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    Watch Dogs

    @Dankratas Youtube previews gi yra compressed footage @30fps. Realiai zaidimas graziau atrodys Taip pat: WHY WAS WATCH DOGS DELAYED? The news first hit almost five months ago: On Oct. 15, 2013, we announced that Watch Dogs would be delayed. In a statement that came directly from the Ubisoft Montreal team, we let you know the game would now be coming sometime in Spring 2014, and it was being held back because the team “needed to take the extra time to polish and fine tune each detail so we can deliver a truly memorable and exceptional experience.” Fast-forward to today, and we (finally!) have a new release date: May 27, 2014. Along with the news of the release date, we have our first-everhands-on preview, and we’ll have plenty more stories to share in the coming days, weeks and months. But that still leaves the second-biggest question (after: When’s it actually coming out?) unanswered. Why was Watch Dogs really delayed? And what exactly does “polish” mean? We cornered Senior Producer Dominic Guay and hacked into his mind to extract the answers. “Polish” is such a fuzzy word. Let’s look at it from two sides: What did that mean for you as a developer, and what will that mean for the gamer when the Watch Dogs is released? Dominic Guay For us “polish” is that very hard-to-plan period where in theory you’re finished but you need to still adjust things a little bit. This is true for any form of content. It could be usability testing showing us that certain UI [user interface] elements aren’t seen correctly by gamers, or certain things aren’t perceived the way they should be, or certain inputs aren’t working exactly the way we want. It’s also experience testing, where we see that some of the features we built need a little tweaking so that it creates exactly the kind of experience that we want. And it’s also the content itself. Give us a specific example of content polish… We produced an insane amount of animations and behaviors for the citizens of our Chicago. But once you do a lot of playtests you realize there are certain parts of the city where players go more than others. So look at it and we say, OK, there’s all these things happening in the city that many players may never see, there’s those areas they’re going in, and maybe if we had more variety there it would be better. It’s impossible to plan that a year ahead. You need to do it, see it, make an adjustment, iterate on it. So we actually produced more content that would fit into the areas where the players went more, moved content around a little bit, looked at it again, played it again. Iterating on this huge of a game takes a while. It takes weeks for anyone to get through our game. Looking in from the outside, a lot of people only saw that we announced this delay very close to the launch date. Can you share a little about the heavy discussions, the wringing of hands, everything that went into this tough decision? I’ll move back a little. When we announced a date, it was because we thought we would be done by then, and not because someone said, That’s when you’re shipping because that’s when we need it financially, so cut the game and make it happen. It was never that. It was, This is the game you guys want to make; that’s the game we want you to make. We looked at it together with Ubisoft HQ. We thought we’d be done for Christmas. Everyone agreed. And that’s when we announced the date. And for quite a while, it really looked like we’d make it. We had the game playable front-to-back in spring [2013], which meant we had like five, six months ahead of us to iterate and debug, which is more time than a lot of games need. But because we are a new IP, a new game experience, that wasn’t the case. We needed that time and we needed more. When we got close to the end, we still could have shipped. That’s why it’s hard. It was not like we were failing miserably, the game didn’t work, or it couldn’t be played! We’d been playing this game from front to back for so long it really looked like this would happen. But when you iterate on a game and you make a change, look at what it impacts, make another change, it takes time. It’s really hard to predict how much time that’s going to take. The good news is when HQ and the studio management here looked at the game, they understood what we’re trying to do with Watch Dogs and they agreed. They said: We understand, we see the same thing as you, you guys need more time. They agreed to it. I don’t know if I’m going to get that luxury every time I ship a game, but in this case it really was beneficial. It was really what we needed to ship the game we wanted to ship. But with that extra time, how do you stop yourself from saying: I’ve got five more big ideas I want toss in… No, you’re right there. That’s a really good point. What we did add was not new, random ideas. It was often stuff we planned a long time ago. Sometimes we had ideas and put them aside. And then we played game and were like: You know that idea? We actually needed it. It created exactly the context we wanted for the game. And so we brought back some ideas we put on the side, because we saw that there was a need for them. Again, can you share some specific examples? Here’s a quick example. We’ve always had the ability for the player – for Aiden – to hack into an NPC’s communication device – basically, their headset, to block them from calling in reinforcements. We actually used a variation of that in the first demo we showed at E3, where Aiden hacked in the communications system and disrupts a bouncer from talking with someone on the phone. We had discussions about that, but we never implemented other ways of hacking into that system. But we also wanted the hacking of the headset to be useful in combat. Someone had an idea a while ago: What if we had high-pitch, high-volume sound push into those headset? How would someone react to that? You can imagine how someone would react to that while he’s shooting a gun or is in cover or while he’s preparing to throw a grenade! So we added that in, it created a lot of new emergent moments, a lot of new ways for the player to be smart with hacking. But there’s a difference between that – which is a variation on something we’d already done and had been discussing for a while – and starting to add all sorts of new, weird ideas. We didn’t go there. We didn’t think that was needed. The game has so many new features, it was really about making those features work well, work smartly and adapt to the kind of players who play the game. Speaking of hacking, was this extra time an opportunity to make sure hacking is truly a centerpiece of the action so that it plays a role in all aspects of the gameplay, including heavy combat and driving? Hacking has always been our core focus. We always made sure that most of our missions could be done through hacking and stealth. Obviously you can always take a violent approach if that’s the way you want to do it. There are a lot of gamers who want to play with a very aggressive approach, who want to rush in guns-blazing. And when they did that hacking, became less useful. Especially if you were on the ground. If you weren’t in cars, for example, or traveling through the city. We had a lot of ideas for that. Some were there and sometimes we just needed little hooks to connect certain systems together. We did that in a couple of weeks and all of a sudden we saw the best players were now the ones who could mix combat with hacking. So hacking is always present… Hacking is present if you’re in combat, if you’re driving, if you’re on foot, if you’re doing stealth, or even if you’re just hiding in a corner and doing everything remotely through cameras. Hacking is central to the way you can approach problems. You gave us a few specific examples of what you mean by “polish.” Care to share one more? Something very specific that you’re particularly proud of and that you hope players enjoy when Watch Dogs is released this May? Yes! There is one that that I’m really happy with. We’ve talked a lot about how you can go in other players’ games and interact with each other. How multiplayer is involved in your single-player adventure. And we saw in playtesting gamers who loved it and spent a lot of time doing that. We wanted to give rewards to those players – skills that could be unlocked and used as Aiden in your single-player game. That’s something we had, but it was very obscure. It was hidden somewhere and we were seeing that players weren’t enticed by those skills. Sometimes they didn’t even realize when they unlocked new ones. They still liked going into other players’ games and playing with others, but the actual reward was not presented correctly to the gamer. The UI wasn’t clear, it was hidden in a stat page somewhere, it just didn’t work. Now we made it very apparent. We brought it into the flow you follow in single-player to see your skills and buy new skills, so it’s always going to be there, you’re always going to be seeing how you can gain rewards. And when we show you a player you can hack, we already tease you with how much closer you can get to that next skill. It’s subtle incentives. It’s the same core gameplay, but now it’s more rewarding because you’ve got your clear objective and reward in your game. Source: http://blog.ubi.com/why-was-watch-dogs-delayed/
  2. Sony Is Making A Last of Us Movie One might wonder: how the hell do you turn a game as cinematic as The Last of Usinto a movie? One will keep wondering. Sony's doing it, working alongside Naughty Dog and Screen Gems to make their PS3 hit into a film. Naughty Dog bosses Evan Wells and Christophe Balestra are teaming up with Evil Dead director Sam Raimi for the film, and The Last of Us directors Neil Druckmann and Bruce Staley will be involved as well. No word on a plot just yet, other than the logline from Deadline: Hardened survivor Joel teams with young and capable companion Ellie to journey through a radically transformed world some 20 years after an infectious pandemic ravages humanity. The game has won numerous awards and has been a big seller since its release last summer.
  3. Sony America CEO Jack Tretton Steps Down The head of PlayStation in the U.S., Jack Tretton, has stepped down, the company announced today. His last day will be on March 31. Shawn Layden, who is executive vice president and COO of Sony Network Entertainment International, will take Tretton's position as of April 1. "This is a result of a mutual agreement between Mr. Tretton and [sony Computer Entertainment America] not to renew their contractual relationship," Sony said in a press release. Tretton had been with Sony since 1995, and he'd been president of Sony's American division since 2006. "Working at SCEA for the past 19 years has been the most rewarding experience of my career," Tretton said in the statement. "Although I will deeply miss the talented team at SCEA and the passion demonstrated every day by our fans, I'm very excited about starting the next chapter of my career. I want to thank the employees, partners and customers for their tireless commitment to the PlayStation brand and, of course, to our fans who have pushed us to new heights of innovation and entertainment over the past two decades. I leave PlayStation in a position of considerable strength and the future will only get brighter for PlayStation Nation." Tretton also posted a message on the PlayStation Blog this afternoon. "We've shared many memories over the past two decades," he wrote, "and I'll always be grateful for your support." Layden, Sony America's new boss, was a top executive in the company's international digital entertainment division. He has been at Sony since 1996, and speaks fluent Japanese.
  4. @tymbarkFM Pabandyk i blog'a parasyti prie naujesniu postu arba i support'a jiem, paaiskins/paziures @tomashex Zinok nepamenu kur, bet prie visu zaidimu tikrai yra Pamaigyk i kaire ar i desine sarasuose ir surasi
  5. Kadangi susilaukiau klausimu apie JP PS+ kokie zaidimai, kada keisis ir t.t. tai nusprendziau parasyti, kur viskas vienoje vietoje ir butu matyti kas duodama, ypac siuo metu, kai PS4 turetojam buvo suteikta 3men nemokamai Link: http://www.jp.playstation.com/psn/plus/list/index.html FREE PLAY (nemokami zaidimai) PS4 Contrast (iki 2014.04.15)Resogun (iki 2014.04.15)Drean Club: Complete Edition (iki 2014.03.18)PS3 Tokyo Jungle (iki 2014.03.18)Chaos;Code (iki 2014.03.18)H.A.W.X.2 (iki 2014.03.18)Rocketbirds: Hardboiled Chicken (iki 2014.03.18)Ghost Recon: Advanced Warfighter 2 (iki 2014.04.15)Super Hang On (iki 2014.04.15)Limbo (iki 2014.05.14)PSVita/PSVita TV Princess Arthur (iki 2014.08.19)Ciel Nosurge [Neveikia su Vita TV] (iki 2014.03.18Touch My Katamari [Neveikia su Vita TV] (iki 2014.03.18)Steins;Gate (iki 2014.03.18)Limbo (iki 2014.03.18)Assault Gunner (iki 2014.04.15)Rocketbirds: Hardboiled Chicken (iki 2014.04.15)Sorry, negaliu isversti, per sudetingas pavadinimas http://trophies.psvitawiki.net/E7-8C-9B-E7-8D-A3-E4-BD-BF-E3-81-84-E3-81-A8-E7-8E-8B-E5-AD-90-E6-A7-98-.html (iki 2014.07.15) Taip pat yra daug NeoGeo For PS3/PS Vita bei daug PS1 Classics Atsiminkite, kad jei norite Vita zaidimus zaisti, tai tam reikes ir naudoti JP acc, t.y. - atskira Memory Card'a. Kaip manot, verta atskira topica pakurti atnaujinimam situ ir pin'int ji?
  6. @mantinijo Jei viena paskolini arba jei brolis/mergina nori zaisti arba jei siaip kur nors viena veziesi, o kita namie palikti
  7. PS3 - taip. PSVita - taip. PS4 - dalinai.
  8. Neapsaugotas niekas, taciau slim'ai turi zymiai mazesni (<1-3% jei pamenu teisingai) sansa tam. Tas pat kaip ir su x360 slim modeliais.
  9. Tii

    Thief 4

    PS4/X1/PC comparison http://www.youtube.com/watch?v=_7kGigAXQD8
  10. Jau PS+ Update'as yra, paieskokit zaidimu per search'a, jei nerodo prie ICG
  11. Aabs Animals. Nesitikejau nieko, bet vistiek likau apsales O kelis kitus pavardinus: AC3: Liberation NCIS: The Game .Detuned Truth or Lies WWE: Legends of Wrestlemania Red Dead Redemption: Undead Nightmare - ne mano tipo zaidimas, nieko naujo neikvepe su zombiais man. Far Cry 2 COD BO2/Ghosts Mass Effect 3 Crysis 3 @Impaler Dekui uz pavadinima. Primine man "jaunystes" kancias..
  12. Tai as pasiepdamas rasiau, nes daug kas skundesi/skundziasi ps4 garsais. Pas mane viskas gerai ir tikrai garsiu nepavadinciau jo dirbimo @tomashex
  13. Pavydekit nuostabiojo BT Faster than 69% of GB:>
  14. Turejau, tikrai uzia, bent kol termopastos nepakeiti Tiem, kas turi PS4 ir mano, kad jis garsiai dirba kartais - isivaizduokit ta pati tik 3x garsiau O prie to pacio ir elektros kaip saldytuvai keturi valgo fat'as:>
  15. Taip. "Cross-Buy" arba "Cross-Purchase". Buna galima variantai: PS4+PS3+VIta arba PS3+Vita arba PS4+Vita (Jei zaidimas isejes tik PS4/Vita)
  16. As nesupranu, verkiat kada ides, gi niekur zaidimas nedings, Buvo parasyta poste, kad update'as bus Kovo 5d. Pasiziurekit bloga ar kelis puslapius atgal, o ne rasykit ta pati per ta pati Leaving PS Plus on 5th March: Outlast/Sound ShapesMetro Last Light Guacamelee! (Cross Buy) Dynasty Warriors Next ModNation Racers Road Trip Entering PS Plus on 5th March: Dead Nation Apocalypse EditionTomb Raider Brothers A Tale of Two Sons Pixeljunk Monsters Ultimate HD Smart As
  17. Our friends at Warner Bros Interactive Entertainment have just revealed thatBatman: Arkham Knight, the epic finale to Rocksteady’s acclaimed Arkham series, is heading to PS4 later this year. In it, players will become the Batman in what promises to be the most detailed, fully realised rendition of Gotham yet. And yes, they’ll get to drive the Batmobile, too. Watch the stunning announcement trailer above, and read on for more details from WB. Today, Warner Bros. Interactive Entertainment and DC Entertainment are announcing Batman: Arkham Knight, Rocksteady Studios’ conclusion to the series of award-winning titles Batman: Arkham Asylum and Batman: Arkham City. Batman: Arkham Knight is based on DC Comics’ core Batman license and is scheduled to be released worldwide on PS4 in 2014. In the explosive finale to the Arkham series, Batman faces the ultimate threat against the city that he is sworn to protect. The Scarecrow returns to unite an impressive roster of super villains, including Penguin, Two-Face and Harley Quinn, to destroy The Dark Knight forever. Batman: Arkham Knight introduces Rocksteady’s uniquely designed version of the Batmobile, which is drivable for the first time in the franchise. For more information on Batman: Arkham Knight, please visit us on Twitter,Facebook or at www.batmanarkhamknight.com Source: http://blog.eu.playstation.com/2014/03/04/batman-arkham-knight-arrives-ps4-2014/ Platformos: PS4/X1/PC
  18. As asmeniskai daug zaidimu ant vitos suzaidziau, kurie patiko;) @ArnasL Visi Lego zaidimai WRC3/4 Persona 4: The Golden (3x Platina surinkau, tiek zaidimas patiko:> ) Sound Shapes Sly 4 Thomas Was Alone Machinarium Spy Hunter Dokuro PS All-Star Battle Royale Gravity Rush Sumioni: Demon Arts Tales from Space: Mutant Blobs Attack Motorstorm RC Rayman Origins Asphalt: Injection Super Stardust Delta PulzAR Escape Plan
  19. PS4 sales hit 6 million, new era of social gameplay ushered in As you’ve probably read by now, cumulative PS4 sales have now surpassed six million units worldwide following the successful launch in Japan just over a week ago. It’s truly humbling to see the rate at which gamers across the globe are choosing PS4 as their next gen console of choice. Even more exciting is what happens when gamers power up their PS4s. In the United States, more than 90% of PS4s are online, enabling gamers to connect, compete and share their greatness with friends and fellow gamers. There have now been more than 3.6 million live broadcasts, and more than 56 million spectate sessions on PS4 through Twitch and Ustream. In fact, since January 1st, PS4 gamers account for 20% of daily broadcasters on Twitch. PS4 owners are also embracing the Share button on the DUALSHOCK 4 Wireless Controller, with more than 100 million shares captured as fans show friends their latest achievements on Facebook and Twitter. And soon, you’ll be able to share your greatness in new ways. Developers are beginning to take advantage of PS4′s new interactive live broadcasting gaming features, integrating modes that allow broadcasted gameplay to become interactive for spectators. Even as a viewer, you can now influence livestreamed gameplay. For example, Dead Nation: Apocalypse Edition features a built-in Broadcast+ mode where you can stream your gameplay while viewers on the PS4 or a web browser influence positive and negative effects during gameplay. More social feedback is on the way too, with Dynasty Warriors 8 Xtreme Legends Complete Edition in March and Daylight in April. We love the enthusiasm that all of you have had for the PS4 since launch, and we can’t wait to share more great games, experiences and features with you soon. Greatness awaits! Source: http://blog.eu.playstation.com/2014/03/04/ps4-hits-6-million-ushers-new-era-social-gameplay/
  20. Perskaiciau visa topica. Vienintelis dalykas, ko dar nesugebejai (per stebukla) padaryt tai atnaujint i ofw. Sekmes su rebuild'u
  21. O jei as tuiu UK, RU, US, HK ir JP account'us tai gal reiktu dar temu pakurti, kad nesiausciau isskirtas/paliktas? Medley atsakyma parase.
  22. Vienintelis atvejis, kai negalima grazinti jei pardavejas savo EULA ar dar kur nors turi nurodes 'no returns'. Bet ir tai galima gincytis
  23. Jei pirkai is Varles ir atsiemei ju ofise, tai nesk i ofisa ir reikalauk grazinimo turedamas faktura
  24. Tai atsispausdink faktura (invoice) arba ja turek telefone, paimk preke ir nueik i parduotuve kur atsiemei Jeigu jie atidave - jie turetu ir pakeisti. Zinoma, jeigu ta pati parduotuve kur internete pardave.