Consulta o Portal de Jogos da ZWAME. Notícias, Artwork, Vídeos, Análises e muito mais.
Ansatsu disse:Isso são os cenarios de um jogo, algo que não tem movimento.
Era fixe era se isso tivesse movimento, mas se tivesse já não era assim com esse realismo quase de certeza.
Já no FF7 para a psx 32bits os jogo tinha uns senarios espectaculares para a altura, mas tb não se mexiam.
|Oc|CRASH_OVer disse:mas acham que esses predios do PGR3 tem alguma coisa de especial?... aquilo são tudo texturas coladas num bloco. As janelas são texturas, as portas sao texturas. A unica geometria são os contornos do predio/escadas + uns poligonos aqui e acola.... O aspecto realista vem apenas dos multiplos layers que lhes meteram.
A unica coisa que é de espantar, vai ser como vão eles meter esses layers e texturas todas + o jogo em 512mb ram....
Até a Xbox1 podia ter texturas dessas se a ram fosse maior que 64mb ou se a unica coisa a renderizar fosse, um predio.
blastarr disse:Nunca ouviste falar de termos como S3TC ou DXTC ?
A PS3 tb terá 512MB de RAM (dividida em GDDR3 e XDR), da última vez que li as specs...
Korben_Dallas disse:É real e o puto é um perfeito anormaaaaaal
Isto vai dar probs ao pai e afins mas nada de especial n é propriamente info confidencial.
either Microsoft can't produce enough consoles for a worldwide launch, or the Japanese software launch won't be strong enough for launch, or both.
Era o que eu estava a pensar...E se isto for verdade,é um bocado podre por parte da Microsoft dizer que vai haver um Worldwide launch e de repente dizer que não vai puder lançar no japão.Eu já estava á espera que pudesse não haver Stock suficiente,mas andar para aí a dizer que vão lançar em todo o mundo ao mesmo tempo mas pronto,não há confirmação sobre a vericidade desta notícia....Korben_Dallas disse:mas lançar ao mesmo tempo que a PS3 é quase suicídio.
Some of you may have heard by now -- word has gotten out that Resident Evil 5 is under development only half a year after Resident Evil 4 rocked store shelves. What's perhaps a bigger deal is the platforms that this game is being developed for -- the Xbox 360 and the PlayStation 3. An interview with producer Jun Takeuchi in the latest issue of Famitsu magazine reveals much about the game's workings, with details from the game system to some hints about what the story for Resident Evil 5 will be about.
The plan is to incorporate the base controls of Resident Evil 4, with the camera set behind the player rather than the static camera setup found in most of the other Resident Evil games. Going along with this, the screenshots in Famitsu showcase a completely different atmosphere for the game from the haunted houses and cities of previous Resident Evil games. It appears as if the game takes place in a desert. While at first glance, this might seem to be a thematic deviation for the series, Takeuchi insists that this isn't the case. Instead, he says, the desert setting will be the background for a game that will strive to achieve a level of craziness and insanity that left such an impression on Resident Evil 4 players.
One of Takeuchi's key points is that the game will be about escaping from perilous near-death situations, a thematic element of the Resident Evil series. Don't worry about the bright, day lit atmosphere -- he plans on using the capabilities of the next-gen consoles to give the players an even more immersive experience, and yes, your palms will be sweaty playing this game. "Sure, the dark areas are pretty standard Resident Evil stuff -- you're going through them pretty slowly; the light areas will represent how Resident Evil 5 will be different from the others," says Takeuchi. Will that be from the scorching sun (shown ever more realistically on the new hardware) or the fear of undead monsters trying to turn you into some ragu sauce? Could be either, but most likely a combination of both.
On the development side, many staff members who worked on the original Resident Evil will be making a comeback for Resident Evil 5. Sure, the guy in some of Famitsu's screenshots may look like Chris, but as Takeuchi puts it, if the game developers are making a comeback from Resident Evil 1, then that might offer clues as to who the main character might be...
From what he's been saying, it seems like Takeuchi wants to bring Resident Evil back to the basics -- perhaps right now, we're looking at a game that runs like Resident Evil 4, with some thematic tastes of Resident Evil 1 and Resident Evil 4. "This isn't a side story," Takeuchi insists. "If the main character is someone from the previous Resident Evil games, then you have to understand that we [the Resident Evil team] are looking into a major turning point in the series."
Of course, with the time it will take to meet the standards set by Resident Evil 4, don't expect this to be a launch title on either console. Takeuchi has indicated that such a project would normally take three to five years to complete, though we'll leave it up to the developers to make sue that players won't have to wait that long.
July 20, 2005 - The latest issue if Famitsu is home to first details and screens for Resident Evil 5. As we reported earlier, Capcom is bringing this next generation survival horror title to the PlayStation 3 and Xbox 360, with veteran developer Jun Takeuchi serving as producer.
Since our initial story, we've learned more details on the game. Takeuchi is somewhat vague in his discussion of what we can expect from the title gameplay wise, revealing only that Resident Evil 4, with the wealth of changes made by director Shinji Mikami, caused excitement amongst Capcom's development staff as a whole, particularly those who had worked on Resident Evil for the PlayStation and PlayStation 2. Even with the changes, Takeuchi states, there was no mistake that you were playing Resident Evil. We can apparently expect something that, similarly, maintains the taste of Resident Evil while featuring big changes from the traditional play format.
Images shared by the magazine were taken from a two minute high definition video clip in which the game's main character finds himself in the alleys of a desert city, being chased by a mysterious group of enemies. In describing the setting and content of the game, Takeuchi recalls a scene from the film Black Hawk Down, when a US chopper crashes to the ground and is swarmed by natives. The theme of getting out of a tight corner is a staple of the original Resident Evil, and is something that the development staff wants to work on with RE5.
The video does not actually reveal the nature of the enemies that are pursuing the main character. The primary enemy is a new element to the game and it's currently a closely guarded secret. The enemy are meant to come after you in great numbers, conveying the sense of insanity of hoards of natives that Takeuchi took away from Black Hawk Down. We can apparently expect something along the lines of the primary enemy in Resident Evil 4, who spoke a language that you were unable to understand and were more advanced than the zombies that have appeared in previous RE games. Takeuchi and crew are actually working on ways to make the enemy even more expressive this time around.
The development staff is paying extra attention to the game's environments, with Takeuchi stating that one of the tastes of past Resident Evil games was that of the player walking slowly through a dark and damp environment. This time, we can also expect wider, brighter environments, including scenes of intense sunlight.
As expected of a next generation game, RE5 runs in high definition, and one of the things the development staff wanted to do was use the new visual power at its hands to communicate the sense of atmosphere to the player. The images in the trailer clip are meant to convey a sense of high temperature. In fact, heat is a central theme to the game, with Takeuchi suggesting that when it's particularly hot, you'll want to cool down in a cave.
With regards to main character and background setting, Takeuchi states that we should be able to figure out the main character when we consider that members of the development team that created the original Resident Evil are working on this game. This would suggest that the main character pictured in the magazine is Chris (the bearded character in all the screenshots does resemble an older version of Chris).
Takeuchi won't reveal when we'll be able to play Resident Evil 5, only stating that we'll have to wait until the next generation systems are available. He assures us that out of all of Capcom's game projects, this one is getting the most attention, and this is why development will take some time.
A Capcom representative reveals to the magazine that a Tokyo Game Show showing for Resident Evil 5 is not out of the question. IGN is hoping that, with Sony's PlayStation Meeting press conference scheduled for Thursday afternoon and Microsoft's Xbox Summer scheduled for this coming Monday, we'll get a glimpse even sooner than that.
38 publishers developing 45 titles
Xbox 360 publisher / title
1. Idea Factory / TBA
2. Eidos / TBA
3. Ark Systemworks / VS melee action
4. Activision / Call of Duty 2, Tony Hawks American Westlandm, Quake 4, Gun
5. Atari Japan / Test Drive : Unlimited
6. Artdink / Take The A Train X
7. SNK Playmore / KOF Maximum Impact 2 (working title)
8. EA / FIFA 06(working title), Need For Speed Most Wanted (working title), NBA Live 06 (working title)
9、Capcom / Biohazard 5 (RE5), DEAD RISING
10. Kids Station / TBA
11. Cavia / TBA
12. Grev / TBA
13. Genki / Shuto-kou Battle (working title)
14. Koei / Shin Sangoku Muso 4 Special (working title)
15. Konami / Winning Eleven series (PES) (working title), Rumble Roses XX (working title), Pro Baseball Spirits (working title)
16. Success / Operation Darkness (working title), ZOOKEEPER (working title)
17. Jaleco / TBA
18. Square Enix / FF XI
19. Spike / TBA
20. Sega / Chrome Hounds (working title)
21. Taito / WORLD AIRFORCE (working title)
22. THQ Japan (to be established) / Saints Row, The Outfit
23. D3 Publisher / Chikyu Bouei-Gunn X (working title), Onee-Chanbara X (working title)
24. Tecmo / DEAD OR ALIVE 4, DEAD OR ALIVE Xtreme 2, Project Progressive (action game), DEAD OR ALIVE code: Cronus
25. Tomy / Zoids (working title)
26. Treasure / TBA
27. Namco / Ridge Racer 6, Frame City, New RPG (working title), LOVE FOOTBALL (working title)
28. Hudson / Tengai Makyou ZIRIA - Haruka-naru Jipang -
29. Hamster / TBA
30. Bandai / Mobile Suit Gundam (working title)
31. Banpresto / Super Robot Wars (working title)
32. Vivendi Universal Games / TBA
33. From Software / eM - Enchant Arm -
34. Frontier Groove / TBA
35. Microsoft / Everyparty, NINETY-NINE NIGHTS, PGR3 - PROJECT GOTHAM RACING® 3 -
36. Marvelous Interactive / TBA
37. Yukes / Wrestle Kingdom
38. Ubisoft / Ghost Recon: Advance War Figher (working title)
Project Gotham Racing 3 Update
July 24, 2005 - The latest occurrence at the Xbox Summit in Japan was a demonstration hosted by Bizarre Creation's Nick Davies. He showed off the graphically impressive vehicles and environments for Project Gotham Racing 3. The cars will be comprised of 40,000 exterior polygons and 40,000 interior polygons. This is a huge leap when compared to the 10,000 total polygons used on the vehicles of PGR2.
In another example of PGR3's advanced graphics Davies stated that the Brooklyn has the same number of polygons as the entire city of New York in PGR2. Players will be able to customize and create tracks and race 80 different cars. Also, the crowds watching the races are fully polygonal and number in the thousands. No more card board cutouts cheering on the roadside!
The demo went on to show off Gotham TV. We'll have more information on this title soon with the distinct possibility of some media.