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Thread: Lair

  1. #1
    Αssistant Member Forum GOD NonBorn's Avatar
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    Default Lair









    Μερικές εικόνες από το αναμενόμενο lair...
    O Julian Eggebrecht (πρόεδρος της Factor 5) στην τελευταία του συνέντευξη στο PSU για το Lair.

    Δε ξέρω ενώ η πρώτη μου εντύπωση για το παιχνίδι αυτό ήταν αρνητική (ήμουν της άποψης: ε καλά και τι θα κάνεις με έναν δράκο γύρω γύρω στον αέρα?) τελευταία έχω αρχίσει και αναθεωρώ με όλο αυτό το κλίμα που έχει δημιουργηθεί για το παιχνίδι(λίγο τα εκπληκτικά όπως φαίνονται γραφικά, λίγο οι συνεντεύξεις των δημιουργών του...)
    Δε ξέρω τι έχουν κάνει οι devs και τι gameplay θα προσφέρει τελικά το παιχνίδι...Αλλά σίγουρα είναι ένα νέο project που αξίζει να δούμε τι έχει να μας πει...

    Μακάρι να δούμε κάποιο demo του σύντομα στο PSN Network...:twisted:

    Ñǿñßöŗň™ is back on business ...

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    Advanced Member sickness_'s Avatar
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    Τελειο ! Μου αρεσουν οι δρακοι, τα γραφικα φαινοντε τελεια!
    Τελειο ! Εχει μπει απο καιρο στην buy list μου :wink:

    Ποτε ακριβως θα βγει ? Αν θυμαμαι καλα στα μεσα Ιουνιου..?
    Spoiler!

  3. #3
    Advanced Member sickness_'s Avatar
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    Spoiler!

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    Cool Member Terminator's Avatar
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    Demo ερχεται.

  5. #5
    Advanced Member sickness_'s Avatar
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    Quote Originally Posted by Terminator
    Demo ερχεται.
    Σε ολα τα Store ? Εγω united Kindom κατι τετοιο πρεπει να εχω.
    Θα ερθει ? :roll:
    Spoiler!

  6. #6
    Cool Member Terminator's Avatar
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    Και να μην ερθει παντου κανεις Αμερικανικο λογαριασμο και εισαι κομπλε.

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    Advanced Member sickness_'s Avatar
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    Spoiler!

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    Advanced Member mg1980's Avatar
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    νομιζω οτι θα βγει πρωτα usa and japan+hong kong και μετα uk.παντως τιποτα δεν ειναι σιγουρο.ευτυχως που εχω psn id kai sto UK+HK+USA.
    2X PS3 proud owner & XBO360 owner 35 ps3 games and still counting...more games,coming soon...

  9. #9
    Advanced Member sickness_'s Avatar
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    Εχει ανακοινωθει επισημη ημερομηνια κυκλοφοριας ? Κατι για μεσα Ιουνιου εχω δει απο το προιγουμενο forum αν θυμαμαι καλα
    Spoiler!

  10. #10
    Cool Member Terminator's Avatar
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    Αμερικη 31 Ιουλ

  11. #11
    Advanced Member sickness_'s Avatar
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    Πωπω καταλαβα καμια Αυγουστο θα ειναι εδω.
    Αργει.. Πως θα αντεξουμε χωρις τους δρακους ?
    Spoiler!

  12. #12
    Banned blizard's Avatar
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    Eδώ μια τεράστια συνέντευξη ...
    http://blogs.mercurynews.com/aei/200...ggebrecht.html

    Ενα μεγάλο κομάτι ...
    Q: Then how did you start locking down on Lair?
    A: It was the dragons. The dragon concept. By that time, we thought we would be able to achieve what we wanted to do graphically on nex gen. We also knew Cell would be strong enough that you could do a lot of physics and a lot of animations.

    Q: The scale of what youre doing here with 80 people is huge. Its many times more than previous team sizes.
    A: There was a ramp, of course. You do the early work with a much smaller team. Then you ramp. Im not the biggest fan of these massive teams with 80 people

    Q: How do you feel about the risks? What were your biggest bets?
    A: The biggest risk around Lair is that it is something unusual. As with any original IP, we are layering on top of the usual risk. Its a new genre.

    Q: How soon did you figure out what the PlayStation 3 could do?
    A: Will we ever? (laughs). The baseline isnt hard to figure out. Yes, its a harder ramp.
    Everybody acknowledges that compared to the 360 and the Wii. Its not all that bad. Its not like the PS 2 ramp was at the very beginning. The interesting question becomes “oh boy, we could go on forever optimizing for the PlayStation 3.” The PS 3 has more of the situation where you could go another six months easily and forever. You can get so much more power. RSX is a known quantity. But Cell is pretty limitless at this point.

    Q: How do you look back at this point on the differences between the PS 3 and the Xbox 360?
    A: Youll have a hard time if you port without having a PS 3 game in mind when you created the 360 version. That is where a lot of complaints are coming from. They created the 360 engine with a unified memory architecture in mind, with the embedded frame buffer with its advantages and disadvantages, and not thinking too much in early stages about multicore. If you try to get that over to the PS 3, youre in for a bad surprise. The PS 3 is all about streamlining about the two different memory pools. They are separate. You dont have to do tiling because you dont have an embedded frame buffer. All of these advantages of the PS 3 turn into disadvantages if you dont start making your game on the PS 3. Hence the griping. If you create first on the PS 3, it is pretty easy to port it to the 360. A lot of companies coming on board now will probably start on the PS 3 and move to the 360. The lucky thing for us is we didnt have to think about the 360 at all.

    Q: Some of the things Ive heard are that there is a big limitation on this generation is theamount of total memory in the system.
    A: ...The 512 is probably the sweet spot. You have to figure out how to stream.

    Q: Do you note some things that are good about Lair that we havent seen in a PS 3 title yet?

    A: Yes. Lair basically is the only game out there which gives you a 20,000 feet view as well as the one meter level view at pretty much the same detail level. Lair is also the only game which does all of its light in real time, and the atmospheric calculations.
    You need the SPUs for that. Extensive streaming. Ted Price mentioned in an interview that Ratchet is now the first one where they start to stream. I can understand why they didnt do it for Resistance. With Lair, you have to do it or you cannot manage the detail level and the expectations for the detail level and at the same time move around this world.

    Q: Is there a big difference you can see between this and Gears of War?
    A: In Gears of War there is no way you could actually go above the city and then basically go seamlessly from air to ground. Unreal Engine in the end just provides for corridor and corridor being more a metaphor here in terms of design.
    Our engine is always designed in a huge world bubble and that can be 32 kilometers by 32 kilometers. You can go anywhere at extreme speeds. Unreal Engine is dependent on the fact that you go relatively slowly through your world. With us, you can go through the world fast or slowly. If you are in night mode, or you are on the ground, you get all of the detail that Unreal Engine provides. But there is no way you can get the macro.

    Q: What does that allow in the game which is fun?
    A: That allows - if you play early levels like Asilia I, it is a linear experience like the old Rogue Squadron.
    You have a city there. It is very nice to look at. It is getting destroyed. But your experience is linear. In the second level, we start having troops on the ground. We have ground targets and air targets. Due to the fact that you can go seamlessly between the two, you get all of the emergent game play which the player creates for himself. We just lay out these relatively vague mission goals. You play it. We are surprised by how the player solves it. Gears of War, on the other hand, and all of the Unreal games, are very linear experiences.

    Q: The Sixaxis — this is your first crack at that. How is it?
    A: Yes. That waggle. Sixaxis. For me, I am not in the rumble camp. I am in the motion control camp. Give me the choice any day and I will choose it as the next logical evolution. You get more disk space with Blu-ray. You get more CPU power with Cell. The pixel shaders with RSX. What changes about the controller? Thats my one gripe with the 360. It is very nicely done. Dont get me wrong. On the controls, nothing changed. Sony and Nintendo went the extra mile. Nintendo went the extra 10,000 miles. But Sony said we have to have something fresh in every area. That doesnt mean you should absolutely have to use it. That is one point that Lair should make. The history of the game shows you can overdo Sixaxis support. At the Tokyo Game Show, we had a version where you could use Sixaxis controls on the ground. That was forcing something that didnt feel natural. Flight is natural because you have a wider range of motion than you could ever have with a stick. On the ground, you are used to the analog stick. For us, the gestures came in and that really made it possible to have the physical combat between the dragons

  13. #13
    Αssistant Member Forum GOD NonBorn's Avatar
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    To updated preview του psu.com από τον Eric Blattberg για το Lair. Lair Preview
    Ñǿñßöŗň™ is back on business ...

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    Αssistant Member Forum GOD NonBorn's Avatar
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    1up Lair Preview

    Much has already been said about how the game plays, so after spending some hands-on time with the near final five playable levels -- about a third of the game -- I'm left with two main thoughts:

    1. Playing Lair, one word really comes to mind: Epic. Seriously, the experience of flying through these stunning, expansive landscapes with tons going on all around you and a fantastic orchestral score playing underneath is really quite something. You've simply not experienced anything like this before -- certainly not on this scale. The lighting and weather effects (lightning and rain were specifically impressive), the draw distance (you can see for miles and miles), the amount of on screen action at times (tons of other dragons flying through the air, ships in the sea, and warriors on the ground), and the ability to simply and seamlessly switch between fighting high in the sky and down on the ground -- this is absolutely a next generation experience.

    2. There is one major worry and it's perhaps a damning one: the Sixaxis controls. At times, the Sixaxis seems fantastic for a game like this -- controlling the dragon's giant swoops seems perfectly suited for motion sensing controls. At others, it feels clunky as all hell. Trying to bash another dragon in close range combat took me out of the experience right away -- I felt like I was fighting the controls. More often than not, I couldn't help but wonder how much more I'd be enjoying the game were I just using standard controls. Now, perhaps the controls will improve with more familiarity, but this is certainly a concern shared by many others who played the game today and in the past.

    Factor 5 has about a month left to finish tweaking the game. Here's hoping our concerns with the controls are either addressed or alleviated by its release, as a game this epic really deserves to be played.


    Ολόκληρο το άρθρο: http://www.1up.com/do/previewPage?cId=3159590


    Edit: Νέες photos









    Edit @ 21/5/2007: Νέο video μέσα από το παιχνίδι. Τρομερό περιβάλλον...Δείτε το οπωσδήποτε!
    Temple Ambush Gameplay HD
    Ñǿñßöŗň™ is back on business ...

  15. #15
    Cool Member Terminator's Avatar
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    http://www.playstadium.dk/2007/05/29...rne/#more-3625

    Προχειρη μεταφραση:

    Vi har vidst det nogen tid, men nu kan vi så desværre sige det højt. Lair er udsat, og kommer ikke i butikkerne 4. juli som ellers tidligere “lovet” fra udgiverne.

    SingStar ryger også +20 dage længere frem i juli måned, og lander således pt. den 27. juli. Lair er efter sigende udskudt til ‘engang i september’. Og så kan vi afsløre at næste SingStar titel på PS2 kommer efter sommeren og bliver SingStar 90’s og følges straks op af SingStar Rock Ballads umiddelbart samme måned.
    Vi vender tilbage med nyt på et senere tid*****t
    --------------------------------------------------------------
    We have known this for some time, but now we can say that Lair has been pushed back, and won't be coming out 4. July as earlier "promised" from the publishers.

    Singstar is also pushed +20 days longer into July, and will proberbly be released the 27. July, Lair is delayed to "sometime in september". And we can reveal that next SingStar title on PS2 will be released after the summer, and will be SingStar 90's and will be followed by SingStar Rock Bellads appearantly in the same month.
    We will be back with more news at a later time.

    Aν ισχυει αυτο νομιζω και ο τελευταιος ανθρωπος που αναρωτιεται γιατι το PS3 δεν πουλαει αυτη τη στιγμη, θα καταλαβει επιτελους. Την στιγμη που οι αλλοι δυο κυκλοφορουν μερικα απο τα σημαντικοτερα first parties τους για τη χρονια (Strikers και Forza 2), η Σονυ παει απο αναβολη σε αναβολη. Ακομα και το Singstar...Πραγματικα αν ισχυει αυτο ελεος. Και ολα αυτα ξεχωρα απο τα third parties.

  16. #16
    Advanced Member sickness_'s Avatar
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    Πωπω αυτα ειναι, το περιμενω πως και πως.
    Spoiler!

  17. #17
    Advanced Member jimbrav's Avatar
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  18. #18
    Επίτιμο Μέλος Forum GOD WolfRathmA's Avatar
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    τι τρομερη παιχνιδαρα θα ειναι αυτη ρε παιδια! συγνωμη που θα ξαναρωτησω... ποτε βγαινει;

    edit: το ειδα...

    ΑΝΥΠΟΜΩΝΩ!!!
    Last edited by WolfRathmA; 18-06-2007 at 20:10.
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  19. #19
    Administrator Slay's Avatar
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    Lair videos, lots of them!


    Sony went crazy and put online nothing less than 9 videos of Lair. Lots of gameplay in 720p, but also some quite interesting making-off videos too. Must see!

    File : June 2007 video #1 (36.87 MB) (720x480) - Streaming version
    File : June 2007 video #2 (42.9 MB) (1280x720) - Streaming version
    File : June 2007 video #3 (66.25 MB) (1280x720) - Streaming version
    File : June 2007 video #4 (44.95 MB) (1280x720) - Streaming version
    File : June 2007 video #5 (51.01 MB) (1280x720) - Streaming version
    File : June 2007 video (converted from flash) #6 (36.71 MB) (480x272) - Streaming version
    File : June 2007 video (converted from flash) #7 (28.51 MB) (480x272) - Streaming version
    File : June 2007 video (converted from flash) #8 (25.32 MB) (480x272) - Streaming version
    File : June 2007 video (converted from flash) #9 (21.9 MB) (480x272) - Streaming version

  20. #20
    PS4forums Fanatic TopGunZ's Avatar
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    Quote Originally Posted by blizard View Post
    Q: How soon did you figure out what the PlayStation 3 could do?
    A: Will we ever? (laughs). The baseline isnt hard to figure out. Yes, its a harder ramp.
    Everybody acknowledges that compared to the 360 and the Wii. Its not all that bad. Its not like the PS 2 ramp was at the very beginning. The interesting question becomes oh boy, we could go on forever optimizing for the PlayStation 3. The PS 3 has more of the situation where you could go another six months easily and forever. You can get so much more power. RSX is a known quantity. But Cell is pretty limitless at this point.
    Νομίζω ότι αυτό τα λέει όλα. Πιστεύω ότι πάει κάπως έτσι μια τυπική συζήτηση:
    Sony Marketing Executive: Τι λέει ρε θα το τελειώσεις επιτέλους το κ***παίχνιδο?
    Sony Developer: Κάτσε ρε χθες ανακάλυψα 5-6 ακόμα δυνατότητες! Άσε με ρε αφεντικό να παίξω λίγο ακόμα.

    Μετά από 2 εβδομάδες...
    Sony Marketing Executive: Άντε, τελειώνουμε?
    Sony Developer: Ε ξέρεις αφεντικό, τελικά δεν ήταν 5-6, αλλά καμιά 30αρια ακόμα χαρακτηριστικά που μπορούμε να βάλουμε... Ε, κρίμα δεν θα ήταν να μην τα βάλουμε...?
    Sony Marketing Executive: *Γντουπ* (καθώς πέφτει ξερός)

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