Schade, ich hatte mir schon Hoffnungen gemacht - kennt noch jemand "Quartz" von Rainbird? Diesen Shooter für Amiga und Atari? Das war vielleicht ein verrücktes Ding...!Darji schrieb:
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Schade, ich hatte mir schon Hoffnungen gemacht - kennt noch jemand "Quartz" von Rainbird? Diesen Shooter für Amiga und Atari? Das war vielleicht ein verrücktes Ding...!Darji schrieb:
Darji schrieb:1.egal im MAi ist erstmal der Sony gamers day wo mindestens 2 neue Ankündigungen gemacht werden.
2.Und gamepro meinte auhc, das Sony noch sehr sehr viel in Petto hat. Wenn ich es richtig verstanden habe 81 Titel für dieses Jahr.
Fragt mcih aber nicht, wann die alle noch erscheinen sollen^^
edit: Es gab doch ws zu DMC4 abr es ist noch 2 wochen unter Embargo......
Two worlds for PS3
According to development team making Two Worlds for the PC, XBOX360 and thats right PS3 Oblivion is completely nice, but we can do that better. Some hefty words of bravoda right there, but it looks like they are backing up there words so-far according to Heiko who got some hand on time with the PC version. Not only did he witness green hills, dense forests, swampland, picture-beautiful beaches, white glaciers, detailed vegetation with high draw distance, detailed animations using Motion Capturing and impressive weather and night and day cycles
They also let spill a little of the stories backdrop as well.
It seems that Numerous divinities are alive over the magic-medieval picture book world. The War God Aziraal provides some mischief. With a giant army Groms (formerly known as Orks) it takes up the battle with the other Gods. It loses, is banished, and peace resides over the lands. Until 5000 years later a mysterious artifact emerges.
Some little know facts:
The music comes from Harold Faltermeyer, Voicework is being provided by the likes of Hollywood stars such as Daniel Craig, Cuba Gooding Jr., Adam Sandler and Willem Dafoe.
Quick load times for PC and 360, Graphics to match high end PC versions and A new gameplay feature that will allow you to take two pieces of weaker armour, weapons or achemy herbs and spells and combine them to make a stronger versions as long as you have enough ability to do this.
Oh and for you PS3 fans A PS3-version is in planning, and will be released shortly After the 360 version which is to appear 09.05.07.
Tiger Woods 08 mit neuem Entwickler & Features
Mit Tiger Woods PGA Tour 08 wird man einige Neuerungen erwarten dürfen, da sich EA dazu entschlossen hat die Franchise einem anderen Studio anzuvertrauen. Bisher entstanden die Spiele in Florida, während ab sofort EA Tiburon, die bereits für Madden NFL, NCAA Football und NASCAR verantwortlich sind, dem Tiger das virtuelle Golfen lehren werden.
Innerhalb von EA Tiburon wird sich das ehemalige Team des Studios Hypnotix, welches 2005 von EA gekauft wurde, annehmen und immerhin haben diese Leute bereits mit Outlaw Golf oder Outlaw Volleyball Erfahrung im Sportgenre gesammelt. Zudem gibt es bereits erste Informationen zur Next-Generation Version, die für PlayStation 3 und Xbox 360 erscheint. So wird es vor allem im Bereich der Avatarindividualisierung und der Online-Community neue Features geben.
So wird man dank der EyeToy bzw. der Xbox Live Vision Kamera sein Gesicht ableuchten können, um dieses anschließend via dem Photo Game Face Feature für euer virtuelles Golfpendant zu verwenden. Alternativ kann man auch Fotos verwenden, die mit einer Digitalkamera geschossen wurden, aber insgesamt kennt man dieses Feature bereits aus Rainbow Six Vegas von Ubisoft.
Die zweite große Neuerung für die Next-Generation Fassung wird das GamerNet Feature sein, bei welchem ihr ganz im Stile der Web 2.0 Welle eigene Highlights eurer Spielsessions auf die EA Server laden dürft, damit die restliche Welt bestaunen darf, welche Fähigkeiten ihr doch habt. Zudem hat EA die Idee, dass es Usern möglich sein wird eigene Herausforderungen zu erstellen und diese ebenfalls für die restliche Communitiy auf die EA Server zu laden. Punkte wird es dann sowohl für das erstellen, aber auch meistern der Herausforderungen geben und die Leaderboards werden stets die aktuellen Top-User in beiden Kategorien aufführen. Tiger Woods PGA Tour 08 soll, zumindest in den USA, bereits im Spätsommer 2007 für die beiden Next-Generation Plattformen, die Wii, PS2, PSP und den Nintendo DS erscheinen, weshalb man auch mit einem Release in unseren Gefilden zu dieser Zeit rechnen darf.
Quelle: Gamespot
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Key Features
- Missions in a free-roaming FPS Experience the intensity of a cinematic, story-driven game with the freedom of nin-linear missions in a free roaming FPS environment.
- Start each mission with a fully interactive airdrop into enemy territory. Your landing spot can dramatically change the way each mission is played out.
- A wide variety of historically accurate customizable weapons are at your disposal.
- Develop skills on your personalized weapon with field modifications that remain persistent throughout the entire game.
- Medal of Honor Airborne will present the most believable humans in a game.
- Utilizing the very latest technology to deliver truly believable humans within the gaming environment.
- Dynamic Online play
Before we actually write our impressions of SEGA Rally, let us begin with a little history lesson of the franchise the representative gave us. The original SEGA Rally dates from 1995 and was released as an arcade machine with two chairs and dito steering wheels. The graphics were on a very high level in their time and the first game of the franchise is still an overwhelming success, even today. In fact: its the most SEGAs most profitable arcade game yet! Theres even a cabinet in the United Kingdom that swallowed more than 750 000 British pounds, or more than a million euros, which is no mere feat! Later, the game was also ported to the PC and the Saturn, but wasnt nearly as succesful.
SEGA Rally 2 arrived a few years later in the arcades and the Dreamcast, reviving the series with somewhat deeper gameplay and more options. This game would eventually turn into one of the most beloved game on SEGAs visionary 6th generation console. After a few ports of this iteration, this series would be covered in silence for another few years, until the PS2 received SEGA Rally: The Anniversary Edition in 2006. It became the worst game in the series by far, which is mostly the case with compilation games, but that aside
Yet SEGA wasnt satisfied with such a blame on one of their treasured franchises and they wish to correct that mistake with a next-gen SEGA Rally for Xbox 360, PS3 and PC at the end of the year. The game will for your information carry the suffice Revo in Amerika, because its supposed to go hand-in-hand with a revolutionizing entree for the series. Which is necessary in this case, considering they developed this game from the ground up for Western gamers, hoping it will make a comeback in said part of the global hemisphere.
The introductory part of the presentation in Amsterdam contained comparisons between the old and new SEGA Rally, especially concerning graphical details. For instance: the first SEGA Rally had environments consisting out of 20 000 triangles. Pretty weak in this day and age, but you mustnt forget that in its time (already 12 years ago) these were pretty impressive. Next-gen consoles wont be easily intimidated by this and plans to provide us with levels built out of 20 million triangles! Furthermore, this new SEGA Rally will include cars with 65 000 polygons each, which should provide us plenty of eye candy. All of this should normally run on a constant 60 frames per second and at 1080p; my hat off to SEGA should they attain this goal in the retail version. We couldnt actually get any confirmation though whether or not the Xbox 360-version will support the same resolution, but we were assured both versions will look exactly alike in every way.
Lets follow up with some words about the studio behind the latest iteration of the ever so famous series shall we? SEGA Rally Studio was founded in April 2005 and is located in Solihul, in the rainy West Midlands of the United Kingdom to be precise. Currently, they have about 50 members and most of them (if not all) are ex-employees from other well-known studios. Codemasters, Criterion, Rare and Rockstar North for example. The main purpose of this development company is to offer us next-gen racing games from old and new IPs and they take their job seriously. Mark Fisher, whom gave us the presentation, assured us that the basement of SEGA Racing Studio is literally filled with arcade cabinets, so that they can look for inspiration at all times if they dont have an idea where to go next for a while. Perhaps well give some false hope to die-hard fans with our next comment, but what the hell: when asked by other members of the press whether or not the next project of this company will be Daytona USA, we were met with a maybe. Mark Fisher also replied with a who knows!, when asked if therell ever be an arcade version of this new SEGA Rally.
Now, the most important of racing games are of course the cars themselves. There will be more than 30 cars available in the latest SEGA, each with four different car classes: 4WD, 2WD, Classic and Bonus. Classic practically speaks for itself: there will be a few vehicles from the previous games. We dont know which ones will reappear, as the subject was hardly discussed. Its also possible by the way that these classic cars will be potentially unlockable, just like the Bonus Cars. We know very little of these as well, but it wouldnt surprise us if they have a lot of extra power under the hood, considering the fact that the sense of speed was already satisfying. Each car will also provide you three different pre-sets, depending on what kind of ground they have to race on. Typical Paris-Dakar vehicles will obviously come in hand in the desert, while other cars will be more suitable for ice tracks, wet surfaces or just plain asphalt. You wont be able to manually configure these pre-sets however, which was the case in previous installments.
The biggest feature SEGA Racing Studio loves to boast about in this game, are the environments and this for many reasons. For starters: they paid a lot attention to the level designs so that the environments look gorgeous. We only got to take a gander at one sadly, but it was especially for an older January build already rather impressive. Said jungle level had some features that other environments could lack, namely large draw distances and big sections of forest. Its only natural that you wont find much bystanders in the rainforest, unless you take a bunch of mosquitos into consideration. But nevertheless, there will be more spectators in fitting locations.
The second reason why environments are so important, is because of the Track Deformation, which will undoubtedly be the most discussed topic whenever SEGA Rally is mentioned. Whats the idea behind this feature? Imagine driving through a sandy track with the ocassional water puddle or two. After a few laps, the entire surface will be changed so drastically, that no round will ever be the same. Creating muddy tire tracks, grinding the top layer, expanding the puddles et al will be possible during the entire race.
Maybe its for the best to explain what we saw with a clear example. At the beginning of the jungle level, you start with a hard surface where the tire tracks are hardly visible. When you advance however, the structure of the surface will become less tight and a couple of mud puddles will originate as a result. Drive through these muddy parts of the track and you will create deep tire tracks that not only improve your traction, but also entirely change of the outlook of the racing track. Because of this, your car will visibly bounce up and down and will also covered with a hefty amount of mud, something you can actually see on your vehicle. A nice little detail is that you can remove the mud by driving through puddles of water, which in their turn act as a carwash, instantly cleansing your car. In other words: the Track Deformation will have a noticeable influence on the gameplay, unlike Motorstorm, where it mainly served as a fancy graphical effect. We agree with such statements from Mark Fisher in any case, now that weve seen SEGA Rally with our own eyes.
There will be other important physics to the gameplay besides the Track Deformation. The weight of your car for instance will help decide the road holding (as well as how badly the track will change) and there will be a handful of graphical effects to admire. In the code that they demonstrated were plentiful minor details, such as kickback of sand, mud and water all of them were a Work-in-Progress by the by but we noticed theyre also a part of the gameplay. The unlucky racer thats way in the back, will possibly have to think in advance when he will pass one of his opponents, thanks to an obstructed view. These kind of physics will expand in the final version, with fluttering leaves of breakable wooden fences. Or to quote Mark Fisher: even the side parts of the main course will be submitted to Track Deformation, including grass. Not only that, but it seems that the (in theory) impressive weather simulation of Project Gotham Racing 4 also had an impact on the developers, due to the fact different weather conditions were promised. When it rains, the course will be filled with mud in no time, which will naturally give an advantage to off-road vehicles. This change in weather wont happen in real time mind you: it will only differ per track. Dont expect any extreme physics calculations either, seen in Forza Motorsport 2.
You might be wondering: sooner or later well have to discuss the actual gameplay, next to the graphical splendor and possible influences to the replay value of the game and dont you worry: well get to it in a minute. The SEGA Rally franchise, right from the beginning, has been known for its intense playing style and this will be retained in the next-gen sequel. Wholly different to the point-to-point racing of the older games, is the new approach of SEGA Rally Revo. Here youll have to approach your opponents very closely and sometimes even give them a strategical nudge in the back to increase your position to eventually defend the first place during three laps, all at blazing speeds. This kind of gameplay reminds of us the term arcadey, but they want to avoid that as much as possible by creating this very complete game with a ton of unlockables and extras. Mark Fisher also gave us the very reason why they didnt choose for the old-fashioned way in this next-gen edition: SEGA only used the aforementioned checkpoint system due to technical reasons.
The company also tries to make the game feel more 'realistic' in a way by introducing solid graphics and the Track Deformation, but they dont want to bring in the bad sides of realism to the gameplay either, like being slowed down because of damage. At the same time, the representative mentioned Hollywood damage to further describe their damage models. Your cars wont be made of plastic as they will be visibly damaged eventually, but there wont be any consequences to the performance of your car. We have no idea whether or not theyll go as far Rallisport Challenge 2 though, where seperate parts were yanked from your vehicle as you tumbled off a cliff. Its also possible you will be spun out by your opponents through a gentle tap at the rear bumper during a turn, but this is something the creators would like to avoid as much as possible. They dont want to frustrate the player, to the extent he hits the reset button as soon as hes behind the other racers. This doesnt mean each race will be void of suspense, because this is where some slight rubberband A.I. will kick in. Said intelligence is kind of excessive in games like Burnout or Motorstorm, but SEGA Racing Studio wants their A.I. to be reasonable so that the players wont end up being irritated. In other words: they want to make sure a race will only be decided at the finish line, instead of continuously bothering you through the opposition. This kind of attitude should give the game a higher replay value.
Another important element in any racing game, are the camera positions. SEGA Rally Revo will have four of those: two of which will be first-person and the other two third-person. The first two cameras are located on the bumper and the hood of your car, while the third-person views will either show you a close-up of your car, or will be removed further than normal for maximum viewability. Sadly, the most wanted cockpit view is missing, something which will disappoint a couple of racing fans. This seems to be intentional though, so that SEGA doesnt collide with the (sort of) arcadey gameplay. Which in its turn, isnt a beloved expression for Mark Fisher.
When we think of arcadey gameplay, we dont necessarily think about a multitude of modes. These kind of games are supposedly all about instant accessibility after all, with a hefty dose of instant fun. This is something SEGA tries to blend in the latest installment, coupled with deeper gameplay. We only got to see one single player mode though, namely Championship; a new 10-Year Career Mode à la SEGA Rally 2 or a tour-de-force mode on the other hand, are very unlikely. Anywho, in Championship you compete in this large tournament on a couple of circuits against six other competitors in the retail version - We only saw 5 A.I. drivers in the January build. Theres also a more accentuated focus on fun with more than one player: there will online functions no matter what, as well as split-screen multiplayer. It isnt clear at the moment how much players will be supported, but were hoping theyll go as far The Club by including 4-player split-screen. SEGA is also planning ghost downloads so that you can visibly compete against the best of times, next to online leaderboards and naturally online play itself.
There isnt much to say about the music right about now, knowing that we only saw one track. SEGA did inform us that they are currently experimenting with the music, so that the soundtrack fits with the track and the competitive side of the game. Old familiar tunes wont return (as well as the commentator), but theyre trying to keep the same tone so that those who love The Sound of SEGA Rally will instantly remember these. Other than that, theres very little to express about the remaining audio: the engines sound well and small details are very noticable. The mud for example lets off this juicy, squishing sound whenever you drive on it.
Finally, potential extras were discussed that may or may not be a part of the game. As expected, they werent willing to inform us about downloadable content, but Mark Fisher did provide us small hints concerning actual unlockables. Sonic will appear somewhere in the game and there will also be a couple of familiar moments from previous games returning as cameos (such as the helicopter). SEGA is also considering the inclusion of the original SEGA Rally, but theyre still on the edge about this because of the recently released Anniversary Edition. Which, as we all know, didnt do too well.
In a period where racing games are slowly returning in a glorious fashion after a disappointing 2006, it is very important for SEGA Rally to differeniate itself from other games to draw sufficient attention. Figures, with local competition (sort of) from Forza Motorsport 2, Project Gotham Racing 4, FlatOut: Ultimate Carnage and Colin McRae: DIRT, let alone the games on other platforms. But SEGA Rally actually succeeds to do just that from the looks of it, by delivering a feeling that we dont see in any other similar next-gen racer. Not even in DIRT or Motorstorm, by far their biggest rivals. Are you craving for semi-realistic steering, then youre looking up the wrong bush and youd better for Codemasters game. Are you actually looking for a game similar to Rallisport Challenge 2 to fill the void DICE left, then without a doubt SEGA Rally is a game to look forward to. Add advanced Track Deformations and pretty graphics, and we realised at the end of the presentation that SEGA Rally could turn into an excellent debut for SEGA Racing Studio. If they can work things as promised, that is.
Expect SEGA Rally Revo in your store, starting from the fourth quarter of this year. The game itself is currently 80% complete
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MS Killer?
KingOfQueens schrieb:der begriff MS killer sollte nicht zu schnell verwendet werden denn MS ist ein verdammt geniales spiel![]()
My SingStar Online
Thanks to everyone for reading our blog and to all of you who responded to Paulina's request for song suggestions. Some of your suggestions such as Hoobastank - The Reason, Europe - Final Countdown and Maroon 5 - This Love have already appeared on previous PlayStation 2 versions of SingStar over here in Europe, but you'll be able to download these gems (and plenty of others) from the SingStore.
Those of you who read my last blog posting will hopefully now recognise the unannounced game that I'd been playing. It was LittleBigPlanet and it's going to be a monster hit. If you haven't seen it in action, you need to check these videos of the GDC unveiling and a playthrough of one of the levels.
So that's LittleBigPlanet, but what's happening in the world of SingStar?
Well, last time Paulina talked about progress with the development of the SingStore. This week, I thought I'd tell you something about the other big feature for SingStar on PlayStation 3 - My SingStar Online.
The idea for My SingStar Online came along very early in the development of SingStar. We were spending some time researching how people were playing our game and we kept finding photos and videos of people's SingStar parties. People were using sites like Flickr and YouTube to share their experiences. We thought this was great and we wanted to capitalize on this and give users the chance to share their performances from within the game. Obviously, with Flickr and YouTube, you're relying on someone having a digital camera, access to a PC and the technical knowledge to be able to upload their content. We wanted to enable the user to share their experiences and then continue playing the game in as seamless a way as possible - and so the idea for My SingStar Online was born.
When playing SingStar, if you have a USB camera plugged in, the game will record a short section of video and it will also take ten photos during your performance. The game also records your vocal performance. After you finish singing, you can check out all of your media and you can choose to save it to your HDD and then upload it to My SingStar Online.
When you upload, you can choose to share your performances with everyone in the SingStar community or, if you're shy, you can choose to just share with people on your friends list. I think it's going to appeal to a wide range of people and a lot of different people will be uploading - if you're a bit of a diva, you'll want to show off your vocal talent. If you're an entertainer, you'll be uploading videos of you doing something stupid. There really should be something for everyone in My SingStar Online.
So, in the last few weeks, we've been testing My SingStar Online and it's been great fun. Lots of people on the team have been uploading their videos, rating snapshots and leaving comments on other people's profile pages. It's good seeing it all come together and we're starting to get a sense of how it will be when it all goes live. Exciting times indeed.
Although it's cool seeing performances on My SingStar Online, it's all the small things that are making my day at the moment and one thing that is making me laugh is the nationality selection in My SingStar Online. When you first go online, you're asked to create a profile, part of which is selecting your nationality. When you do this, your country's flag appears on your profile page. We've gone a bit over the top with our nationality selection as we want to make sure that everyone is represented. There are roughly 260 nationalities to choose from and some really mad flags. This week I'm pretending to be a SingStar from Antarctica.
Once it goes live, I'm really looking forward to finding out where people are from and to see which nations are represented in My SingStar Online. If you're from Christmas Island, Myanmar or the South Georgia and South Sandwich Islands, then say 'hi' in the comments section, so that I can prove to Richard that people do actually live in these places.
Talking of sandwiches, my diet and exercise regime is going out of the window a bit. I try to eat lots of dried fruit and nuts, but I'm not getting to eat properly in the evenings as I'm usually working late - and because I'm working late, I don't get to go to the gym in the morning. It's a bit of a vicious circle, but I'm sure that once the game is done and normality resumes, the diet and exercise regime will prove to be a winner. My goal is to be a rippling beef cake, just like Jean Claude Van Damme. I'll let you know how I get on.
Other exciting news is that after nearly a month of interviews, we've found a new junior designer to join our team. He starts at the beginning of May and he'll be joining our small but happy band of weirdos. He'll be joining the likes of Chazzie G, Mantonio and The Viresh Prince of Belle Air. Wish him luck - he'll need it.
I think that's about all the news for now. Thanks again for reading our random ramblings and please keep checking out this space. As a fun little game, I've mentioned five SingStar song titles in this blog. Let us know how many you can find.
I'll sign off with some relevant lyrics from one of the songs that will soon be making an appearance on SingStar - see if you recognise it...
"I've seen so much I'm going blind and I'm brain dead virtually".
Have fun.
Kevin Mason, Lead Designer
gamefront schrieb:Crytek bereitet wohl PS3-Spiel vor
17.04.07 - Crytek scheint ein Spiel für die PS3 vorzubereiten. Das geht aus einem Stellenangebot hervor.
Darin wird ein 'Console Programmer - PS3' gesucht. Um welches Projekt es sich dabei handelt, ist unklar. Derzeit arbeitet Crytek an dem Shooter Crysis (PC).
squallsdestiny schrieb:Quelle: gamefront.de
Gestern habe ich es noch angesprochen das sie was in Entwicklung haben müssen, da sie eine eigene Forschung/Entwicklung/Middleware Abteilung für PS3 haben, wie man sieht nicht ohne Grund
Juhu der 400ste.