w 【新闻部】SIE - 第45页 - 游戏新闻资讯 JBTALKS.CC -->
Facebook Sharer
选择您要替换的背景颜色:
【农历新年】背景图片:
个性化设定
 注册  找回密码
楼主: kirassss
打印 上一主题 下一主题

【新闻部】SIE

[复制链接]

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

441#
发表于 2014-12-8 05:55 PM |只看该作者
Katamari Damacy creator announces Wattam for PS4



   


Introducing Wattam, the new PS4 game from Katamari Damacy creator Keita Takahashi

Hi! This is Keita and Robin here to share with you this first glimpse of our new project at Funomena. When we told people that we had begun to collaborate on a new game, they were very curious about what it could be. It is called “Wattam”.

The idea for this game came from when Keita was playing with his two-year old son, and wondered about what if all toys lived, and connected by themselves? It would be such a fun world to explore and play with! The word “Wattam” itself is actually composed of the Tamil and Japanese words for “making a circle” or “making a loop”. The initial prototype for this game was made by Keita and his friend Vikram, who are from these two cultures respectively, and this new word acknowledges one of the game’s core inspirations: making connections between different types of things.

But what you’ll see here today is actually about a square-shaped person. It is a sneak peek into the life of the Mayor of the world of Wattam. We hope you enjoy meeting him, and the other characters of Wattam, as we reveal them throughout 2015.

Robin Hunicke - Co-founder Funomena

blog.us.playstation.com


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

442#
发表于 2014-12-8 06:20 PM |只看该作者
《美国职棒大联盟 15》2015 年 3 月推出 首度收录品牌授权棒球用具

  美国索尼计算机娱乐(SCEA)在 12 月 6 日举办的「PlayStation Experience」开幕发表会上,正式发表由圣地亚哥工作室制作的美国职业棒球游戏《美国职棒大联盟》系列年度最新作《美国职棒大联盟 15(MLB 15 The Show)》,预定 2015 年 3 月 31 日推出 PS4 / PS3 / PS Vita 版。

  《美国职棒大联盟 15》承袭首度登上 PS4 新世代主机的前作基础,除了充分运用新一代硬件巨细靡遗地呈现选手与场景之外,还首度收录 NIKE 等品牌授权棒球用具,更为写实地反映出球场上真实球员的装备。支持前作首度导入的年度存盘继承功能,游玩数据可永续继承到新作使用。

   


  本次的封面代言球星为古巴出身、现效力于洛杉矶道奇队的亚塞尔‧普伊格(Yasiel Puig)。

   


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

443#
发表于 2014-12-9 07:34 AM |只看该作者
本帖最后由 kirassss 于 2014-12-9 07:38 AM 编辑

David Jaffe announces Drawn to Death for PS4



   


Drawn to Death, a Hand-Drawn Arena Shooter, Coming to PS4

Hey y’all! David Jaffe here, game director at The Bartlet Jones Supernatural Detective Agency. Today’s a big, big day for all of us at our little game making and ghost hunting studio.

As for the ghost hunting team, Bartlet and crew have made some big discoveries in the whole Al Capone opera house haunting. Keep an eye out for an update that should be hitting your favorite ghost hunting site soon (and perhaps major news sites as well if what Bartlet thinks they’ve found ends up being authenticated!)

As for the game making part of the company, today is the day we’re finally able to reveal DRAWN TO DEATH, the game we’ve been making with the fantastic crew at Sony San Diego!

And if I may, before I jump into details, I gotta say: MAN it feels great to be back with my Sony family!!!

I remember sitting in Scott Rhode’s office 18 months ago, pitching him the game and trying to be cool and pro and not express my excitement when it started to become clear that Scott was going to give Drawn To Death the go ahead and that PlayStation 4 would be the home of the studio’s first ever game!

What a day that was! And what a day today is. We are so pumped!

Hopefully you’ve already clicked on the above video and are liking what you see. There’s lots more Drawn To Death info on the way in the coming weeks and months (y’all know how I love to gab about the stuff we make!), but for now, a few things:

Drawn To Death will be an arena shooter like you’ve never played before. Part of the reason for this is our unique gameplay. And part of the reason is that the game takes place inside the notebook of a very creative teenage kid; it’s a violent and bizarre landscape filled with all of the weird, amazing, passionate, and exciting fantasies that are swimming around in the head of our teenage artist.

We want Drawn To Death to play like the offspring of an old school arena shooter (with updated, modern sensibilities) and a hardcore brawler/fighting game. We want our signature launch mode – a 4 Player Free For All Deathmatch – to be action packed while also giving Players the need and ability to master advanced environment movement, learn and exploit enemy tells, and form clever strategies that pay off in big victories!

Unveiling Drawn to Death at PSX is just the beginning of what we have in-store. The game itself will be in continual development and we’ll be very active on our forums and on social media, reaching out to the game’s fans in order to learn what you love about the game and to discuss the things you feel we need to work on in order to improve the title.

Man, there’s just so much to share about the Drawn To Death!

For now though, we’re diving back in: back in to the amazing PlayStation Experience and back in to the game development process. In the meantime, please head over to drawntodeath.com to sign up for the game’s early access.

Ok y’all- nice chatting with you again- looking forward to sharing the game and the game making process with you all! Thanks!

David Jaffe - Video Game Designer/Director

blog.us.playstation.com

Fat Princess Adventures announced for PS4

   











Fun Bits is happy to announce our next game, Fat Princess Adventures

This new Fat Princess is bigger and badder than ever, with tons of fast-paced hack ‘n’ slash action. Up to four players can play together online or on the couch to save the world in this casual co-op RPG adventure. The warring kingdoms from the original game have signed a truce and joined forces to battle the Bitter Queen and her army of hungry Gobblings. Your epic quest will span the length and breadth of the land of Great Bitten, from the pinnacles of the Salt Mountains to the depths of the Mines of S’morsia. Along the way you’ll fight dozens of new enemy types ranging from sticky cake golems to dreaded pirates.

Fans of the original game will instantly recognize the classic character classes: the Warrior, the Archer, the Mage, and the Engineer. This time however you can upgrade your character with new armor, weapons, spells and other accessories. Each class also has a suite of sweet new combat moves, including an Awesome Sauce ability that temporarily transforms you into a cake-fueled engine of earth-shaking destruction.

Just like in the original game, switching between character classes is as easy as switching the hat you’re wearing. The princesses are back as well. Although they still need you to rescue them from time to time, now they can also fight alongside you, using their rainbow magic to tip the tide of battle in your favor. It’s a good thing too, because you’ll need all the help you can get to defeat the Bitter Queen and keep the world tasty and sweet.

All of us at Fun Bits are excited to be working on Fat Princess again, and excited to be collaborating with the original FP production team at Sony Santa Monica. We’re working hard to give you a new Fat Princess that remains true to the character, charm, chaos, and irreverence of the original.

We hope you enjoy this brief taste of what we’ve been cooking up in our Trailer, and we’re looking forward to sharing more details about Fat Princess Adventures in coming weeks.

funbits.com


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

444#
发表于 2014-12-12 07:29 AM |只看该作者
   


   


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

445#
发表于 2014-12-13 07:14 AM |只看该作者
   


   


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

446#
发表于 2014-12-17 07:24 AM |只看该作者
   


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

447#
发表于 2014-12-19 07:05 AM |只看该作者
Everybody's Gone to the Rapture update and new screens





Happy holidays and a quick update

It’s been a long time since we've posted any updates about the progress of Everybody's Gone to the Rapture, and as it's the holiday season, we wanted to let you all know a bit more about what's been going on.

Since E3, we've been working hard to get the game up towards alpha and we're nearly there. This means the game world is now locked - after many revisions as we've worked getting things like pacing, signposting and transitions from area to area, and around the areas right. There's a lot of backwards and forwards during this process, especially on a game that's not delivering its story in a linear, corridor fashion. There are six major areas in the game, each of them needing a distinct identity whilst hanging together as a coherent whole, and getting that right needs in-depth iterations between design, audio and art.

Alongside that, the art team have been incredibly busy churning out the volume of assets a game like this requires. It's really made us realise that the way we've always talked about the game, not as an ‘indie’ title, but a short-form AAA, is definitely the most accurate way of talking about it. Making sure everything produced is historically accurate, to really sell a complete and compelling fictionalised version of rural England in the 1980s is a big challenge, but we've got an absolutely wonderful art team, including three amazing young artists all working on their first professional title, so we're very lucky. Alongside the environment art, our resident VFX genius has been creating some extraordinary visuals that are really unique and create a stunning layer of mystery in the game. Behind them, there's a lot of complex design and code, keeping a large open-world running at a steady frame-rate without compromising the visual quality, and creating an AI system that balances its mechanical role with really communicating a sense of life and agency. Often, the behind-the-scenes stuff is difficult to identify, but it's the spine of the experience and takes a long time to get right - usually something that is still getting tinkered with right up to beta.

The core thing about Rapture is atmosphere and story - a deep, engrossing, emotionally driven tale set in a living, breathing world, and that's a combination of lots of things from environmental storytelling to vocal performances. We went into the studio with a stunning cast in late September and integrated all of the scenes into the game during autumn, and we're really proud of the performances. We worked with a brilliant voice director and were lucky to attract some wonderful actors, and Sony supported us using a longer rehearsal period to be able to workshop the script and really get deeply into the nuances of the characters that you'd normally get. We think the results speak for themselves. Supporting those performances with foley, visualisations and art is the major task ahead of us now.

In audio, it's been a really exciting few months. On top of her many director duties, Jess has almost finished the score and we're heading to the studio in March to record it, and it's already clear it's going to be her strongest work yet. We've got a stunning, world-class line-up of musicians ready to go on this, and we can't wait to get it integrated. This is being blended into a procedural ambience and mood audio generation system that's been custom-built in-house and is letting us get around the normal compromises you find in game music that needs to respond to in-game events and player activity. The audio on this game is going to be really special, from voice to music to sound.

There's a lot to do still. The first part of making a game is hugely exciting, but you need to settle into a long process of driving the quality up, kicking bugs into touch and tweaking the minutiae - it's what really makes a big difference to the overall game. As we move into a process of regular QA builds, working through the bug database, pushing hard on lighting and colour grading, making sure we are balancing the process of adding depth and complexity to the art... this is the hard stuff, the real craft of making a good game. There's not loads to report, no shiny new things to show off. But - it's the part of the process where a great team makes all the difference, and we can definitely say we’ve got one of those…

So what can you expect from here on in? We're well past the half-way point, we can say that. It's always been a tough game to talk about, because it's a mystery, and that mystery is woven into the fabric of everything. There are clues in the screenshots accompanying this blog, just as there are in this new music track we hope you love as much as we do. We can't tell you anything about the story without potentially spoiling it, so you're going to have to be patient on that front, but we're really pleased with how a story as non-linear as this is all falling together in a way that is really powerful and engaging which, after all, was always the whole point.

Rapture's coming. Omnes pulvis stellarum sumus.

thechineseroom.co.uk


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

448#
发表于 2014-12-23 07:36 AM |只看该作者
   


   


   




回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

449#
发表于 2014-12-24 07:21 AM |只看该作者
   


回复

使用道具 举报

1613

主题

32

好友

8万

积分

区域版主

K 游戏情报员/KWolDs SEN ID

Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80Rank: 80

分享专才

450#
发表于 2015-1-1 07:51 AM |只看该作者
本帖最后由 kirassss 于 2015-1-1 08:00 AM 编辑

   


   


回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册

JBTALKS.CC |联系我们 |隐私政策 |Share

GMT+8, 2025-11-10 12:30 AM , Processed in 0.111474 second(s), 21 queries .

Powered by Discuz! X2.5

© 2001-2012 Comsenz Inc.

Ultra High-performance Dedicated Server powered by iCore Technology Sdn. Bhd.
Domain Registration | Web Hosting | Email Hosting | Forum Hosting | ECShop Hosting | Dedicated Server | Colocation Services
本论坛言论纯属发表者个人意见,与本论坛立场无关
Copyright © 2003-2012 JBTALKS.CC All Rights Reserved
合作联盟网站:
JBTALKS 马来西亚中文论坛 | JBTALKS我的空间 | ICORE TECHNOLOGY SDN. BHD.
回顶部