The Games of PS3 (Teil 2)

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Taddl schrieb:
Darüber hinaus bietet IGN einzig zur 360-Version aktuelleres Gameplay-Footage vom September an, und da sind die Zuschauer jedenfalls keine Pappmännchen, siehe bei ca. 0:22 links oben im Bild...

Dann handelt es sich wohl um die alten X360-Pics. Komisch nur, daß sie bei Worthplaying als neue Screenshots deklariert werden. Oder es gab einen heftigen Downgrade ;)
 
Armored Core 4 Bilder
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Und nen Trailer

Sieht in bewegung besser aus!
 
Heavenly Sword delayed to Fall 2007? #1
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A new PS3 brochure went out in the mail and it has the release dates of a few PS3 games.

It states Motorstorm for 02/07, Lair for Spring 07 and Heavenly Sword for Fall 07!!!!

Can we have the TN developers who lurk here comment on this? The game has been MIA for far too long, I need to see what's cooking. I wouldn't really mind the delay as long as I see something to hold me over (I don't know... maybe an extended demo would be nice?).

Realistisch oder nur ein Gerücht?
 
11/27/06 - Unreal Tournament 2007 Vehicle Preview
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Epic Games’ lead producer Jeff Morris tells PC Gamer about Unreal Tournament 2007’s cool new take on vehicles. For a look at the new Necris Fury, and details on all of PC Gamer’s Top 10 Games of 2007, check out the January issue, on newsstands December 12.
PC Gamer: Tell us about the newest vehicle in the UT universe.
Jeff Morris: The Necris fury is the first air vehicle for the Necris vehicle team. It’s basically air superiority—its main goal is shooting down other air units, so in a Necris-versus-Necris fight, it would be against other Furies. They’re really dogfighters.
Something we liked about and touched on in 2K4 and wanted to expand on in 2K7 was the nature of air war. I’ve played a lot of flight sims, and we wanted to take some of the neat elements of flight sims, like energy fighters versus stall fighters: Some fighters are really great at going fast but don’t turn very well, and some are kind of slow but can turn on a dime. There are these great match-ups through history, whether it’s the Zero versus the Pacific Wildcat in World War II or the first jets in World War II versus the best prop planes around…we wanted to do those sorts of match-ups. The Cicada, the hovering vehicle on the Axon team, is the close support vehicle, and the Raptor is the Axon air superiority vehicle, and they’re both sort of slow but very maneuverable vehicles—in the parlance of the genre, they’re the stall fighters.
On the Necris side, we wanted to introduce the energy fighters, and that’s what the Fury is. [There are] tentacles are in the front of the thing, so it’s really wild vehicle to control. It looks like a jellyfish sort of pulling its way through the air. The more we’ve messed with it, the more we’ve thought, “It’s natural that this thing doesn’t behave the way you’d expect a normal jet fighter to behave,” so we added a boost to it. If you have really fast vehicles, your maps have to grow to accommodate them—otherwise, you have to be constantly turning—so we wanted to introduce the speed sensation of an energy fighter without it having to be constantly moving at that rate. The boost allows us to do that. The big thing about energy fighters in real life is that they can determine when an encounter is over because they’re so much faster, they can just leave. That’s what the boost allows us to do, to have the Fury turbo out of the range of more maneuverable but slower energy fighters.
We also added dodging. That’s something that’s been a staple of the on-foot stuff in Unreal Tournament, and this is really the first vehicle that we’ve fooled around with trying to map the on-foot maneuverability to. So if an AVRIL surface-to-air missile is locked on to the Fury, the thing can sort of barrel roll to the side and snap the lock-on.
Another thing is that, in a third-person game, you’re really seeing the back of the vehicle. When we first built the Fury, we were like, “People will see the tentacles and see it move like a jellyfish or a squid and expect the tentacles to be behind it.” But the artists dug their heels in and said, “No, it’s going to be great once we get the animations in.” A neat side effect is that if the tentacles were in the back, all you’d see are the tentacles in your face. This way, you get to see all the nooks and crannies, the exhaust…all the Necris vehicles have different power sources, the exhausts look different, and they all have these different power orbs that tell you when a vehicle is manned or not. In general, it allows us to explore that arena of air combat in a game that’s still on foot and also still on tread combat.”
PCG: Does the Fury have an Achilles’ heel?
JM: We’re still balancing that right now. It’s a pretty fragile vehicle, like all our air superiority, so it’s not going to take a lot of damage before it starts to smoke. There’s some neat damage modeling we’re doing. You look at other games that focus on vehicles that do a really outstanding job of breaking fenders off and deforming the model, and good particle effects and scorches. We’re doing damage modeling like little flapping bits and parts that break off. We’re pretty excited about the way we’re approaching the vehicle impacts and explosions. The Fury is a little frail, but it’s sturdy enough.
PCG: How do you think UT diehards will feel about all the new machines in their midst?
JM: By far, the favorite feature of 2K4 was Onslaught, and its big feature was the vehicles, so we definitely felt the lessons we learned about how to make maps for vehicles in Onslaught would allow us to make really good maps this time around, because we learned a lot of the hard lessons before. At the same time, you look at other games out there and there aren’t a lot of pure deathmatch or CTF games out there anymore. We definitely want to be the premiere CTF, on-foot, deathmatch skill kind of game.
Quick action is what we think of as the UT experience; bringing that to vehicles is challenging, but we’ve maintained that fast-paced feel. When you spawn into UT, there should be a destroyed vehicle flipping over your head and two guys dog-fighting out in front of you. The time to spectacle in UT should be really, really short, and we feel the vehicles are allowing us to maintain that. At the same time, it’s tough, because it does feel sometimes like the games want to go in different directions. Supporting all the on-foot stuff and supporting all the vehicles, and in 2K7 there’s maps that blur the line, where maybe it’s all on foot but then one vehicle becomes available at a certain point…but all of our scripting tools have allowed the level designers to go in there and come up with crazy things, playtest them, and if we like it, it sticks.
PCG: Are you approaching vehicles in 2K7 differently from the way you treated them in previous games?
JM: We looked at the things that worked well with vehicles in 2K4, and we’re expanding on them, and then coming up with brand-new ideas. We feel the experience already feels pretty different. In 2K4, all the vehicles were Axon versus Axon. Here, with Axon versus Necris, there’s not that one-for-one match-up. All of a sudden, you’re sort of probing the other team to find out what they’re capable of doing. You don’t necessarily have the main battle tank versus their main battle tank—each side has its advantages and disadvantages.
Asymmetrical warfare between two different vehicle teams is something we think is really important for 2K7, and a good competitive feature against similar products out there. By that I mean, you’ll often three teams of vehicles in a game, but the tanks are all the same—one maybe has a little more armor, and this one does a little more damage, and this one’s a little faster, but they all turn in spot, they all have a big turret. Our main battle tank on the Axon side certainly matches that criteria, but the Necris main battletank is radically different—it can crouch, it can do all these things that a treaded vehicle wouldn’t. That’s a good example of the asymmetry we’re shooting for. That’s a real design challenge we wouldn’t have been able to take on if we hadn’t been able to pull lessons from the 2K4 vehicles. We went in and tweaked things, but at the same time, we didn’t have to reinvent the wheel for 18 different vehicles.
I suspect that’s why a lot of people do all these different vehicles that are totally different from each other—it’s a balance nightmare. We were able to hit the ground running by pulling the lessons directly from 2K4. One of the things I love about 2K7 is that it’s [being built by] the exact same team that did 2K4—all those lessons, they were the ones who discovered them, and now they’re the teachers for the new LDs on the project.
PCG: How are you balancing the vehicles?
JM: We’re not talking about it too much because things may change, but for example, we have ways of forcing the pilot’s ejection from a vehicle, and you can’t get back into the vehicle for 10 seconds, so for those 10 seconds, the on-foot guy has the drop on you and you’re gonna have to earn your deathmatch legs before you get back into your vehicle. Those kinds of things, I think, go a long way. Same with map designs, which are always done with an eye to people on foot, so vehicles play a very specific role. For example, you can only open this one door with this one type of vehicle, so the vehicle becomes less of a combatant and more of something you have to escort, and it can defend itself, but once you get it into position, you’re able to do something that you couldn’t do on foot. Even in the on-foot-focused maps, if it makes sense to have a vehicle become an element of it, an objective you can capture or something like that, we don’t shy away from it.
We get nervous that people will say, “How does this stack up against the competitors?” But our team does a really good job of balancing those kinds of concerns with, “Is it fun?” When it boils down to it, maybe something in our game is similar to something in another game, or maybe a feature from your pet game isn’t there, but it all boils down to, are you having a blast? And if you are, you aren’t going to remember or care. If people are enjoying themselves, then those details fall to the side.
PCG: In UT2K7, which races get vehicles?
JM: We’re doing two vehicle teams, the Axon team and the Necris team. We aren’t talking yet about other flying vehicles for the Necris side, and on the Axon side you’ve got the Raptor, which is the air superiority, shooting down other vehicles fighter, and the Cicada, which is close air support—it’s like the Apache longbow, you can lock onto a target and it doesn’t really matter which direction you’re facing or if you’re behind a hill, every shot you take from that point on will go to that exact target. You won’t be able to take out a fast-moving target, but something with a lot of hit points, like a Leviathan, you’ll be able to point missile after missile on target until somebody comes and takes you out. That thing’s going to get shot down by a Fury or a Raptor in no time flat, but what it’s really good it is hovering over the battlefield and supporting the guys and vehicles on the ground.
Down the road, we have all these great races…well, the mind boggles. What would a Skaarj vehicle look like, or a Corrupt vehicle? There’s a lot of excitement about brainstorming that kind of stuff. We think tripling the number of vehicles compared to the original UT is a pretty solid step forward.
PCG: Will there be a Necris equivalent to the Cicada?
JM: We’re not talking about that yet, but we definitely want rich air combat between the two teams, and there are still deficiencies on the Necris side.
PCG: Does it seem like people are gravitating toward full-scale vehicular warfare, especially since there will be so many more vehicles at their disposal?
JM: Ultimately, the vehicles just felt like UT, and as long as we don’t leave behind what people liked about the original products—namely, those classic game types—we feel there’s a good balance between them and the vehicles. We don’t want to overpower the game [with vehicles], so a lot of the things we’re working on with Warfare and the campaigns are elements that allow on-foot guys to deal with these vehicles more effectively.
If someone came up to me and said, “Here’s 20 million dollars, make your dream game,” I’d make a science-fiction first-person shooter multiplayer with vehicles. So, I couldn’t be more pegged for this.

http://www.pcgamer.com/archives/2006/11/112706_-_unreal.html
 
Stike schrieb:
Luro schrieb:
Realistisch oder nur ein Gerücht?
Das eine schließt nicht das andere aus... :rolleyes:

Wieso nicht? Wäre doch toll. Bei den Erwartungen die an das Spiel gestellt werden wartet man lieber 4-5 Monate und bekommt dann das versprochene, als dass ein halbfertiges Spiel im Frühling erscheint. Zelda hat das zusätzliche Jahr wie man sogar von den Entwicklern hört enorm viel gebracht, da ist es nur erfreulich, dass die von Heavenly Sword sich Zeit lassen, was auch dem Spielumfang zugute kommen könnte.
 
ATOM! :o Und endlich mal Szenen außerhalb der Arena! :D

Plus, das Game hat jetzt Gore! :grin2:


THX Darji, werds mir gleich mal durchlesen! :goodwork:
 
Das Spiel wird einfach der Hammer Schlecht hin und ist kein reines Combat game sondern Adventure und Combat^^

Aber Damn ich will eine News. Kann man die NEwsschreiber deswegen anschreiben?^^
 
"How long have you had to get to grips with the PS3 hardware and how are you finding developing for it?"

"...Getting the most of the cell is both challenging and rewarding. It really is a powerfull piece of hardware that will keep on giving.
Even now, we are still nowhere near fully exploiting the potential the machine has
..."


Auch schön :D : We wanted to work on whatever platform and publisher who could offer us the opportunity to meet our ambitions.
I think the 360 ist a wonderful machine but Sony an the Playstation 3 offered us the opportunity to fulfil our dreams
. 8-)
 
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