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Thread: Ratchet & Clank: Rift Apart

  1. #61 SP
    Member lucicleric's Avatar
    Jocurile inca sunt mult prea scumpe, dar aveti varianta de a imparti cu 1 sau 2 persoane pretul ( 2 persoane daca o persoana se joaca de pe ps4, pentru jocurile crossplatform binenteles), doar ca sunt digitale. E adevarat si pe mine ma apuca nostalgia colectiilor de ps1 si ps2....dar acum e mai mult decat accesibil un joc digital, mai ales ca poti sa iti faci contul pe ce regiune vrei.

  2. #62 SP
    Member fdkenzo's Avatar
    Eu am mai zis și în trecut, jocurile sunt prea scumpe și total nejustificate. Ei vând câteva milioane de copii și in 3 zile și-au scos investiția, restul ce vine după este profit. Cum au ajuns ei la prețurile astea nu pot sa înțeleg!
    In fine, eu am procedat simplu, am jucat jocurile la lansare, le-am terminat și le-am vândut imediat. Am pierdut maxim 100 de lei la Spiderman MM și DS, le voi achiziționa din nou peste câțiva ani când vor costa 50 de lei dacă le doresc la colecție. Recomand sa procedați la fel, Jucați la lansare și recuperați imediat banii înapoi.

  3. #63 SP
    Junior Member jormungandr86's Avatar
    cont pe USA, acolo jocurile sunt 70$ vs 80€ adică 280ron vs 400 dintr-un foc.

  4. #64 SP
    Why so serious ? razvanrazy's Avatar
    New Gameplay Trailer

  5. #65 SP
    Member fdkenzo's Avatar
    Pff, arată senzațional grafica!

  6. #66 SP
    Member lucicleric's Avatar
    Pare okey, nu pot sa nu observ ca au reciclat environment-uri din jocul precedent....cred ca cea mai importanta implementare e totusi haptic feedback si loading screen-urile inexistente...grafic vorbind nu pot sa spun ca e un salt enorm de la jocul precedent. Sa speram ca aduce ceva nou gameplay-ului. Nu e day one pentru mine, o sa il cumpar la vreo reducere ceva.

  7. #67 SP
    Manager paul's Avatar
    Quote Originally Posted by PlayStation.Blog
    Yes! We finally revealed her name… you guessed it! Right?! Rivet is a Lombax resistance fighter from another dimension, where the evil Emperor Nefarious hunts all those who oppose him. You saw brand-new locations like Nefarious City, and alternate-dimension twists on old favorites like Sargasso and Torren IV along with a sneak-peak at some new weapons and gameplay mechanics.

    The song we chose for the trailer has special meaning beyond just being a great, exciting track. It is from the (Rock n’ Roll Hall of Fame nominated) band DEVO, a personal favorite of mine, but, some would say more importantly, the band that the incomparable Mark Mothersbaugh co-founded. I’m excited to announce that Mark is the Composer of the Rift Apart soundtrack! Beyond his work in DEVO, you’ve likely heard his compositions across the years whether it was in the original three Crash Bandicoot and Jak & Daxter games, as well as animated series like Rugrats, and the blockbuster film: Thor Ragnarok. We are so thrilled to be collaborating with Mark and cannot wait for you to hear the incredible score he’s come up with.

    Many of you have been patiently waiting to see the five armor suits we’re including in the Digital Deluxe Edition of the game. These five looks for Ratchet and Rivet were designed and developed particularly for the Digital Deluxe Edition. Here’s a preview:

    The Imperial, Scavenger, Android, Rebel, and Hacker suits all give you some distinct cosmetic looks to play with and mix-and-match as you play and take photos in Ratchet & Clank’s first ever photo mode.
    Meet Rivet, the mysterious new protagonist in Ratchet & Clank: Rift Apart – PlayStation.Blog
    Mai mult gameplay in State of Play, pe 29 aprilie, ora 24:00.
    Attached Images Attached Images racra_hideout_legal.jpg racra_beauty_shot_dig_dlx_20210409_16-9_web_alt_esrb.jpg

  8. #68 SP
    Senior Member Espiritus's Avatar
    Quote Originally Posted by lucicleric View Post
    nu pot sa nu observ ca au reciclat environment-uri din jocul precedent
    Kek.

    Quote Originally Posted by lucicleric View Post
    grafic vorbind nu pot sa spun ca e un salt enorm de la jocul precedent
    Topkek.

    Asta e exact motivul pentru care Nintendo vinde cel mai bine generatia asta. Degaba investec devii un milion de ore overtime pentru a imbunatati substantial grafica unui joc, ca oamenilor li se pare ca arata tot ca pe last gen.

  9. #69 SP
    Member Antiohh's Avatar
    E destul de greu sa vezi diferentele de grafica cand vorbesti de ,,desene animate,,. Obiectele si personajele din jocurile acestea animate nu prea pot avea complexitatea unor oameni si locuri realiste.

  10. #70 SP
    Manager paul's Avatar
    Ratchet & Clank: Rift Apart – State of Play:

  11. #71 SP
    Manager paul's Avatar
    State of Play Reaction and Analysis:

  12. #72 SP
    Member lucicleric's Avatar
    Nintendo vinde atat de mult in primul rand pentru ca e handheld console...o poti lua unde vrei tu.....ei au mers pe acelasi principiu ca cel al telefoanelor...lumea e obsedata sa piarda timpul pe telefon/ handheld console.
    Nu cred ca e coerenta comparatia intre nintendo si sony.
    Si da inca imi mentin parerea...70 de dolari pentru mult content refolosit, pentru mine nu merita. Acum o sa ziceti ca si demon souls e aceeasi branza...marea diferenta e ca jocul ala a redefinit o anumita ramura a gaming-ului, are fani gramada si la finalul zilei, e cel mai smecher remaster de pana acum( las la o parte ff 7 remake, pentru ca sunt fan).
    Ii aplaud ca au reusit sa foloseasca tehnologia, si lumea lor chiar pare mai alive comparativ cu entry-urile precedente.

  13. #73 SP
    Why so serious ? razvanrazy's Avatar
    Quote Originally Posted by lucicleric View Post
    Si da inca imi mentin parerea...70 de dolari pentru mult content refolosit, pentru mine nu merita. Acum o sa ziceti ca si demon souls e aceeasi branza...marea diferenta e ca jocul ala a redefinit o anumita ramura a gaming-ului, are fani gramada si la finalul zilei, e cel mai smecher remaster de pana acum( las la o parte ff 7 remake, pentru ca sunt fan).
    Aici vorbeste doar fanboy-ul din tine. Cu siguranta merita mai mult un joc nou, cum e R&C, decat un remake la unu vechi. Nu stiu ce zici tu ca au refolosit aici, dar este normal sa se refoloseasca assets in orice continuare de joc (si cu siguranta s-a facut asa si in DS-uri si in toate seriile de jocuri ever).
    Also, asa cu DS a facut o ramura proprie (daca nu ma insel a fost primul souls game lansat), asa si R&C a definit o ramura a gaming-ului la vremea lui.

    Dar felul in care se prezinta Ratchet and Clank este cam peste orice altceva existent la ora actuala. Au facut primul pas cu jocul din 2016 iar acum imbunatatesc formula. Acum arata ca un CGI hollywood movie in cele mai multe locuri. Probabil la urmatorul sau pe next gen vom juca efectiv calitatea filmelor Pixar, desi nici acum nu suntem departe.
    Ambient Occlusion este fenomenal in jocul asta (nu am vazut analiza DF) si desi nu am vazut reflexii cu RT (par SSR) restul este foarte bine realizat si ajutat de motion blur-ul super implementat. Cred ca primul film Shrek este mai slab calitativ decat asta, spre exemplu, desi cu siguranta personajele din film aveau mult mai multe poligoane decat in jocul asta.

    Singurul minus, personal, il vad pretul de lansare. Nu voi da ever atat pe un joc day 1, orice joc ar fi el. E doar bataie de joc si refuz sa intru in cash grab-ul asta grosolan.

  14. #74 SP
    Senior Member sexbobomb91's Avatar
    Previews!!!






    ---------- Post added 12-05-2021 at 15:12 ----------



  15. #75 SP
    Manager paul's Avatar
    O parte dintr-o discutie cu directorul tehnic:
    Quote Originally Posted by The Verge
    Do you have an example?

    Spider-Man is an open-world title. We built all of this tech to stream that open world as you go through it. When you’re downtown, there’s not much Midtown in memory. You can see it from a distance, but then as you go farther north, we pull in those areas. No Ratchet game has ever been constructed that way. They’ve always been: here’s a level, load the level, now you’re in that level and you play it. But by switching over the Ratchet world to use that same streaming architecture, we can pack more and more density and content and quality in every corner of a Ratchet & Clank world, because we’re happy to ditch the west side of Nefarious City when you go to the east side, and that type of thing.

    Does it make it harder to know when to stop, when you have this ability to cram so much into a game? When you no longer have the same level of technical restrictions, is it harder to say “Alright, this is ready to go”?

    Yes, and I would say it’s even difficult to develop the content in the first place to some extent. This title is the first one where we made the content knowing it would only ever be running on the PlayStation 5. And so our artists would say “What kind of mesh density can I have?” And I’d be like “... I don’t know.” Because we didn’t have the hardware. And we didn’t know, as the engine evolved, how the trade-offs would manifest themselves. Even once you have the hardware, it still takes you months or a year for your engine to evolve into it where you know how you want to spend your frame budget, what you do on the GPU versus the CPU, all that kind of stuff. For this game in particular, I would say we kind of just let our artists go wild and make some incredibly detailed objects and models and textures, and then gave ourselves the challenge to make it all run well.

    Obviously ray tracing is a big buzzword right now, but when you’re making a game knowing from the beginning that it’s going to be supported, does that change how you approach things like art or level design?

    For the Spider-Man games, it was a lot of “This looks really cool, this will have a great effect on the buildings in the city.” That kind of thing. We had a lot of content that was in the first Spider-Man game that wasn’t necessarily authored to show that feature off, but we knew that it would be in Ratchet & Clank from pretty early on. One thing it does is, the artists know to put a lot of care into the material properties that they author. So this is a metal and it behaves this way, and all of those physical material properties, so when it comes together it fits nicely when ray tracing is turned on.

    There are some big, obvious features we can see in terms of the benefits of the PS5, like the fast load times or the rifts that pull you into a parallel world immediately. But are there any examples of smaller, less obvious things that are cool or that you’re really proud of that wouldn’t have been possible on the PS4?

    With the SSD, it’s easy to say there are no load times, and look how fast we can load this other area, but it has all sorts of knock-on effects. We don’t need to be as careful with how we package our data. All of the assets for an area don’t need to be collated on the spinning hard drive to get the right streaming speed out of it. It makes the game smaller on your hard drive; it means we can patch it more easily. That’s a nice bonus. We unload the things literally behind you from a camera perspective. If you spun the camera around, we could load them before you see that. That lets us devote all of our system memory to the stuff in front of you right now, that you need to experience in that moment.

    The ray tracing is nice and shiny — well, literally shiny — and it’s very obvious when it’s working. But it does have a really subtle effect on the materials. There’s a part where you’re in the spaceship with Rivet and Clank, for example, and you’re not actually looking at a reflective surface per se, but just all of the metal things in that cabin, which are all curved in different ways, are all showing the effect of those characters shifting position in a realistic way. It takes us a long way toward getting the same feeling of an animated film. The way things are grounded in the environments, the way they’re animating with each other, helps us close that gap.

    Is that the goal? To have it look like a high-quality animated film?

    Certainly for this title, from a rendering quality perspective, we would love to be delivering stories in the same way that those films deliver stories, and having that emotional effect for players. I think between the performance capture we do know, the detail and density of the animation rigs that we have, we can tell some really good stories that I think can hit in the same way that the films hit.

    Now that you’ve spent some time with the PS5, and the studio has made three games for it, what are some aspects where you’re excited to see where it goes in the future? Some feature where you can’t wait to see how Insomniac or other studios will be able to exploit it for future games. What do you think is the thing people will really be able to dig into?

    Behind the scenes, there’s so much to peel back about the SSD and the I/O around it. We’re just scratching the surface of it. As a developer, that will be really cool to see how it turns out. I love seeing what the other internal PlayStation studios are doing, we have an awesome relationship with them. We don’t show each other everything all the time, so we still get that fun surprise and delight when we see what they’re doing and get to marvel at how good it looks… and then try to pick it apart and see how to do better.
    Ratchet & Clank: Rift Apart’s tech director on making games for the PS5 - The Verge
    Si niste poze:
    Attached Images Attached Images racra-rivet-molonoth.jpg racra-megalopolis-rift-tether.jpg racra-parade-float-drag.jpg racra-parade-float-combat.jpg racra-hammerdown.jpg racra-nefariouscity-bazaar.jpg

  16. #76 SP
    Manager paul's Avatar


  17. #77 SP
    Why so serious ? razvanrazy's Avatar
    N-am mai avut rabdare si mi-am calcat si pe principii si am facut precomanda azi de la gamers.ro
    Sper doar sa livreze la timp, ca pana acum si sa am noroc sa fie coperta in Engleza.


  18. #78 SP
    Member ExocrathX5's Avatar
    Quote Originally Posted by razvanrazy View Post
    N-am mai avut rabdare si mi-am calcat si pe principii si am facut precomanda azi de la gamers.ro
    Sper doar sa livreze la timp, ca pana acum si sa am noroc sa fie coperta in Engleza.
    Am zis ca astept reviews si un pret mai bun dupa lansare, dar... "It`s getting harder and harder to stay true to that idea with all these previews". Grafica e jumatate din selling point pt. mine, daca o sa aiba implementare buna la controller si 3D audio parca nici nu ma mai intereseaza daca povestea va fi doar ok. Gameplay-wise era ok seria, nimic special acolo, dar cine stie.

    "Returnal supposed to be the chosen one" pentru mine intre cele doua jocuri, dar fara functia de save and quit (aka nu imi respecta timpul) cred ca voi cumpara Ratchet & Clank.

  19. #79 SP
    Why so serious ? razvanrazy's Avatar
    O alta analiza foarte buna, facuta de IGN Nu stiu cine le face, dar cel putin din 2 videos pe care le-am vazut pana acum de la ei, sunt peste DF

  20. #80 SP
    Senior Member sexbobomb91's Avatar
    De ceva vreme colaboreaza cu NX Gamer .
    Si mie imi place stilul lui mai mult decat a celor de la DF .

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