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Δημοσ.
vlepo oti den vrethike kanis na pei ena WOW ti grafikares exei to gears of war kai ti paixnidara kai ti dinatotites exei to xbox..Antithetos gia oti stravo vgeni sta forum gia to xbox vgenete kai postarete.

 

ayto isxyei ekaterothen, yparxoyn atoma kai se ayto to thread poy postaroyn mono arnhtikes eidhseis (h fhmes) gia to ps3 kai pote kati thetiko, ti prepei na toys thn leme oi ypoloipoi dhladh? oxi bebaia o kathenas exei tis protimhseis toy kai tis ekfrazei opos aytos thelei, kai opos eixa grapsei kai sto 360 thread (kai mhn to pareis prosopika) opoios exei thn myga mygiazetai.

 

pera apo ayto...

ωραια πες μου λοιπον τι ηταν αυτο που παρουσιαστηκε σημερα και εντυπωσιασε αυτο το κοινο?, και πες μου ειλικρινα και τι εντυπωσιασε εσενα, εγω περα απο το Gears of War (γραφιστικα γιατι απο framerate ηταν κλαφτα χαραλαμπε) δεν εντυπωσιαστηκα ουτε απο τα pre-rendered Madden kai NBA2006, ουτε απο το PGR3

http://www.insomnia.gr/vb3/showthread.php?t=108544&page=4&pp=15&highlight=gears

ayta sto thread gia thn paroysiash ton neon konsolon sthn E3, an kai to sygkekrimeno sxolio aforoyse thn pro 4 hmeron (apo thn E3) paroysiash toy 360 sto MTV.

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Δημοσ.

Xex min anxonese prosopika apokliete na to paro mias pou den exo konsola kai oudepote eixa..Ekseresi mono to sega master system pou pira kapote..Aplos mia paratirisi ekane h opia fisika isxii kai gia to antipalo stratopedo ton xboxfuns..Alla pio poli xtypaei h diki sas pleyra..Etsi toulaxiston fenete se mena..Tespa ligi to thema edo...

 

Mia alli erotisi...Pera apo tin unreal engine..grafistika perimenoume na doume kati allo?

Δημοσ.

Mia alli erotisi...Pera apo tin unreal engine..grafistika perimenoume na doume kati allo?

Ayto exhpakoyetai, sto Ps3 pera apo to UT2007 kai to Endless Saga den xero kanena allo paixnidi mexri stigmhs poy thn xrhsimopoiei, alloste to kalo me tis konsoles einai oti san kleistes arxitektonikes se boleyoyn gia na anaptyxeis ena engine poy tha ekmetaleyetai oso to dynaton perissotero tis dynatothes toys, kai ayto den mporeis na to kaneis me ena aplo port mias engine poy ftiaxthke gia PC.

Δημοσ.

to gears of war exei apisteyta grafika

 

there i said it.

 

be that as it may....

 

to gear of wars den exei a)thn kinish tou MGS b)thn somatiki geometria (den einai tyxaies oi "space armors" pou forane) c)thn istoria (as in history oxi story) tou MGS

Δημοσ.

TGS 2005: Naka demos real-time next-gen Sonic

Sonic Team's Yuji Naka gives a taste of the blue hedgehog's future on a PS3 dev kit, confirms use of Havok engine, game title.

 

The Sonic the Hedgehog demo definitely impressed the audience with a glimpse of how next-generation consoles will change games. However, Naka curiously did not mention whether the dev kit he was running the demo on was for the PS3 or the Xbox 360. Keen-eyed observers in the audience caught a telltale clue, though--the Sonic Team staffer performing the demo was holding a PlayStation 2 Dual Shock 2 controller.

 

http://www.gamespot.com/news/2005/09/17/news_6133768.html

Δημοσ.

Nai kai allh version toy trailer toy MGS4, ayth th fora trabhgmeno me HDV kamera, to arxeio einai 125mb alla axizei ton kopo, deixnei pragmatika to epipedo ths leptomereias, parte to apo ena apo ta 3 links.

 

http://ruliwebfile.dreamwiz.com/mpe...v_mgs4_shot.wmv

http://222.122.42.71/tgs/hdv/ruliweb_hdv_mgs4_shot.wmv

http://files.filefront.com/Metal_Gear_Solid_4_HD_Trailer/;4160094;;/fileinfo.html

 

P.S. Dystixos einai mono 3 lepta :mad:

Δημοσ.

Sony to cut 10,000 jobs worldwide

 

Electronics giant Sony has announced plans to cut 10,000 jobs worldwide as part of a restructuring programme.

 

The job cuts, which represent about 7% of the company's workforce, will be achieved by March 2008, the firm said.

 

About 4,000 jobs will go in Japan, with the remaining 6,000 closures overseas. The company will also close or sell 11 of its 65 manufacturing plants.

 

Sony, which now has its first-ever non-Japanese chairman, has been losing ground to rivals in key sectors.

 

http://news.bbc.co.uk/2/hi/business/4270302.stm

Δημοσ.

Sony Falls After Forecasting First Loss in More Than a Decade

2005-09-22 13:32 (New York)

 

 

By Daisuke Takato

Sept. 23 (Bloomberg) -- Sony Corp. American depositary receipts

fell as much as 5.6 percent on concern Chief Executive Officer Howard

Stringer's plan to revive earnings may not succeed.

Sony, the world's second-largest consumer electronics maker,

yesterday forecast its first loss in more than a decade after

competitors including Apple Computer Inc. and Sharp Corp. cut into

sales. Stringer said Sony's three-year restructuring plan will trim

10,000 jobs, or 6.6 percent of its workforce, by March 2008.

Stringer's job-cut program is half the size of a plan announced

in 2003 by his predecessor, Nobuyuki Idei, who failed to prevent the

company's electronics business from suffering two years of losses.

Sony missed the market for plasma-screen TVs and the company's

Walkman music player, which transformed the portable music industry

in the 1980s, has been overtaken by Apple's iPod.

``The changes won't generate new revenue,'' said Shigemi Nonaka,

who manages the equivalent of $126 million, including Sony's shares,

as Tokyo-based chairman of Polestar Investment Management Co. ``There

will be a strong wave of sell offers.''

Sony's American depositary receipts fell $1.84 to $34.13 at 1:28

p.m. New York time. Japan's market is closed today. Shares of Royal

Philips Electronics NV, the No. 3 in consumer electronics, fell as

much as 2.9 percent in Amsterdam.

Stringer predicted an annual loss of 10 billion yen ($90

million), reversing a July profit forecast. The company will shut 11

factories, Stringer said at a press conference in Tokyo yesterday.

The 59-year-old company that invented the Walkman music player

is narrowing its focus to electronics, games and movies, after

diversifying into businesses ranging from insurance to robots in the

past two decades. Sony plans to invest more in mobile devices, chips

and TVs after rivals including Suwon, South Korea-based Samsung

Electronics Co. spent more on development.

 

Cost Cuts

 

``They needed to do it,'' said Robert Parker, deputy chairman of

Credit Suisse Asset Management in London. ``If this restructuring is

left to year three out of the three-year plan, I think the market is

going to be unimpressed.''

Sony expects to trim 200 billion yen of costs through the three-

year restructuring plan, and sell 120 billion yen of assets including

real estate, said Stringer, who started as CEO in June. The company

will also lower the number of its product models by 20 percent, and

delay the initial public offering of its financial unit until at

least April 2007.

Sony said it will cut about 4,000 jobs in Japan and 6,000

overseas, and reduce the number of factories worldwide to 54 from 65,

without specifying which countries would be affected.

The company expects a 20 billion yen operating loss for the year

ending March 2006, lower than its initial forecast of 30 billion yen

profit, because of the restructuring costs.

Sony spent 356.8 billion yen last fiscal year on capital

investment, less than half of Samsung's expenditure of 7.67 trillion

won ($7.5 billion) in 2004.

 

Cell Chip

 

Sony will invest 340 billion yen in its chip business in the

next two years, Stringer said. It will also create a new division for

its Cell chip, a high-speed processor being developed with

International Business Machines Corp. and Toshiba Corp. The business

will report directly to Stringer.

``We need to focus on selected products to remain as a leading

company in the consumer electronics industry,'' Stringer said. Cell

will ``be used across games, electronics and IT products.''

President Ryoji Chubachi will oversee a group that will develop

OLED screens, or organic light-emitting diodes, which are brighter

than other flat-panel screens and use less electricity.

Stringer and Chubachi have labeled 15 unprofitable products they

may cut, without giving details. Chubachi said Sony will reduce

research and development at its robot business, and won't develop new

models in its high-end Qualia electronics brand.

 

Profit Margin

 

The company expects an operating profit margin of 5 percent by

March 2008. The margin at the end of March 2005 was 1.6 percent,

compared with 3.5 percent for Matsushita Electric Industrial Co., 6

percent at Sharp Corp., 5.3 percent for Philips and 14 percent at

Samsung in their latest fiscal years.

``They have been over the last few years, compared to other

competitors like Philips, slow to restructure,'' Parker said. ``Now

they're having to bite the bullet.''

For its electronics business, Sony targets an operating margin

of 4 percent by March 2008 and will eliminate some units.

Sony was late in adopting flat-panel TV technology, allowing

Sharp to become the world's biggest maker of LCD TVs.

The lack of Sony's own panel-making facilities pushed up costs

and made the timing of product releases difficult. The company in

2004 hooked up with Samsung by forming a $2 billion venture to make

LCD panels, which began shipments in April.

 

New Branding

 

The company in the past month also began phasing out its eight-

year-old Wega brand for flat-panel TVs, replacing it with the Bravia

line for a new look to revive the business. Sony today said 75

percent of its electronics products will work with high-definition

technology by March 2008, up from 35 percent now.

In music, Apple's iPod music player now accounts for 75 percent

of all MP3 players sold in the U.S., according to the NPD Group Inc.

in Port Washington, New York.

Idei, who took office in June 1999, saw Sony's stock price

triple to a record 16,300 yen in March 2000, only to watch it lose

almost three-quarters of its value and be overtaken by Samsung and

Matsushita by market capitalization. Idei fell short of his targets

to increase Sony's operating margin to 10 percent and slash 20,000

jobs by Sony's 60th anniversary next year.

``Restructuring is the first step and that's the easy part, but

what they don't have yet is a viable business model,'' said Carlos

Dimas, an analyst at CLSA Asia Pacific Markets, who spoke before the

announcement. ``The market won't accept hollow promises.''

Δημοσ.

και αλλη συνεντευξη του kojima μεταφρασμενη απο νορβηγικο site

 

 

- I had to use lots of words to show the characters emotion, as the game machines weren't able to show this graphically. Now the technology has evolved so far we can let the characters show their emotions trough facial animation and movement, Hideo Kojima tells Dagbladet.no

 

We're meeting Kojima, the man behind the successful game series "Metal Gear Solid", in Konami's HQ in Roppongi, Tokyo. He's in good spirit and smiles as we're entering the conference room, which is filled with several of Konami's arcade machines.

 

Kojima: - The biggest goal is to tell something, just with the use of the characters eyes. When we earlier made a character say "I love you", it's been done with text only. We will now try and take this to the next level, and let the player understand what emotions are being shown, just by LOOKING at the character. This is something the PlayStation 3 allows us to do.

 

The characters in the "Metal Gear Solid" games has always been very human-like, even though they were only a part of a videogame. A lot of this is because of Kojima's ability to mix the use of both intense action and subtle humor in both the dialogs and different actions.

 

Kojima has just showed off the trailer to his upcoming game MGS4 at the Tokyo Game Show. This would later be, together with Nintendo's Revolution Controller, one of the big events at the show.

 

Dagbladet.no: - One of the big surprises in the trailer was Snake's high age. You've said that this will be your last "Metal Gear Solid" game, can we expect Snake to survive?

 

Kojima: - Snake won't die in this game. And this isn't the end of "Metal Gear", I just won't be as involved - but I will of course be the producer in the next games too. As long as the masses wants "Metal Gear", I will continue to make "Metal Gear". But if they no longer want it, that's when I'll no longer make the games.

 

Kojima: - The reason I said I would not make "Metal Gear 5" myself, is that if I design every aspect of that game too, it'll make an impact on the next game I want to make.

 

Dagbladet.no: - Is this something you can eloborate a bit more about?

 

Kojima: - Of course, I can't tell you in detail about what I want to do [with the new game]. I have many ideas that's piled up inside me, but there is this one special idea I've been thinking about for the last two-three years now, and that's the idea I will consentrate on now. And since this is something totally new, I can't ask anyone else to do it for me - this is something I have to make myself. That's why I have to sit down and concentrate on this, and this only.

 

Dagbladet.no: - "Metal Gear Solid" has always shown certain weaknesses in the different characters. Is the aging of Snake a part of this scheme, to make him appear as a person that's not perfect?

 

Kojima: - The old Snake has been fighting and fighting and fighting, and he keeps fighting, even though he's old. This will have a part in the game, something I feel will give Snake some more "color".

 

Kojima: - I also feel that this is true to me as well. I make game after game after game, and I feel that I'm aging too. It's one of the messages I'm trying to get trough. Lastly, there's also some black humor pointed at "Metal Gear", which is over it's prime and is now descending - just like Snake.

 

Hideo Kojima is known to really make things the way he wants them to be when he's creating a game. In his own company, Kojima Productions, it's not like he's just a name in the credits, like some other producers. He's daily in on the development of the game, he cuts the game trailers himself and writes the lines by himself - in addition to supervising everything else.

 

Kojima: - I'm not a game producer because I want to make money - I just want to MAKE something. There weren't any good producers at the time I was looking for one, so I did it myself. I live and breathe for gaming, and if my job was just to lead a company meeting or something, I would never ever do it.

 

Kojima: - The technological development is also going so fast now. If you keep away from the development team for a period of time, you can't just pop back in. You just don't know what they're talking about. That's why I can never leave the development phase of games.

 

In the trailer from "Metal Gear Solid 4", there are elements playing like a FPS game. This has made many people think the series is at a crossroad.

 

Kojima: - That's exactly the impression I wanted people to get - a WRONG one! You're supposed to belive it's some kind of "Black Hawk Down". In the trailer I wanted to show where FPS games are heading, and simulate it.

 

Kojima: - "Metal Gear Solid" will, however, NOT go down that road. Graphically it might look like a FPS game, but when you play it, you'll know it's "MGS". It's hide and seek - a sneaking game.

 

Dagbladet.no: - The graphical quality on the "MGS4" trailer was extremely impressive. Was anything made using computer power?

 

Kojima: - A lot of developer might want to do it that way [to show off games]. Other trailers you saw on TGS and E3 was using a PC - or at least something other than a PS3. For some reason, the developers and programmers at Kojima Productions doesn't like to use a computer [to show off their games], so everything you saw in the "MGS4" trailer at TGS was made on a early PS3 devkit.

 

So everything you saw on the trailer will be possible to see in the game when it's released sometime next year. Not only will the game sport a convincing amount of polygons, but lots of effects will be used, like the debt-blur.

 

Kojima: - Since we're working with such an extreme resolution, it often became TOO sharp and clean. That's why we had to apply some new movie-like effects to make sure the game won't be TOO pretty. We basically had to dirty up the game, to make it look more like a movie.

 

Kojima grabs his ear and continues: - We also demonstrated how we can let the sun shine through for example ears. This was something that could only be used in computer rendered scenes, and not something we could use in-game before.

 

We'll also see new stuff on the weapon side, especially when it comes to weapon customization:

 

Kojima: - PS3 is a very powerful console, which allows us to go into extreme details. This means for example that we can allow the player to customize the weapons and gadgets in detail, and combine much more than before. We'll have over one hundred weapon combinations in the upcoming game.

 

Dagbladet.no: - Your games aren't tied up to a specific country or culture. Who do you imagine making the games for, and where does this inspiration come from?

 

Kojima: - I mainly make the games for me, or for someone I know. But this other person isn't someone I've met in real life, but maybe trough books or movies.

 

Kojima: - When I grew up, there weren't any tv-shows made only for Japan, as the channels couldn't keep up with the viewers wishes. Foreign shows and movies were bought in from around the world, or the shows were inspired by american and european shows. So when I turned on the tv, I got a trip around the world all by myself.

 

Kojima: - Japan was a mix of cultures back then, not much was our own. A lot was absorbed from foreign cultures, music too. I of course listened to Japanese music too, but mostly european music. Same with books, I read huge amounts of american and french comic books.

 

Kojima: - I also had a somewhat virtuall perception of the world when I was younger, and a lot of this could of course be wrong and based on stereotypes...

 

Dagbladet.no: - Satoru Iwata said in his keynote that the industry will be hit by a crisis if nothing is done soon - in their case, the Revolution is the answer to that crisis. What do you mean about this?

 

Kojima: - What he says is true in a lot of ways. We have to continue to innovate in some way or another, or the gaming industry will shrink down to nothing. I also feel that the Revolution is a wonderful console, especially for me as a game designer - it makes us come up with new ideas so we can make full use of the console.

 

Kojima: - On the other side lies the fact that many users is waiting for a reality simulator of sorts - a game, but something really like real-life. That's a truth we can't forget.

 

Kojima: - That's why both the Revolution and PS3 are interesting for game developers and gamers, but in two different ways. These two plattforms are in their own ways the present status of the gaming industry - it's moving in two different directions: One is basing itself on pure fun and happyness while playing, and the other is almost like a simulator.

 

 

Το original αρθρο ειναι εδω http://www.dagbladet.no/kultur/2005/09/22/444179.html):

Δημοσ.

September 27, 2005 - Sony Computer Entertainment Japan made a flurry of announcements on the 27th regarding PS3 development. According to the company, development tools first announced at the July PlayStation Meeting will be making their way into the hands of developers shortly.

Garnering attention from gamers and developers alike are tools from Ageia, Epic and Havok. From Ageia comes the PhysX SDK physics library, not to be confused with Havok's Complete XS physics engine. Epic will, of course, be delivering the Unreal 3 complete games development *expletive deleted*, which continues to see new product announcements for developers of both Xbox 360 and PS3 titles. Tools from all three libraries will be available to developers starting in October.

SCE also announced today that it has, as of this month, completed acquisition of SN Systems, also promised during the PlayStation Meeting. As a result of the acquisition, SCE will distribute the SN Systems developed ProDG development tools, which provides developers with an integrated development environment to help ease the game development. ProDG tools will be available in October.

PS3 development support will go beyond these four sets of tools. As part of today's announcement, SCE unveiled a tools and middleware licensing program, which will offer technical and marketing support to developers who make their tools and middleware products available on the PS3. The official program will begin on October 1st.

As of September 27th, the following companies have been given official status as PlayStation 3 tools and middleware licensees.

Alias Systems Corp.

Autodesk Inc.

Avid Technology Inc.

CRI Middleware Co., Ltd.

Emergent Game Technologies Inc. (merged with Numerical Design, Ltd.)

Epic Games Inc.

Firelight Technologies Pty Ltd.

Havok (Telekinesys Research Ltd.)

Interactive Data Visualization Inc.

Metrowerks Games Team

Pixelux Entertainment Inc.

RAD Game Tools Inc.

Silicon Studio Corp.

Web Technology Corp.

 

http://ps3.ign.com/articles/654/654059p1.html

Δημοσ.

God of War 2 & God of War 3 Tid Bits

 

Electronic Gaming Monthly's October 2005 magazine reveals some interesting tid bits about the future of the ambitious God of War franchise. A small bit tucked into the rumors corner basically says that the sequal for God of War will be on PS2. It also indicates God of War 3 will get the full next-gen treatment on the PS3. According to their sources we should see God of War 2 sometime in 2006. At this point David Jaffe has not announced if he will be working on either of the sequals.

 

For those of you that own the first game and have beaten it, be sure to check out the "Birth of the Beast" video in the Treasures menu. This will provide a small preview of the sequal.

 

http://theconsolewars.blogspot.com/2005/09/god-of-war-2-god-of-war-3-tid-bits.html

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