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Posted 17 June 2010 - 02:47 PM
Posted 17 June 2010 - 02:55 PM
As punishment, he will bend for free for the rest of the week.
Jesus Christ MT....who would want that??
Posted 17 June 2010 - 05:51 PM
Posted 17 June 2010 - 08:41 PM
what was that demo code? beta? ok then will wait till this sucker gets to beta stage
See, Madness, as you know, is like gravity, all it takes is a little push
yeah, I might as well skip it mang. Watchdogs FTW <<<-- DA on GTA5
Posted 19 June 2010 - 12:29 PM
There will be some form of progression in multiplayer, but in Jaffe's words, "It ain't Call of Duty." He feels the famous Modern Warfare upgrade path is too damaging to balance.
that is good to hear.
looking sharp, this game is
Posted 22 June 2010 - 08:52 AM
Those days are coming back again........
"I want to create an experience that people have never had." - Fumito Ueda
Posted 22 June 2010 - 11:28 AM
Edited by Rithvik, 22 June 2010 - 11:28 AM.
Posted 22 June 2010 - 05:55 PM
David Jaffe responds to complaints about Twisted Metal’s graphics
When Twisted Metal was announced for the Playstation 3 at E3 2010, a few gamers expressed their disappointments in the game’s graphics. On his Twitter account, David Jaffe assures that the visuals will improve in the final product but it will never be in the same league as the best-looking Playstation 3 games. You can read his entire statement regarding the matter below:
Depending on the level, graphics and fx will get a 10-30% bump. But it will never be Uncharted 2 or Killzone 3. If that is the kind of game one demands, one should look elsewhere when it comes to this title. All sorts of trade offs that affect visuals and we feel we are making great choices even if it means our artists can't express themselves fully with the amazing talent they have. Also- I've played 2 very hyped demos in the last 2-3 weeks with graphics that are- to be frank- pretty damn bad. We are miles ahead of those and yet I hear no one bitching about that aspect of those games. Which is ok. I don't mind. But it does make me wonder...
Update: When asked what they two “very hyped” games were, he responded, “I don't wanna say. Don't want 2 b hating.” David Jaffe later continued with the following statement about Twisted Metal's graphics:
For 60 bucks, gamers deserve EVERYTHING they want. So sure, I want them to love EVERY aspect of our game. BUT as I've said, making a game=making choices and if we would have put Twisted on a track and/or slowed the cars and acceleration down, our artists could be making the game look even better BUT as directors, Scott and I were both against those choices for this game. So you roll the dice every game and hope you've made choices that make enough players happy that you can make a profit and get to make another title
Twisted Metal will be released on the Playstation 3 next year.
Edited by KrizaliD_211, 22 June 2010 - 05:56 PM.
Posted 22 June 2010 - 10:53 PM
Posted 23 June 2010 - 03:09 PM
Posted 23 June 2010 - 03:15 PM
And since when was Crackdown 2 hyped? If only..
Consoles/Handhelds/PC: Atari 2600/NES/Sega MegaDrive/PlayStation 2/Nintendo DS/Xbox 360/PlayStation 3/PlayStation Vita/i5 4670+GTX 770/PlayStation 4
I'll show you that a superior mobile suit has its limits when it goes up against a superior pilot!
Posted 23 June 2010 - 08:03 PM
On Tuesday 22nd June 2010, @davidscottjaffe said:
Regarding the attacks on our visuals, I have this to say:
1) We deliver an anti-aliased, 720p, HDR experience. We support 1080p
output (with noticeable improvement to UI elements). We're not "sub HD"
by any stretch of the imagination.
2) We're still pre-alpha which means we aren't even done writing
graphics code let alone tuning the art content to go with it.
3) Many textures and shaders are pre-alpha quality and will be improved.
4) Most screenshots and video on the web were taken from video cameras
rather than direct screen capture. They don't represent even our
current quality level.
5) We don't want to drop our frame rate even though we have a megaton of
action on the screen with dynamic physics and lighting (and eventually
four player splitscreen!)
6) Our levels are large with very long draw distances. Everything you
see is an interactive world, not simply static geometry. A lot of it is
7) We haven't even shown our best stuff yet. If anything, we've only
shown our oldest stuff, and our artists keeping discovering new ways to
improve visual quality.
SO- with all that said- I think players are in for a treat all around, visual included. Our team is super talented and crazy hard workers. It's only going to get better from here!
Posted 25 November 2010 - 06:14 AM
Posted 25 November 2010 - 03:24 PM
Posted 08 April 2011 - 12:13 PM
Posted 08 April 2011 - 12:21 PM
Posted 08 April 2011 - 01:25 PM
Posted 08 April 2011 - 03:49 PM
Edited by john marston, 08 April 2011 - 06:34 PM.
Posted 08 April 2011 - 05:09 PM
Posted 08 April 2011 - 06:29 PM
Posted 08 April 2011 - 09:25 PM
updated OP with the date and new trailer.
Edited by Nemo, 08 April 2011 - 09:27 PM.
Posted 08 April 2011 - 10:58 PM
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