The Last of Us (Remastered)

Wollen sie mal wieder ihre Tinnef-Boxen an den Mann bringen. Die Leute stehen auf Staubfänger, total "limitiert" und so....;)

Können sie alles gern behalten. Entscheidend ist, dass das Spiel was wird-der Rest ist uninteressante Geldmacherei. :nix:
 
Habe die Ellie Edtion vorbestellt. Die Demo ist dann über das Ingame Menü abrufbar?!?
Keine schlechte Idee, TLOU ist nicht gerade ohne und geht schon in die Richtung was Kratos abzieht. Nur halt der Kontext ist unterschiedlich. ;)
GoW A bekommt mehr Aufmerksamkeit und TLOU wird als Marke bekannter.
 
Naja bei UC2 gabs ne wirkliche Limited Edition
uncharted-2-fortune-hunter-edition-collectors.jpg


gabs letztens bei ebay für 8000 Dollar xD
 
Staying Human in the Inhuman World of The Last of Us

A small development team was handpicked from within the existing team to start work on a new project, headed up by Straley and Druckmann, as director and creative director, respectively. While the rest of Naughty Dog started work on Uncharted 3, the new team discussed the possibility of a new Jak and Daxter game, which had the benefit of being an established franchise with a large fan base. But as the team began designing concept art and 3D models, Straley and Druckmann found they just couldn't get behind the idea. So they did what any brave developer would do: they trashed the idea and moved on.

It took them six months to settle on the final design for The Last of Us. Straley and Druckmann returned to the mute girl, drawing out the concept to devise the character arcs for the game's protagonists, Joel and Ellie. (Druckmann says these arcs remained the same throughout the development cycle, the one thing that always felt right.) Next, the team had to work out what kind of world Joel and Ellie would live in, down to its size and history. They knew that they wanted the world to look beautiful and that this beauty had to contrast with an undercurrent of human suffering. It wasn't until Straley and Druckmann sat down to watch the BBC documentary Planet Earth that they discovered what that suffering would involve.

The original plan was to design a villain that would chase Joel and Ellie all the way to the end of the game, adding to the already-existing threat of infected humans and outlawed survivors. But in the end, Druckmann thought it felt forced, like the game was trying to fit into a Hollywood structure it didn't belong in. Taking his cues from history, he wanted to explore the idea that there aren't necessarily good or bad guys in situations like this; while Joel and Ellie are forced to fight for their lives, there shouldn't be anything to indicate that they are any more correct in what they do than those who attack them.

When the idea for the villain was dropped, it was replaced by a renewed motivation to further flesh out Joel and Ellie's relationship. It was Druckmann's growing belief that this, more than anything else, would make The Last of Us a success.

But Druckmann is not aiming for comparisons; he wants The Last of Us to stand on its own as an example of a story that could not have been told in any other way, through any other medium. That's why he has given Joel and Ellie specific roles as characters: Joel--the only playable character in the game--is the practical type.

He approaches each environment with caution, taking measures to ensure safety. He takes care of the scavenging and the worrying about how to stay alive from day to day. Ellie's role is to give you another perspective. She lets you see the world through the eyes of someone who has never witnessed natural beauty before: she will spend time noticing the sky reflected in puddles of water, the trees growing at odd angles from cracks in the pavement, the billboards and advertisements from a time and place she never knew.

"Once Ellie leaves the quarantine zone,
it's like she's in Disneyland," Druckmann says. "The game takes time to help players see that it's not always about fighting and survival, that there is time to admire the beauty of the world, damaged as it is."

The Last of Us recently passed its alpha milestone, meaning the game is playable from beginning to end. The next stage of the development cycle will involve the team of a hundred or so programmers, artists, and designers working 12- to 14-hour days until the game is ready to be shipped. All Druckmann will be thinking about for the next four months is lines of dialogue, story points, game mechanics, and, if he gets a chance, Japanese curry.

www.gamespot.com/features/staying-h...tag=Topslot;TheLastOfUs;StayingHumanInTheInhu

http://www.neogaf.com/forum/showthread.php?p=47204752#post47204752
 
Der Lichtkegel der Taschenlampe interessiert natürlich die Gegner nicht im geringesten (zumal der Effekt auch ziemlich billig ausschaut). :ugly: Und mal ehrlich....die Texturen sehen jetzt nicht wirklich grandios aus. Ich seh da nix von technisch/grafisch herausragend. Das letzte GoW Video hat mich geflasht-das hier ist nett mehr aber nicht. :nix:
 
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Der Lichtkegel der Taschenlampe interessiert natürlich die Gegner nicht im geringesten (zumal der Effekt auch ziemlich billig ausschaut). :ugly: Und mal ehrlich....die Texturen sehen jetzt nicht wirklich grandios aus. Ich seh da nix von technisch/grafisch herausragend. Das letzte GoW Video hat mich geflasht-das hier ist nett mehr aber nicht. :nix:

Die Gegner mit den Pilzköpfen sind blind. Zu den Technikaspekten sag ich jetzt mal besser nix...
 
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