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Heavy Rain: The Origami Killer (PS3)

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Igra ce biti pravi psiholoski triler, a gameplay ce se zasnivati na pravovremenom pritiskanju odredjenih dugmica i zahtevace dobre reflekse. Ovo je bukvalno interaktivni film sa fenomenalnom grafikom i u razvoju je od kraja 2005 godine.

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Heavy Rain (possibly subtitled The Origami Killer) is an upcoming video game, developed by French studio Quantic Dream for the PlayStation 3. The game is being directed by Quantic Dream's founder and CEO David Cage, who also wrote and directed the studio's two previous games, Omikron: The Nomad Soul and Fahrenheit. The game is scheduled to be released in 2009. The game was announced at E3 2006, where a tech demo entitled The Casting was presented to the media and general public.

History and background

Quantic Dream started working on Heavy Rain in February 2006. The project was announced on May 7, 2006, and three days later, a real-time 3D prototype technology demo was presented at E3 2006 on Sony Computer Entertainment of America's booth. The demo, titled The Casting features a virtual actor, while showing various technical features of the game engine in an almost five minutes long emotional scene, although the story and setting of the demo has nothing to do with the story of Heavy Rain itself. The prototype was allegedly created in less than three months, including writing the script, developing the engine for the console, making auditions to find the virtual actress, recording the scenes, etc. The demo was initially supposed to be an internal prototype, not to be shown outside the company, but after Sony saw the team's work-in-progress a few weeks before E3, they've been asked to finish up a working demo to be presented to the audience, while the team had originally planned to finalize the before the end of June.

Details

Details about the story and gameplay of Heavy Rain itself remain scarce. It is known that the game is not a sequel to Fahrenheit, but a completely new game, with new story and new characters. Director David Cage noted that Heavy Rain "will be a very dark film noir thriller with mature themes", without any supernatural elements. The game will feature a story that is interactively "bendable", similarly to Fahrenheit. It's been told by the creators, that "the character control mechanism is an essential part in playing Heavy Rain", and is different from the system used in Fahrenheit. The player will be able to control different characters in the game. In a recent interview given by Quantic Dream co-CEO and executive producer Guillaume de Fondaumière to www.gamedaily.com, characters will be true virtual actors capable of showing highly realistic emotions.

Some game physics will be made available by the use of PhysX by AGEIA. It is used for console physics in general in the game. Originally for the PC, there were going to be two separate versions of the game to handle cases of a computer being equipped with the appropriate physics processing unit, and to handle cases when it is not present on the system. However, now that the game has been announced as a PlayStation 3 exclusive, it is assumed that that won't be necessary. In the demo, the physics of the hair made use of the AGEIA technology. However, recently in the Dutch Magazine Chief on March 11th, Executive Producer David Cage gave gamers a teaser by announcing a few details about the game. He alludes to one of the main characters being a father trying to justify his actions by saying "Its purely about a father's love." "The main story will revolve around 4 different characters, and we're putting the spotlight on their perceptions. The question 'what is good and what is evil' is the key here, that will be just a matter of viewpoint...I believe heavily in moral choices, I'm going to use them A LOT. They're not about being good or bad, but about finding the right balance." On the setting, David Cage responded by saying, "I don't want to do a big free-roaming city like GTA, because the flow of the story will then be hard to control. Nevertheless, I do want to incorporate big sets, with a crowd, heavy populated areas like a mall and a subway are going to be in there. Of course, the gameplay has got to make use of that aspect too."

The Origami Killer poster

Some time in early 2007, a poster of Heavy Rain appeared on Quantic Dream's under-construction website. It features an origami model with blood dripping from one of its corners, and a new subtitle to Heavy Rain, reading The Origami Killer. Also notable is a list of (presumably virtual) actors (Ethan Mars, Scott Shelby, Madison Paige, Norman Jayden), and a tagline: "How far are you prepared to go to save someone you love?". A small image of the poster can be seen on the updated website, under "Game Studios", "Heavy Rain". Just above the words "Heavy Rain", writing can be seen.

The Casting technology demo

Mary Smith

The Casting, shown at E3 2006, is an almost five minutes long non-playable real-time 3D prototype technology demo. It was running on a non-final PlayStation 3 console development kit in 720p display resolution. The demo's main feature is the presentation of a virtual actor (hence the other name "Virtual Actor Demo"), showing numerous expressions. It also shows various technical features of the game engine, all embedded in a short emotional story. However, the plot of the tech demo has nothing to do with the story of Heavy Rain itself. The story was written and directed by David Cage.

The virtual actor in the demo is based on young French American actress Aurélie Brancilhon. Not only her likeness was used in the prototype, but her complete acting performance.

Quantic Dream highlighted, that the technology demo is just a sample of things achievable in a limited amount of time, and that during the making of the prototype, they still were in the middle of research and development efforts.

Plot of the demo

In the demo a young woman comes into a white room. Her name is Mary Smith, aged 24, and she has come to audition for a part in an upcoming film titled Heavy Rain. Asked about her acting background, she admits that she has only had minor parts because she is often seen as unfit for major roles: "Too tall, too short, wrong hair… There's always something wrong with me!" The male speaker (now known to be the director) asks if she has her lines down, to which she says yes. A male assistant raises the clapperboard for Heavy Rain to start filming Mary's audition.

When he lowers it again, the set has changed entirely to a small kitchen in which Mary begins a monologue. She talks to the camera and addresses it as being the character of her husband, with whom she once had an ideal, romantic marriage. However, she started to notice little things about him that were indicators that he was cheating on her. One time after he left his office, she followed him to be sure, and watched in shock as he stopped at a seedy hotel to meet with another woman. Crushed and heartbroken, Mary explains how she went home and cried in sorrow as she stands dejectedly over the kitchen sink, lightning bursting outside the window. Reaching into the sink, she monologues how she took their gun from the bedside table; on the set, she produces a revolver from inside the sink. Holding the gun to her head and shedding a tear, she says that life is cruel to make her cope with such horror - but she has a change of heart, as she wasn't the one who was cheating. She sits back in her chair, saying how she waited patiently for her husband to come home. When he got there, she merely stood up and took aim in his direction (and has just stood and aimed at the camera). She playfully acknowledges that her husband likely believes she doesn't have the courage to pull the trigger, but her mind has been made up; she wants to make an example of him, and show that women refuse to tolerate such behavior. With a final goodbye, she pulls the trigger, accompanied by another great flash of lightning.

Suddenly, the viewer sees once again the demo where Mary stands back in the empty white set, holding her fingers in the shape of a gun. She smiles and asks how her performance was, happy that she has a chance. Upon Mary's exit, the male assistant expresses his interest in her acting abilities to the director; in a bit of irony, the director says that there was no point in auditioning her, as she is too tall for the role.

Technology

From a technical and technological standpoint, notable features of The Casting include full body and facial motion capture, real-time tears and wrinkles on the face, advanced skin shades, and some advanced rendering features, such as depth of field, spherical harmonics, auto exposure and high dynamic range rendering. The technology enables animations of pupil dilation, tongue, eyes, fingers, and dynamic hair with physics. The game engine also supports real-time post-processing, with which E3 attendees could interact at the event. Hair physics is achieved by the use of PhysX by Ageia. Facial motion capture was recorded using Vicon Peak MX40 cameras and system, and was enhanced with a muscle system.

Published by: Sony Computer Entertainment
Developed by: Quantic Dream
Genre: Adventure
Number of Players: 1
Release Date: TBA 2009

GC 2008: In-Game Battle System Gameplay (Cam)

Shotovi:
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Poslednja izmena:
Daj Boze da izadje u 2009.
Igra izgleda odlicno, posebno modeli likova (lica su bolesno uradjeno).
Ne sumnjam da ce Quantic Dreams napraviti vrhunsku igru. :)
 
omg, zar active time event/gledam ekran i stsnem svetletji X nisu umrle kad i cd-i. holy crap!!!
 
Onaj casting demo mi se svidjao, a ovo sto sam sad video... manje-vise...
 
Zbog ove igre vredi kupiti PS3. I to je prva, so far. Odigrao bi se još Uncharted i MGS4 i naravno KZ2 kad izađe i to je otprilike to što se PS3 tiče, za sada.
 
Zbog ove igre vredi kupiti PS3. I to je prva, so far. Odigrao bi se još Uncharted i MGS4 i naravno KZ2 kad izađe i to je otprilike to što se PS3 tiče, za sada.
Opet...stalno nalazi neke nove igre koje su prve zbog kojih treba kupiti PS3 i teši se što ima BF Bad Company za dž...:d
 
Ako je to prva, na X360 josh nije izashla ni jedna igra zbog koje ga treba kupiti :)
 
Ako je to prva, na X360 josh nije izashla ni jedna igra zbog koje ga treba kupiti :)

True true :D

Mislim Indigo/Farenhajt je bila super igra do nekog dela kada pricha ode bestraga i zavrshish kao zombi koji ima dete u svetu koji je pobedio kiborge zasnovane na veshtachkoj inteligenciji ,)

Bice ovo ok igra, al mislim da vec sada postoji bar 5 igara zbog kojih vredi imati PS3!
mada ukusi su razlichiti.. neki ljudi ni sarmu ne vole :zgran:
 
Zbog ove igre vredi kupiti PS3. I to je prva, so far. Odigrao bi se još Uncharted i MGS4 i naravno KZ2 kad izađe i to je otprilike to što se PS3 tiče, za sada.

... i LBP i Heavy Rain i mozda Uncharted 2 ili eveeeentualno GoW 3 :D ;)

Sto se tice Farenhait-a, kakav je gameplay bio, bilo je takodje ovih quicktime eventa? Ako je cilj igre odlicna, filmska prica, onda mislim da nije bitno kakav je gameplay i da li ima cover sistem :)
 

LOL, znachi ako je Maxa rekao glupost protiv PS3 nema veze, ali kada neko kaze neshto protiv X360 onda je neumoran :D

Neumorni su svi ovde koji imaju X360 samo zbog piraterije i ponashaju se kao da je to najbolja konzola ikada, govore kako PS3 nema igre, a kada se pojavi bilo kakav hint o pirateriji na PS3, polude :d

Sto se tice Farenhait-a, kakav je gameplay bio, bilo je takodje ovih quicktime eventa? Ako je cilj igre odlicna, filmska prica, onda mislim da nije bitno kakav je gameplay i da li ima cover sistem :)

Nisi igrao Fahrenheit ? :) Pa to imash i na PCu :)
 
Poslednja izmena:
Mislim Indigo/Farenhajt je bila super igra do nekog dela kada pricha ode bestraga i zavrshish kao zombi koji ima dete u svetu koji je pobedio kiborge zasnovane na veshtachkoj inteligenciji ,)

E bash to, za Heavy Rain su vec rekli da nece biti nishta "supernatural" u igri a evo sada i utisaka sa IGNa, igra ce imati full kontrolu lika kao i Fahrenheit, http://ps3.ign.com/articles/898/898580p1.html, stvarno je bilo totalno nelogichno da se igra samo stiskanjem 4 dugmeta u pravom trenutku, a ne znam ni ko je prosuo tu prichu :)
 
Poslednja izmena:
Nisi igrao Fahrenheit ? :) Pa to imash i na PCu :)

Niiisam *** :) a sad bi me mrzelo..

A to da nije samo quick time events se znalo, pise lepo da se na R2 kreces napred, mozes glavu da pomeras i ostalo, i ima sixaxis podrsku za neke stvari... nalik Point and Click avanturama tipa Siberia... samo bez misha :)
Jedino sto me "zabrinjava" je da ne postoji game over. Dakle, ako te neko ubije, prica se nastavlja, nadam se da mozes vratiti poziciju barem, ali izgleda da sta god uradis u igri, ima svoje neko znacenje na kraju, i menja se tok price non stop, tako da ce biti gomila drugacijih zavrsetaka... kao kad gledas neki film i da imas mogucnost da promenis nesto i da se to odrazi na sam kraj... zvuci zanimljivo..
 
Malo info-a o gameplay-u, nikako nisu samo QTE :) :

By Mike Bowden

* First Cage has told us that you only control the head and shoulders on the character, you just press a button to move forwards.
* The main character is investigating a series of disappearances and is going to the house of a taxidermist - hence the birds hanging in the ceiling in the video footage.
* Everything in the game is context sensitive, we are told.
* “Everything in the interface is design for emotion, to make you feel what your character feels,” said Cage.
* Then we’re shown some plot: your character finds some burnt clothes on the fireplace, she goes upstairs; floorboards are creaking. She smells something nasty. She turns, opens a door and finds a woman’s body in a bath tub.
* We are then told that the protagonist is in fact a journalist who is on the hunt for a story and after she inspects the house some more, she finds dead women strewn about the place stuffed like animals.
* All of a sudden the killer comes back. He’s this ugly, fat guy. She can’t get out, she’s trapped in the house.
* Then the game goes into split-screen: him advancing, her creeping around the house trying not to get caught. The killer then simply sits down and watches TV. Your character manages to get outside, escaping through the garage. She gets on a motorbike, and speeds off.
* More feature description now: you can use the Sixaxis to open windows and look through keyholes. In fact, everything you see “in the set” is interactive. You can sit anywhere, turn on the TV, open all the doors in the house - which incidentally was created by an architect who is part of the development team.
* We then see that self same scenario but showed differently. Instead of creeping in order not to be heard when the killer is in the house, she runs, thus making noise. The killer hears the creaking floorboard and reaches for a knife.
* He finds her and tries to stab her on the bed. You use QTEs to avoid attacks.
* She falls down the stairs. “I’m the big bad wolf,” howls the man. She tries to open the window. He chases her round the kitchen table.
* Your character manages to get out to the garage after running through the house. You again get on your bike and drive off. The killer walk back into the house and you hear a gun shot. End of the demo. Still more to come from Cage.
* Cage tells us you can use chainsaws and screwdriver to kill him. He could get arrested etc. Loads of possibilities. There are over 60 scenes like this, he says.
* “This is not GTA,” says Cage in a short Q&A. “This is not an open world”
* That’s it. We’re exhausted. That. Was. Awesome.
 
Poslednja izmena:
Btw, igra je PS3 exclusive, za ove koji su se ponadali (pogledajte pres konferenciju) :)
 
ima sixaxis podrsku za neke stvari... nalik Point and Click avanturama tipa Siberia... samo bez misha :)



ja sam jedan od onih koji mrze sixaxis i voleo bi' da ga uopste nema i da se ne racuna na to u igrama, ali ovo je prva primena koja po meni ima koliko-toliko smisla, ali me i dalje nervira :D
 
Poslednja izmena:
ja sam jedan od onih koji mrze sixaxis i voleo bi' da ga uopste nema i da se ne racuna na to u igrama, ali ovo je prva primena koja po meni ima koliko-toliko smisla, ali me i dalje nervira :D

Sto, u Ratchet-u je odlicno uradjeno letenje sa sixaxisom, tu sam se odusevio, bacanje bombi u Unchartedu je odlicno isto, a Wipeout HD se po onim likovima iz 1UP-a najbolje vozi sa sixaxisom :) Kad neko uradi dobro onda je stvarno dobar fazon...
 
Pa dobro, ljudi su razliciti, meni malo vise lezi old-school fazon, pa mi je sve to u startu odbojno. Mene nervira i tamo gde je odlicno uradjeno :). Kad sam bio mladji, nervirali su me i klinci koji zanose levo-desno dok "voze" nesto na joypad-u :). Jednostavno, mislim da je to previse i da nekako banalizuje svaki trenutak.

Ali da ne idemo u offtopic...


Btw, taman su se svi nalozili na ovo, a onda se pojavio Image Metrics tech demo :)

http://www.youtube.com/watch?v=bLiX...bcs.dll/article?AID=/20080820/BLOG01/80820016

Ok, nije da ima veze sa bilo kojom igrom, ali ipak... :)
 
Poslednja izmena:
Fahrenheit je fantastična igra. Bezveze je da pljujete na bilo koji način tako nešto.
 
Ovaj preview zvuci odlicno:

While Heavy Rain's teaser video is awesome enough, we were lucky enough to be given a demonstration of the game by Quantic Dream's David Cage.

Before showing us any gameplay, Cage reiterated the thought processes behind developing a game like Heavy Rain. It's an adult thriller with a mature, emotionally driven story. "You're not fighting a war. There are no gangsters, knights, princesses or zombies. You're not going to save the world in this game." We're hoping this grounding in reality saves it from the bizarre tangent Indigo Prophecy (Fahrenheit for those outside the US) took towards the end of the game.

The part of the game we were shown, the same as featured in the trailer you've already seen, is a bonus scene, used to demonstrate the gameplay without revealing any of the game's story. The full game will make use of "rubber band stories" to solve the problems behind creating truly interactive storytelling. So, while you can deform each rubber band in any way you want, the basic shape of the story remains the same.

Fans of Indigo Prophecy will recognize the basic gameplay mechanics right away. Potential actions pop up in the bottom right hand corner when you're able to interact with something. These actions are usually performed with the right analogue stick, though some also rely on the SIXAXIS motion controls. Your character will automatically look at items that are interesting, akin to Grim Fandango and Escape from Monkey Island, and movement is mapped to the right trigger (walking forward) and the left analogue stick (looking).

Dialogue has also changed since Indigo Prophecy, with SIXAXIS controls being used to choose between options whilst talking. Again, this may sound a little odd, but it means that you can layer your actions over each other. By this point in the demo, our rain-soaked character had walked to the front door of the creepy taxidermist's house. Since speaking is all in-game, with no switching to cutscenes, you can utilize both the SIXAXIS controls and the right analogue stick it to ring the doorbell and yell, "Hello?" at the same time.

With no-one home, our character tries the back of the house to look for a way in. A window is slightly open, and it is at this point that Cage demonstrated the ability to check your character's thoughts. Like asking an angel and devil for advice, you won't necessarily get the correct answer, but you'll have some background before making your decision. This can be done at any time and will give different results depending on the situation. "QTEs will be common in Heavy Rain, but the emphasis is being squarely placed on living with the consequences of your actions."


Once inside the house, we see a very intricately designed and detailed environment. The room really looks lived-in and, thanks to the stuffed animals everywhere (and we're not talking plush toys, here), incredibly creepy. Walking around, a quick time event is triggered. A bottle is almost knocked off a table as our protagonist brushes past, but with good enough reflexes, you can catch it and put it back. QTEs will be common in Heavy Rain, but the emphasis is being squarely placed on living with the consequences of your actions. If you miss catching the bottle, you're not guaranteed to die, but it might get noticed by someone later on.

The game is seemingly split into two separate gameplay types. Exploration, which is what we've been describing so far, and reaction to events. Both use the same controls, but have a very different feel. We'll paraphrase the rest of the exploration part, but rest assured that the discovery of the sawed-up body in the bathtub and the stuffed women in the taxidermist's bedroom are very creepy, tense moments. While we never see the body up close (a lot is left to the imagination) the reaction of the character is incredibly real and emotive -- stepping away, coughing and spluttering, disgusted.

After these two discoveries, the taxidermist arrives home. It's time to get out of there without being seen. The screen splits, showing us what he's doing. The music rides up and the atmosphere is, again, incredibly tense. Making a way quietly through the house and nudging doors open, we creep past into the garage and out onto a motorbike. Oh, and do pay attention to what the protagonist says. When she mentions that there's a creaking floorboard, make sure you avoid it when trying to sneak out of a serial killer's house. Just sayin'.

Of course, this whole scenario can go a little bit more awry. We saw a second playthrough, with the stealthy exit at the end replaced by cowering in a cupboard. When discovered by the killer, the action becomes more fast paced. Everything happens in real-time, so you can still look around you, even while wrestling on a bed. Objects of interest will cause a face-button symbol to appear, allowing you to interact. This can result in anything from dodging the taxidermist's knife lunges, or picking up a nearby lamp and smashing it over his head.

At times the viewpoint turns to first person, as you desperately look around for where to go next with the analogue stick. QTEs will stand in your way but won't necessarily kill you. The demonstrator fails one on the stairs and trips, giving the character a nasty bruise. She'll keep that in future levels as a souvenir, but it doesn't automatically mean the taxidermist catches up. In the end, the woman manages to escape the knife-wielding animal stuffer and makes her way outside, thanks to the demonstrator's nimble fingers. Did we mention this game is tense? We don't mind telling you that we left the room shaking.

"QTEs will be common in Heavy Rain, but the emphasis is being squarely placed on living with the consequences of your actions."
http://www.joystiq.com/2008/08/21/joystiq-eyes-on-heavy-rain/
 
Poslednja izmena:
Vrh Dno