Stike schrieb:Das war doch schon lange angekündigt...?! :-?
Ja, für Japan. Jetzt erscheint es wohl demnächst im US PSN Store...und danach wohl bei uns. Nehme ich mal an
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: Diese Funktion erfordert derzeit den Zugriff auf consolewars über den integrierten Safari-Browser. Dies ist eine Einschränkung von Apple.
Stike schrieb:Das war doch schon lange angekündigt...?! :-?
- The King of Fighter'95 (SNK Playmore)
- The King of Fighter'96 (SNK Playmore)
- The King of Fighter'97 (SNK Playmore)
Enemy Navy schrieb:ich wollte mal fragen ob oder wann Resident Evil Directors Cut für den Playstation Store erscheinen soll. Und überhaupt ihm Deutschen PS Store :-?
Ich danke für alle aufschlussreichen Antworten
PSN: Blacksite: Area 51 Demo angekündigt
Die Macher von Blacksite: Area 51 gaben im Rahmen eines Interviews bekannt, dass die bereits auf dem XBox Live Marketplace veröffentlichte Demo auch schon bald das PSN erreichen wird. Möglicherweise wird es später sogar noch eine zweite Demo geben, die sogar Multiplayer-Matches ermöglicht.
Danke an Spaulding
Stardust first materialised on the Commodore Amiga in 1993 and instantly found a dedicated fanbase thanks to its state-of-the-art graphics and glorious playability. Taking the core elements of the ancient arcade classic Asteroids and grafting on power-up weapons and extra enemy spacecraft, it proved beyond doubt that some gameplay concepts are timeless, classic and worthy of resurrection. Fast-forward 14 years and the game is set to do the same all over again, this time in the guise of the all-powerful Super Stardust HD.
Let's not beat about the bush - this game is the best fun I've had on the PlayStation 3 since the machine launched. Sure, at its heart, it's still just Asteroids (albeit with multiple operations' worth of Demi Moore-quality cosmetic surgery) but the fact of the matter is that just about everything Super Stardust HD sets out to achieve, it does with absolute style.
Take the graphics for example. Every object from the largest asteroid to the smallest piece of space debris is perfectly lit and beautifully animated. The light show and explosive effects you get courtesy of the power-up weaponry would do Treasure proud. Super Stardust HD lives up to the latter part of its name by rendering everything in 1080p with no hint of slowdown - even when the screen is ram-packed with enemy spacecraft, RSX-fuelled gunfire and a meteor storm's worth of unexploded asteroids. Considering the amount of activity on-screen, it's a hugely impressive technical achievement for the PS3 and the best use of 1080p since Ridge Racer 7.
A similar level of attention to detail is in the gameplay too. The key objective remains unchanged from the ancient coin-op that is its inspiration - blast vast asteroids into smaller chunks, then reduce them to space dust with further volleys of fire.
However, it's in the game's modernisation that Super Stardust HD truly scores. Larger rocks contain green Kryptonite-style crystals that yield points bonuses, smart bombs, shields or weapons power-ups. Additionally, each of your three weapons works best against a certain style of asteroid - choose the right tool for the job and you clear the stage much faster, resulting in a hefty points bonus. Squadrons of enemy spacecraft pop-up throughout the level to add to the challenge, and each has a distinctive attack pattern to learn and exploit. As the game progresses, different types of asteroid and enemy spacecraft combine to attack simultaneously, requiring superhuman reflexes and full mastery of the PlayStation 3's celebrated real-time weapons change system.
In terms of depth, the action in Super Stardust HD is set across five different planets, each with five phases'. That amounts to 25 different levels, which isn't exactly vast. Yes, perhaps the game could have benefited from a few more worlds but this is a game where the backgrounds are pretty much incidental to the hardcore blasting taking place before your eyes. Plus, like all good shoot 'em ups, the game simply clocks' once it's fully complete, allowing you to continue to rack up score by cycling through the levels anew at a ramped-up difficulty level.
Super Stardust HD isn't quite perfect though. Like many of the PlayStation Store games, its online options are limited to mere leaderboards - great for a score-based game like this, but still someway off the online multiplayer gameplay we've come to expect - cooperative gameplay with two players on a single console is supported and it's a tantalising glimpse at what could've been. The only other slight disappointment is in the audio. Considering the explosive force the visuals convey, the sound effects could've been a bit more representative of the onscreen Armageddon your eyes are privy to. The music is a little lacklustre too - definitely reminiscent the game's Amiga demo scene roots, to the point where I was expecting a scrolling message with "greetz" to appear at some point.
In every other respect, Super Stardust HD is an absolute star, the jewel in the crown of the PlayStation Store and quite possibly the best purists' shooter to appear on console since the legendary Geometry Wars.
9/10
RWA schrieb:Also mal ehrlich. So langsam sollten die Entwickler die DEMOS auch für PSN anbieten. Die meisten MultiGame Demos erscheinen nur auf der X360. Da muss sich wsa ändern.
Molinets explained to Gamasutra: "Internally, we have shifted our focus from doing large-scope PS2 and PS3 titles to doing PSN titles exclusively. We've got three smaller groups now, and they're all doing very differentiated products with different requirements."
Molinets explains the attraction of being able to interact with the PSN community and make changes and improvements to the title swiftly, even after launch: "Because the [development] team is smaller, the dev cycle is smaller, and because our expertise level is high, we may be able to address things like that very quickly, as opposed to having to wait for a full two-year product cycle."
http://www.gamasutra.com/php-bin/new...hp?story=14403
The Xbox Live Arcade wasn't just what helped define the Xbox 360, the Xbox 360 defined what gamers and developers thought of downloadable titles.
They were, according to the 360, smaller, less fully featured games, sometimes retro titles, that sold for much less than a full game. And for the most part Nintendo followed suit when their Wii came to market.
But Sony had a different idea in mind, and now they have an uphill battle as they try to redefine what downloadable games mean to both the people who play the games and those who make them.
"The assumptions you laid out are correct," Peter Dille, Sony Computer Entertainment's Senior Vice President of Marketing, told me in a recent interview. "Because Live has been around for awhile people assumed that Sony would create a service that has checked the box in every case, if Microsoft is doing something we will too, but we are doing a lot of things differently. "
Chief among them is what sorts of games make it to the Playstation Store. While the store is already home to the sorts of demos and short-play experience games that you find on the 360's Arcade, soon it will also be home to a pair of titles that will be instrumental in Sony's battle to reshape how people think of downloadable games.
"Live Arcade offers something for people who want a certain thing," Dille said. "But a lot of the products you have seen on arcade are 'been there, done that', some feel like PC shareware practically. Our strategy was to develop games specifically for the PS3 that would show off our console."
"The games you play via Live Arcade, are those really next gen games? We are using an online distribution network in a very different way, we are not delivering yesterday's games. Online can be many things, but when it is used as a distribution vehicle it shouldn't change the game design."
While you could argue that games like Blast Factor, which plays in 1080p, and flOw, which supports the SIXAXIS motion controls, aren't really that different than games like Geometry Wars Retro Evolved, that argument starts to fall apart when you look at the Playstation Store's upcoming line-up which includes Warhawk, SOCOM: Confrontation and Pain.
In Pain, gamers have to launch a character imbued with rag-doll physics into a cityscape where they inflict damage to both the environment and the person they've just launched from a giant slingshot. While the basic game seems to include enough features to give it quite a bit of life, developer Idol Minds plans to release periodic content for the game to expand both how and where you play the game.
"Pain shows off the Playstation 3 and lends itself to episodic content delivery," Dille said.
To me, Pain represents perhaps a half step forward in online distributed console games, but Warhawk and SOCOM, they represent a leap. Both games promise to feature robust online environments, large multiplayer gatherings and both the graphics and mechanics of a game you'd expect to find sitting on a store shelf, rather than available for download from an online store. But when news first hit that Warhawk was going to be a downloadable game, most gamers seemed to view that as a step down for the title.
"We didn't make any announcement about Warhawk, all of these expectations were based on rumor or innuendo," Dille said. "We clarified our strategy at Gamer's Day."
Not only did they confirm that Warhawk would be an online-only downloadable title, but they also unveiled another interesting twist on Sony's take on Playstation Store games, that the game would also be available in stores. The Blu-Ray version will be a sort of Director's Cut or Special Edition of the Warhawk purchased online. It will come with a slew of behind the scenes and making of videos as well as a Bluetooth headset. While not yet finalized, Dille said the same will likely be true for SOCOM: Confrontation when it comes out.
"We want to use the network store to offer choice, if you don't want to leave your couch or get in your car you can just download it," Dille said. "We give people a choice and give our retail partners a chance to participate in Warhawk."
While I still think Sony faces an uphill battle in changing the notion of what a downloadable game is, Dille believes they've already won over gamers and developers.
"I think gamers got it before (last month's) Gamers Day," he said. "Six months in we had about one million seven hundred thousand users online," Dille said. Six million pieces of content have been downloaded since the launch. "We feel like people got it. We think our 44 percent attach rate will ramp up very, very quickly, as more people understand what we are doing and with the coming of Home."
"Internally, people are very, very excited about developing for the network. We are seeing a ton of great products coming for the PSN," he said. "I think there has been an education process. Our third party partners had certain assumptions about what we would offer on the PSN. They probably didn't start imagining what they could do. Did any of them imagine we would be developing games like flOw or Pain? Now we're evangelizing a different type of experience."
One that is different from the 360, in part, because of differences in the two consoles' hardware, Dille says.
"We happen to have a hard disk drive in every Playstation 3.," he said. Microsoft "is selling to a fragmented user base. We can talk to the developers and say there are no limitations on what you make for us."
And changing gamers' and developers' preconceived notions of what makes a downloadable title is just the beginning for Sony, their next big nut to crack is true episodic content.
"I don't think anyone has done episodic content in gaming well," Dille said. "Currently episodic content means delivering content periodically. Whether or not it has that story line is the missing ingredient. When you contrast that to things like TV with Lost and the Sopranos. I think as an industry we haven't tapped (episodic content) yet. We want to get people to stand around the water cooler and talk about games they way they talk about TV, 'Did you install the latest content of this game that explained a plot or cliff hanger?'"
"You have to separate a distribution vehicle from a game experience."
A puzzle game about construction, build structures to save the Elephants from a fall!
Features:
*20+ levels in a variety of weird and wonderful locations
*Build structures with limited materials across ravines, rivers, fire pits, swamps and all manor of dangerous terrains to rescue the elephants
*Choose your materials carefully from metal, wood or rope.
*3 Game Modes - Puzzle (limited amount of materials) Time Attack (against the clock) or Multiplayer 'Deconstruction' modes where you have to carefully remove pieces but not cause the structure to fall)
*Real physics, real construction, real fun.
*Includes bonus games + online leaderboards
It's Elefantastic!!!!!!!