontlines of videogame innovation.
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