Ich selbst z.B. hab 9 Retail-Games und davon sind 6 ausm PSN.
kann man das so sagen? :-?
müsste es nicht heißen, ich hab 9 spiele.
3 als retail und 6 als download?
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
Hinweis: Diese Funktion erfordert derzeit den Zugriff auf consolewars über den integrierten Safari-Browser. Dies ist eine Einschränkung von Apple.
Ich selbst z.B. hab 9 Retail-Games und davon sind 6 ausm PSN.
kann man das so sagen? :-?
müsste es nicht heißen, ich hab 9 spiele.
3 als retail und 6 als download?
Ich habe in der 60. Minute abgeschaltet, weil das Spiel (4:0) planlos war. Dafür gabs dann am nächsten Tag was zu lachen, als die Zeitung auf dem Tisch lag.
Outsourcing schrieb:Uncharted: Golden Abyss is a huge game, much larger than our core team of 55 people could hope to build on its own. To get the game done we relied on the hard work of several support teams. MK Productions (five people) did some of our large animated events; Scratch Image (three people) did almost all of our lip synching and facial animation; our producing team in Foster City (10 people) handled the logistics for everything, including localization, QA, interfacing with support groups, focus testing and more; the Sony music team (35 people) wrote and produced our soundtrack; the Sony sound department (34 people) developed all of the game's sound effects and VO; the Visual Arts and Services Group (32 people) helped with cinematic animation and motion capture clean-up; we did all of our motion capture at the Culver City motion-capture studio (30 people); and the performance capture director and actors (11 people) brought our characters to life. This doesn't even begin to count the many, many people working in Global Technology, Platform Architecture, Game Tech, HR, Finance, PR, Marketing, Management, as well as the many teams responsible for localization in Europe, Asia and Latin America.
Chase´s Charakter schrieb:Almost universally, focus testers hated Chase, the game's new female protagonist. This came as a surprise. We had done a thorough job vetting actresses in our casting process, which took weeks and involved dozens of readings -- including an audition where prospective actresses read with Nolan North. Everyone agreed that Christine Lakin was awesome, so she wasn't the problem.
The problem, we discovered, was the writing. In the script, Chase's character was a bit of a smart ass and a little sarcastic. Christine read these lines as intended and riffed on them, making Chase a little edgy. Drake was written to fire right back at her, to tease her, to cajole her. Their banter was great, we thought, and Nolan started to play off her tone, firing back attitude and one-liners. Players were going to love it.
But it didn't work out that way. Amy Hennig had warned us that writing female characters in this genre was hard, that you had to walk a fine line between making them too forceful or too wimpy (I'm paraphrasing like crazy here). To put it bluntly, they were calling Chase a wimp, a whiner, and a bitch.
The Beginning schrieb:...
So we added a prologue chapter to the game. Because we were already using our Serpent Temple level as the game's downloadable demo, we knew it wouldn't be much of a spoiler if we used it for a "flash-forward" opening. It was a good way to start the game with some action: Drake climbs all over the visually interesting Quiviran statues and dangles out over a precipice high above the rainforest, all while fighting an army of Dante's mercenaries.
But though the new opening improved pacing by starting the game with much needed action, it hurt the overall presentation because we no longer had a polished introduction movie. The Serpent Temple start-of-level movie was a low budget affair, with very little performance capture and dialogue that, frankly, wasn't very polished -- Drake's clichéd and forgettable line, "Son of a bitch... I'll see you in hell!" wasn't my best moment as a writer. But the movie was never intended to be more than just a short, load-masking cutscene; we didn't want to start the game with it, but there was no time or budget to replace it with something better.
Production schrieb:...
We used this production approach for the rest of the game, dog-piling and specializing. One of our artists had the bad luck of revealing he was really good at placing flowers and ended up placing most of these throughout the game. In the end, we produced 35 levels in less than a year.
Story schrieb:We began working on story ideas in 2009. The first version was a Drake origin story that started with him as a young dropout running scams on a college campus. He had met, and fallen for, an ambitious graduate student who'd been screwed out of an important discovery in the Grand Canyon (this character would eventually evolve into Chase).
The story involved grave robbing in Mesa Verde, lost temples in the Louisiana swamps, a museum heist during a hurricane in New Orleans and a boat chase through the Grand Canyon.
One of our earliest PS3 prototypes of the game took place on the New Orleans streets: we had built out an entire section which could be traversed, which contained our first AI proof of concept, and where we showed off our touch melee, SLR camera and interaction prototypes.
The second version of the story was more ambitious. Retaining the key Quivira plot and rainforest locations, we decided that maybe the PS Vita version of Uncharted should be completely different than the console versions. We decided to make Uncharted an open-world, hub-based game. The idea was that Drake was hired by a wealthy woman to complete her missing husband's research into the lost city of Quivira.
It would have been an open world where the player could have moved back and forth between his camp (where the player could interact with Elena and Sully), and various ruins sites, where he would have to compete for artifacts by fighting other mercenaries and local drug-running thugs. We spent a couple of months on this idea, completing concept art, prototypes, and actual mesh layouts before saner heads prevailed: Amy Hennig pointed out that it was out of character for Drake to be such a blatant mercenary for hire. He wouldn't pursue something simply because he was being paid to; he would have to be invested in the mystery in a personal way or the story wouldn't be Uncharted.
I wonder, with some regret, how much easier development would have been had we locked the story a year earlier. With an extra year to prototype environments, characters and movies, we may have been able to avoid the awful crunch that consumed most of 2011.
The canoe sequence schrieb:We're still quite proud of the canoe's final implementation, as it was the proper balance between narrative and interactive immersion. Most gamers probably won't ever question if they're missing an awesome canoe simulation. Toward the end of the project, we questioned whether the months of development time for such a short section of gameplay was worth it, but I think if you play it, you'll agree that it's not only fun to play, but absolutely gorgeous. And who can argue against spending some time with Sully, drifting along in a canoe?
The Highlands schrieb:This world would have taken place between Chapter 27, the last rainforest level, and Chapter 28, the first Quiviran level. Drake and Sully were to traverse dangerous cliffs, narrow trails and more rickety bridges as they fought their way up to a Machu Picchu-type city where they would have discovered the entrance to the lost city of gold.
High-level design and concept art for the Highlands, another world that would have starred Sully.
This world didn't get cut until just before final production began, so we had concept art, maquettes, layouts, as well as playable gray box levels. But as production began we were still worried about being able to pull off the Naughty Dog-style open spaces, cliffs, and vistas.
As it turned out, our environment and tech team proved that we could do vistas just fine, and I can only imagine how spectacular the traversal in this world would have been. At the time we were sorry to see the Highlands go because we worried the player wasn't going to get enough Sully time, but that turned out to be a non-issue, mostly because the rainforest world almost doubled in size during production (which was, no pun intended, a much bigger issue).
Dank PS+ hab ichs nun auch beendet
Geiles Game, spielt sich wie der große Bruder am TV, bitte mehr davon.
Einzige was Scheiße war, waren die Touch QTE's, vor allem die Kämpfe, dafür war das Zielen über die Bewegungssensoren umso besser
Grafisch auch ansprechend und hat wieder mal gezeigt was möglich ist für Mobile Games wenn man Buttons hat.
Jetzt mal die restlichen Trophies klar machen, aber das wird wahrscheinlich dauern ._.
Bend hat auf alle Fälle richtig gute Arbeit abgeliefert, bin schon auf das neue Spiel von denen gespanng.
Oh ja, hatte anfangs Befürchtungen, aber das ist schon große Klasse geworden!
Wie ist denn das mit den Prämien?
Erhöhen die Schwierigkeitsgrade die Droprate oder kann man die auch auf Sehr einfach farmen?
Danke erstmal an beide.
Komisch, ich hab nach 2 Durchgängen voll wenig von allen. Immer nur so ca. die Hälfte bei jedem Satz.
Seit dem letzten Update kommen die Prämien generell sehr schnell. Davor hatte ich drei Durchgänge ( normal, schwer, extrem schwer) und inklusive mehrerer Monate NEAR Sammlung noch immer nicht alles voll. Nach dem Update habe ich mal eine halbe Stunde gespielt und gleich die letzen neun eingesackt.