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Thema: Darksiders II

  1. #1
    RikuValentine RikuValentine ist offline
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    Darksiders II

    Heute auf der E3 Präsentation von Nintendo wurden mit der Neuen Konsole auch neue Spiele bestätigt unter anderm Darksiders II dessen Erst-Teil auf PC , PS3 und Xbox erschien.

    Hier dazu etwas Gameplay:


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    Darksiders II

    Schau dir mal diesen Bereich an. Dort ist für jeden was dabei!
  3. #2
    mogry mogry ist offline
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    Die Wiiu version sol ja laut den Entwicklern die bessere version sein.
    Weil die Wiiu leistungstärker ist und man hat mehr möglichkeiten mit den Controller.

  4. #3
    RikuValentine RikuValentine ist offline
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    Darksiders II on Wii U won’t make use of “gimmicky stuff” like with Wii

    Vigil Games’ general manager David Adams has said that he and the firm are looking forward to bringing Darksiders II,to Wii U.


    Speaking with Game Informer, Adams said the good thing about Darksiders II on Wii U, is that it is already “compatible with what we’re doing.”
    “For me personally, I love Nintendo,” said Adams. “I love Zelda. I love Mario, and I’ve never actually made a game that’s gone on a Nintendo platform, so for me that’s just awesome. I think that if you look at the Darksiders franchise, it’s a little more mature, but it has that similar aesthetic to a Nintendo game. I feel like it’s a natural fit from a gameplay and platform perspective.”
    Adams also said the firm is considering allowing players to go through the game’s inventory system using the new controller, but the firm’s tech director Colin Bonstead added that it isn’t interested in any “gimmicky stuff like with the Wii launch games.”
    “It was basically like, this is exactly like a normal game except every once in a while you jab your controller at the screen to jump or something,” said Bonstead. “I think the new system is better than the Wii controller in that it has a couple features that core games like ours can leverage and make use of.
    “The hardware is more powerful and it will have some extra features that I think will actually be useful to people playing the game. With it’s controller, [the Wii U version of Darksiders II] might be the best version of the game.”
    Darksiders II is slated for release during calender year 2012 on PC, PS3, Wii U, and Xbox 360.
    Darksiders II on Wii U won’t make use of “gimmicky stuff” like with Wii | VG247

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    Darksiders II is running on Wii U, could have been at E3, but Nintendo didn’t want full games at booth

    This information comes from THQ core games boss Danny Bilson…
    “We have Darksiders II completely running on the Wii U right now. It took about five weeks. Coming into the show we were ready to go. We could have demonstrated it on the hardware but they [Nintendo] decided not to have full games shown in the booth. But if you were to go into Vigil in Austin, Texas right now, Darksiders II is fully running on the new hardware. The Darksiders team was one of the first teams to get dev kits. We’ve had dedicated engineers on it working seven day weeks leading up to the show. I’ve got all the emails. We now have it running with the controller. So we could have shown it. Some of it [specs] is still in flux. There are still some improvements to be made to some parts of it.”
    Bilson also said that Darksiders II will “absolutely” look as good as on PS3 and Xbox 360 versions. It’s just a shame that we couldn’t see it on the Wii U hardware. Nintendo’s letting Ubisoft show Ghost Recon, so they should have let THQ show Darksiders II!
    Source

  5. #4
    Moonwave Moonwave ist offline
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    Nochmal auf deutsch:

    Das Actionspiel Darksiders II läuft bereits auf der Wii U, wie Entwickler Vigil bestätigt;auf Nintendos E3 Pressekonferenz stammte das gezeigte Material der Drittanbieter für Wii U noch von PS3, Xbox 360 und PC.

    Darksiders II ist damit wahrscheinlich das erste Spiel, das bereits auf Wii U lauffähig ist. 5 Wochen hat Entwickler Vigil gebraucht, um Darksiders II für die neue Hardware anzupassen.

    THQ hätte das Spiel auch schon auf der E3 auf Wii U zeigen können, was Nintendo allerdings nicht wollte. Das Darksiders-Team gehörte zu den Ersten, die Dev Kits der Wii U von Nintendo erhielten.
    Quelle: gamefront.de

  6. #5
    mogry mogry ist offline
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    verdammt schade.Wollt schon bisschen die power sehen.
    Verstehe N nicht.Wär doch voll der bringer auf der messe.


    5wochen sind ein witz.Die Wiiu muss ja sehr leicht zu programmieren sein.

  7. #6
    AnoN!m AnoN!m ist offline
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    Zitat mogry Beitrag anzeigen
    5wochen sind ein witz.Die Wiiu muss ja sehr leicht zu programmieren sein.
    Das handelt sich dann um ne Portiertung, oder? Ein Spiel in 5 Wochen zu erstellen ist, selbst mit 7-Tage-Wochen, mit annehmbarenm Content und guter Grafik unmöglich! Außer man hat ein Entwicklerteam von ca. 200 Mann... aber das bezweifle ich doch stark...

  8. #7
    Moonwave Moonwave ist offline
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    Man sollte auch bedenken das das Spiel noch lange nicht fertiggestellt ist und wer weiß in welchem Produktionsstadium es noch steckt. Wenn man noch recht am Anfang wäre könnte dies gut möglich sein.

  9. #8
    RikuValentine RikuValentine ist offline
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    Naja läuffähig bedeutet eben nur ohne großes Ruckeln oder derart angepasst. Demo vom Game vllt auch .. wo man eben kurz steuert. Das sind eben alles so Werte die getestet werden müssen.

  10. #9
    AnoN!m AnoN!m ist offline
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    Ach, stimmt. Hab grad irgendwie das ganze Spiel gedacht... warum auch immer XD
    Ja, gut, dann sind 5 Wochen doch schon recht gut.

  11. #10
    RikuValentine RikuValentine ist offline
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    The Tech That Built Darksiders II


    It’s not easy to build a game. A lot of features and technology get left on the cutting room floor as developers rush to get a game out the door. Vigil’s Darksiders franchise is no different. We sat down to chat with Vigil’s tech heads, and they explained how Vigil’s development process works, described some of Darksiders II’s new features, and gave us a few examples of what never made it through the design process.
    How do you go about the process of concepting new features when you first start working on a game?
    Colin Bonstead (technical director): The nice thing about Vigil is that there are a lot of big gamers on staff, and they’re always playing the latest and greatest games and talking about the stuff they see, so we’re always talking with each other about what we can change in the game.
    Tony Bennett (programming manager): One example of a feature I saw in a game and thought, "We must have that!" was in Bulletstorm and Killzone 3. I thought those games had really nice god rays, like when you look up at the sun in a game, and the light beams come streaming through the branches of trees or whatever. I thought they looked really sweet, so I was like, "Let’s get that in our game."
    What are some of the big new features for Darksiders II?
    Bennett: One of the biggest changes in Darksiders II, from a technical standpoint, was in how we build levels. Now we use modular pieces. Instead of building each area custom, our designers have a whole LEGO set of building blocks that they use to build dungeons.
    Bonstead: But our levels still look unique and hand built. It doesn’t feel like you’re going through a LEGO corridor. This has made it a lot easier for us to build levels, and we can build a lot more of them now. Also we can get a lot more big open environments. We can just crank out a lot of hills and mountains and fill it in with trees. It’s nice for the gameplay guys, because now they have these big, open areas where they can hide cool, little secrets and special encounters. We would have to hand-build all of that stuff from scratch in Darksiders I.
    How often does it happen that you build a feature and it doesn’t make it into the actual game?
    Bonstead: We never have time to do everything we want. At the beginning of development we prototyped a lot of the new features, and a lot of them have probably been cut by now. A lot of it was throwaway, but some of it was stuff like gravity reversal, where you could fight in rooms, and everything would flip around while you were fighting, and then you would have to fight on the ceiling. We had some time portals where you would jump into a portal and appear in a different time period of the same room. We had speed boots where you would hit a strip and run really fast along it.
    Bennett: No other game has every done that. [Laughs] There was the slow down chronosphere.
    Bonstead: Yeah that was like a thing that did localized time slowdown, so you could hit a guy and he would slow down, and the physics around him would all slow down. A lot of features like this get cut. We did this same thing on Darksiders I. We had tons of crazy guns on Darksiders I that we ended up cutting. There was a rail gun and one that fired missiles that twisted around while they made their way to their target. As you try things out, you have to scale things back based on how the gameplay works. We got a lot of this stuff working; it just didn’t work for the game.
    Bennett: That is basically it. It all sounded cool on paper, but then we implemented it and it didn’t fit the style of the game or it just wasn’t well executed.
    Bonstead: Or was overpowered. That rail gun we had in Darksiders I, you could just sit on the other side of the room and one-shot a dude on the other side of the map.
    What’s the hardest technical feature you’ve ever had to get working?
    Bonstead: Getting the game to run on PlayStation 3. [Laughs]
    Bennett: I guess…the trouble with that was that we only have six guys, and we primarily developed on the 360. You can hit play in our editor and then start playing the game as if you were playing the PC SKU, but this mean that sometimes the PS3 SKU takes a backseat, but it’s probably only two to four weeks behind.
    Bonstead: Our goal is to keep all versions of the game at perfect parity, but it’s tougher for us to develop on. We started with a PC engine on DS I, and then ported that to Xbox and then ported it to PS3, so we learned a lot there. We kind of had to figure our how to develop for multiple systems as we went along, but I think we got pretty close to keeping the game equal across all systems.
    Bennett: One other thing was that even though our PC engine was working throughout development, it wasn’t designed to be released to the public, so when it came to doing the PC version we had to put in about six months of work to bring that up to par.
    Bonstead: That’s why the PC version came out so late. THQ said, "Hey, you guys have an engine that works on PC, why don’t we put out a PC version?" We were like, "It works for us!" There is a lot of robustness and video-card testing and proper keyboard and mouse control design that you have to work out when you do a PC game.
    Bennett: None of our user interface was built with mouse and keyboard in mind, so we had to go back and completely redo that.
    What’s been the biggest challenge while working of Darksiders II?
    Bennett: The biggest challenge for Darksiders II has been getting our new cinematic system working. In DS I we had prerecorded FMV movies that would play at certain points, but in Darksiders II we really wanted to use all the in-game assets for the movies, like they did with Killzone 3 and Dead Space 2.
    Bonstead: We couldn’t do what we did in DS I, because there are so many configuration options with Death, players will be able to equip so many different armors and equipment that he looks completely different. I feel like when you’re playing a game and you go into a cutscene and suddenly your character is wearing something different, it just makes you go, "Wait, what?" So in Darksiders II cutscenes we want Death to look exactly like he did two seconds before the cutscene starts.
    That’s all for now, but be sure to check back on Wednesday for a deeper look at Darksider II’s new combat system, and be sure to visit the Darksiders II hub to explore our entire month’s worth of Darksiders coverage.
    The Tech That Built Darksiders II - Features - www.GameInformer.com

  12. #11
    RikuValentine RikuValentine ist offline
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    Touch Of Death: The Combat Of Darksiders II


    Originally conceived as a cross between The Legend of Zelda and Devil May Cry, combat proved to be one of the highlights of the first Darksiders. Death's introduction as the main character in the second entry radically changes the way players will face off against enemies in the game's dungeons. Aside from the addition of loot and a skill tree, combat in Darksiders II will be faster and more agile. Watch the video to see combat in action and to hear the game's director Marvin Donald explain the differences between War and Death.


    Video im Link
    Touch Of Death: The Combat Of Darksiders II - Features - www.GameInformer.com

  13. #12
    Moonwave Moonwave ist offline
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    Schöner Screenshot, erinnert mich ein wenig an Castlevania LOS meets Legacy Of Kain.

  14. #13
    RikuValentine RikuValentine ist offline
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    Drawing Darksiders: The History And Creative Process Of Joe Mad


    Few people are able to achieve their dream job, especially if they have two of them. Joe Madureira grew up with a love for both comic books and games and managed to make a name for himself in both fields, crafting the "Joe Mad style" within the comic book industry before venturing into the world of game design. As the creative director for both Darksiders titles, Joe's vision has led the art team at Vigil Games to create one of the most visually striking series in gaming. Watch the video to learn how he was able to turn his childhood hobby of drawing into a lifelong career.


    To get a better understanding of Joe's creative process, check out the video below as he talks us through the process of drawing Death. He's like Bob Ross, but with more references to Star Wars.
    Videos dazu in der Quelle

    Drawing Darksiders: The History And Creative Process Of Joe Mad - Features - www.GameInformer.com


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    Darksiders 2: Weitere Blicke hinter die Kulissen

    Die Jungs von Game Informer haben das Studio von Vigil Games besucht, wo derzeit “Darksiders 2? entsteht. Development Director Tim Donley führt uns durch das Studio, stellt die Entwickler vor, gewährt Einblicke in die Entwicklung und zeigt einige Gameplay-Szenen aus dem Spiel.
    “Darksiders II” erscheint 2012 für PS3, Xbox360 sowie PC und rückt die Heldentaten von TOD in den Mittelpunkt, einem der vier Reiter der Apokalypse.


    YouTube - &#x202aDarksiders 2- Behind The Scenes of Darksiders II.flv&#x202c‏

    http://www.youtube.com/watch?v=X01FWsNaHwg

  15. #14
    RikuValentine RikuValentine ist offline
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    Dressing For Death: A Darksiders II Loot Gallery



    One of the biggest game-changers for Darksiders II is the addition of loot to the game's formula. Players will be able to change both the stats and physical appearance of the main character, making this sequel a much more customizable experience. To demonstrate some of these possibilities, Vigil helped us put together the following loot gallery.
    Using this web app, you can choose which pieces of this singe set of stylish purple armor you want Death to wear. You can also equip him with a hammer or his traditional dual scythes. Enjoy playing around with it and just think of the full dress-up possibilities when Darksiders II comes out next year.
    Dressing For Death: A Darksiders II Loot Gallery - Features - www.GameInformer.com

  16. #15

  17. #16
    Tianshi Tianshi ist offline
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    Die Entwickler von Darksiders 2 haben sich über die WiiU entwicklung geäussert
    Das Entwicklerstudio Vigil Games, welches aktuell am Multiplattformprojekt Darksiders II (erscheint für Wii U, XBox 360 und Playstation 3) arbeitet, hat jetzt in einem Interview mit der Zeitschrift Game Informer über die Wii U-Version gesprochen und einige Details dazu verraten. Demnach hat man nur eine Woche gebraucht, um das Spiel überhaupt auf der Konsole zum Laufen zu kriegen. Weitere zehn Tage hat es gedauert, um die Grafiken zu übertragen, bis diese auf der Konsole funktionieren. Aktuell arbeitet man auch am letzten Feinschliff. Man benötigt auch rund fünf Wochen, um eine voll funktionsfähige Variante auf die Beine zu stellen. Die Assets für die Wii U-Version hat man von der XBox 360- und Playstation 3-Fassung genommen.

    Das Entwicklerteam hat sich auch mit Nintendo zusammengesetzt um zu fragen, wie manche Dinge funktionieren. Durch dieses Projekt arbeitet man auch erstmals mit der Firma zusammen. Nintendo selbst hat sich auch entschieden, den Third Party-Entwicklern unter die Arme zu greifen, wenn sie etwas für die Wii U zu entwickeln. Es soll im Vergleich zur Playstation 3 und XBox 360 eine einfachere Plattform sein, wenn es um die Entwicklung eines Videospiels geht. Vigil Games ist auch davon überzeugt, dass das komplette Spiel auch auf dem Controller gespielt werden kann, denn es hätte nur ungefähr zehn Minuten gedauert, den Code zu übersetzen, sodass es vom Fernsehgerät auf den Controller übertragen wird.
    Darksiders II - Vigil Games spricht über die Wii U-Version // News // 3DS - Wii - Nintendo - WiiWare - Virtual Console // ntower
    Das komplette Entwicklervideo gibt es hier.

  18. #17
    Tianshi Tianshi ist offline
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    gibt einen frischen Trailer

  19. #18
    RikuValentine RikuValentine ist offline
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    Und ich hab hier noch einige Neue Screens + Ein Blick aufs Spiel :











    Don’t fear the reaper: Eyes-on with Darksiders 2 | VG247

  20. #19
    Syeo Syeo ist offline
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    Edit: Whupsie, seh grad das es bereits gepostet wurde.

    Edit2: Ja Vincent Valentine, seh's gerade.
    Daher nehm ich's mal raus und sag: Das Spiel sieht echt toll aus. Die Stelle, wo man diese Riesenschlangen im Hintergrund sieht gefällt mir am Besten.

  21. #20
    RikuValentine RikuValentine ist offline
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    2 Post über dir

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