PS3 Resistance: Fall of Man ("GoW" -> Verwarnung)

Hoffentlich ist Resistance nicht so ein shooter wo man stump rumballer muss...

ich will auch solche horrorszenen wie bei Fear 8-)

Jetzt muss nur noch Rumble rein und ich bin sowas von glücklich das glaubt ihr gar nicht...

Off topic: wann ist die TGS genau?
 
maXX schrieb:
ich bleibe sehr skeptisch. habe vor allem in sachen animationen und physik noch nix annähernd so gutes gesehen, auch der detailgrad der figuren ist zu hoch (wenn ich nur an die haare denke)

die trailer zu mgs4 oder zum naughty dog-projekt haben fantastische animationtechnik gezeigt. zieh dir die videos nochmal rein.
 
Ehrlich ´gesagt nach dem, was ich gerade von Brothers in Arms gesehen habe, bin ich froh darüber das das kein Launchtitel wird. Es sieht einfach umwerfend aus und hat einen verdammt hohen Realistiggrad. Oh man und dabei mochte ich Ego shooter eigentlich doch noch nie^^
 
Hoffentlich wird der MM bei mir wo ich die PS3 vorbestellt habe auch genügend PS3 games in den regalen liegen haben...

Erinner mich noch wo bei der 360 gerade mal 3 verschiedene games jeweil einmal vorhanden waren...

Gerade weil die PS3 games auf Blu Ray ausgeliefert werden habe ich da kleinere bedenken bei, will nämlich auf alle fälle vor ort die wahl zwischen warhawk, motorstorm und lair als 2. game haben.

Resistance ist gesetzt!


Frage:

Gibt es schon infos über die orte in resistance?
Bis jetzt kennen wir ja gerade dieses außenarenal und das labor...

gibt es noch weitere szenarien? meine ja auch irgendwo etwas mit schnee gelesen zu haben, hoffentlich wird der schnee in resistance so wie der matsch bei motorstorm :D
 
mal ne schöne Nachricht. Nachdem First look Review scheint Resistence immer populärer zu werden^^

rrfomrv9.png


Zu den Orten. Hmm ich glaube es war mal von Manchester und London die Rede allerdings soll es auch viele andee landschaften (auch Schnee geben)^^
 
HellFireWarrior schrieb:
Das AA von Killzone soll schwer realisierbar sein? Da wir grad im Resistance Thread sind, guck dir das Spiel doch mal an. ;) Dieses Spiel hat eine bisher ungeschlagene Bildqualität (besser als der Render Trailer von Killzone, das hatte nämlich Aliasing bei näherem betrachten). Kein Aliasing, kein Flimmern. Ein sauberes, kristalklares Bild. Und es ist ein Launchspiel. ;)
Das Material was wir gesehen haben könnte aber auch nachbearbeitet worden sein.
Ich will endlich mehr Infos zu dem Game. Es ist ein Launch-Game und es gibt immer noch so wenig Infos geschweige denn ingame Material mit HUD.
Aber die Graphik ist so wie sie auf dem bisherigen Material ist echt Geil aber von Insomniac erwartet man auch nichts anderes oder :)
 
seienchin schrieb:
Ich will endlich mehr Infos zu dem Game. Es ist ein Launch-Game und es gibt immer noch so wenig Infos geschweige denn ingame Material mit HUD.[

Das Game wurde auf der Sony E3 Pk live gespielt. Also deutlicheres ingame geht sicherlich nicht ;)
 
seienchin schrieb:
HellFireWarrior schrieb:
Das AA von Killzone soll schwer realisierbar sein? Da wir grad im Resistance Thread sind, guck dir das Spiel doch mal an. ;) Dieses Spiel hat eine bisher ungeschlagene Bildqualität (besser als der Render Trailer von Killzone, das hatte nämlich Aliasing bei näherem betrachten). Kein Aliasing, kein Flimmern. Ein sauberes, kristalklares Bild. Und es ist ein Launchspiel. ;)

Das Material was wir gesehen haben könnte aber auch nachbearbeitet worden sein.
Ich will endlich mehr Infos zu dem Game. Es ist ein Launch-Game und es gibt immer noch so wenig Infos geschweige denn ingame Material mit HUD.
Aber die Graphik ist so wie sie auf dem bisherigen Material ist echt Geil aber von Insomniac erwartet man auch nichts anderes oder :)

Na, du hast dich aber mal überhaupt nicht informiert. ;)

Erstens war das Spiel auf der E3 2006 für jeden spielbar und es gibt davon unzählige Videos im Netz.

Zweitens wurde erst diesen Montag ein Preview von Gamespot zu Resistance veröffentlicht mit einem Videointerview in dem haufenweise Spielszenen (ja, es wird von einem Spieler gespielt mit HUD ;) )enthalten sind.

Infos gibt es eigentlich auch schon ne Menge. Resistance spielt in einer alternativen Vergangenheit, in den 50´Jahren um genau zu sein, in dem der 2. Weltkrieg niemals stattfand.

Stattdessen wird die Menschheit von Außerirdischen heimgesucht. Die Invasion hat in Russland angefangen und ist rasend in Richtung Westen vorangeschritten. Nur noch England und Amerika (wer auch sonst :lol: ) sind noch nicht gefallen.

Du spielst Nathan Hale, einen amerikanischen Soldaten (den Typen gabs wirklich), der nach England geschickt wird um gegen die Chimera widerstand zu leisten. Im Verlaufe des Spiels wirst du dann mehr und mehr von der Story erfahren, die dir in Schwarz-Weiß Sequenzen präsentiert wird.

Infos zu den verschiedenen Chimera gibts auch schon im Netz, aber das nicht wirklich Story-relevant. ;)
 
Es gibt auf IGn ein neues großes Interview zu Resistence.


Seite 1
August 31, 2006 - With all the industry coverage of Insomniac's Resistance: Fall of
Man in the past several weeks (especially via the extensive billion-page preview from the
last issue of PSM), it appears that more questions arise every time another one gets
answered. For a little clarification, we asked the guys at Insomniac about a number of
different topics that have been circling around the Internet. And while we certainly can't
claim that all the loose ends left by previous articles will suddenly be tied up, at least we
learned some new info -- and had fun while we did it. Here's what the guys had to say:


IGN: 40-player online is pretty ambitious for a game that has this much data
being tossed about at once. What convinced you that you could upgrade from
32 to 40 without any problems and how will the game deal with a few poor
connections amongst the solid ones?

resistance-fall-of-man-20060831063455995-000.jpg


Eric C. Ellis, Lead Online Gameplay Programmer: We set a target to run with 32
players at 60 frames per second and we hit that goal solidly for our E3 demo. After hitting
that target, (which we were pretty proud of), and getting a lukewarm reaction to those
numbers, we went back and decided that what would show off next-gen power better was
a game with more stuff blowing up and more players.

So, we made the decision to run at 30 frames per second and add more players and a
greater level of things that explode along with more environmental effects. To make sure
we run well over the internet with that many players, we have all spent a lot of time
running with artificially high latency and packet loss so that we make sure our systems
are designed to handle them without looking bad.

IGN: Multiplayer allows you to play as both Chimera and human warriors. Are
these differences simply skin swaps or will there be distinct advantages or
disadvantages to choosing one side over another?

Mike J. Stout, Online Lead Designer: Both the hybrids and the humans will have
distinct advantages and disadvantages. They require a different play style -- humans are
more team-oriented and hybrids are more about going it alone. The humans have a
speed advantage, as well as more advanced detection abilities. The hybrids have an
ability called "Rage Mode" -- which they can use to do more damage (and gain a few
other neat abilities) but doing so puts them at risk of taking extra damage.

IGN: The inclusion of the tilt feature is definitely one of the most intriguing new
goodies. It has been mentioned that shaking the controller will free you of an
enemy's grasp, but is this something that can be toggled? Will there be
instances in the game where you HAVE to use the 6-axis tilt for specific
reasons?

resistance-fall-of-man-20060831063454807-000.jpg


Peter Hastings, Gameplay Programmer: We have several more tricks up our sleeve
where we intend on using the tilt-sensor to increase immersion and improve control
(nothing we want to give away just yet, though!) We're also aware that some players are
a lot more animated than others, and if it's someone's style to shake the controller around
while they play, we don't want them accidentally triggering unwanted actions all the time.
So, players will have the option to disable all tilt-sensing if they want.

Seite 2

IGN: How much impact does a successful or unsuccessful hero moment have in
the overall story or level progression? Are they purely self-contained or do
they have an effect on the bigger picture?


Colin Munson, Lead Designer: When you start a large-scale battle, you might have a
couple dozen allies with you, so if one of them falls to a Hero Moment it won't be that big
of a deal. But, by the time you get close to the end of the battlefield, your forces will have
diminished and you'll be glad to have as many allies as possible to help you in the final
stages. But the British forces are fighting the Chimera on multiple fronts, so Hale will
likely not see soldiers that he has saved in previous battles. However, that doesn't mean
they don't owe him their lives.

IGN: The game's tech specs have been a frequent topic of discussion. So that
said, what level of HD will it run in (720p, 1080i, 1080p), what's the final
framerate, and what sort of audio codec have you decided to support?



resistance-fall-of-man-20060831063458292-000.jpg


Al Hastings, Chief Technology Officer: Our intention is to support all HD modes
including 1080p. The framerate will be locked at 30 frames per second in both single-
layer and multiplayer. We use a number of different codecs internally including AC3 and
ATRAC3 depending on what's best suited to each particular case. The highest quality
output format our game supports is 7.1 uncompressed over HDMI.

IGN: You've previously mentioned that bodies will be persistent, so if you come
back to an area later they'll still be there. Does this imply that the game is
somewhat "open" in a way, where you can choose to wander back to previous
areas at any time to find new secrets, or will areas be revisited throughout the
game's storyline?

Drew Murray, Designer: Each level will be a totally unique environment and
experience. While some of the levels in Resistance: Fall of Man, such as the battlefields
and vehicle levels, will be more open and less linear, we have to have a certain amount of
control over where the player is at certain times in order to build the horror and suspense
that's part of our core experience.

The player will have opportunities to choose multiple tactics and paths in order to
overcome certain challenges, such as our massive battlefields, and there will also be
more restricted environments. These allow us to control timing and suspense, and offer
some fantastic one-off events, such as the Burrower that crashes through the walls at the
end of our E3 trailer.

IGN: What is Nathan's role at the start of the game, and what is Rachel's part in
the war?

resistance-fall-of-man-20060831063453714-000.jpg


Josh Wall, Writer: US Army Sgt. Nathan Hale begins as just one of thousands of US
Army Rangers dropped into a foreign country to fight an unknown enemy. Upon engaging
the horror that is the Chimeran invasion, Hale's entire unit is infected by the Chimeran
virus. While everyone else falls into a coma, Hale alone somehow manages to awaken.

Hale soon meets British Army Intelligence Corps Captain Rachel Parker and joins the
remains of the British Army. As the Chimeran infection continues to evolve within him,
Hale gains uncanny insight into the Chimeran plot. He begins to realize that only he will be
able to seek out the heart of the Chimeran operations in Britain and bring a halt to the
invasion

Seite 3

As for Parker's role, by the time the Chimera finally reached England, she thought she
knew all there was to know about the threat. When the Chimera shattered the British
Army, Parker realized it wasn't enough. She marshaled the remaining forces and led them
to safety. In the months that followed, it was only Parker's ability to think one step ahead
of the Chimeran invasion that kept any of them alive.

As the Chimera grew stronger and began to close in, defeat at the fangs of the Chimera
seemed inevitable. It was only when Parker met the sole survivor of a failed US assault
that she found a new reason to hope.

IGN: The game's AI is touted to be cognizant of its environment, making it
aware of surrounding actions while unaware of things that may be hidden or
disguised, like the player. Does this imply that it's possible to take a somewhat
stealthy approach to the game?

resistance-fall-of-man-20060831063459495-000.jpg

Colin Munson, Lead Designer: Yes and no. The player will experience a huge variety of
gameplay scenarios from massive battlefields, to dark, creepy corridors. On the
battlefield, a stealthy approach is impossible. The player has to use his unique weapons,
loud explosions, and some balls to break through the enemies' frontlines. In the darker
corridors, when the player is alone, that's where there will be some opportunities to be
sneaky.

For example, you can crack patrolling hybrids in the back of the skull with the butt of your
gun, sneak up on a group and snipe two in the head before the other two even see you,
or shoot the rope that holds a hanging crate so that it falls and crushes a patrolling
enemy. Or, if you're the kind of player who likes more fast-paced combat, you can toss a
Hedgehog grenade into the group and watch as it impales a couple of them with a few
dozen three-foot-long spikes. Then, use your Auger to create an energy shield and take
out the remaining enemies with a hail of firepower. The game accommodates a huge
variety of play styles, and the player is encouraged to experiment.

IGN: Many of the game's alien weapons sound extremely powerful. How are
you making sure to balance each of the weapons in power and function, not
only for multiplayer but single-player as well? It sounds like you might be SOL
if you run out of alien ammo and are stuck with human weapons at later.

resistance-fall-of-man-20060831063457213-000.jpg

Ken Strickland, Designer: Tuning a huge suite of weapons is one of those happy
dilemmas; it's only difficult if there's a lot of variety. Luckily, we have a few ways of
tuning our weapons relative to each other. Some are balanced with ammo counts alone,
like the LAARK rocket launcher. Others have more plentiful ammo, but are limited by heat
or charge bars. The most powerful balancing mechanic we have, though, is specialization.
Many of our weapons are wonderfully powerful, but only if used in the correct time and
context. The Sapper requires time and planning to use to form traps. The Bull's-eye can
technically be used on anything, but the limited number of tags means that good players
use it only against fast-moving enemies. The weapon designs are meant to encourage
strategic choices between weapons from situation to situation, and the added strategy that
comes from that will help players through the second and third play-through

Seite 4

IGN: Speaking of weapons, with as many that the team has already created for
the Ratchet series, how do you continue to come up with new ones? What is the
process of developing a new and more interesting weapon for a game that
takes itself a lot more seriously than the Lombax?


Ted Price, Founder & CEO: Coming up with new weapons is definitely fun, but it can
also be pretty tough. Early on we decided that this game needed weapons as exotic as
Ratchet's, but with a more serious flavor. We encouraged everyone at the company to
come up with suggestions for weapons and as usual, we got some excellent ideas from
lots of team members. But I have to give real props to Nathan Fouts and Ken Strickland
who together came up with many of the designs and implemented our craziest weapons.
To their credit they were always open to anyone making comments on the guns. And,
during the project it was very cool to walk by and see a group of people at Nathan's desk
point at the screen saying, "Hey, can you make that go faster? And what if it had more
auto-targeting?"

IGN: Would it have been possible to create Resistance on anything but the
PlayStation 3, like the PS2, Xbox 360 or PC, and if not, why? Have you had the
idea for the game on the backburner and been saving it for capable hardware?

resistance-fall-of-man-20060831064250233-000.jpg

Ted Price, Founder & CEO: It would have been very, very difficult to create Resistance
on any other platform. First, this game requires an incredible amount of processing power
to support the large number of moving characters and objects in the levels. Every one of
our characters has sophisticated AI and navigation routines running in the background.
Plus, every object -- including characters -- has to access our physics and collision
systems constantly. And, of course, I'm ignoring all the other processes that have to
occur simultaneously to create immersive, believable environments. What a game like
Resistance requires is parallel processing on a massive scale and fortunately the Cell's
SPUs give us this. We can take complex and expensive systems and move them onto the
SPUs, which are extremely good at number-crunching. When these systems run in parallel
it means we can do more per frame and that means more detail in the game.

Second, the game requires more than 20 gigabytes of storage space, which means that
the only viable storage medium for us is Blu-ray. We could not have fit this game on a
DVD or a HD-DVD. So, yet another reason that the game could only have been created
on the PlayStation 3.
resistance-fall-of-man-20060831064547244.jpg

Ted Price, Boss Guy

We haven't had this idea on the backburner for years. We
knew that we wanted to do a FPS when the PS3 was
announced but the game's design evolved significantly as we
moved through pre-production. The reason the game's
design evolved was not because of the hardware -- in fact
we've been pleasantly surprised with what the PS3 can really do -- it was because
designing games here at Insomniac is a
collaborative process and we're never afraid to change
something if it makes the game better.

IGN: What's the biggest misconception about
developing for the PlayStation 3 thus far, and how
can that misconception be changed?

Ted Price, Founder & CEO: That's a good question. One
thing people have mentioned is that it's challenging to
develop on the platform. But it's important to note that
developing for any platform presents unique challenges
especially when you're trying to push that platform to its limits. Developing console
videogames has never been easy -- if it was, everyone would be doing it, right? On the
PlayStation 3, if you can take advantage the Cell's parallel processing abilities you can do
a lot more than on any other platform. But getting to that point requires focus and hard
work.

With Resistance, we worked very hard to develop our own proprietary engine exclusively
for the PS3 so that we'd be able to make games that were bigger and better than
anything else out there. We also worked very closely with Sony to co-develop technology
to take advantage of some of the Cell's unique properties. The bottom line is that
developing technology for PS One, PlayStation 2 and PlayStation 3 has always required
careful planning, creativity and a little brute force. But the results are definitely worth it!

Interessant ist auch das hier. Scheinbar hat ein Finisches Magazin ne Demo bekommen^^

Thomas Puha, who is working for Pelaaja-magazine and is (I think) the most famous (and respected) gamer in Finland, tells that they have Resistance and he has been playing it. Singleplayer, CO-OP (!) and multiplayer. He is saying that all those three works better than he even thought. Story is very deep and Insomniac has made very good backgroundstory too. Thomas also said that this is the one which makes the game so damn interesting, not gameplay (didn't bash gameplay, but the thing that story is the one to keep player playing it and we are talking about FPS is weird). He also said that Finland will be in some sort of role in this game ^_^ (only finnish members care about this =P)


Das hört sich alles verdammt klasse an.^^
 
Das Spiel ist ein Pflichtkauf... bin echt mal verdammt gespannt, was da abgeht... 8-)
 
Das spiel wird am 17 novemer ja sowas von mitgenommen ;-)

Frage:

Wird in deutschland eine geschnittene verfassung rauskommen?

weiß man da schon was? Denke nämlöich das spiel wird keine jugendreigabe erhalten.
 
Das Game soll jetzt wieder 1080p unterstützten. Warum die immer wieder hin und her springen. Ich bin mal auf das Final Game gespannt.
 
Naja-hat doch eh keiner nen 1080p TV - von daher gibt es wichtigere Dinge im Spiel um die sie sich kümmern sollten...
 
Also wenn das Spiel nachher in 1080p läuft, wäre das schon eine tolle Leistung. Vor allem in Anbetracht dessen, dass es sich um einen Launch-Titel handelt. Trotzdem wären mir persönlich 720p mit 60fps lieber als 1080p mit 30fps.
Jedenfalls hab ich von Anfang an an diesen Titel geglaubt und hoffe, dass auf der Zielgeraden jetzt nichts schief geht. *daumendrück*
 
Ich weiß gar nicht wsa ihr habt. 30 konstante frames sind total ausreichend. Fernsehen hat doch auch nur 25^^

Und solange das Game dadurch nicht schlechter auf 720 aussieht, ist mir das relativ egal^^
 
Darji schrieb:
Ich weiß gar nicht wsa ihr habt. 30 konstante frames sind total ausreichend. Fernsehen hat doch auch nur 25^^
Kurze Belehrung: Falsch :P
Langfassung: Die max. Framerate entspricht der Darstellungsfrequenz des Bildschirms - alles darüber hinaus sind Benchmarks.
PAL TV: 50 fps, NTSC TV: 60 fps, sämtliche LCT/TFT/Plasma-Screens: 60 fps.
Und nun weiter im Thema ;)
 
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