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Ratchet & Clank Future公布视频!赞!

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画面很赞啊



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有点皮克斯的味道


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小组终于觉悟了

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希望抵抗2不会令我失望

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又看了一遍,感觉那段船穿梭的镜头很象前几天那段机能演示啊

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引用:
原帖由 solopain 于 2007-3-17 09:42 发表
又看了一遍,感觉那段船穿梭的镜头很象前几天那段机能演示啊
说起来也是

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6轴将运用在许多武器当中
比如龙卷风发射器,喷射出小龙卷风时,可以利用6轴来引导它们攻击敌人
火焰喷射器也将利用6轴
1UP:看起来在瑞奇跑动的时候也很容易的能用6轴控制好小龙卷风
1UPYY到~当你左遥杆控制瑞奇,右遥杆转换视角,同时利用6轴来引导小龙卷风,是多么爽阿 当然也会有网络对战了

Asked to describe the idea in 10 words, Insomniac president Ted Price says, "It's a visit to what people loved about Ratchet originally." (And that's 10, assuming you let the contraction at the beginning slide.) Yep, it's a return to the series roots -- platforming, crazy weapons, creative characters, and loads of personality -- but in a next-gen world.

"One of the things that we talk about when we start a game is we kind of pick one word that is the emphasis behind everything," says design director Brian Allgeier. "For the earlier Ratchets it was 'adventure' and then later it became 'adrenaline' and it was more aggressive, and so now we decided we wanted to go back and do something a little bit different -- well, something that we've done before -- and we picked 'wonder.'

A key part of achieving that is the game's graphical style ("Visually it's a significant step above anything we've tried here at Insomniac," says Price), but also what the engine allows the developers to create. From the scale of the levels to the size of the characters (and one boss you can see in today's trailer), everything just feels bigger.

A second part of hitting that "wonder" goal is filling up these environments. We witnessed a few different sections of the game during our time at Insomniac and were extremely impressed by how much was going on despite the size of everything. If you remember back to the game's first teaser trailer from GDC last year (which never officially made it online), the main thing everyone said about it was that there seemed to be a ton going on in the world -- mostly referring to ships flying around in the air (maybe they've had this "Future" concept floating around for awhile...).
With the on-foot gameplay, it's the same idea -- just because the stage is bigger doesn't mean you don't need more actors. So when you look at the screenshots of the game and you see every inch filled with a character, a tree, or a graphical effect, it's like that in the real game too, at least in the areas we've seen. It's not just a bunch of empty space.

Naturally, you'll have plenty of firepower on your side to combat this world -- look at the title of the game, after all -- so keep an eye out for the Groovitron that makes enemies dance as a way of stunning them, as well as some returning favorites. Taking things in a different direction for the series, some of the weapons will even incorporate Sixaxis motion sensing. So far, we've seen one example, the Tornado Launcher, which sends out a mini tornado to suck up enemies in its path while you use the motion controls to guide it.

"It's something we're always taking into consideration with the development of each weapon," says Allgeier. "Sixaxis works for different weapons -- works great for the tornado; it would work great for the flamethrower." While we didn't have a chance to test it out ourselves, we watched Allgeier use the motion mechanic multiple times, and it seemed very easy to control while running around with Ratchet at the same time. We can't help but wonder how confusing it would all get if you were to control Ratchet on the left stick, the camera on the right stick, and the tornado with the motion controls simultaneously, but it looks like there's going to be the potential to pull off some crazy stuff if you want that option.

Of course, this being our first look at the game, Insomniac seems to be holding back some of the craziest stuff. Beyond new abilities for Clank hinted at by Allgeier, there are plenty of possibilities on how the game may tackle multiplayer or co-op elements -- especially since Home should be available by the time Ratchet ships. Surely, Insomniac wouldn't ship a first party PS3 game without some Network tie-ins, right?

So while we wait to find out more about the gameplay, we're happy to know that the world and style of Ratchet are already firmly in place. It seems that Allgeier's goal to "create a living breathing galaxy" is well on its way. "The reason we're calling it Future is because we feel this marks a whole new beginning for the franchise," he says. "We've got an epic story that we feel will span multiple games. There's going to be greater effects, greater spectacle, new forms of gameplay -- the whole package will deliver the ultimate Ratchet & Clank adventure."

[ 本帖最后由 EG瘦AA 于 2007-3-17 10:40 编辑 ]

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游戏感觉不错!!
但是画面没有觉得很出彩。

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厉害!像看电影了。。
这画面质感超强啊,跟蓝龙的质感有点相似,糖果胶泥feel
但效果还要更好。。

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为啥用迅雷下不了……服了

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喜欢这个画面风格

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讚啊!!我最喜欢的动作游戏系列。

在现世还是这种画面看着舒服啊。

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