• Hallo zusammen, bitte prüft mal die im Forum hinterlegte Mail Adresse auf Aktualität. Es ist jetzt schon mehrfach passiert, dass Mails (z.B. für Benachrichtigung neuer PNs) nicht zugestellt werden konnten, weil die Konten nicht mehr existieren oder voll gelaufen sind. Danke!
  • Hallo Gast, falls du dich wunderst, wieso Bilder und Videos nicht mehr sofort angezeigt werden, schau mal hier.

Ratchet & Clank 3

Teil 1 hatte ja schon monstergrafik. absolut flimmerfreies Bild.

Das hier sieht auch wieder grandios aus.
 
Ratchet and Clank: Up Your Arsenal - Online Impressions

We go net deep into Insomniac's most ambitious sequel yet. Updated details, fresh screens, and exclusive movies included.

You have to believe in the sincerity of a programming house's first-time move to the online arena when it begins work on the process three months before it even tackles the single-player mode; particularly if that team is coming off a two year hot streak that's brought the PlayStation 2 some of its biggest and brightest solo experiences yet. Of course by now, we're sure that you've realized that the team under discussion are the talented software wizards at Burbank-based Insomniac Games; who for the third year in a row, are well underway towards pushing the platform genre to its limits.

The difference this time around, however, is that Insomniac is now aiming towards moving beyond the limitations of an inclusive single player experience, and are aspiring to set new standards for both its individual campaign and the online arena as well. And while that claim may come across as a little clichéd given the frequent overuse of the language by most of today's powerful PR machines, we're still inclined to believe it. As after sitting down for nearly six hours with principal developers Brian Hastings and Cory Stockton over the course of an afternoon, we're convinced that they're well on their way to doing so.

"The challenge with moving to online is that it's just so difficult to anticipate," commented Stockton before biting into his lunch. "As open ended as Ratchet and Clank may be as a single player game, it's still primarily based on specific goals and possibilities. It's telling a story first and foremost, which means that we have to guide the player across invisible paths to finish that story and each level always provides general ideas on how to get there. The online aspect, on the other hand, is completely different. There's no story to tell and nobody knows what anyone is going to do. We have to try and account for every possible action and make sure that characters and level design are balanced enough so that good gameplay skills win out over everything else. It isn't easy, but now that we've been working on it for awhile and we've got it working, it's pretty cool."

To illustrate his point, Stockton sat down with his USB headset and proceeded to jump right into a game with seven other players. Selecting his skin from a decent amount of choices (the snow man, Ratchet, a clank-like robot, and several other personalities to name but a few), his game launched almost immediately with an abundance of action right out of the gate. And while we had seen examples of this online battle mode while at E3 and Sony Santa Monica a few months back, we hadn't seen it this polished or fast. And when we say fast, we mean it; as the action in Up Your Arsenal is blazingly swift -- with particles, objects, and characters populating the screen with all kinds of individual animations and effects. Most impressive of all is the fact that the game never once dropped below the 60fps mark, and never once calmed down in terms of its activity.

Eventually we had the opportunity to hop on the sticks to give the online experience a try for ourselves. Once underway we immediately noticed how well Insomniac has taken some of the better Internet gaming ideas and mashed them together for a rather unique multiplayer dynamic. Whether overt or not, there are some very specific influences at work here with strong similarities to Pandemic's base building actioner Star Wars: The Clone Wars, while boasting an equal emphasis on team work ala Halo 2 or SOCOM. Mixed into those two rather broad descriptions, we also have the classic Ratchet and Clank-style physics and power-ups in addition to the expected platforming elements. The result is a hectic, capture-the-flag style struggle that can see the tides of war ebb back and forth more frequently than J-Lo's divorce lawyer.

But there's a whole lot more strategy to conquering your team's opponent than just finding the best weapon or power-up and firing until the other side submits. As every single one of the six planned multiplayer stages are enormous with all sorts of subtleties and hiding spots to exploit and enjoy. During our own personal escapade, for instance, we discovered so many interesting tactical possibilities it was ridiculous. From jump boosters that helped propel us incredible distances to a sheepinator weapon that transformed our enemies into lamb to out of the way sniper spots, there's was a little something for everyone. Vehicles can be inhabited too, and while we're still sworn to secrecy as to the nature and type of transportation players can choose from (except for the Turboslider and APC, which have already been announced), know this: they're fast, they're fun, and they're extremely varied. Vehicles can also house more than one human-controlled pilot too, which can make for some very nice "you drive, I shoot" kinds of action.

Perhaps the most interesting aspect to the multiplayer game, however, is the fact that more than just eight human players will be protecting bases -- there will be NPC defensive units too. Activated by the number of Nodes you currently have under your control (nodes are essentially spawn points that separate each side's headquarters), each outpost and headquarters will have all sorts of allied protectors. From robotic automaton riflemen to heavy laser artillery cannons, the opposition is going to put up a major fight. And regardless of how many weapons you destroy, you still won't take the map until you can infiltrate your opponent's base and destroy the power core that sustains them -- it's no easy task. What makes it even more difficult, though, are the ways in which you can prevent the other side from getting...

"You can destroy multiple things throughout the environment," grinned Programming Vice President Brian Hastings when he noticed our team was halted in our advance on the enemy. "Normally you could have crossed a bridge over that river to get to them, but they've destroyed it to keep you from doing that. You'll have to figure out other ways to cross." Apparently there's a score of other destructible elements to every stage as well, but for the purposes of our demo, neither Cory nor Brian were talking.

As you can likely tell from our description so far, there's a whole lot more to Ratchet and Clank this year than what fans may have first believed. To make things even more overwhelming, Insomniac has a mountain of other goodies planned for its online segment that we're not even allowed to talk about yet; but believe us when we say that they're going to be big and they're going to be extremely important. At least we're allowed to fill you in on one little juicy tidbit, though: players will be able to switch their perspective between third-person, first-person, and strafe-lock (first-person controls with third-person POV) configurations on the fly to suit their personal playing preferences. And for those of you unsure if the team can do first-person properly, we urge you dig into those libraries and pull out the company's first PSOne FPS endeavor, Disruptor. Because it rocked all ass for its time.

Needless to say we're extremely excited about Ratchet and Clank: Up Your Arsenal for more reasons than one. As despite the fact that the single player game will have a deeper focus on storyline, expand Clank's repertoire of moves, improve enemy AI, and increase the amount of enemies shown onscreen at once, the multiplayer feature adds a whole new dimension to an already strong single player series. In fact, we're almost in awe of how cool the Internet play already is, much less trying to fathom how great it could eventually become. Naturally, we'll be back with more in the coming months, but leave you to our media page below and offer plenty of brand new screenshots and more than five minutes of exclusive footage to tide you over during the wait. Enjoy!

[IMG]
[IMG]
[IMG]
[IMG]
[IMG]
 
IGN Review

9.0 Presentation
The brand new interface and cleverly hidden load times supplement and fully realized intergalactic world. Up Your Arsenal's storyline is pretty damn funny too.

9.5 Graphics
Ratchet boasts some seriously wicked graphics technology each and every year, and Up Your Arsenal is no different. There's no slowdown, plenty of objects onscreen, and tons of special effects.

9.0 Sound
Up Your Arsenal's soundtrack is top-notch (though a little less impressive than last year's) and is supported rather well by a terrific vocal cast and powerful audio effects.

10 Gameplay
The all-new control schemes feel fantastic and the tightened physics are phenomenal. Level design may still be linear but it's fun as hell and the online mode kicks ass.

9.5 Lasting Appeal
Though limited to ten maps, the online mode is the best PS2 Internet option since SOCOM with a ton of cool stats that can be tracked. The single-player game is addictive and will last 20+ hours.

9.6 OVERALL
 
Argh is das schwer :D

Ok wie lange muss ich denn zocken um diesen 2D Sidescroller zocken zu können? Ist eigentlich der einzige Grund warum ich mir das Spiel zugelegt habe :D
 
Du musst Module finden, die du dann zocken kannst. So hab ich das in irgendeinem Review mal gelesen. Wenn es nicht stimmt, wird dir ein durchweg kompetenter Videospiele-Mod sicher helfen können. :D
 
Zurück
Oben