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Idomu kas ten bus tik jai matomas draugas :megusta: Kaip ji iterps i scenariju kaip svarbu asmeni :yuno: Man atrodo jis kebliom situacijom patars ka daryti :)

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siek tiek naujienu apie zaidimo kurima is Cage:

 

We’ve not heard too much about Beyond since its E3 reveal back in June. Is development going well?

David Cage: Development is going very well. Indeed, it’s nice to go to all these shows but we also have to make the game! We’re advancing – we’re now a few weeks off the alpha version. It’s always a very critical moment in the development of a game since it’s the first time all the game data is assembled in a complete version. This first version is often not very playable, but it’s the first time you can see the “complete” game as a whole. After that we’ll move onto the beta version, which is when the game really starts to look like the final version.

Just how different is the gameplay and user interface from your last title, Heavy Rain?

David Cage: The game is very different from Heavy Rain, probably much more than people can imagine. The first obvious difference is that there will be two characters to control: Jodie and this entity that is Aiden. We can do some really interesting things with Aiden: fly, walk through walls and interact with matter or characters in a rather peculiar way. What we showed at E3 was in fact a working version based on the same interface as Heavy Rain, but it is not the final interface of the game.

The first elements of gameplay shown were focused on action. What else can we expect?

David Cage: It’s a balance that will be a little different from Heavy Rain, where we really aiming for the atmosphere of a psychological thriller. Beyond, of course, will also have these components of emotion, depth of characters, strong moments, but there will also be a more epic, dramatic dimension.

All this will be part of a story with a logical narrative following the philosophy that each scene must be unique and different. Take the forest scene for example. This is the only scene like this in the game. We will have more epic scenes and other action scenes, but they will be radically different and have nothing to do with each other in terms of environment and the type of action involved.

Our goal is not to release a game that will just please the fans of Heavy Rain and that we could say, “Ah, yes, it’s like Heavy Rain but a little better”. The idea is really to surprise players and show them that we can actually go much further with the concept of Heavy Rain.

Do any elements of Beyond: Two Souls echo your personal life?

David Cage: Absolutely. It’s a phenomenon that I’ve had with Heavy Rain when I became a father and I discovered the unique relationship one can have with their child. On Beyond, I’m drawing on another experience – one that’s less pleasant – because I lost someone very close in my family. This is what started it all – the desire to imagine that there may be an “after”.

Beyond is, of course, about death. But it is also about more positive things, like growth, change and learning to accept ourselves as we are. With Beyond, I really wanted to create a trip – something epic, emotional, and strong that the player will remember long after the end of the game.

Have you had much time to keep an eye on the competition? What games have you been playing recently?

David Cage: I loved a game that has not been discussed much – for anyone who loved Heavy Rain and is seeking different games made ​​by authors trying to express something that goes beyond bam-bam-boom-boom, it really is a game to try. I found it amazing, surprising and deeply moving. You can feel that there is a real author behind it – someone who has something to say. It is a game that really touched me.

Have you ever considered tackling something like this – a smaller scale PSN title?

David Cage: I have a huge problem. Every time I start writing… everything I do turns into an incredible historical epic. It depresses the team – they say they will finally be able to make an “easy” game and at the end they don’t! I dream of being able to make a PSN game, but I couldn’t do it even if I really want to.

Are you ever tempted to try your hand at shooting a movie?

David Cage: Quite honestly this is something that I do not feel capable of, and it’s not something I’m looking for right now, despite the few opportunities I have had. I’m happy to do what I do in video games. I’m not here by chance – it’s been 15 years since I chose to be in this environment. And even after 15 years, I do it with great pleasure, happiness and passion. To get up, go to work and to be with my extraordinarily talented team – year after year it still amazes me!

Do you have a message for prospective players of Beyond? How would you like them to approach the game?

David Cage: I think there should be no preparation for Beyond. You must go into the game trying to learn as little as possible!

aplamai paziuri i sita zaidima ,dar i Last of Us ir pagalvoji ..PS4 ..realy ? cia jau next gen galima sakyt ir yra. kazkam truksta ps3 galios ar gpu lagina ar ramu mazai,bet atrodo kad ne tiem kurejam kurie parodo tokius PS3 perliukus kaip sitie. :close:

 

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Redagavo scalman

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Sutinku, bet visgi, ne visi žaidimai tokio tipo ir reikalauja daugiau resursu. Ir manęs asmeniškai netenkina dabartinių konsolių pateikiamų tekstūrų raiška.

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Sutinku, bet visgi, ne visi žaidimai tokio tipo ir reikalauja daugiau resursu. Ir manęs asmeniškai netenkina dabartinių konsolių pateikiamų tekstūrų raiška.

 

Daugiau resursu ? realy ? O gal kai kreivom rankom daroma ir atmestinai, tai ir nesugeba optimizuoti taip kaip ekskliuzyvai.

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kurejas kalba ilgai ir gan idomiai apie zaidimu industrija aplamai ir kaip ji turi keistis..

 

 

manau svarbiausia kad nustotu kurt zaidimus vaikuciam arba kaip jie vadina "visiem" . zaidimas negali but geras jei bus skirtas visiem. gerai stumia ten ant buku shooteriu kas dabar stampuojama nonstop

Redagavo Magnitas

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Cod , tai gerai ten apsiko :) ir sutinku ka jis snekejo

Cod fanams tai tikrai nepatiko sitas video

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narkata, nesvarbu kad tas pats kuris isdeste savo idejas sukure scena kur pirsta nupjaut turejei.. :)

beje tai ka jis pasake, jis taip pat ta pati dare..

 

Aisku sutinku su juo ka jis sake.

Redagavo Sleepyfan

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Taip visi ta dare, bet dabar isai inese kas ka naujo, ir manau tinkamam keli isai yra

Nes man asmeniskai tiek tas cod nuvalkiotas gta irgi visai nedomina manes

ir tikrai laukiu jo zaidimo naujo nes tikrai bus daug naujoviu jame

Kaip ir heavy rain

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narkata, nesvarbu kad tas pats kuris isdeste savo idejas sukure scena kur pirsta nupjaut turejei.. :)

beje tai ka jis pasake, jis taip pat ta pati dare..

 

Aisku sutinku su juo ka jis sake.

 

Taip pirsta nupjauti turejai. Bet sitoje vietoje buvo ne Nr1 pirsto pjovimas o tavo pasirinkimas ir isgvyenimas. Tau buvo duotas gana sunkus pasirinkimas ir ar tu tai padarysi, kad isgelbetum savo sunu. Cia zaidzia jausmai o ne bukas pirstu pjaustymas. Esme dar yra ta, kad dauguma nifiga nesupranta ka norima parodyti.

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per PS4 paskelbimo eventa kalbejas kurejas parode gan idomia skale

Nuotrauka

 

manau kas lose Heavy Rain , tai labai gerai atsimena detaluma charu tenai dalyvaujanciu. juk buvo ispudingai detalu. bet kaip jum dvigubas detalumas kuri parodys su siuo nauju zaidimu? :god:

tai bus netgi geriau nei seniau rodyta ta KARA tech demo. :omg:

o dabar tik pameginkim isivaizduot ka siti kurejai parodys ant PS4 ..isivaizduot manau net neina.

Redagavo scalman

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Nuotrauka

na ka prie Ellen Page prisijungia kita super zvaigzde Willem Dafoe :megusta:

Nuotrauka

 

Nuotrauka

ka pats aktorius galvoja apie si projekta

 

naujos kartos filmai. :megusta: ..visus aktorius sukist i tokius projektus..butu jega. bet kokiu atveju jeigu Heavy Rain jau buvo emocionalus,tai manau sitas mindblowins..

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Redagavo Magnitas

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OMFG.. :sweet:

nebutina laukt next gen konsoliu kad pamatyt next gen..

kelios kurejo mintys apie si zaidima bei apie kurima PS4. zaidimas nepalaikys Move ,nei 3D.

Citata

Quantic Dream is working on its first PlayStation 4 project alongside Beyond: Two Souls. Studio head Guillaume de Fondaumière confirmed to Eurogamer that it will be story-focused and character-heavy like the company’s previous games, stating:

 

“Innovation is part of our DNA. We’ve never duplicated ourselves. We never clone ourselves or other people’s projects; we always try to create unique experiences. For us, a new console is another reason to try and innovate. What is certain is that whatever we’re working on on PS4 is not going to resemble what we’re doing on PS3… We’re going to try and reinvent ourselves.”

 

Fondaumière also commented on what it’s like working with the PS4 architecture compared to the PS3′s:

 

“Incomparable. Very easy. We’ll be able to express ourselves in a more straightforward way. So it’s perfect, it’s excellent.”

 

He also stated that there are no plans to make the game playable with the Move motion controller.

 

Last but not least, Fondaumière confirmed that Beyond: Two Souls won’t make use of the PlayStation Move controller and won’t support 3D.

 

“At one point with Heavy Rain, we felt that Move would be interesting, and therefore we implemented it. It’s not the case, at least not for now, on Beyond… We don’t think Move is necessary. We can do everything we need to be doing with the Dualshock controller. The same applies to 3D. First of all, very few people have a 3D TV. Second, we are really pushing the PS3 to its last resorts. We are at the frontier. It would be impossible to keep the same quality and have it rendered in 3D – we would need to downgrade the quality of the game. This is something we could do very easily, from a technical standpoint, but it doesn’t make sense.”

Redagavo Magnitas

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kurejas zada visiska mindfuck ..duru atidarymas nera tik duru atidarymas sitam zaidime..beyondception :megusta:

 

Speaking with Eurogamer, Quantic Dream’s David Cage said the game isn’t based on “patterns and levels,” instead, each moment is “different.”

 

“Each scene offers you a different challenge. Each scene is unique, like you see in a film,” he said. “The game’s story is told in chronological disorder, like in the film Memento. It creates an interesting dynamic. Sometimes you can see the consequences of something before seeing the cause.”

 

This could mean in on scene the player is met with a teenage Jodie, in the next she is an adult, and the next a child. Each scene contains part of the plot and a line to occurrences in the game, but the full story of the scene may not come into play until a while later.

 

“It’s about asking the player not just to watch the story passively, but contribute to the story at a macro level – to try to understand it and put the pieces of the puzzle together,” explained Cage. “It creates another layer of interactivity that is quite interesting.

 

“Beyond is the story of two characters. It’s the story of their relationship. It’s about being tied to someone for all your life and having to cope with that, and accept it.”

 

Because of what appears to be a convoluted and complex story, Cage and his team wanted to do more than just hire actors to apply their voices to the title, nor did the developer hire such high-profile Hollywood talent as Williem Dafoe and Ellen Page just to put a “shiny name” on the packshot. Instead, the team spent 12 months shooting mo-cap which resulted in 300 characters and 23,000 animations when all was said and done – a number Cage called “absolutely, totally insane.”

 

“It was a crazy amount of work. I was looking for a creative collaboration with talent,” he said. “We did not pay some actors in Hollywood to do a couple of voiceovers in a soundbooth… It was about scanning the face and body of these people to recreate their perfect clone in the game, in realtime 3D. We don’t only have their look, we have their movements and their expressions. Their entire performance is recreated.

 

“That means we need a specific animation for pretty much every single action in the game. If you open a door in an action game, you just open a door. In a narrative-driven experience, opening a door can be done in many different ways. You can be in your apartment just opening a door, and that’s it. But if you fear what’s on the other side, then it’s a different way of opening the door.”

 

Beyond: Two Souls is slated for an October release on PS3.

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Is Beyond: Two Souls Coming to PS4? Quantic Dream Hasn't Decided Yet

 

Citata

Pre-production on Quantic Dream's mystery - but confirmed - PlayStation 4 game began in the middle of 2012.

Vice president Guillaume de Fondaumière told Eurogamer in an interview today at the Digital Dragons event in Poland that the developer, which made PlayStation 3 exclusives Heavy Rain and the upcoming Beyond, was one of the first studios in the world to receive a PlayStation 4 development kit from Sony.

"We received PS4 development kits - at the beginning it's specs then it becomes early kits - very early on," he said. "We were among the first studios in the world to receive those kits."

During Sony's PlayStation 4 reveal event from earlier this year Quantic Dream's David Cage showed a tech demo of an old man's face being rendered in real-time on PlayStation 4 with a completely new engine. He said the power of the console enabled developers to create more realistic characters and thus better emotional engagement with the player.

We received PS4 development kits - at the beginning it's specs then it becomes early kits - very early on. We were among the first studios in the world to receive those kits.

-Quantic Dream vice president Guillaume de Fondaumière

By Wesley Yin-Poole Published Friday, 19 April 2013

Pre-production on Quantic Dream's mystery - but confirmed - PlayStation 4 game began in the middle of 2012.

Vice president Guillaume de Fondaumière told Eurogamer in an interview today at the Digital Dragons event in Poland that the developer, which made PlayStation 3 exclusives Heavy Rain and the upcoming Beyond, was one of the first studios in the world to receive a PlayStation 4 development kit from Sony.

"We received PS4 development kits - at the beginning it's specs then it becomes early kits - very early on," he said. "We were among the first studios in the world to receive those kits."

During Sony's PlayStation 4 reveal event from earlier this year Quantic Dream's David Cage showed a tech demo of an old man's face being rendered in real-time on PlayStation 4 with a completely new engine. He said the power of the console enabled developers to create more realistic characters and thus better emotional engagement with the player.

We received PS4 development kits - at the beginning it's specs then it becomes early kits - very early on. We were among the first studios in the world to receive those kits.

-Quantic Dream vice president Guillaume de Fondaumière

With specific regard to Quantic Dream's PS4 game, de Fondaumière said the developer had been working on its new technology for some time.

"Technology has been going on for quite a while now," he said. "We've started to work on the pre-production of that new game since the middle of last year."

Development of the game is going "great", he added. So when does full production begin? "That's too early for me to tell. It's a very ambitious project, so it's going to start when it's ready."

Little is known about Quantic Dream's PS4 game. At a previous event, de Fondaumière told Eurogamer the PS4 offering will be a story and character-driven game in the Quantic Dream style. However, he added, "Innovation is part of our DNA. We've never duplicated ourselves. We never clone ourselves or other people's projects; we always try to create unique experiences.

"For us, a new console is another reason to try and innovate. What is certain is that whatever we're working on on PS4 is not going to resemble what we're doing on PS3... We're going to try and reinvent ourselves."

In January it emerged that Quantic Dream had registered the domain name for SingularityPS4.com. In the past, Quantic Dream's domains such as heavyrainps3.com and beyondps3.com noted the studio's game titles followed by their platform.

The title Singularity hearkens back to the studio's Kara tech demo, which creative lead David Cage told Eurogamer was in part inspired by Ray Kurzweil's speculative book The Singularity is Near. This suggests a project in keeping with Kara's themes of technology racing outside of humanity's grasp.

By Wesley Yin-Poole Published Friday, 19 April 2013

Pre-production on Quantic Dream's mystery - but confirmed - PlayStation 4 game began in the middle of 2012.

Vice president Guillaume de Fondaumière told Eurogamer in an interview today at the Digital Dragons event in Poland that the developer, which made PlayStation 3 exclusives Heavy Rain and the upcoming Beyond, was one of the first studios in the world to receive a PlayStation 4 development kit from Sony.

"We received PS4 development kits - at the beginning it's specs then it becomes early kits - very early on," he said. "We were among the first studios in the world to receive those kits."

During Sony's PlayStation 4 reveal event from earlier this year Quantic Dream's David Cage showed a tech demo of an old man's face being rendered in real-time on PlayStation 4 with a completely new engine. He said the power of the console enabled developers to create more realistic characters and thus better emotional engagement with the player.

We received PS4 development kits - at the beginning it's specs then it becomes early kits - very early on. We were among the first studios in the world to receive those kits.

Quantic Dream vice president Guillaume de Fondaumière

With specific regard to Quantic Dream's PS4 game, de Fondaumière said the developer had been working on its new technology for some time.

"Technology has been going on for quite a while now," he said. "We've started to work on the pre-production of that new game since the middle of last year."

Development of the game is going "great", he added. So when does full production begin? "That's too early for me to tell. It's a very ambitious project, so it's going to start when it's ready."

Little is known about Quantic Dream's PS4 game. At a previous event, de Fondaumière told Eurogamer the PS4 offering will be a story and character-driven game in the Quantic Dream style. However, he added, "Innovation is part of our DNA. We've never duplicated ourselves. We never clone ourselves or other people's projects; we always try to create unique experiences.

"For us, a new console is another reason to try and innovate. What is certain is that whatever we're working on on PS4 is not going to resemble what we're doing on PS3... We're going to try and reinvent ourselves."

In January it emerged that Quantic Dream had registered the domain name for SingularityPS4.com. In the past, Quantic Dream's domains such as heavyrainps3.com and beyondps3.com noted the studio's game titles followed by their platform.

The title Singularity hearkens back to the studio's Kara tech demo, which creative lead David Cage told Eurogamer was in part inspired by Ray Kurzweil's speculative book The Singularity is Near. This suggests a project in keeping with Kara's themes of technology racing outside of humanity's grasp.

Quantic Dream's Kara tech demo from 2012.

Of course, Singularity is already the title of a recent first-person shooter by Raven Software and Activision currently holds the trademark in multiple territories.

Meanwhile, de Fondaumière added further ambiguity to the ongoing speculation that Beyond, due out in October, will be ported to PS4.

Following mixed messages, we asked the Quantic Dream executive whether the game would be released for Sony's next-gen console.

"That's not been decided yet," he replied.

 

Source: http://www.eurogamer.net/articles/2013-04-19-pre-production-on-beyond-dev-quantic-dreams-ps4-game-began-middle-of-2012

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