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Gość _Be_

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59 minut temu, suteq napisał:

Ale wam ciężko w ogóle grać w takie gry bo ciągle widzicie jakie to jest teraz brzydkie czy po kilkunastu minutach/godzinie się przyzwyczajacie, nic wam nie przeszkadza i znowu się zachwycacie jak to kurła kiedyś było? 

 

To zależy ale takie GTA IV (PS3) na 60 calowym TV UHD jest praktycznie niegrywalne przez wizualia (rozmazana mglista kupa, z paskudnym aliasingiem i wielkimi pixelami). Szok jak ta gierka traci na nowych/dużych TV. Jak odpaliłem na m mnejszej (37 cali) starej plazmie wyglądało to znacznie lepiej (choć wiadomo, że odpowiednio się postarzało) i momentalnie mnie wessało. 

Edytowane przez balon
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no c0rwa odpalenie takiego GTA IV, które przecież na PS3 nie chodziło nawet w HD, na 60 calowym TV to może być niezły szok. 

 

Co do Burnouta Paradise to ogrywałem go ostatni raz jeszcze w zeszlej generacji (gdzieś koło 2010) i już wtedy w oczy rzucała się bardzo brzydka, wyprana paleta kolorów. Nawet ciężko zrzucać winę na rozwój technologii, wydaję mi się raczej że to była świadoma decyzja artystyczna (gdzieś na początku początku poprzedniej generacji panowała chyba taka moda aby wszystko było takie mdłe,  fakt iż większość gier działa wówczas na UE3 wcale w tym nie pomagał) 

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Pytanie czy będziesz jednak bardziej korzystał z dobrodziejstwa UHD i HDRu i częsciej grał w nowe gry niż odpalał jakieś starocia. Ja tam pewnie zostawie sobie swojego FHD jak kiedyś wezmie mnie na odpalanie starych gierek (a chyba już sie na to nie zanosi i tak czasu na nowości nie ma) 

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7 godzin temu, _Be_ napisał:

Pytanie czy będziesz jednak bardziej korzystał z dobrodziejstwa UHD i HDRu i częsciej grał w nowe gry niż odpalał jakieś starocia. Ja tam pewnie zostawie sobie swojego FHD jak kiedyś wezmie mnie na odpalanie starych gierek (a chyba już sie na to nie zanosi i tak czasu na nowości nie ma) 

 

FHD nadal najlepszym rozwiązaniem pod konsole Nintendo. 

 

@nobody z tym że takie małe TV UHD to najczęściej też mają słaby HDR i w większości nie pokrywają (nie dochodzą do 90%) szerokiego gamutu kolorów, czyli taka trochę sztuka dla sztuki. 

 

 

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Równo rok temu został anulowany najambitniejszy tytuł studia PG i Hideki Kamiya. [*]

81teW0iyCAL._SL1500_.jpg



-Work on the game began right after the first Bayonetta.
-20 people built the first prototype.
-When the Wonderful 101 development process began, the team working on Scalebound became sad as most attention in the studio had to go to that game. The project was then put on hold.
-After the completion of the Wonderful 101 they had the chance to work with Microsoft. After showing them the plans for Scalebound they were greenlit for production.
-Platinum Games is extremely happy with Microsoft as a partner. They have huge technical support and can learn.
-This is the game Kamiya has always wanted to make. He had always wanted to make a game about dragons.
-They put the project somewhat on hold as the last generation wasn't powerful enough.
-Scalebound is a huge and ambitious game world.
-Kamiya states that this is "one level above" all other Platinum titles they've ever created.

 

- Hideki Kamiya considers Scalebound to be his "passion project."
- Scalebound is unlike any other Platinum title, it is not linear. Players should not expect a 'stage 1, then boss, then stage 2' situation.
-Platinum promises Draconis to be a large world, full of tons of exploration and combat.
-However Draconis is not a sandbox. Thuban will need to be continuously upgraded in order to traverse its vast terrain.
-Drew levels up in every battle. Every time Drew defeats an enemy he will earn a skill point. Skill points can be chained by defeating a second enemy within a certain time period.
- If one is successful at chaining enemies together, the longer the chain will last.

-Skill points can be earned outside of combat.
-Scalebound revolves heavily around the relationship of Drew and Thuban. Players are rewarded for taking care of that relationship, such as healing Thuban or carrying out supportive rolls.

-Weapon management is a heavy focus in Scalebound.
-Scalebound does not have a crafting system.
-A wide variety of weapons, some with elemental properties, will be available for Drew to use.
-Weapons can be picked up or unlocked for use.
-Weapons will degrade with use, however there is a chance to revive your weapon's durability right before it breaks.


-Villages on Draconis serve as traditional RPG hubs, where players can rest, speak to NPCs, change your load out, and buy items with in-game currency.
-Villages and cities in Draconis will vary differently from one another. In a village Drew visited NPCs wore traditional, primitive clothing.
-“It’s really big,” says Kamiya, as Drew walks through the village that stretches off into the distance. “It just keeps going.”

-Compared to Thuban Drew remains a fairly static character.
-The evolution of Thuban is a main focus of Platinum developers.
-Thuban is intended to feel like a friend that is distinctly theirs.
-Gems are used to upgrade Thuban, and these are primarily obtained through defeating enemies in battle.
-Drew is the only character in Draconis to be able to wield "The Pulse" power, therefore Drew must deal the finishing blow in order to collect them.

-“You want to make sure you take advantage of… Drew’s skills as well. Say Thuban goes up against some smaller creatures, and he is so strong and powerful that a single fire breath could completely destroy the few enemies standing right in front of Drew, but that means that you’ve just missed an opportunity to take it into your own hands and pick up those gems.”

-Thuban can be customized from head to toe. Horns, tails, scales, knuckles, wings, breath- essentially everything about Thuban can be swapped out and changed.
-Armor can also be equipped.
-Thuban's AI is incredibly sophisticated, he will react to your commands though act accordingly, so utilizing him correctly is important.
-Thuban is intended to be customized around the player's individual fighting style, and the player's aesthetic preferences. Thuban has a wide variety of skins that can be swapped.

-The enemies Drew and Thuban face will not scale up with them. This is so that players will feel a sense of victory and accomplishment throughout the game.
-Enemies will not always behave in the same way. Weak points might be on a different location on a monster you had previously battled, or an entirely different creature might be in its place.

-“There’s a discovery element to it,” says Kamiya. “Even though you think you know it all, you don't. We’re really challenging the player to figure things out.”

-Kamiya stresses that though Scalebound is very much an RPG, Scalebound will not neglect the action Platinum games is well-known for.

-"Even though I know we've been emphasising that this is an action RPG, because I need to get that message across - I hope you agree that we know how to make action games. We know how the responsiveness of a move is what really differentiates our games from other action games. That's what's so special about our games, whether it's Bayonetta or my previous title Devil May Cry. So one thing that's not going to change is that how great it feels when Drew is in battle. You're not going to feel like it's worse than what we've done before. The sort of intuitiveness and the response to the action that Drew is taking? That will remain at the quality that’s always defined our action games.”

 

 

 

Ehh...

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Było blisko do upadku Platinum, ale Nier Automata uratowała ich studio.

http://www.eurogamer.net/articles/2017-08-15-nier-director-yoko-taro-saved-platinumgames-according-to-hideki-kamiya

 

Cytat

 

According to Bayonetta and The Wonderful 101 director Hideki Kamiya, Taro almost single-handedly rescued the struggling developer from financial peril.

"Nier's success has to this point given Platinum a new fanbase, a growing staff, a brilliant success story, an increase in qualified job applicants, and a great benefit," Kamiya said on Twitter (translation via NeoGAF user BRSxIgnition).

"Normally, I can't help but do everything by myself... it's a pitiful story, but to say that Yoko-san saved Platinum would not be an exaggeration. I cannot thank him enough."

 

Poszło łącznie ponad 2 miliony kopii. W kwietniu - 1 mln. W maju 1.5.

 

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1 minutę temu, ragus napisał:

Ehh zaraz wydrukuję sobie okładkę Scalebound, spalę, a z popiołów zrobię diamenty, gdyż nie porzucę ich smutku na dnie bezdusznego morza.

Ja szczerze nie czuje, żeby ta gra miała rządzić bo była zbyt ambitna i jeśli po trzech latach nic sensownego nie pokazali to nie wiem ile jeszcze musieliby robić ją żeby wypuscić dopracowany i grywalny produkt a jeszcze pewnie krawaciarze z MS się wje.bali do procesu twórczego i kazali im zrobić multiplayer (wprawdzie co-op) bo jak to gra bez funkcji sieciowych na xboxie? I pewnie to też było mocną obciążające zespól Platynowych (wprawdzie już robili multi patrz Anarchy Reigns) ale kurczę i tak mam straszny fantomowy ból po tej kasacji. 

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Nie wiem gdzie to wrzucić, więc zostawię tutaj. Housemarque szuka testerów do niezapowiedzianej gry na PC.

Cytat

We are currently working on an unannounced PC game. As the production is moving forward we are going to need testers for it. You can apply here:

https://goo.gl/forms/wlAaeGkDQYQEaZOA3

Feel free to share the link as you please 
There's going to be a test session on 25th of January

 

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wracając jeszcze do skasowanego Scalebounda,  to pojawił się nowy wątek w sprawie

 

info od redaktora WC:

Cytat

Great thread. Thanks for the link to Windows Central too. I'd been DM'd some rumors about Scalebound being killed, but I didn't believe it, figured there was no way Microsoft would kill such a big flagship project. I'd recently interviewed Hideki Kamiya and JP Kellams who both seemed really upbeat about the project, so it just seemed really odd that this kinda rumor would be circulating. Later that same day, I got a call from Microsoft, offering us early access to some news on the state of Scalebound. I was pretty stunned.

We had a brief 15 minute Q&A, they wouldn't offer details on why it had been killed. I asked about the gap it was gonna leave in Microsoft's lineup, and they gave a typical PR response pointing to other games in the lineup (many of which have now been delayed). I think it was pretty soon after Scalebound got killed that the central criticism of today's Xbox started focusing on exclusives, and I don't think that's going to go away any time soon. 

A few weeks later and after a few conversations with people I know who were involved with the project (no names, sry), the impression I was given was that Platinum missed a few development milestones. There was definitely a sense, at least a rumor, within Microsoft that PG was essentially putting Microsoft's $$$ towards projects like Nier Automata. Whether that's true or not I don't know, I never got PG's side of the story, so take that with a pinch of salt (and that's why I never published that rumor really). I was also told that the main character was a point of contention, considered to be unappealing to mainstream Western audiences. Again, don't know if 100% true. 

I think Scalebound would've been really good if things had gone better. I saw the game running at E3 on a console that year and, sure it was a demo, but it seemed really solid, at least conceptually. 

I'm happy over all with my Xbox, but that's mainly because of third-party games. I think for those who are concerned about missing out on exclusives will continue to consider the Xbox a tough sell, even with 6TF.

 

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