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Uncharted: Golden Abyss - the Digital Foundry Verdict schrieb:Uncharted: Golden Abyss seems almost akin to an 'Uncharted 1.5' in many ways. Many of the core engine enhancements of the second game are included, such as the permanently engaged v-sync and improved AI for stealth sections, but it does lack the grandiose set-pieces the series has become renowned for. The Vita also struggles to keep the game running at a solid 30FPS, particularly when too many enemies are involved - despite the cutbacks made by way of the decreased internal framebuffer, the pared back animation system, and the lower resolution alpha effects.
Nevertheless, as a launch title on brand new hardware, this is the kind of software Vita owners will be compelled to play purely to make an early judgement call on whether the new control methods are an appropriate fit, and to sample the console's graphical potential. With a long campaign to play through, backed up by fully motion captured cut-scenes and some great action, Golden Abyss is far more than just the tech demo it might have been were a lesser studio involved.
However, if we're putting it side by side with other games in the franchise, it must be said that the performance issues and compromises to image quality issues lessen its appeal a touch. Even respecting that this is for a weaker, portable device, the high standards of optimisation and polish set by each of Naughty Dog's games has not been matched here, and we do wonder if the Bend team simply ran out of time here. Regardless, in the context of mobile gaming in general, the technical accomplishment here is remarkable, and while the Drake's latest adventure may not be his greatest, it's clearly one of the best releases in Vita's impressive launch line-up.
Ein großartiger Titel wie Uncharted: Golden Abyss dürfte die Verkaufszahlen beim europaweiten Start der Vita aber deutlich beflügeln
Wie war das, bekommt Uncharted in der DE Version noch nen MP oder sowas spendiert?
Ich will aber zum Pre-Launch im Sony Center.
Würde es nen Koop oder MP geben, würde ich nämlich 2 Vitas nehmen.
Weiß man schon wie groß so ein Vita Spiel im Schnitt ist?
Ich finde es nämlich mehr als Fragwürdig bei dem Pre-Lauch 3 Spiele als Download zu bekommen und lediglich eine 4GB Speicherkarte.
Ich will aber zum Pre-Launch im Sony Center.
Würde es nen Koop oder MP geben, würde ich nämlich 2 Vitas nehmen.
Weiß man schon wie groß so ein Vita Spiel im Schnitt ist?
Ich finde es nämlich mehr als Fragwürdig bei dem Pre-Lauch 3 Spiele als Download zu bekommen und lediglich eine 4GB Speicherkarte.
entschuldigen sie bitte herr ryusaki,
sie sind doch ein rodboy oder ? .........woher das interesse an einer vita ? das würde ich gerne für meine persönliche statistik wissen wollen ^^
ich glaube die vita wird in EU/US nicht so ein flopp wie in japan ..........irgendwie wollen doch viele ne vita kaufe
ODER die leute labern nur.
mal sehen
Die Vita ist einfach ein geiles Stück Hardware mit einem vielversprechendem Line-Up...
Ich bin kein Rodboy, ich bin Gamer. Stehe ergo auf Games. Die Vita hat Games. Ergo stehe ich auf die Vita
Schreib das in deine Statistik.
aber die ps3 hat games und du bist ein gamer ......warum hast du keine ps3 ?
ok noch deine antwort und dann beenden wir das offtopic
"We're pretty small at 43 [people] to be making AAA third-person action games, especially in the genres that we like," says Garvin. "It's one of the reasons we moved to the PSP from PS2...we didn't really want to grow into the type of huge team that it takes to build next-gen games, and you could build a PSP game, a great one, with a small team. Then Sony went and made a next-gen handheld, so now we're not going to have much of a choice. [Laughs]"
"We had been given such advanced access to SCEI and the hardware and the development tools very early on, so we were pretty much ahead of everyone," says Reese. And for better or worse, or probably both, being ahead of the curve meant being a guinea pig for Sony's tech group.
"Everything was always changing," he adds. "For the first year, our hardware didn't have sticks or buttons. For a year, we only had one dev kit in the studio, and it was the size of a PC. When the tools finally did support sticks, we had to use a Sixaxis controller and sort of Frankenstein it onto the touch pad using metal clamps. At one point there was only one dev kit that had to be shared by over 15 artists. The early touch screen technology took months to become responsive enough for gameplay... It was hard for [the art team] because all the early hardware used the PSP screen -- we didn't get the OLED until late in the process."
"I think the iterations we had to go through for things like power consumption and heat management had a much bigger impact," he continues. "As the hardware evolved it became obvious that a game like Uncharted was going to push everything to the limit. Choices had to be made as to how all that was going to work. Some compromises had to be made, which is why I think we ended up going with a 'power budget' scheme -- if you want to run at full screen brightness, for example, you may have to turn off your Wi-Fi connection; that sort of thing."
Throughout this hamster-cage creative workflow, the Bend team also made demos of their game for Sony to show other studios what the hardware was capable of -- which led to a couple of instances where Uncharted found itself namedropped in early Vita press leaks -- but Garvin says this didn't impact the Bend team much, apart from having to create stable demos early in the process.
Garvin says the story "has to be heavily based in history and reality (no right turns into outright fantasy, please); it has to have a researched hook, a historical mystery; it has to provide locations that are, well, uncharted -- out of the way, exotic, romantic; the locations have to provide opportunity for great combat scenarios, vertical traversal in interesting ways; it has to provide lots of enemies to fight, puzzles to solve; it has to fit within the pulp/adventure genre; it has to have a sense of humor. And if all that weren't enough, it has to have great characters and dialogue, twists and turns, surprises..."
Being back at work after the Japanese launch did result in changes to fix certain other things up for the U.S. release, however. That primarily meant adjusting the difficulty -- increasing the challenge in the Normal and Hard modes -- and tuning the game to work out remaining kinks, though Garvin also added an Easter Egg that's not in the Japanese version. "You can't miss it," he says. "Just beat the game on Hard and play it on Crushing. We also changed the text on the Relic...decipher it to see what it says." Reese adds that the team further added a "Black Market" feature using Vita's Near function to help players earn more collectibles, and he says that players who bought the Japanese version of the game will be able to download these bonus features as well.
"Developing Uncharted: Golden Abyss was the perfect storm of new hardware, new IP (for us at least), a new engine, and being a launch title," he says. "Any one of those is hard enough, but with all four...all I can say is I'm not sure I would sign up for it again. It was the biggest challenge most of us have faced [at work]."
Schöner Artikel.
Scheint echt keine "chillige" Entwicklung gewesen zu sein. Jetzt, wo viele der genannten Probleme beseitigt sind (und schon eine super Engine bereit steht), bin ich schon gespannt, was sie als Nächstes bringen.
Aber nach den Worten kann man schonmal ausschließen, dass Bend an SF für PS3 arbeitet. Da muss man dann wohl hoffen, dass es ein anderes gutes Team übernimmt.
Vielleicht bringen sie ja jetzt nen SF für die Vita. Ne gute Engine dafür hätten sie ja schonmal.
Schöner Artikel.
Scheint echt keine "chillige" Entwicklung gewesen zu sein. Jetzt, wo viele der genannten Probleme beseitigt sind (und schon eine super Engine bereit steht), bin ich schon gespannt, was sie als Nächstes bringen.
Aber nach den Worten kann man schonmal ausschließen, dass Bend an SF für PS3 arbeitet. Da muss man dann wohl hoffen, dass es ein anderes gutes Team übernimmt.
Vielleicht bringen sie ja jetzt nen SF für die Vita. Ne gute Engine dafür hätten sie ja schonmal.