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What can you tell us about the storyline for the game?
It's highly inspired from all the classic zombie movies except this time you're not the survivor you're the power behind the zombie apocalypse. As 'The Enslaver' your aim is to destroy an entire city using an army of the dead built from its inhabitants. The Enslaver was once human himself and as the game progresses you'll learn more about what makes him want to destroy everything now.
What abilities does The Enslaver have in the game?
The Enslaver is able to command and control hundreds of zombies at a time, mutating those zombies into different types, each having unique strengths and weaknesses. The Enslaver is also a preternaturally agile mover and fighter, supported by brutal combo attacks and athletic, context sensitive movement.
How is combat handled in Possession?
The over-riding theme will be carnage at all costs! Using a fast-action point and shoot interface, you'll experiment with your zombie horde and the zombie mutations to create real-time emergent strategies, selecting targets - an enemy or interactive element - and quick firing zombie commands at it. In addition the Enslaver can easily attack, jump, defend, run and interact with objects while simultaneously issuing commands.
What's the setting for Possession?
You'll turn a living and breathing modern US city into a place fit only for the dead. The city will react intelligently to your actions, with defences changing in reaction to the growing Enslaver threat. In turn you can target the route through the city that affords you the best strategy, destroying key objectives to make the game easier or harder. We give you a freeform and reactive city; how you choose to destroy it is up to you!
What sorts of "enemies" will the player have to face in the game?
Arrayed against The Enslaver are all the defences a US city can muster - from local law enforcement and SWAT to National Guard and high-end military. These forces will present a dynamic threat, responding to your actions with appropriate force, but if you build the terror and increase enemy fear you'll decrease their defensive capabilities in the process.
What other unique gameplay elements will Possession have?
We have a great control system that is 'pick up and play' easy to learn on a console but also allows for detailed and strategic control of large groups of zombies. We are also building in plenty of story so this won't be your standard arena style shooter. It'll have more structure and purpose to it than that and, most importantly, it'll have spectacular set pieces that'll blow you away!
One other cool feature is that you'll be able to possess individual zombies of your choice so that you can take them directly into battle. This will be a very cool mode and will allow you to view the environments from some pretty unique perspectives. For instance, if you inhabit a zombie who's got a broken neck then you'll view your surroundings at a slight wobbly angle. Alternatively, if you take control of a zombie with no legs then you'll see the game from ground level as he drags himself across the floor with his hands. In addition you'll be able to use the mutated zombies' unique powers and attacks adding a further element of strategy.
What can you tell us about the game's graphics engine?
I could say it's 'state of the art' but you'd expect me to say nothing less. We've got technology that will allow for many, many zombies and humans swarming the streets. You can maim and decapitate them when and where you fancy, and they'll all accurately reflect the damage inflicted. Zombies will lose skin and body parts in real-time, revealing individual gore patterns.
Environmental destruction will also be high on the agenda. We want to turn a modern American city into a virtual war zone of destruction, with the streets degrading as the battle progresses. We've got the next-generation technology to show this on a scale that's never been seen before.
What platforms are you developing Possession for?
Possession is truly next generation in both gameplay and presentation. Expect to see it hit PlayStation 3 and Xbox 2 in 2007, as well as a high-end PC version in the same year.
Jack schrieb:Könnt selbst die XBOX noch packen.
Jack schrieb:Könnt selbst die XBOX noch packen.

nightelve schrieb:Cyrix war eine Desktop PC CPU, für Windows PC's
CELL ist dies nicht, ich denk mal, die kann man nicht vergleichen.

nightelve schrieb:ich glaub da liegst du falsch
Ich denk sogar, die CELL Architektur kann man überhaupt nicht bei Windows PC's benutzen...
Da liegt ein G5 Vergleich näher
? Wo gibts den jetzt schon preise?solid2snake schrieb:bäh! dieses spiel sieht doch sogar schlechter aus als Half-Life 2! und dafür soll ich mir ne hardware für 700-800 kaufen? :-?
? Wo gibts den jetzt schon preise?

Ne, aber max. 499e mehr können sie nicht bringen. Vorallem weil sie sich ander M$ Konkurenz orientieren müssen.solid2snake schrieb:? Wo gibts den jetzt schon preise?
na, bei so einer spitzen technik wie dem Cell chip kannste ja keinen preis von 299 erwarten!![]()
Vorallem weil sie sich ander M$ Konkurenz orientieren müssen.
!Nur so lassen sich hohe Stückzahlen erreichen,
die den Preis schnell senken können. In weiteren Schritten sind
Workstations geplant, wo der Superchip dann wirklich seine Qualitäten
voll ausspielen kann. Denn für eine Playstation wird der Chip wohl eher
unterfordert sein...

solid2snake schrieb:sag ich doch, wir müssen als gamer mehr bezahlen!![]()