PS3 Sony GDC Sammelthread

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Schon mal die Matschtexturen, extrem simple Level-Geometrie und schwachen Feuer-Partikeleffekte genauer betrachtet? Wir wissen ja alle, dass die PS3 nicht das propagierte Grafikmonster ist, aber bisschen mehr sollte doch wohl trotzdem drin sein.

Traurig?

:keks:
 
Das MGS4 nicht an die aktuelle Konsolengrafikreferenz Uncharted rankommt ist sichtbar, aber dennoch sieht es verdammt gut aus. Von "nicht sonderlich gut aussehen" kann keine Rede sein, dann kann man getrost 90% aller bisherigen Next-Gen-Spiele als grafisch schwach abhaken.
 
FFXIII Session Man ich hasse SE für ihr dauerndes Embargo.....

Here's a summary of the session, in which a FFXIII trailer was shown, plus beautiful concept art (according to J o y s t i q):

http://www.*******.com/2008/02/22/gd...he-uncanny-va/

Note: We'd like to show you images from the session, but as is typical of Square Enix events, no photography of any sort was allowed.

Isamu Kamikokuryo discussed the process of making art for Final Fantasy in a crowded Q&A panel at this year's Game Developer's Conference. At first, Kamikokuryo reminisced about how he got his job at Square Enix. It wasn't particularly romantic: he followed a simple call for applicants, and submitted a resume with a photograph of one of his oil paintings. He got a call back, and got a job that many fanboys would kill for.

Eventually, the discussion moved on to the high quality graphics that Square Enix has been able to produce in its pre-rendered movies. Asked how the team copes with "the uncanny valley problem," Kamikokuryo noted that it's something everyone on the team is constantly thinking about. "In terms of the uncanny valley, that is something we have to fight against. We can't go there -- that's basically how we feel about it. For all the things we create, many of the section creators get together and we make adjustments so this uncanny valley phenomenon doesn't happen. We don't usually use that phrase, because all the staff has this in mind while we do our work."





As the series progresses forward to more powerful hardware, Kamikokuryo noted that "we need to pursue something more realistic." They want to keep the "uniqueness of Testuya Nomura," but wanted to draw upon real-life inspirations. He noted the series' inspirations from contemporary design and fashion, and how they make playing the game more engrossing and "even more entertaining."

Stylization is important, of course. "For example, we want to emphasize coolness and cuteness through stylization. If you look at the characters from Disney or Pixar, they're not trying to make it too real. But the audience can get the theme from those films more directly due to the stylization." The team is constantly struggling between realism and a more stylized look. "We're trying to create something at the edge of the uncanny valley. Indeed, we feel some tension there."

One of the funnier questions of the session confronted the focus Square Enix seemingly has for pretty male leads. "Actually, people from the press from other countries ask me this question very often: why are Japanese characters usually young and good looking male fighters? ... I think the reason is because traditionally, in Japanese story telling, we have some kind of hero -- a young, good looking hero. It's much more acceptable for the Japanese audience."

He then turned to the audience, and asked the Western listeners: "Why in the United States, are the characters macho middle-aged kind of guys?" The audience laughed, and Steve Theodore (the moderator) commented that "It's because they make better Z-Brush models." The audience burst out in even more furious laughter.






At the end of the Q&A, a trailer for Final Fantasy XIII played. To set up the presentation, Kamikokuryo attempted to summarize the story, without revealing too many details. Unfortunately, this was seemingly the best he (and his translator) could do: "characters have to fight against the world... the world of enemies." Very helpful.

Concept art from the upcoming PS3 RPG was showcased, and it was absolutely stunning. We were able to see Cocoon, a giant green planet, encompassed by clouds. Green water, seemingly falls off the edge of this mysterious, enchanting planet. It's supposedly one of the main stages of the game. We got to see another area called Pulse, which appears to be a lush jungle environment. In the horizon, one can see the world of Cocoon.

We also had a chance to see more of the incredible airships and vehicles that will be available in the game. Most intriguing are these insect-like green hovering autobikes, with nymph-like creatures riding them. They're "the new Chocobo," Theodore joked.

And then, the slideshow ended. The concept art on display was gorgeous, filled with an incredible attention to detail that we'd love to see represented in playable form. The panel ended with the audience in high spirits -- and this blogger anxious to see more from the Final Fantasy world.

Prototype Gameplay:

1354_0002.jpg


http://www.gamersyde.com/news_6013_en.html
 
Zuletzt bearbeitet:
Hier mal ein paar Videos!

FarCry 2 TechDemo

http://www.gametrailers.com/player/30936.html

Gameplay zu Prototype (HAMMER)

http://www.gamersyde.com/news_6013_en.html

CryEngine 2 in Action

http://www.gametrailers.com/player/30967.html

http://www.gametrailers.com/player/30965.html

http://www.gametrailers.com/player/30969.html

http://www.gametrailers.com/player/30984.html

Eindrücke zu SE's Auftritt

here's a summary of the session, in which a FFXIII trailer was shown, plus beautiful concept art (according to J o y s t i q):

http://www.*******.com/2008/02/22/gd...he-uncanny-va/

Note: We'd like to show you images from the session, but as is typical of Square Enix events, no photography of any sort was allowed.

Isamu Kamikokuryo discussed the process of making art for Final Fantasy in a crowded Q&A panel at this year's Game Developer's Conference. At first, Kamikokuryo reminisced about how he got his job at Square Enix. It wasn't particularly romantic: he followed a simple call for applicants, and submitted a resume with a photograph of one of his oil paintings. He got a call back, and got a job that many fanboys would kill for.

Eventually, the discussion moved on to the high quality graphics that Square Enix has been able to produce in its pre-rendered movies. Asked how the team copes with "the uncanny valley problem," Kamikokuryo noted that it's something everyone on the team is constantly thinking about. "In terms of the uncanny valley, that is something we have to fight against. We can't go there -- that's basically how we feel about it. For all the things we create, many of the section creators get together and we make adjustments so this uncanny valley phenomenon doesn't happen. We don't usually use that phrase, because all the staff has this in mind while we do our work."





As the series progresses forward to more powerful hardware, Kamikokuryo noted that "we need to pursue something more realistic." They want to keep the "uniqueness of Testuya Nomura," but wanted to draw upon real-life inspirations. He noted the series' inspirations from contemporary design and fashion, and how they make playing the game more engrossing and "even more entertaining."

Stylization is important, of course. "For example, we want to emphasize coolness and cuteness through stylization. If you look at the characters from Disney or Pixar, they're not trying to make it too real. But the audience can get the theme from those films more directly due to the stylization." The team is constantly struggling between realism and a more stylized look. "We're trying to create something at the edge of the uncanny valley. Indeed, we feel some tension there."

One of the funnier questions of the session confronted the focus Square Enix seemingly has for pretty male leads. "Actually, people from the press from other countries ask me this question very often: why are Japanese characters usually young and good looking male fighters? ... I think the reason is because traditionally, in Japanese story telling, we have some kind of hero -- a young, good looking hero. It's much more acceptable for the Japanese audience."

He then turned to the audience, and asked the Western listeners: "Why in the United States, are the characters macho middle-aged kind of guys?" The audience laughed, and Steve Theodore (the moderator) commented that "It's because they make better Z-Brush models." The audience burst out in even more furious laughter.





At the end of the Q&A, a trailer for Final Fantasy XIII played. To set up the presentation, Kamikokuryo attempted to summarize the story, without revealing too many details. Unfortunately, this was seemingly the best he (and his translator) could do: "characters have to fight against the world... the world of enemies." Very helpful.

Concept art from the upcoming PS3 RPG was showcased, and it was absolutely stunning. We were able to see Cocoon, a giant green planet, encompassed by clouds. Green water, seemingly falls off the edge of this mysterious, enchanting planet. It's supposedly one of the main stages of the game. We got to see another area called Pulse, which appears to be a lush jungle environment. In the horizon, one can see the world of Cocoon.

We also had a chance to see more of the incredible airships and vehicles that will be available in the game. Most intriguing are these insect-like green hovering autobikes, with nymph-like creatures riding them. They're "the new Chocobo," Theodore joked.

And then, the slideshow ended. The concept art on display was gorgeous, filled with an incredible attention to detail that we'd love to see represented in playable form. The panel ended with the audience in high spirits -- and this blogger anxious to see more from the Final Fantasy world.
 
Das nächste Wunschdenken? :lol:

So leid es mir ja tut Taddl, aber das ist einfache Realität. Ich weiß, es fällt dir als Ober-PS3-Basher sehr schwer das hinzunehmen, aber da helfen dir auch alle dummen Sprüche nichts mehr, Tatsache ist nun mal Tatsache. Aber das hat hier wenig zu tun, wir wollen schließlich nicht zu sehr offtopic kommen.
 
mehr Wipeout HD awesomeness^^

wipeout-hd-20080222014443334.jpg

wipeout-hd-20080222014445569.jpg

wipeout-hd-20080222014447397.jpg

wipeout-hd-20080222014449584.jpg

wipeout-hd-20080222014451397.jpg


In a laundry list of both new and old features, Sony wrote about the inclusion of eight teams from WipEout Pulse (Feisar, Assegai, AG-Systems, Qirex, Piranha, Triakis, Goteki45 and EG-X), pilot assist, five race modes (Single Race, Tournament, Time Trial, Speed Lap and Zone Mode), downloadable content (extra teams, ships, tracks and events for the race campaign), score posting, and custom playlists.

Vineta K – On the southern shores of Makana Island, the circuit at Vineta K snakes in and out of the ocean and across the beaches. The highlights of this 4.4km track include spectacular underwater tunnels and cutting-edge architecture along the waterfront.

Chenghou Project –The feature-packed circuit at Chenghou Project weaves its way around the offices and corporate buildings of Makana Island's business district. The 4.8 km track contains a tricky inverse-cambered spiral and culminates in a long jump into the tunnelled entry of the final chicane.

Sebenco Climb – The 4.8 km Sebenco Climb track is cut into the hillsides of Makana's Sebenco mountain range. It features a steep traverse up the snowy mountainside, followed by a breathtaking plunge into an icy tunnel carved through the very heart of the mountain. The final section takes pilots through a challengingly tight chicane before they swing back onto the grid.

Sol 2 – The 4.4 km Sol 2 circuit hangs suspended in the clouds high above Makana Island. Consisting of a series of fast-flowing, occasionally open-sided corners linked by sweeping straights, the combination of harsh sunlight and blind summits ensure that Sol 2 is a test of nerve for every speed class.

Ubermall – In the heart of Makana Island's commercial zone is Ubermall, a 4.6 km circuit built into a vast shopping centre. The latter half of the track contains a brief split which rejoins into a narrow hill, followed by an outdoor park section that leads swiftly to the finish.

Anulpha Pass – The 5 km Anulpha Pass track is located in a custom-built entertainment arena on the east side of Makana Island. Although the track looks deceptively simple from above, the undulations of the track surface and narrow skill-cut are enough to keep any racer on their toes.

Moa Therma – The immense man-made complex of Moa Therma is located just off the northern coast of Sicily, with around a third of the track surface built using mag-strip technology. The centrepiece of this 5.3 km circuit is the gigantic horizontal loop which sits just above sea level.

Metropia – The 4.7 km Metropia circuit weaves its way between the skyscrapers and traffic control towers that dominate the Kyoto skyline. Glass-bottomed track surfaces and a stunning vertical mag-strip drop into the depths of the city are just two of the highlights of this popular track.

http://uk.ps3.ign.com/articles/854/854313p1.html
 
Wow, das dritte Bild sieht irgendwie total cool aus... Sieht wirklich aus wie Blech. Tja, aber ohne Prepaid Karten...
Ich würd mich ja noch nicht mal wundern, wenn es hier nie welche geben wird. Immerhin scheint man sich auch nich um den dt. Store bzgl. 16er Inhalte zu bemühen.
 
GDC '08: LucasArts prioritizing PS3

SAN FRANCISCO--In recent months, the PlayStation 3 versions of many multiplatform games have been released after their Xbox 360 counterparts--or canceled outright. Others, like Grand Theft Auto IV, have seen both versions delayed because, having optimized the game first on the 360, the developers encountered difficulties with the PS3 edition.

Though its forthcoming game, Star Wars: The Force Unleashed, started development on the Xbox 360, LucasArts' "new baseline" will be Sony's console.

"Our next project will use the PS3 as the baseline, and then apply that to the Xbox 360," said Haden Blackman, project lead for Star Wars: The Force Unleashed.

After some hard-learned lessons in developing The Force Unleashed, LucasArts now has a strategy for future multiplatform titles: develop the PS3 version first.

The new game was demoed for first time in public by the developer -- which almost made a new KOTOR instead.
http://www.gamespot.com/news/6186606.html
 
@WipeOut

Sieht verdammt fett aus. Ich denke nen "echtes" Wipeout wird es nicht mehr geben, denn das ist das echte Wipeout. Aber ich rieche jetzt schon Abzocke. Gerade mal 8 Strecken. Ich wette kurz nach dem Releas wird es neue Strecken zum download geben, kostenpflichtig versteht sich.
 
@WipeOut

Sieht verdammt fett aus. Ich denke nen "echtes" Wipeout wird es nicht mehr geben, denn das ist das echte Wipeout. Aber ich rieche jetzt schon Abzocke. Gerade mal 8 Strecken. Ich wette kurz nach dem Releas wird es neue Strecken zum download geben, kostenpflichtig versteht sich.

böööp falsch^^

Denn das hier sind nur strecken aus der PSP version. An einem richtigen Wipeout arbeiten sie schon lange^^
 
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