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Tech Demo - The Casting - E3 2K6
Tech Demo - The Face - 720p
GC'08 Gameplay Trailer - 720p
Micromania Games Show 08 - Madison Gameplay Demostration / Descarga Directa
Director Interview
1UP - Director Interview / Descarga Directa
1UP - Norman Gameplay Demostration / Descarga Directa
Gametrailers TV interview
Lagoon Gameplay
Norman Gameplay Parte 1 / Parte 2
Death and Thought System & New Character interviews
E3'09 Trailer - 720p
E3'09 - Developer Walkthrough Parte 1 / Parte 2 / Parte 3 / Parte 4 / Parte 5
E3'09 - Lagoon Gameplay
GamesCom 2009 Trailer - 720p
GamesCom 2009 - Market Gameplay Parte 1 / Parte 2
Ethan y Shaun Video 1 / Video 2 / Video 3
Preview Copy Gameplay
Preview en español (incluye secuencias dobladas al español)
Trailer Japonés (contiene spoilers importantes) / Descarga Directa
Primeros 8 minutos del juego
To Catch a Killer Trailer / Descarga Directa
Official European TV Ad Spot
Heavy Rain: Thanks a million
Nota Media: 9(985.8/109)·Planet Xbox360 - 10 (no oficial)
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Cumpleaños feliz (bronce):Haz lo esencial... levantate, duchate, vistete y ves directo a hacer el dibujo. Una vez terminado no hagas nada hasta que llegue tu mujer. Ayudarle con las bolsas dile que has terminado el dibujo y que vas a poner la mesa, pon la mesa y juega con los niños... da un paseo a uno, haz girar al otro y el duelo de espadas.... y deberia saltar el trofeo tras la escena en la que ya en la otra casa acostemos a Shaun.
Kamikaze (bronce):No se debe fallar ninguna accion y hay que escoger el siguiente camino: DERECHA DERECHA IZQUIERDA IZQUIERDA y el resto a la DERECHA. Y cuando el coche de policia esta paralelo a nosotros mover el sixaxis lentamente girando a nuestra derecha (saldrá una animacion en la que los coches no se tocan).
Desintoxicación (bronce):Tras la prueba de la lagartija debes huir con Madison y Ethan por la puertas mecanicas de la parte derecha del metro. Y la escena siguiente con Norman será en su habitacion de hotel (en vez de en la comisaria si atrapas a Ethan) y cuando te de el ataque de ansiendad, debes coger la triptocaina y lanzarla por el lavabo.
Cuatro héroes (plata):Tanto Ethan, Madison como Norman deben llegar a la escena final y sobrevivir salvando a Shaun.
Crimen Perfecto (oro):-Dejar morir a Hassan (tan solo hay que esperar en la tienda sin hacer nada).
-Limpiar las huellas en la tienda de Manfred (recomiendo ir directo a hablar con el y no hacer nada mas que descolgar el telefono y darle la lupa... una vez muerto no tocar el cadaver, limpiar los dos telefonos, los vasos, la botella, la lupa, la caja de musica y la puerta de entrada).
-Dejar ahogarse a Lauren en el coche.
-No dar las pastillas a Kramer.
-Matar a Madison en la casa del asesino.
-Matar a Norman en la escena final.
-Que Ethan llegue al almacén y salve a Shaun dejandote arrestar tras la escena de la lagartija y escapando en la del motel. Y enrollarte con Madison y perdonarla. *no se si dejarse arrestar y enrollarse y perdonar a Madison es obligatorio, pero mejor hacerlo (sobretodo si estas preparando la partida para conseguir los finales)*
Cerebrito (plata):-Hay que recoger todas las pistas del ARI en "El escenario del Crimen", "Jack El Loco" (tb hay que mirar la pintura azul del suelo) y "Pecera" (hay que hacer bien el QTE para que se le caigan los recibos de la gasolinera, asi como asegurarse de mirar las dos pistolas del suelo).
-Hay que descubrir al asesino. Se consigue analizando al pistola (o el reloj en la escena de video) y hacer que se muestren los policias de la zona en el mapa y despues contrastarlo con los recibos de la gasolinera.
Todos los finales (oro):Para conseguir todos los finales lo mejor es empezar una partida nueva con los requisitos para los trofeos "Crimen Perfecto" (manteniendo a todos hasta el final y matando a Madison en la escena "En casa del Asesino" no antes), "Cerebrito" (conseguir todas las pistas con el ARI y descubrir al asesino) y "Maestro de las pruebas" (no fallar o rendirse en ninguna prueba con Ethan), dejar que la policia atrape una sola vez a Ethan (te tienes que dejar atrapar tras la prueba de la lagartija y escapar en al persecución del Motel) y enrollarte y perdonar a Madison.
1-En la partida en la que cumplimos dichos requisitos sacaremos los finales: "Noticias", "Un nuevo Comienzo", "Mad muerta", "Virtualizado" y "Sin castigo".
2-Cargamos y sobrevivimos a "En casa del Asesino" encontrando la direccion del almacen, y completa correctamente todas las escenas de "El viejo Almacen" (Ethan salva a Shaun, Madion avisa a Ethan y Norman mata a Scott).
En esta partida sacaremos: "Ethan y Mad", "La tumba del origami" y "Caso cerrado". Ademas del trofeo "Cuatro héroes"
3-Cargamos "El viejo Almacen" y fallamos todas las escenas. (Madison no avisa a Ethan, Norman muere y Ethan es tiroteado).
En esta partida sacaremos: "La tumba de Ethan".
4-Cargamos "La Rata", fallamos la prueba y seleccionamos una localizacion incorrecta. hacemos que Norman se rinda y no encuentre al asesino cerrando el ARI, y Madison muere "En casa del Asesino".
En esta partida sacaremos: "Origami Blues" y "A traves del espejo"
5-Cargamos y sobrevivimos a "En casa del Asesino" pero no encontramos la direccion del almacen en el ordenador.
En esta partida sacaremos: "Lagrimas en la lluvia"
6-Cargamos "A la fuga" y dejamos que arresten a Ethan por segunda vez. Salvamos a Lauren de morir ahogada, hacemos que Norman se rinda y que Madison sobreviva a "En casa del Asesino" encontrando la direccion del almacen y elegimos no avisar a nadie por telefono y hacemos que Madison sobreviva en la pelea final y salve a Shaun.
En esta partida sacaremos: "Inocente", "Heroina" y "Dimision".
7-Cargamos y sobrevivimos a "En casa del Asesino" pero no encontramos la direccion del almacen.
En esta partida sacaremos: "Desamparado", "Vuelta a empezar" y "La venganza de una madre".
calita escribió:Creo que es demasiado pronto para hablar de este juego. Solo disponemos de una demo técnica.
Ni siquiera ha aparecido en el E3 de este año, lo que hace presagiar que no lo veremos hasta 2010 mínimo.
Macrike escribió:En el Games Convention se anunciarán doce juegos para PlayStation 3, entre ellos Heavy Rain, de modo que si tenemos suerte podremos ver algo ingame.
OzNoSpa escribió:Macrike escribió:En el Games Convention se anunciarán doce juegos para PlayStation 3, entre ellos Heavy Rain, de modo que si tenemos suerte podremos ver algo ingame.
Por cierto macrike pa cuando cae la GC este año?
Macrike escribió:OzNoSpa escribió:Macrike escribió:En el Games Convention se anunciarán doce juegos para PlayStation 3, entre ellos Heavy Rain, de modo que si tenemos suerte podremos ver algo ingame.
Por cierto macrike pa cuando cae la GC este año?
Lo pone en mi firma. xD
arcard escribió:pinta bien, ojala sea otro estilo fahrenheit
Manic escribió:Si es estilo Farenheit triunfa, y más con ese aspecto.
S2.
Lion_omega escribió:Luego saldrá en ingles sin doblar y a la mierda el juego
Lion_omega escribió:Luego saldrá en ingles sin doblar y a la mierda el juego
neoryu escribió:
Motion Capture a un perro... ¿maltrato animal? ajajajja
4N63L escribió:Pues yo prefiero que no lo doblen. El doblaje de Fahrenheit me pareció un poco chusquero ... eran un poco sosainas las voces.
M@tu escribió:4N63L escribió:Pues yo prefiero que no lo doblen. El doblaje de Fahrenheit me pareció un poco chusquero ... eran un poco sosainas las voces.
Sobre todo cuando hablaba Tomás Rubio xD
Sí, yo también espero que lo doblen mejor, son muy capaces de hacerlo.
Parry escribió:¿Este render es con el motor del juego? Lo dudo mucho, pero no sé, no sé...
neoryu escribió:Parry escribió:¿Este render es con el motor del juego? Lo dudo mucho, pero no sé, no sé...
En el apartado de videos puedes bajarte un video de 70Mb a 720p de la "Tech Demo - The Face" funcionando sobre una PS3 moviendo el mismo modelado pero en una version anterior (con pelo rubio y texturas ligeramente mas simples).
Y en esta imagen se puede apreciar una situacion aparentemente mas ingame, con un escenario similar al video del casting. Y la verdad es que yo no dudo que sea en tiempo real, ya que tiene un toque artistico ya visto en el resultado final de Fahrenheit (que recuerdo es de la anterior generacion.)
neoryu escribió:
neoryu escribió:Red 5 escribió:neoryu escribió:
Que tal:
Hay algo que no cuadra bien. Por un lado, ponen imágenes MUY buenas sobre el detalle alcanzado en las expresiones faciales y por el otro, ponen esta BASURA que estoy de acuerdo con el comentario anterior, parecen de generación pasada (sí, decir de PSOne es un poco exagerado, pero decir que es de PLAYSTATION 3 es humillante).
Esque esa precisamente es del Fahrenheit de PS2/PC/XBOX... y la estaba comparando con la del Heavy Rain...
Ya he editado el mensaje anterior para evitar confusiones.
bekiller escribió:de todas formas la del gordo tampo es el sumun, comparada con la de la moto y las nubes o cualquiera de las caras esa tambien es normalita
neoryu escribió:Red 5, bekiller, esa imagen precisamente es del Fahrenheit de PS2/PC/XBOX (que aunque no fue un portento grafico en su dia ha envejecido muy muy bien) ... y la estaba comparando con la del Heavy Rain...
Ya he editado el mensaje anterior para evitar mas confusiones.
Aquí os pongo la traducción de la entrevista:
Narrador
...Y en los estudios de creación de un videojuego, la carrera por el realismo ha comenzado. Nuestro joven jugador Thomas descubre los gráficos de los juegos del mañana.
David Kage
Ahora podemos finalmente ver todo el brillo en el suelo para recrear la impresión de estar húmedo.
Thomas
Si, sombras y todo.
DK
Todas las sombras son dinámicas, puedes ver los charcos a los lados, aquí puedes ver las gotas de agua.
Hoy en términos de potencia de procesado, tenemos [a nuestras disposición] el equivalente a 50,000 videoconsolas de hace 20 años.
Thomas
Y que representa eso concretamente?
DK
Es la diferencia entre la velocidad de crucero de un caracol contra una tren bala.
Narrador
Para dibujar la cabeza de un personaje: la misma atención al detalle. Éstas son las caras verdaderas que se escanean en 3D
DK
Como te ves a ti mismo [en 3D]?
Thomas
Es raro verse uno mismo en 3D...
Narrador
Un realismo que tiene su finalidad en el mundo de los videojuegos
DK
Hoy es una herramienta que ha madurado, y que se está inclinando cada vez más hacia las emociones de la misma manera que se representa en películas, o literatura, o teatro. Intentar hacer que la gente llorar, o reír ante un juego de video, es algo que está llegando a ser totalmente posible y que es realmente el objetivo de esta industria en los años por venir.
neoryu escribió:bekiller escribió:de todas formas la del gordo tampo es el sumun, comparada con la de la moto y las nubes o cualquiera de las caras esa tambien es normalita
Pues no se que le ves de malo a este modelado... lo unico que no esta en un primer plano, ese modelo se acerca a la camara y se ve igual de bien que la tia... solo hay que mirarle las ojeras o el sudor de la frente...
I signed my life away to promise I wouldn't reveal any details about this game. In fact I'm told Sony ninjas will hit me with poison shurikens before I can type the words to describe it, so I will simply say it's by far the most impressive thing I saw at E3. The first video below came out two years ago as a tech demo of Quantic Dream's animation system. The second video shows off what their system is capable of today. This isn't coming for a while yet but looks like it's going to be extremely interesting.
naked_snake escribió:No se si se posteó ya pero navegando por la web de Little Big Planet y viendo las impresiones que ha dado la prensa sobre él he llegado a un artículo de la web de Playboy....
It was during E3 of 2006 when French developer Quantic Dream, creators of Indigo Prophecy and Omikron, showed a technical demo titled "Heavy Rain: The Casting." The five-minute clip showed a virtual actress stepping into a bland room to give a rather convincing monologue to show off her acting skills. What was impressive was that we got to see the wide range of emotions that the developers had been able to pull off in real time with this actress. What began as a simple story about her falling in love turned into a dramatic performance where she went from being heartbroken to vindictive. We saw the tears stream down her face as she held a gun to her head, but then with hate-filled eyes she swiftly turned it to the camera. This short demo left people incredibly curious and excited to see what Quantic Dream had in store for the game Heavy Rain: The Origami Killer, especially as to how the game would play, given that the monologue didn't offer anything more than an audition tape. During E3 2008, we were able to get a peek at what the gameplay would be like with an entirely different storyline, which was made specifically for the presentation so that the real story would not be spoiled.
Behind closed doors, writer and director David Cage gave us an overview of what to expect for Heavy Rain. When Quantic Dream originally showed "The Casting," it was meant to be an internal technical demo that would explore the possibility of re-creating a virtual actress with the emotional dimensions that only a real actress could portray. Like Indigo Prophecy, rather than being in a genre that has already been defined, Heavy Rain is a different sort of adventure, one in which you control the story with your actions. Cage describes it as an emotional experience with mature themes in which action and narration work closely together. You aren't just the actor but also the writer and the director. The goal is to have you genuinely care about what happens to the characters by immersing you with a technique called bending stories. Cage explained that, although storytelling is linear, interactivity isn't, so his solution is to create a story that is analogous to a rubber band, a situation in which you can stretch and deform the narrative but the backbone of the story will always be there and won't change. The way the story is told will change, with invisible boundaries so that you feel that everything is in your control.
Before the demo began, we had a good look at the menu screen. The menu zoomed in on the eyes of a woman who resembled Mary Smith from "The Casting" demo. She filled the screen with her eyes as she glanced furtively left and right. It was a bit unsettling and rather hypnotic, but the detail was exquisite because the eyes looked so real. Cage explained that they created a technology to motion-capture the micromovement on the eyes of a real actress. The details on the skin and the shadows were also impressive because we saw the blemishes and inconsistencies of the skin, not an airbrushed close-up of an actress who no longer has pores. The graphics have improved significantly from the last demo, and by looking into Mary's eyes, it was as if you could see into her thoughts. The chilling piano theme playing in the background added to the mystery as we eagerly waited for the presentation to start.
We first saw a journalist named Madison as she rode a motorcycle in the rain, headed toward the house of a taxidermist. Several women have disappeared, and he has been linked as a possible suspect. Madison is only interested in getting the scoop on whether this man turns out to be the true origami killer or not. Once she arrived at the house, Madison stepped onto the sidewalk and we began to see how the controls work. Rather than using the analog sticks to maneuver her, the R2 trigger will let her move forward and the left analog can be used to move her head. It's difficult to think of this game within the traditional conventions. As the player, you are there to progress the story as you see fit, and options will be available to you as they come up. Similar to Indigo Prophecy, icons will appear in the lower right portion of the screen to indicate what you can do, whether it's moving the analog stick or tapping buttons. Madison moved forward to look in the mailbox, but whether she puts her hand in slowly or backs off is entirely up to you. You'll be in control of how the animation unfolds, and there is never any load time. The house appeared to be a more run-down version of a typical suburban home. The weather was dreary and Madison was wet from the rain. Her movements were realistic, and when left standing idle for a while, she fidgeted.
When Madison approached the door, she was prompted with options to either knock or ring the doorbell. Using the Sixaxis controller, you can also select what you want to say, given that Madison will have different thoughts come up. This thought interface will give you the pros and cons of the situation. It doesn't tell you what to do or not to do, and it's contextual, so it will change depending on where and when you are in the story.
We watched as Madison wandered into the backyard and noticed that the kitchen window was slightly ajar. Madison kicked some nearby barrels into place so that she could get into the house. Before she entered, a couple of thoughts went on in her head that you can listen to or just move on. Once inside the house, Madison walked around the living room, and we noticed that she could interact with several things in the environment. She could sit on the couch, check out the fireplace, or go through the door to the garage. We were told that you can also explore in narrow spaces and never have to worry about your character getting stuck. In the garage we saw a trail of blood and noticed that there was a garage switch on the left. She headed upstairs and we immediately noticed that the floorboards were creaking. Things started to pick up when Madison discovered a dead body in the tub and then stumbled into a room in which several women had been stuffed.
Of course, that was the perfect time for the taxidermist to return, and the screen split to show the taxidermist on the left, headed into his home, and Madison on the right as she tried to figure out what to do. The music also picked up here to drive the gravity of the situation as Madison tiptoed slowly across the hall to try to sneak out through the garage. Staying quiet, Madison got out of the house by using the garage switch, and she quickly jumped onto her motorcycle, which took a bit of button mashing before it would start. She finally got her helmet on and sped away. After this scenario, Cage explained that this was only one possible story. Like it would in the actual game, the next scenario would take this information and continue to tell the story based on what had been done. Considering that this demo wasn't following the actual storyline of Heavy Rain, we were brought back to the scene in which the taxidermist returned to his house, but this time what followed was completely different. The taxidermist heard Madison upstairs and came looking for her. We were told that there are as many as 20 to 30 hiding places in the house. As Madison hid behind a door, a sequence of buttons appeared that needed to be held to simulate the same uncomfortable feeling of being stuck. She moved to another hiding spot, at which point she came face to face with the creep. He attacked, and Madison fought back with an object that she grabbed off of the nightstand. She ran downstairs and tripped, subsequently heading to the front door to find it locked. Then she ran to the kitchen window, which wouldn't open anymore. She finally made her way to the garage, flipped the switch, and ran to her bike with the murderer close behind. She frantically tried to start her motorcycle, and when it finally did, she took off and left her helmet behind.
This was a much more intense, action-filled scenario, the kind in which you feel like you're in serious danger, but these were only two of the possible scenarios that a player could have gone through. We were told that the player controlling Madison had messed up numerous times but still managed to escape. You could have killed the villain in various ways; you could have stayed hidden and called the police. Madison could also be killed, and the fascinating part is that the game would not be over. Events would merely continue with that information taken into account. Cage was tight-lipped about any further details as to how this would work or how things would continue, but we do know that there is no game over in Heavy Rain.
We also know that there are 60 scenes in Heavy Rain, and each one will have different gameplay and narrative. The overall theme will be dark, given that it's a thriller. Cage tells us that the game will be full of twists and turns and will include many surprises. He says that it will offer a new way of interacting with a new kind of storytelling that extends beyond the cutscenes and never-ending dialogue. In this new genre, it's not about your reaction and how you move the controller, but about what decisions you make as a player to make the story unfold. The experience will be different each time.
From what we've seen so far, this is shaping up to be a game that will keep gamers talking until the shipping date. Quantic Dream has been very careful about keeping the story secret, and from this latest demo, the story and experience can only get better. In our brief adventure with Madison, we already felt like we were a part of the story in the way that the action, dialogue, and sound were handled. Visually, the characters come strikingly close to looking real, not just in terms of the graphics but also in how their movements and voice acting enhance that sense of realism. Even though it is a single-player game, watching the events unfold is just as intense and exciting for an audience.