Board logo

标题: [PS3]《抵抗:人类灭亡》第一只破D9容量的游戏? [打印本页]

作者: codjc    时间: 2006-8-23 00:50     标题: [PS3]《抵抗:人类灭亡》第一只破D9容量的游戏?

http://www.mtv.com/news/articles ... html?headlines=true

“Schneider offered some distinguishing stats. Thanks to high-res graphics and orchestral music, the game, he said, currently takes up 22 Gigabytes of memory on a Blu-Ray disc, the new disc format supported by the PS3 and playing one-half of a VHS vs. Betamax format war erupting between tech companies throughout the year.”
用了22G的容量,完成品还会更大。
呵呵,想不到这么快就出现了破D9容量的游戏,出乎所有人的预计吧!!


另一则消息

http://gamesindustry.biz/content_page.php?aid=19163
"Unfortunately Kaz Hirai's comments in the recent GameSpot interview regarding PlayStation 3 production were misunderstood. We are still on schedule to ship 2 million units for our mid-November 2006 launch and additional 2 million units by the end of the year for a total of 4 million units."
11月份2million,到年底在2million,总共4million
想不到平井一夫外表这么精明的人都会口误!
作者: dmc3    时间: 2006-8-23 01:19

mtv.com?
作者: welsper    时间: 2006-8-23 01:34

--! 容量大很nb么
作者: 杀气腾腾    时间: 2006-8-23 01:46

nb!
作者: pangeng    时间: 2006-8-23 01:56

听听就行了
作者: RestlessDream    时间: 2006-8-23 02:24

原文

NEW YORK — Ryan Schneider concluded a 50-minute demonstration of what may prove to be the most advanced PlayStation 3 game launching this year with a comment that was kind of a suggestion, sort of a hope and just a touch of smack-talk.

"Hopefully we just demonstrated [that] what you're seeing here could only be done on PS3," he said on Monday afternoon. As the spokesperson for Insomniac Games and the tour guide for an almost hour-long demo of the November-launching "Resistance: Fall of Man," Schneider is paid to make that kind of pitch. But did he have a point?

Fifty minutes earlier, Schneider and Sony Associate Producer Greg Phillips flanked a massive high-definition TV and powered "Resistance" to life. Here came the pitch. But first, the story: This first-person shooter from the makers of "Ratchet and Clank" would chronicle four days in July 1951 across an England scarred by a war against the several-eyed humanoid aliens called the Chimera.

"It is not a World War II game," he said, not just because it takes place in the '50s and replaces Nazis with aliens, but because in the world of "Resistance," that war never happened. Aliens swept through Russia at the turn of the century, the Communists never took over, and Lenin died in a gulag. A congressional filibuster blocked U.S. involvement in World War I. For a time, America stayed secluded from global conflict (which is historically accurate, as the U.S. did not get involved in World War I until 1917, three years after the conflict began). The Chimera took hold of Asia, then continental Europe, and then England. Come 1951, an American Army ranger named Nathan Hale would go missing during combat against the Chimera in England. His four days in England are the player's to experience. That's the plot — which sounds possible, probably, on any console.

Next from Schneider and Phillips came a demonstration of the game's first level, a shootout between humans and aliens in the city of York, frantic and detailed enough to not appear on game machines that launched five years ago. Aliens shot laser guns from second-story windows; foot soldiers returned fire from the ground. Cars in the courtyard combust in different ways: Shots deflate tires or explode gas tanks.

In the opening level, the hero Hale held a basic rifle and Schneider offered a next-gen tease: "We are going to be supporting the tilt functionality of the PlayStation 3 controller," he said. "You're going to be able to shake off melee advances, and you'll be able to counter-strike with a rifle butt. And we're looking at other tricks as well."

None of those techniques were in the incomplete build on display in Manhattan, but onscreen text indicated when they'd be allowed. A vampiric smothering from one foe was the moment for the shake. The jolt with the rifle butt — holding the controller with two hands and jabbing forward with the right — was animated into the game but triggered, for now, just with a press of the button. Players will have a choice of button press or flick to make it happen in the finished game. Those maneuvers might be possible with the Wii as well, but with the detailed pandemonium of the "Resistance" version of England? Probably not.

Schneider offered some distinguishing stats. Thanks to high-res graphics and orchestral music, the game, he said, currently takes up 22 Gigabytes of memory on a Blu-Ray disc, the new disc format supported by the PS3 and playing one-half of a VHS vs. Betamax format war erupting between tech companies throughout the year.

"We're going to fit more on a Blu-Ray disc than you could on an HD DVD," he said, referring to the competing format, which in its most basic discs can't hold more than 15 GB. More numbers: 40-player online matches at launch; 60 levels of player progression while playing online; two-player offline co-op. Phillips promised better, deeper support than any Xbox Live launch title.

Next came a level from halfway into the game. A deep crater in a rustic English town makes a foundation for the elaborate metal alien node. An alien of Incredible Hulk proportions and armed with a massive flame-spitting gun prowled the crater floor. The game is gritty and grim.

Asked if anything in this bleak, gray, brown and yellow war shooter could claim inspiration from the bright, green, blue and silver "Ratchet and Clank" games, Schneider had a ready answer. " 'Ratchet and Clank' stood out because of the weapons," he said. "We've brought the same kind of design sensibility [to 'Resistance']."

Talk of "Ratchet" weapons conjures memories of guns that spat exploding bowling balls, including one that spawned small black holes and a cannon that turned enemies into sheep. "Resistance" guns are designed to be fired with more of a grimace. The "augur" blasts energy that slows through a cover of sandbags but eventually punches through. A sniper rifle comes equipped with a slow-motion viewpoint that allows players to juke between incoming energy bullets before firing from long range. The rocket launcher can leave its fired rocket suspended in mid-air until it finds a target and lets the journey end.

The "sapper" shoots goo. Fired on walls, it drips down onto enemies, sapping their life energy, naturally. This armament, Schneider said, couldn't be done last-gen. He pointed to the sapper's goo, including the "level of interaction between the globules from a physics standpoint."

He and Phillips did a developer cheat, nearly freezing the game world as they had Hale launch a bomb called the "hedgehog" — which is like a sea urchin — radiating 50 spikes. With the game slowed and the hedgehog gliding through the battlefield, Schneider talked about each of the 50 connected spikes probing the game world with their own artificial intelligence, assessing where they're about to make contact with the game's environment, when to ricochet and where to go. He pointed to enemies reacting with smooth, retreating animations. He noted the metal-on-metal ping as the hedgehog hit steel and said a different sound would have triggered if it tapped wood. He showed how the hedgehog figured out when to suddenly extend its spikes into a waist-high obstacle and erupt toward nearby enemies.

Then they fired another, this time without the slowdown, and that complexity re-emerged quicker than two finger-snaps. No, that couldn't be done on a PS2, they said. Not like that.

Schneider said the game was developed with four criteria: immersiveness, believability, fun and creepiness. "That was the guiding light for us from beginning to end," he said.

But there's clearly a fourth criterion now part of the message: show off the potential of the $500 to $600 PS3. An hour makes a strong argument for the system's unique potential, but the case closed — yet.
作者: lili2k2    时间: 2006-8-23 02:25

如此之大的容量做出了连2年前DOOM3都不如的画质,果然是神机~~~



.
作者: 杀死比尔3    时间: 2006-8-23 04:55

引用:
原帖由 lili2k2 于 2006-8-23 02:25 发表
如此之大的容量做出了连2年前DOOM3都不如的画质,果然是神机~~~



.
一眼瞎,二无耻,三**
作者: 妫掓纭お閮    时间: 2006-8-23 06:27

了解~
作者: JASONX    时间: 2006-8-23 08:19

引用:
原帖由 lili2k2 于 2006-8-23 02:25 发表
如此之大的容量做出了连2年前DOOM3都不如的画质,果然是神机~~~



.
最近看来是有人坐不住了,跨区进来战的不少,某些人果然是吃软饭的~~~
作者: west2046    时间: 2006-8-23 08:24

引用:
原帖由 codjc 于 2006-8-23 00:50 发表
http://gamesindustry.biz/content_page.php?aid=19163
"Unfortunately Kaz Hirai's comments in the recent GameSpot interview regarding PlayStation 3 production were misunderstood. We are still on schedule to ship 2 million units for our mid-November 2006 launch and additional 2 million units by the end of the year for a total of 4 million units."
11月份2million,到年底在2million,总共4million
想不到平井一夫外表这么精明的人都会口误!

作者: cc0128    时间: 2006-8-23 08:25

引用:
原帖由 lili2k2 于 2006-8-23 02:25 发表
如此之大的容量做出了连2年前DOOM3都不如的画质,果然是神机~~~



.

作者: 无忧的烦恼    时间: 2006-8-23 08:28

引用:
原帖由 lili2k2 于 2006-8-23 02:25 发表
如此之大的容量做出了连2年前DOOM3都不如的画质,果然是神机~~~



.
大哥,你见到实机了?你就说不如doom3的画质?另外,你说的是xb的doom3吗?哈哈
作者: 我不认字儿    时间: 2006-8-23 08:33

要是为了破D9而D9呢?想破D9很容易,就算一个泡泡龙都能破D9,98%让垃圾文件占去就可以了。
作者: 火星人一号    时间: 2006-8-23 12:13

不说垃圾文件,不压缩的视频要破D9还不简单!?

期待1080P游戏
作者: Neoxronin    时间: 2006-8-23 16:37

要破是很容易DI,要不破也是很容易DI

以后移植到XO上的完美加强版要是一张D5就装下了岂不让人笑掉大牙啊

让我们期待那一天吧
作者: 老刘吃嫩草    时间: 2006-8-23 16:44

引用:
原帖由 Neoxronin 于 2006-8-23 16:37 发表
要破是很容易DI,要不破也是很容易DI

以后移植到XO上的完美加强版要是一张D5就装下了岂不让人笑掉大牙啊

让我们期待那一天吧
这个游戏是SONY自己做的,不可能移植.
以后我们看跨平台游戏在PS3上有多大,是不是画面超过360.
作者: 阿社君    时间: 2006-8-23 17:22

引用:
原帖由 Neoxronin 于 2006-8-23 16:37 发表
要破是很容易DI,要不破也是很容易DI

以后移植到XO上的完美加强版要是一张D5就装下了岂不让人笑掉大牙啊

让我们期待那一天吧
要破是很容易DI,要不破也是很容易DI

以后原计划移植到XO上的完美加强版要是因为容量不够而放弃移植岂不让人笑掉大牙啊

让我们期待那一天吧

作者: tdkgtm    时间: 2006-8-23 17:33

引用:
原帖由 阿社君 于 2006-8-23 17:22 发表


要破是很容易DI,要不破也是很容易DI

以后原计划移植到XO上的完美加强版要是因为容量不够而放弃移植岂不让人笑掉大牙啊

让我们期待那一天吧
现在欧美大厂开发全平台游戏都是以360为主的,参见ubi的刺客
作者: cangying    时间: 2006-8-23 18:57

说不定也是为了偷懒,亦或是为了提高开发进度,可以不用费时费力研究优化代码了,就往上码吧,反正有的是容量,费那劲干吗?

从此不思进取的懒虫会越来越多....??




欢迎光临 TGFC Lifestyle (http://club.tgfcer.com/) Powered by Discuz! 6.0.0