nestorn Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 Aπο το jeuxfrance.com: Keiji Inafune, person in charge for Capcom Research & Development, declare that it intends to leave Resident Evil 5 simultaneously out of Xbox 360 and PlayStation 3 if that is possible, and this for a greater impact of the play 'We wish to develop the series Resident Evil on several platforms, we thus hope to leave Resident Evil 5 on the two consoles news generation. But not knowing yet the date of exit of PlayStation 3, it is still difficult to confirm my assertions.' Keiji Inafune Declares. The person in charge also announces that Resident Evil 5 will propose Online elements without giving more precise details.... To άσχημο με το RE5 είναι οτι απο ότι έχω καταλάβει δεν είναι επικεφαλής ο Mikami που είναι ο πατέρας των resident αλλα ο inafune o οποίος έχει στο ενεργητικό του μέτρια παιχνίδια με εμπορικούς στόχους κυρίως...
ababapanos Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 i idia foto ehei kikloforisei edw kai meres gia to 360
nestorn Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 i idia foto ehei kikloforisei edw kai meres gia to 360 Δεν την έβαλα ούτε ώς κάτι καινούργιο ούτε ως κάτι αποκλειστικό, απλά την έβαλα για να γίνει πιο ελκυστικό εμφανησιακά το post... Eίναι μια απο τις screens που κυκλοφόρησαν όταν παρουσιαστηκε το παιχνίδι στο TGS εγώ και μήνες...
Slay Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 Oi parakato plhrofories proerxontai apo to teleytaio teyxos toy PSM kai o anthropos poy ekane ton kopo na ta grapsei apo to periodiko einai o xrhsths Zbox apo to Teamxbox (nai nai kala to egrapsa) idoy kai to arxiko thread http://forum.teamxbox.com/showthread.php?t=398807&page=1&pp=15 Unreal Tournament 2007 "For its 2k7 iteration (think of it like a sports game; the year's bumped ahead by one) the series is not just coming back to the console world - it's aiming to set a new benchmark for online multiplayer in the process" Building a better battle "We've been working on teh gameplay side of things for about a year," the game's lead designer, Steve Polge, told us as we first laid eyes on it. "We started off refining the basics, the movement and the weapons," he recounted. "We went back to the roots; played older UT games, other FPSs, so that it just feels really good." However, Polge wsa quick to add: "We're stilli n the early part of development." Judging by the level we saw, you wouldn't have thought it. In a classic segue into "the really cool stuff," Polge quickly talked about the weapons being familiar, but enhanced, then got down to one of the major elements that could make UT2007 the PS3's online killer app: its vehicles. 'We're really innovating most with the vehicles," explained Polge. "We think it's something that will really translate well to teh console. It's actually one case where console controller is actually better suited for gameplay." (No, Epic Games doesn't have a PS3 boomerang controller - no one does - we controlled the dev kit with a stock dual shock 2). Big guns are good. Big vehicles with bigger guns are better. There will be 18 in all, up from the six that debuted in UT2004. Executive Producer Jeff Morris landed an Axxon Cicada in front of us, giving us our first look at the detail achievable by pairing UE 3 with great artists. With its vertical wings, belly turrent, and nose art, it looked like the offspring of an aircraft from WWII and WWXXII. It was also difficult to look at it and not think that it would look perfectly at home in a big-budget Hollywood movie without needing to be pre-rendered. Next up, we got to see the returning, but improved, Scorpion. This all-terrain vehicle nove becomes a self-destructing projectile if the player uses its newly added boost to rush enemies and then ejects before impact. It's also great for showing off how the game's ground vechicles have evolved from "floating boxes" to heavy feeling, realistically handling terrors of the terrain. In fact, the vehicles have evolved to the point that entire battles can be played out using them. It's something that Morris had no problem with. "Where is the 'Twisted Metal Championship"', he wondered aloud. "There's no real leader of the vehicular combat genre on consoles. In fact, the genre has really evaporated over the years," he observed. "We see a real oppurtunity to bring that type of gameplay back in Unreal Tournament 2007." The men (and women) behind the machines We can't disagree with that, but this is a FPS, right? You're not just a car -- you're a man, woman, alien - a being packing some major firepower. Fear not, the foot soldier has not been forgotten. At this point in development, the Onslaught mode is the major focus of the UT2007 team. The battlefields feature many elements well known to players of UTs past. capture nodes, turrents, and the like... but there are, of course, some new twists. "We're tyring to give the level designers a lot more freedom to experiment with doing all new types of Onslaught levels," expalined Polge. 'We have special objectives now that can be mixed into the mode. We have low-key objectives like blow up this bridge, but they can also be very elaborate." Morris is especially excited about this new aspect. "Even though you're still palying Onslaught, you know that if you complete this one special objective, for example, you're going to start out the next match in a really cool vehicle." He loves his vehicles. How does all this cause and effect gameplay fit into the whole picture? "The other big thing we're adding in Ut2007 is a campaign called Warfare," explained Polge. "The outcome of one battle will realistically affect the next one. It gives a more story-driven aspect to the game, offline or online." The design team is also very big on giving the player the freedom to change their role on the battlefield at any point. Polge explains: "We're not going to have classes. What we're tyring to do, though, is encourage people to take on roles." His example: "You can go and grab a sniper rifle and be a sniper for a while, but if you decide you're tired of doing that, you can play as an engineer by picking up some deployables, which are something els we're adding to UT 2007." "Mines, energy barriers - we have a lot of ideas," he teased. Blurring the off/online “Even though itʼs an online-oriented title, a staggering number of people play UT2004 offline,” Morris revealed to our amazement. “We always take the single player very seriously,” he continued. “One of the ways weʼre doing that in UT2007 is by giving the characters lots of personality.” According to Morris, offline bots will interact with the player and each other much more realistically now. The game is set to incorporate Epicʼs voice recognition technology for communicating with bots as well. “My goal is to be able to use natural words to banter with the bots,” Morris explained. “I want to say ʽGo take this point!ʼ to the bot and have him say ʽNah, I donʼtʼ want to,ʼ” taking it a step farther, Morris adds: “Then Iʼll say ʽYou WILL take that point!ʼ and then he goes ahead and does it. And thatʼs just that one guyʼs personality.” UT2007 is also set to include a deeper create-a-character feature than the previous games, enabling you to customize nearly every aspect of your characterʼs physique and battle gear. Oh, the eye candy Gameplay explained, the entire team want to regale us with details about the technology and art that makes UT2007 look so damn amazing. And hey, we were just as eager to listen. As the gameʼs executive producer explained to us in words and on the screen, the real time level we were in originally “looked too clean. Too sci-fi.” So the team decided to base it more in reality and give a grungier look to everything. “The cool thing is, every little grungy bit we added caught the light and gave the game an even more amazing look,” Morris explained as he pointed out the remarkably crisp floor and wall textures on the 720p display, light glinting off the floorʼs diamond plate as the camera moved. Yes, the game is targeted to run at 1080x720, a.k.a. 720p resolution if you have a high-definition display. We asked Epic Games vice president Mark Rein, who was also present at the demo, about the target frame rate. “Itʼs simply too early to say, but weʼre aiming for it to be as high as possible,” he responded. For the record, the 720p, totally un-optimized build running on hardware less powerful than the final PS3 spec was clipping along at 49fps. We asked Rein about the now famous E3 demo of UE3. How difficult was it, really, to get it up and running? “The only trick we did to make sure that the lighting looked right and shadows looked right when we were doing our E3 demo was to change the mode in the game engine from Direct X to Open GL,” he confirmed, adding: “Thereʼs no difference in what you see running of this test bed PC [a high-end system with a $500+ NVIDIA 7800GTX video card] and the PS3, which is really amazing.” “People are going to be totally blown away when the get a PS3 and play it,” Rein continued. “PC gamers are used to having the absolute cutting edge graphics – console players are just going to say ʽWow!ʼ” As for how PS3 will ultimately run the game? “When you see the [final] game running on PS3, itʼs going to be smoother [than on the PC]. Youʼre not going to have the operating system in the way and all the other things that can make a PC game look ʽpoppy,ʼ” he said. Driving home the point, he added: “People ask me what the next generation is going to offer other than better graphics, and I say ʽStop! Go back and look at the graphics!ʼ Donʼt downplay that. People spend $600 on a video card to get this kind of performance on their PC, and this is a potentially sub- $500 console!”
Slay Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 Se synexeia toy prohgoymenoy, kai en anamonh kai gia alla pragmata. Josh (a programmer) on coding for PS3 "really a night and day difference" from what he was used to on PS2. Easier? "There's just a lot more preexisting knowledge you can apply from the entire game development world," he elaborated. "You don't have to learn everything all over again. So in that way, it's a huge difference" Sweeney (lead programmer) said he was happy Sony went with NVIDIA for PS3's graphics processor. He also said that its developer frinedly and "...allows us to get the best-looking games up and running much more quickly."
Slay Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 The first interview was with Kaz Hirai (President and Chief Executive Officer, Co-COO, SCEA) and Jack Tretton (Executive Vice Preisdent, """" """"). - they see lots of life left in PS2 well after PS3 is out - Hairai says there will be lots of original franchises on the PSP next year also want to expand Playstation experience to the handheld envrionment with existing franchises which aren't just ports, same name, different gameplay - Sony still doesn't know when and which country they want to launch in first. - Hirai on the PS3 slipping into 2007, not going to happen, they are still on track for a Spring 2006 launch - Tretton on Microsoft's impact of a head start with xbox 360 "I dont' think it's a matter of time, but rather a matter of units." - Both Sony guys said PS3 will be able to deliver the quality of visuals seen in the E3 demos. (perhaps even better) . " I think that, in the very near future, you'll see some comparable gameplay footage that will really put those rumors [that PS3 can't be as powerful as we're claiming it is] to bed." - When will we get to play actual PS3 games on a real PS3? "...but what I can say is as soon as we feel that the quality of the software is up to where we expect it to be, and that we're confident of us being able to present that to everybody and everybody go home with the impression that, yes, these guys are really pusing the envelope in terms of what they bring to gameplay, graphic quality, and everything else." "... we'll present those games just as we're good and ready to go" - Sony is still looking into pricing of the system - another question about pricing and only certain hardcore people buying it... Bacially Hirai replies "we have a pretty good history of providing value for what we bring to the consumer" - a question was asked (to Hirai, who remeber, is the Preisdent and Chief Executive officer) about the controller...it seems only one person has held the controller, Kutaragi. lol Here is a quote from Hirai. "Kutaragi actually showed it to me, and he was kind of waving it in my face, and when I tried to reach out for it, he said 'No,no,no,no,no -not yet!'"
Slay Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 Here's some info from the Ted Price (pres. and CEO, Insomniac games) PSM: Okay, first things first: We're totally excited about "I-8." There has not be something you can tell us about it other than "it's still in development". Ted Price: Ha-ha! Nope. - Price said we will learn more about the game "very soon" - Ted Price, as a developer, says memory and processing power excites him most about working with the PS3. Also, he seems to love Blu-Ray Disc format - He says PS3 has more raw horsepower and eventually (as developers learn)the gap will widen between 360 and PS3. In favor of the PS3 of course.
Bourdoulas Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 60 xiliades poligona ta mallia?xaxaxaxaxa pragmatika to pisteyeis ayto?come on gimme a break...
panther_512 Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 “People ask me what the next generation is going to offer other than better graphics, and I say ʽStop! Go back and look at the graphics!ʼ Donʼt downplay that.” Να κάνω λίγο το δικηγόρο του διαβόλου και να πώ ότι με αυτή τη κουβέντα, είναι σαν να μας λέει ότι αυτό που χαρακτηρίζει τις next-gen κονσόλες είναι τα τρομερά γραφικά και τίποτα άλλο... Φυσικά και δεν τα υποτιμούμε τα next-gen γραφικά. Αλλά αυτό είναι όλο???
iSpO_fAcTo Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 to mono sigouro ine oti to 360 den POLITE . kai - tha ehoume kai ta 3..... 1) 360 2)ps3 3) REVO esy pou eisai leftas isos!
Wolfidis Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 sta sygklonistika stoixeia ths paroysiashs einai oti ta malia toy snake apoteloyntai apo 60.000 polygona ta opoia kinoyntai me physics simulation' date=' to moystaki de toy snake exei osa polygona exei olos o snake sto MGS3, to demo eixe realtime depth of field to opoio to deixnoyn kanontas focus se diaforetika shmeia ths skhnhs, epishs xrhsimopoihsan ton Cell gia post effects sthn eikona, kai akoma kai o Otacan poy ton blepoyme apo thn othonh toy rompot einai realtime kai to deixnoyn allazontas ton fotismo sto domatio sto opoio brisketai.[/quote'] Οι ενθουσιώδεις Πινέζοι του video με τα διάφορα επιφωνήματα του στυλ : σι, αΐ, Daniel son και τέτοια, μόνο γέλιο μου φέρνουν.... Το αν είναι αληθινός ή όχι ό αριθμός των πολυγώνων, εγώ δεν μπορώ να το ξέρω...(αν και υπερβολικός) αλλά μου μοιάζει ως marketing trick η όλη παρουσίαση...Όπως και να χει η προσπάθεια που κάνουν για να φτιάξουν την φιγούρα του Snake πιο αληθοφανή, ανακοινώνοντας μάλιστα και τους αριθμούς των «δισεκατομμυρίων» πολυγώνων, θυμίζει την Eidos η οποία σε κάθε τίτλο Lara Croft που ειχε σαν σκοπό να βγάλει μας έλεγε το πόσο πιο «τεράστια» θα ήταν η Lara, πόσα πολύγωνα θα είχαν τα βυζιά της κτλ…. Ωστόσο το βάρος που ρίξανε στα βυζ… εχμ… στην ηρωιδα ώστε να την κάνουν γκομενάρα, είχε αντίκτυπο στα υπόλοιπα μοντέλα και backrounds στα οποία η Croft ξεχώριζε σαν ξένο σωμα μέσα στα σκηνικά του παιχνιδιού…. Όσον αφορά τα φίλτρα αυτό δεν είναι κάτι που δεν έχουμε ξαναδεί και ούτε μπορεί να μην είναι εφικτό (για την πλάκα) σε ένα hw όπως του PS3!!! Μακάρι το MGS να μην υποβιβάσει τα υπόλοιπα μοντελα (εχθρους, σκηνικά κτλ) χαρην του ήρωα του….
epote Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 Μακάρι το MGS να μην υποβιβάσει τα υπόλοιπα μοντελα (εχθρους, σκηνικά κτλ) χαρην του ήρωα του…. ! τον otacon τον ειδες ρε αδερφε? Όσον αφορά τα φίλτρα αυτό δεν είναι κάτι που δεν έχουμε ξαναδεί και ούτε μπορεί να μην είναι εφικτό (για την πλάκα) σε ένα hw όπως του PS3!!! κανε ενα gaussian blur στο Photoshop σου σε μια ικανοποιητικα μεγαλη εικονα σε παρακαλω...φαντασου μετα να πρεπει να το κανεις αυτο και αλλα 39 φιλτρα 60 φορες το δευτερολεπτο...not easy Το αν είναι αληθινός ή όχι ό αριθμός των πολυγώνων, εγώ δεν μπορώ να το ξέρω... δεν εχουν λογο να πουν ψεματα, αν δεν ηταν τοσο δεν θα ελεγαν τιποτα απλα.
Wolfidis Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 τον otacon τον ειδες ρε αδερφε? Τον είδα! κανε ενα gaussian blur στο Photoshop σου σε μια ικανοποιητικα μεγαλη εικονα σε παρακαλω...φαντασου μετα να πρεπει να το κανεις αυτο και αλλα 39 φιλτρα 60 φορες το δευτερολεπτο...not easy Σε φώτο στο Photoshop τα πράγματα είναι λίγο διαφορετικά... εφόσον οι φώτο (υφές) έχουν μεγάλες αναλύσεις εφόσον είναι CMYK και όχι RGB και εφόσον θα πάνε για εκτύπωση και δεν θα μείνουν στο γιαλί είναι πολλά περισσότερα dpi (σκαναρισμένες).... απο τα πράγματα είναι ποιο δύσκολο (νομίζω) σε αυτές τις περιπτώσεις... βέβαι θα μου πεις στο PS3 όλα αυτά τα εφέ γίνονται σε πραγματικό χρόνο και σε ψυλές ταχύτητες...αυτό όμως υπάρχει ήδη στο κώδικα της μηχ γραφικων, δεν μιλάμε για φώτο αλλά για μηχανή οπότε τα πραγματα διαφοροποιούνται.... είναι τελείος διαφορετικά πράγματα... δεν εχουν λογο να πουν ψεματα, αν δεν ηταν τοσο δεν θα ελεγαν τιποτα απλα. δεν λέω ότι λένε ψέματα απλά νομίζω ότι γίνονται υπερβολικοί (αλλά πόσα ξέρω εγώ που θα τους κρίνω, άλλωστε)
Slay Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 60 xiliades poligona ta mallia?xaxaxaxaxa pragmatika to pisteyeis ayto?come on gimme a break... me mia GPU poy exei theoritiko maximum to 1.1 Billion polygons/sec? nai to pisteyo, kai genikotera exo empistosynh ston Kojima.
telegamesvg Δημοσ. 8 Δεκεμβρίου 2005 Δημοσ. 8 Δεκεμβρίου 2005 to mono sigouro ine oti to 360 den POLITE . kai - tha ehoume kai ta 3..... 1) 360 2)ps3 3) REVO Τhat's right ababapanos ...that's right !!! :wink:
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