The Games of PS3 (Teil 2)

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Johnson 51 schrieb:
Hoden schrieb:
Zitat:
"Die Fahrzeuge, die wir für die PlayStation®2 gemacht haben, bestanden aus 9.000 Polygonen - und nur eines von ihnen war auf dem Bildschirm.

Bei MotorStorm™ bestehen die Fahrzeuge aus 25.000 Polygonen.

Und die PLAYSTATION®3 kann 20 dieser Fahrzeuge gleichzeitig berechnen.

Wahnsinn."

http://www.motorstorm.com/de_DE/chapter4.php

:D
schwache leistung... PGR3 schafft es fahrzeuge darzustellen, die 100.000 pollygone haben, natürlich sind es dann nicht gleich soviele aufeinmal, aber trotzdem ein enormer unterschied.

wieso?
Weil einzelne fahrzeuge mehr polygone haben?
Schwache leistung also :lol2:
 
Gundam Boxart^^

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*rrr* :D :D

Und neue Frontline Screens mit Preview

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Previews: Frontlines: Fuel of War

Want to know more about GFW's March cover story?

By Matt Leone 02/16/2007

In the March issue of Games for Windows: The Official Magazine, THQ and developer Kaos Studios opened up about Frontlines: Fuel of War in an extensive cover story. But for those of you looking for a bit more, or who haven't had a chance to see the issue yet, we rounded up a series of choice quotes from the developers about the game for a 1UP companion story.

So here's the Frontlines development team on...

Story: "Because of our background, people expect a good multiplayer game, but most of our energy has been in making a good single-player game. We sat here for two weeks, without any computers, and just talked about the story." - David Votypka, design director

Visuals: "We had to tune a lot of the engine because of the scale of use. We didn't want to look like another Gears of War. We have a more realistic, modern military type game. So we changed the lighting system, the terrain system, the physical materials system -- we needed to change a lot to accommodate this huge outdoor environment... On the character side...you get to customize tattoos on his arm...bandanas and headgear... The kind of detail you'll see is when you have a solider wearing someone else's suit. There's tape over the name...maybe a couple bullet holes in the clothes from the guy that previously wore it." - Joe Halper, senior producer

Community: "From the second that we opened the studio, we asked a lot of questions to the community. After all it was them that helped us with Desert Combat. We asked them about what they wanted to see in our next project. Usually game companies don't get that involved in the community, at least not until it's too late in the process to implement any of these ideas. So we wanted to get feedback from what competitive, clan, and casual gamers wanted to play. Modern Combat people, GRAW folks, experts -- everyone. The idea was to create a balanced game that would please them all." - Frank DeLise, general manager

Mistakes Many Games Make: "Not knowing when to stop -- knowing where to cut, where not to cut to overdesign. You have to be careful about making a game that has everything you want in it; the game winds up losing its focus. That's a challenge for us too -- we want to put everything in Frontlines, but we have to take a step back. That's what defines it, [and] what makes it a good experience. So we dive into this recipe of go-anywhere, do-anything action -- drones/teamwork that make it take a leap forward. It also makes us look at things we didn't like [such as] "conquest"-like gameplay. It was too spread out, too frantic and not nearly focused to a front. It's a point that all gamers go through." -DeLise

The Medic: "Playing the medic usually sucks. You get the worst gun. You're stuck in the background reviving people, but it's a rewarding support role. The only downside is that you barely get any credit for what you're doing in-game because you're forced into the background. Since there is no defib kill in this game, what is the ultimate humiliation move? It isn't in there yet, but the adrenaline injection that revives the fallen also gives live foes a heart attack." - Votypka

The Team Being Based in New York: "I'm a New Yorker for life. And the one thing I realized is that there are few if any game studios here. New York is an art mecca and yet nobody thinks to set up here. There's no way we would've gotten this far if we were somewhere else. When we first started -- 14 people with a new name, a new studio -- there might've been some hesitation on the part of modders we asked to join us. It's a huge chance. But the city itself is a huge draw to people to come work with us. It's better than setting up in the middle of nowhere.

"We moved, as a group, from Long Island to New York when we started getting money from DICE (the marketing dollars to continue making Desert Combat). Working with the DICE guys was great. BF1942 was a big step for them. EA didn't get behind them at first, didn't put any marketing dollars into the game. But as people were getting into Desert Combat, more and more people were noticing what Battlefield was all about. As a team, we had a good time there when we were acquired by DICE. So that was actually pretty good." - DeLise

EA vs. THQ: "So EA offered great incentive packages. They wanted to keep the team together and get [it] to either move to Sweden or EA LA. We were just 14 people and we wanted to try and stay together. Was there any chance we could stay in NYC? 14 people? That's like a decent hiring day for EA. That's the way they look at it. They have this whole superstudio system, so it was a simple matter of move or leave. No hard feelings, there.

"The general mode of thought is: they don't want to move? No problem? Need an R&D team? We'll build you one. Need an artist? We have plenty of those. They don't look at it as, "These are the guys that helped create this stuff." To be honest, for EA it's business. They want to give people bonuses to get them to move to their specific studios. Maxis moved. DICE Canada, made a bunch of great expansions, shut down. I wouldn't fault them; that's the way they like to work.

"THQ has a totally different perspective. It's all about keeping your own identity. We create our game, and our structure. We set the milestones, set out a budget and then we're greenlit. We're off. We'll see 'em when it comes to QA. That's a totally different philosophy -- very hands off and totally trusting. They actually want to make sure that they don't poison the creativity of the studio. THQ was sniffing around for us even before the EA deal and when we decided we didn't want to move, THQ was there for us. We actually in-source with other THQ substudios. Like Relic -- they've had some downtime after finishing Company of Heroes so we'll have those guys make some buildings structures for us. We are very cooperative, which is very different from EA... When I was there, EAP [third-party division -- the ones that found Battlefield] was in competition with EA in a sense. They wouldn't cross-talk with each other about developments. Even amongst the guys there -- from studio to studio -- it was pretty competitive." - DeLise

http://www.1up.com/do/previewPage?cId=3157301
 
Johnson 51 schrieb:
schwache leistung... PGR3 schafft es fahrzeuge darzustellen, die 100.000 pollygone haben, natürlich sind es dann nicht gleich soviele aufeinmal, aber trotzdem ein enormer unterschied.

Und dreiviertel davon stecken wohl in der Cockpitperspektive... :wink2:

Und von dem kaum vorhandenen Schadenmodell, null interaktive Umgebung mal auch nicht zu sprechen... ansonsten würde das schnell in eine Slow-Motion-100.000 Polygone-verschiebe Tortour ausarten... ;)

Abgesehen davon, Motorstorm wurde in eineinhalb Jahren grafisch so, wie es heut ist, da kann keiner meckern... :)
 
Spitz_pass_auf schrieb:
Pipboy schrieb:
Spitz_pass_auf schrieb:
Zu den Mercs 2 Bildern ich würde fast sagen das sind Artworks sieht irgendwie komisch aus.

Hier noch was von Gamefront zum Coop Modus was sich sehr sehr gut anhört.

www.gamefront.de
Na ich erwarte dich dann Online. ;)

Bin mit Sicherheit dabei die Frage ist auf welcher Konsole das sein wird. ;)
Eigentlich egal, früher oder später wird es soweit sein. :D

@Frontline: :lol: Die Entwickler könnten froh sein wenn sie vom Design nur ansatzwesie an GoW rankommen würden, immoment ist es vom Design so anspruchsvoll wie ein WW2 Shooter.
 
Cohen schrieb:
Jack da brauchst du nun aber wirklich kein Smiley hinten dran setzen!
Ist ja nicht schlimm auch einige Spiele am Anfang der PS2 waren eher aufgemotzte PSone Spiele. PEACE

Is klar, ich erinnere mich an Oni beispielsweise^^
Abr ich denke etwas Kritik darf ja sein :)
 
Ja das ist dann haltlose Kritik, wo man sich komplett distanziert und nichts Gutes sehen will.
Ich denke auch, dass hat viel mit der E3 2005 zu tun. Da war man schon extrem euphorisch und nun kriegt man diesen Dauerbeschuss.
Aber was solls, irgendwann dreht das Fähnchen wieder und es geht wieder in die andere Richtung, ein ständiger Teufelskreis, wo niemand gewinnt.
 
Jo, aber man muss sich aj nicht von den Miesmachern und Spaßbremsen den Enthusiasmus nehmen lassen und egal wie sehrsie etwas bashen, es ändert nix daran, das viele der Games hier Anklang finden werden und viel Spaß bringen werden. Daher, die Basher einfach ignorieren ;)
Kritk ist konstruktiv, Flams und Bashes nicht.
 
Jack schrieb:
Netter Nick und Nette News, aber seien wir ehrlich:
Motorstorm sieht nicht wirklich aus wie der Rendertrailer, eigentlich nur wie PS2 Spiel in HD ;)
Aha, alles klar. :dizzy1: War das jetzt ernst gemeint? Ô_o

Du meinst also, ein Smugglers Run würde in HD genau so aussehen. :rolleyes:

Sry, aber das war mal kompletter Schwachsinn Jack. Es gibt derzeit kein Action-Rennspiel, das technisch mehr zu bieten hat als MS und das weißt du!
 
Ironman schrieb:
Sry, aber das war mal kompletter Schwachsinn Jack. Es gibt derzeit kein Action-Rennspiel, das technisch mehr zu bieten hat als MS und das weißt du!

Deswegen macht es ja auch Spaß, kreativ zu bashen ;)
 
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