Postad 05 mars 2007 - 05:53
Screencaps Heavenly Sword:


Redigerat av Fredag, 05 mars 2007 - 06:54.
Postad 05 mars 2007 - 11:12
Någon som vet något bra ställe att importera ifrån? Blir ju riktigt sugen på detta. Tittade på dvdboxoffice men dom har inte den där ens till förbokning.
EDIT: Hittade den 6 Juni på amazon så 6 Mars stämmer inte iaf..
Redigerat av casshern, 05 mars 2007 - 11:17.
Postad 05 mars 2007 - 11:24
Har beställt VF5 därifrån som skickades i fredags. Får se hur lång tid det tar innan jag får det. Har aldrig beställt därifrån tidigare men dom har hela tiden skickat mail med uppdaterad info om vad som händer med ordern.
DVDBoxoffice har sjunkigt lågt. För typ 5-6 år sedan var dom snabba och hade mycket i lager. Nu förtiden så blir det alltid förseningar och dom har aldrig spel/filmer i lager längre...
Postad 05 mars 2007 - 11:54

Postad 05 mars 2007 - 12:21
Postad 05 mars 2007 - 23:06
"Fan, det där är ju Heavenly Sword.."
F*ckers!

Postad 06 mars 2007 - 15:37
http://www.playsyde....3598_1_en.html#
http://www.playsyde....s_4070_en.html#
Postad 06 mars 2007 - 16:07
Har för mig det, men är inte säker.2 days 2 vegas kommer väl även till 360 också eller?
Postad 06 mars 2007 - 18:50
Verkar inte så:Har för mig det, men är inte säker.2 days 2 vegas kommer väl även till 360 också eller?
http://www.ps3forums...01&postcount=69I can tell you that anyone who claims to know the "platform" is bull****ting you. We were specifically told which information other media sites have, and no one but us knows the platforms they are looking at.
Steel Monkeys is releasing it on PC and "a next gen system" at the moment. They also guaranteed me that it would be an exclusive to a console... it would not be a multiplatform.
Postad 06 mars 2007 - 19:56
With so much attention to detail, we asked what they thought of Blu-Ray as a distribution media. He responded, “Blu-Ray solves a lot of our problems [with fitting everything on disk].” The assets, he explained don’t come cheaply.
Postad 06 mars 2007 - 20:13
http://www.ps3.eu/fl...oduction_en.mov
EDIT: Såg att paccis länkat till samma film...
Redigerat av Unregisteredf64a5233, 06 mars 2007 - 20:33.
Postad 06 mars 2007 - 20:30
En utvecklare från Ninja Theory på GAF.
everything (that is opaque) cast shadows over everything (that is opaque), hair included, there are not precomputed shadows in the game.
If you don't see shadows is cause in that particular shot shadow maps params were sitll not tweaked or cause shadows are casting in another direction..

Enligt en annan utvecklare så gjordes filmsekvensen med Nariko på repet i November eller tidigare.
Vad gäller release, så trodde jag det var aktuellt först till hösten någon gång.
Postad 06 mars 2007 - 20:36
Det släpps i höst va?
Postad 07 mars 2007 - 08:03
Respekt Ubidubi!
Postad 07 mars 2007 - 09:32
Läste att den som släpps till 360 kommer vara bättre än den som släpps till ps3 bland annat så kommer Ai vara betydligt bättre på 360

Postad 07 mars 2007 - 10:02
Var har du läst det?Ja precis, spelkänslan verkar vara grym!
Läste att den som släpps till 360 kommer vara bättre än den som släpps till ps3 bland annat så kommer Ai vara betydligt bättre på 360
Postad 07 mars 2007 - 10:32
Postad 07 mars 2007 - 11:07
Blandar säkert ihop det med att utvecklarna till Assasins Creed sagt att de fått ut bättre AI på 360 än PS3. Antagligen för att det är lättare att koda till 360. Teoretiskt sett borde PS3 vara bättre på sånt.
Det fanns en intervju gjord av någon xbox site/ tidning med den där snygga bruden på ubisoft (carmack släng dig i väggen) där man frågade något i stil med hur man utnyttjar xboxens next gen features. Hon svarade något i stil med att multi-core tekniken tillåter bättre AI. Detta tolkades av xboxfolket som jämfört PS3. Vahonnuhette gick dock ut ock dementerade att så var fallet.
Den som lever får se :-)
(Sorry att jag inte har länken men Grönsaksnyllet har den garanterat i någon gömma så bugga honom om den

Postad 07 mars 2007 - 11:47
While the PlayStation 3 and 360 versions of Assassin's Creed are virtually identical, Raymond did say that on the 360 the team is putting a special emphasis on achievements. The hardware also allows for improved threading, which will improve even further the crowd AI.
Assassin Creed at IGN
Postad 07 mars 2007 - 12:28
niceWhile the PlayStation 3 and 360 versions of Assassin's Creed are virtually identical, Raymond did say that on the 360 the team is putting a special emphasis on achievements. The hardware also allows for improved threading, which will improve even further the crowd AI.
Assassin Creed at IGN
Postad 07 mars 2007 - 12:53
While the PlayStation 3 and 360 versions of Assassin's Creed are virtually identical, Raymond did say that on the 360 the team is putting a special emphasis on achievements. The hardware also allows for improved threading, which will improve even further the crowd AI.
Assassin Creed at IGN
And while the 360 hardware enables Ubisoft's team to use multiple threads to enhance the crowd's AI, the end result for the game on both systems will be the same. "While the method for distributing AI load is different on each platform, the AI code itself is the same. Players will experience the exact same crowd results on PS3 and Xbox360," Ubisoft explained.
Assassins Creed at IGN!?!?
(Vän av ordning noterar mej nöje att det är skrivet att samma snubbe vid samma datum....otroligt)
Redigerat av Unregisteredfdecda08, 07 mars 2007 - 12:58.
Postad 07 mars 2007 - 13:56
Hittills har alla deras next gen spel haft hemskt lågupplösta texturer.
Värst är mp delen i RB6V, där mina polare faktiskt trodde att jag spela på en ps2 fast det kördes i 1080i.
Postad 07 mars 2007 - 14:03
Inte Splinter Cell: Double Agent. Spelar det just nu och texturerna är en av de effekter jag är imponerad av överlagHittills har alla deras next gen spel haft hemskt lågupplösta texturer.

Postad 07 mars 2007 - 14:20
Tack hawkee, det finns så mycket skit på internet, man kan inte lita riktigt på något man läser.Assassins Creed at IGN!?!?
(Vän av ordning noterar mej nöje att det är skrivet att samma snubbe vid samma datum....otroligt)
Jag brukar inte tro på något riktigt innan man fått det från flera källor eller att det är orden direkt från en utvecklare man läser i ett diskussionsforum eller blog.
Många reportrar förvränger tekniska detaljer och ofta de vet de egentligen inte vad de betyder och för att generera hits så försöker de ofta spetsa till formuleringarna på något sätt, t.ex. genom att bryta ut en formulering ur sitt sammanhang. Jäkligt irriterande tycker jag att det är.

Postad 07 mars 2007 - 14:21
Inte Splinter Cell: Double Agent. Spelar det just nu och texturerna är en av de effekter jag är imponerad av överlag
Men du spelar väl på en crt?
Lågupplösta texturer ser betydligt bättre ut i sd än hd.
Men SC hade ganska bra texturer, iallafall på natt banorna.
i dagsljus var dom dock ganska dassiga.
mp såg dock väldigt bra ut.
Postad 07 mars 2007 - 14:38
Vad bra, då behåller jag min TVMen du spelar väl på en crt?
Lågupplösta texturer ser betydligt bättre ut i sd än hd.


Nä, men du säger ju själv att de ser ganska bra ut så då måste jag väl ha lite rätt iallfall

Postad 07 mars 2007 - 14:49
Men du spelar väl på en crt?
Lågupplösta texturer ser betydligt bättre ut i sd än hd.
Säkert med RF modulator också. Kan se Zoiler dra ut antennen varje gång han ska spela på sin next-gen konsoll.

Postad 07 mars 2007 - 18:04
http://www.motorstorm.com/sv_SE/
Där finns lite smått och gott som utvecklarna berättar, på svenska dessutom!
Förväntar mig svenska ledtexter i spelet efter detta.

Postad 07 mars 2007 - 18:07
You got meSäkert med RF modulator också. Kan se Zoiler dra ut antennen varje gång han ska spela på sin next-gen konsoll.

Postad 07 mars 2007 - 20:30
Som nån sa på Gaf...this has easily got to be the most anticipated sequel to a sub-par, relatively bad original game ever.As a "special thanks" for the media that attended his pre-GDC conference last night, Sony Computer Entertainment's President of Worldwide Studios, Phil Harrison unveiled the first in-game footage of Killzone ever seen. However, we did see it with a few caveats.
"Please remember that we're showing you this footage as an example of our technology," stated Harrison before running the b-roll. "Keep that in mind when looking at it and don't think of it as looking at the game directly."
The technology that Phil was referring to is "PlayStation Edge," a new advanced graphics tool that's meant to simplify PS3 development. The package comes complete with RSX performance analyzer and GCMReplay.
Following his brief statements, the footage played on multiple HD screens and showed off both ISA and Helghast soldiers blasting the bejesus of each other. The best way to describe how the aftermath looked is that it's "BLACK" for the next generation. There was a high level of destructibility as the bullets flew, and some seemingly-purposeful moments of slowdown (as in bullet-time, not a technical hitch).
As the footage came to a close, the word "E3" flashed on the screen followed by Harrison's confirmation that July is when we'd see the game next.

Postad 07 mars 2007 - 20:53
Här är lite Lair-info:
* To flap the dragon's wings (allowing you to fly faster), simply press the X button.
* You can also extend the dragon's wings (slowing you down).
* To get a quick boost of speed, you can press the circle button.
* To lock-on to enemy dragons and turrets, hold down the L1 and L2 buttons until the lock-on reticule turns red.
* The face buttons are used for various long-range attacks such as firebreathing and fireballs.
* If you are close enough to a dragon which you are locked-on, you can start to attack them physically.
* Controlling both the movement and physical attacks of the dragon is done via the motion-sensing.
* By tilting in a certain direction, the dragon will fly in that corresponding direction.
* You can perform dives, sideswipes, etc. with the motion-sensing.
* If you pull back very quickly, your dragon does a 180 degree turn.
* When doing physical attacks in the air, you can aggressively move the controller into the direction of the enemy dragon, and slam into it.
* Occasionally your dragons will grapple, and you can press a random combination of the face buttons to claw, slash, and even bite the other dragon.
* Also, you will occasionally have the chance to jump off of your dragon, and land on an enemy's, where you can kill either them or their dragon, or even both. This is also executed via the face buttons.
* On the ground, motion-sensing is also used for steering.
* If you slam down the controller, you can cause your dragon to slam his feet down, causing shockwaves on the ground, which damage enemies.
* Also, if you move it back and forth, you can slash at enemies, and even eat some of them to regenerate your health.
* Fire-breathing is controlled via a face button, and you can aim the fire with the motion-sensing."
"Lair supports native full HD 1080p graphics and 7.1 uncompressed audio [1] and also takes advantage of the following technologies:
* Progressive Mesh is a technique rendered by the Cell microprocessor, which allows for an intensive amount of detail to be placed upon vast amount of objects, both up-close and far away.
* High-Dynamic Range Lighting: All of the lights, shadows, reflections, and highlights in Lair are in HDR, and are rendered in real-time by the Cell and RSX, thus allowing the lighting scheme to completely change, just like the time of day does in-game, however, due to the advanced programming of the lighting system, it will be ever-changing, and rarely, if ever the same twice.
* Real-time Dynamic Physics: Every second of gameplay, Lair renders hundreds of physics effects on everything from your dragon, down to the cloak on an enemy soldier. All enemies and allies have their own physics-driven animations, and have individually programmed ragdolls.
* Real-time Fluid Dynamics: All of the water effects in Lair, such as waves, are run by real-time fluid dynamics on the Cell.
* Parallax Shaders: Parallax shaders are used on almost every object in Lair, including fire and clouds.
* Real-Time Renderings/Volumetric Effects: The fire in Lair is rendered in real-time, and has its own physics. All of the clouds, smoke, and fog effects are volumetric. Lava, rain, wind, fur, and more are also rendered in real-time."
Postad 07 mars 2007 - 21:02
Kolla detta spelet då: Little Big Planet!!!!
http://www.playsyde...._en.html#417170
Ser riktigt ###### nice ut, grymt bra gjord grafik.
Egentligen köper jag min PS3a för att kolla på Blu filmer med det där spelet måste jag bara ha

Postad 07 mars 2007 - 21:17
"Lair supports native full HD 1080p graphics and 7.1 uncompressed audio [1] and also takes advantage of the following technologies:
* Progressive Mesh is a technique rendered by the Cell microprocessor, which allows for an intensive amount of detail to be placed upon vast amount of objects, both up-close and far away.
* High-Dynamic Range Lighting: All of the lights, shadows, reflections, and highlights in Lair are in HDR, and are rendered in real-time by the Cell and RSX, thus allowing the lighting scheme to completely change, just like the time of day does in-game, however, due to the advanced programming of the lighting system, it will be ever-changing, and rarely, if ever the same twice.
* Real-time Dynamic Physics: Every second of gameplay, Lair renders hundreds of physics effects on everything from your dragon, down to the cloak on an enemy soldier. All enemies and allies have their own physics-driven animations, and have individually programmed ragdolls.
* Real-time Fluid Dynamics: All of the water effects in Lair, such as waves, are run by real-time fluid dynamics on the Cell.
* Parallax Shaders: Parallax shaders are used on almost every object in Lair, including fire and clouds.
* Real-Time Renderings/Volumetric Effects: The fire in Lair is rendered in real-time, and has its own physics. All of the clouds, smoke, and fog effects are volumetric. Lava, rain, wind, fur, and more are also rendered in real-time."
Är inte helt övertygad med Lair. Helt på att det är det absolut snyggaste spelet i 1080p men mot andra spel känns det inte så hett.
HDR som man använder känns helt fel, tittar man på borgarna i spelet ser de ut att vara i någon svintopolerad plåt då de blänker allt för mycket i spelet. Vattnet är snyggt om sett från rätt håll. Samma är själva miljöerna förutom borgarna riktigt tråkiga, samma brun/grå/svarta textur all over. Lika så resten av monsterna, mycket tråkig färgspektrum de använt.
Dock är ju detta spel som gjort för SixAxis, motionsensor är som bäst i flygspel. Samma så är världarna gigamtiska, 1024 square miles vilket är grymt mycket större än t ex Oblivion.
Postad 07 mars 2007 - 21:20
Vet ni någon sida som säljer ps3 spel till bra priser? Vad jag förstått så är ps3 regionsfri så jag kan beställa spel från tex Usa så funkar det på min svensk sålda ps3?
Postad 07 mars 2007 - 21:23
Kolla detta spelet då: Little Big Planet!!!!
http://www.playsyde...._en.html#417170
Ser riktigt ###### nice ut, grymt bra gjord grafik.
Här är nog det första spelet som jag skulle vilja kalla next-gen!
Finns även här:
http://www.gametrail...548&type=mov&f=
Snott från GAF:
LITTLEBIGPLANET™: EXPLORE, CREATE, SHARE.
Be Part of a Global PlayStation®3 Community Creating a Brand New Gaming World;
Genre-Defying, Astoundingly Imaginative –It’s More Than Just Gaming
SAN FRANCISCO, Calif., March 7, 2007 -- Sony Computer Entertainment Worldwide Studios today revealed a glimpse of the LittleBigPlanet™ – the first creative gaming experience for PLAYSTATION®3 (PS3™) – at the Game Developers Conference (GDC) in San Francisco, California. Developed by Media Molecule, LittleBigPlanet is a new PS3 community-based game with a hugely innovative concept behind it. Players meet on a blue and green planet scattered with individual plots – and use their character’s amazing abilities to play, create and share what they build with other gamers throughout the world via PLAYSTATION®Network.
The LittleBigPlanet experience starts with players learning about their character’s powers to interact physically with the environment. There are obstacles to explore, bits and pieces to collect and puzzles to solve – requiring a combination of brains and collaborative teamwork. As players begin to explore, their creative skills will grow and they will be ready to start creating and modifying their surroundings – the first step to sharing them with the whole community.
Characters have the power to move anything in this glued and stitched-together 3D landscape; they have the power to design, shape and build both objects and entire locations for others to view and play. There’s no complicated level editor; all of these skills can be learned by simply playing the game. Creativity is part of the gameplay experience and playing is part of the creative experience. Players can make their world as open or as secretive to explore as they like. When it’s ready, they can invite anyone within the LittleBigPlanet community to come and explore their patch – or can go and explore everybody else’s.
-- more –
SCEA Announces Little Big Planet
2-2-2-2
“We were confident that PS3 would be the platform to lead the way in creative gaming, and LittleBigPlanet brings this concept to life spectacularly,” said Phil Harrison, President of Sony Computer Entertainment Worldwide Studios. “By giving players the power to shape and share an entire virtual world via PLAYSTATION Network, we've created the space for PS3 owners to realize their creativity and craft their own unique gameplay experience.”
So, how does it work?
Play the game, learn the skills and then find your own way to play. There isn’t a set solution to anything – you live LittleBigPlanet however you want to.
Create your own content – customize your character and build your own locations. You have the power to rearrange anything in this unbelievably tactile landscape.
Build, move, create, collaborate – then share content with friends or publicly by inviting the whole world to come and visit your own location on LittleBigPlanet.
Key features:
• There’s not just one way to play. Players craft their own individual experience
• Unlimited possibilities for user-created content – players can customize everything: their characters, the landscape around them and their own patch on LittleBigPlanet
• Players discover and win new skills and items to aid them on their creative journey
• Initial levels will be provided – endless others will be user-generated on a global scale. LittleBigPlanet will change every day as players contribute their own levels
• Online and offline multiplayer modes – play alone, work as a team or get competitive
• LittleBigPlanet global community for players to get involved with: includes player comments, rankings and easy communication with new and existing friends
A demo of LittleBigPlanet for PS3 is slated for the PLAYSTATION Network this fall. The full version will follow in early 2008.
Postad 07 mars 2007 - 21:25
Redigerat av Unregistered0e3a6535, 07 mars 2007 - 21:26.
Postad 07 mars 2007 - 21:35
Ett alibi att visa frugan.LittleBigPlanet blir ett litet gulligt måste till barnen och mig förstås.
-Titta vilket fint barnspel, visst är det värt 6000 kr?

Allvarligt talat så är det det grymmaste i grafikväg som jag har sett hittills!!!!
Edit:bland alla nya spel, figurerna är inte speciellt märkvärdiga, men miljöerna och fysikinteraktionen tycker jag är helt fantastiska. ToyStory dyker upp i huvet, men de här miljöerna tycker jag är mer fotorealistiska.

Redigerat av Faceplant, 07 mars 2007 - 21:39.
Postad 07 mars 2007 - 21:56
Inte bara att det ser ut som något Pixar skulle släppa men det ser roligt ut också.
Blandar mina två stora kärlekar, plattform och fysik.
Postad 07 mars 2007 - 22:33
Postad 07 mars 2007 - 22:58
Word on Sony's Guerilla-developed Killzone for the PlayStation 3 has been scarce since it made its splashy debut in the I-can't-believe-that's-gameplay trailer from the Electronic Entertainment Expo a few years ago. Since then, the game has been mostly off the radar, save for a few mentions peppered throughout public comments from Sony reps. Though hard info on gameplay and a release date is still scarce, the game made an intriguing appearance, again in trailer form, at Sony's Game Developers Conference press event last night. Following a brief overview of the PlayStation Edge suite of developer tools Sony is set to release to devs in the hopes of helping with development of PS3 games, Phil Harrison casually mentioned he'd show a trailer of a game that had benefited from the tools. Before firing up the video from the cross media bar of a PlayStation 3, Harrison offered the disclaimer that the demo was meant to highlight technology and not the game itself.
The video offered a montage of sequences from the game that emphasized various technical aspects of it. A lone soldier running with a vast cityscape behind him segued to various combat sequences that showed situations that seemed tailor-made to highlight the tech Harrison had mentioned. An indoor combat sequence showed a soldier blowing to bits everything around him in a kitchen. Another sequence showed a soldier blasting the objects some enemies were using for cover. An outdoor combat sequence showed off standard on-foot combat as well as vehicle-based shooting, courtesy of a mean-looking tank.
Given the tech-focused nature of the trailer, there were some showy moments that revolved around blowing out individual windows in a warehouse area, as well as another sequence that showed shafts of light coming in through holes being blown in a structure. The use of light also figured prominently into a sequence, specifically the light on a soldier's rifle as it illuminated a dimly lit area. An extended sequence also focused on assorted soldiers getting plugged full of bullets in different venues, which yielded the expected twitching and flailing. The humanoid- and vehicle-focused action was livened up at the end of the video when wicked mechanical sentinel-like creatures unfurled their appendages and menaced the camera.
As with the previous Killzone trailer, the game looks like it has the potential to make quite a splash for the PlayStation 3 if it delivers on its promise. The action looks fast and detailed, and it seems to be covering all the right bases. The visuals are looking sharp, and the vast scale of the outdoor areas is impressive, while the indoor spaces we saw were good and claustrophobic. Granted, we didn't see anything quite as jaw dropping as the eerie human animation in the previous trailer, but as Harrison noted, this trailer was more of a technical showcase than a proper trailer. Look for more on Killzone at E3 later this year, where Sony and Amsterdam-based Guerilla will hopefully deliver the goods in playable form.
Postad 08 mars 2007 - 00:51
Här är nog det första spelet som jag skulle vilja kalla next-gen!
Ta nu inte i så du spricker
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