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Webchat E3 avec les développeurs - 5 juin à 21h

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Webchat E3 avec les développeurs !

 

Comme vous le savez vous pourrez suivre en direct la conférence de Sony le mardi 5 juin à 3h du matin dans ce topic. :Thumbs:

 

En parrallèle à cela, nous vous offrons la possibilité de réagir aux différentes annonces qui seront révélées avec la possibilité de poser directement vos questions à certains développeurs ou "product managers".

 

En effet, nous vous proposons un webchat E3 de 21h à 23h (heure française) sur le PlayStation Forum où nos invités répondront à une partie des questions soumises par la communauté PlayStation.


Nous vous donnerons plus d'informations sur les personnes qui seront présentes pour répondre dans ce webchat E3 le mardi 05 juin prochain.

 

Les questions devront être posées dans cette discussion PlayStation Forum anglais sous la forme suivante :

 

Pays - ID en ligne et suivi de votre question en anglais.

 

Par exemple :

 

France - PixelTux : Can I join you in Los Angeles me too? :smileyvery-happy:

 

Si vous avez déjà des idées de questions et que vous ne vous sentez pas de les poster en anglais directement dans le sujet anglais, vous pouvez les poster en français dans ce sujet et nous les traduirons pour vous en anglais.

 

sonye3.jpg

 

 

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cloudaeg
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Message 2 sur 9 (143 Visites)

Re : Webchat E3 avec les développeurs - 5 juin à 21h

Avec quels développeurs ??
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Re : Webchat E3 avec les développeurs - 5 juin à 21h

salut

 

voici mes questions :Peace:

 

France - ARME-X : On ps vita we can change the bottom of the card of signature of trophies, an update it is current to be able to put an image on ps3 also ?

 

France - ARME-X : For the players, as me, who buy many games, that plan to offer yourselves to reward them ? (win code or goodies for example...)

 

 

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Re : Webchat E3 avec les développeurs - 5 juin à 21h

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Bonsoir à tous,

 

En attendant le résumé en français de ce webchat organisé depuis Los Angeles pendant l'E3 2012, voici les réponses qui ont été apportées en anglais sur 4 thèmes principaux:

 

  • BEYOND: Two Souls
  • God of War: Ascension
  • The Last of Us
  • Wonderbook & Réalité Augmentée

 

 

 

 

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Re : Webchat E3 avec les développeurs - 5 juin à 21h

BEYOND: Two Souls


TalllPaul wrote:

Heavy Rain was based heavily on narration as will be Beyond. What will make Beyond different to Heavy Rain and will Beyond have Playstation Move functionality? 

 

Ray says: "The key diffrence between Heavy Rain and BEYOND: Two Souls is the scope, in terms of the technology we're using, the scope and the talent. If Heavy Rain is film noire, this is our Michael Bay movie - so think TRANSFORMERS in terms of spectacle. That's not to say we've moved away from mature, well-rounded charatcers - it's just that they are now in a much more action-packed context.

Also, this time around we are more about direct control - you'll still have the on-screen prompts and this is combined with you controlling Jodie's movements directly in real time. On top of that, when you're controlling Aiden, you're in full control."

 


Yaster wrote:
You've scored some big Hollywood talent in gettign Ellen Page to star in BEYOND. I'm wondering if all of the rest of the voice and motion casting was based around US talent.

I had a feeling that French was the lead voice track in Heavy Rain, which still made for a great experience, putting French language on and English subtitles. But are there any more big names to be annouced do you know?

 

Ray says: "We've taken on board the feedback from Heavy Rain and really wanted to make sure the acting talent for BEYOND: Two Souls is top notch. We think the acting is really natural and true to life in BEYOND: Two Souls."



 TalllPaul wrote:
We all remember that fabulous tech demo of Kara which left most of us with our jaws on the floor. Has this tech been utilised in creating Beyond? Does Beyond push the PS3s power to its limits?

 

Ray says:
Kara was a demo of Quantic Dream's new technology which BEYOND: Two Souls uses. It's worth noting that when Kara was released, it was already a year old.

 


magorich asked via Twitter:
The story - please tell us about the story


Ray says:

The story is about Jodie Holmes, and in the game you play through 15 years of her life.

She’s always been connected to this entity, and although she doesn’t understand it she knows she’s connected. The story is about her connection to the entity and where this takes her.


 

Thanks to Ray for his time answering questions about BEYOND: Two Souls - so we'll leave the last word to Ray to tell us about what reaction he's had so far from people looking at the game at close quarters: "So far, people have been very positive about it - they're astounded by the visuals and intrigued by the story. During last night's press conference, I heard some genuine gasps at the detail on the characters' faces and the visuals in general. People are very excited to see where we take interactive drama and we'll be revealing much more in the coming months.."

 


d1capo asks:
Does BEYOND: Two Souls have several endings depending on your choices in the game? If so, will that be two ending like in InFamous for example, or multiple ending such as in Heavy Rain?


Ray says:
Of course just as with all of our games, choice is intergral. Choices that you make have a real impact. You'll play it again and again to build your relationship with Jodie and see everything the game has to offer.

 

To give you an idea of the scope of the game, in Heavy Rain, there were 28 cameras. In BEYOND, we've been using 64 cameras. It's very similar to Avatar, using full performance capture. With traditional mo-cap you capture the body in one shot, then get actors in the booth to do voice and face work. Sometimes you get a bit of disconnect that way.

 

For BEYOND, you can do all of it in one shot. The end result is much more true to the actor's performance because it is the technique they use in Hollywood.

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Re : Webchat E3 avec les développeurs - 5 juin à 21h

God of War Ascension

 

We have Santa Monica Studios' Luis Sanchez here to talk about God of War: Ascension. It's been a great recepetion for the game so far...

 

Luis says: We were able to show to our fans that single player is our heart and soul, the weapons that we have. and our point to point navigation system. The Elephantaur was especially cool to show off.

 


We asked Luis why he think Kratos has become such an icon on PlayStation.

He said:
"He's a bad ass, the game lets people take their agression out . When people play God of War, they get really pumped and that passion is great. It's always high action, we deliver immediate gameplay and it's epic throughout."

 


Tredic asked via Twitter: How will you top the boss battles from God of War III?

 

Luis says: I think we’ll still leverage our Titan technology, and you’ll still see epic enemies. But the new stuff we’re bringing to the game is the story, and getting to know Kratos before he was a god. Our Game Director works with our writer and they’re in that world every day, so they’re constantly pushing that story.

 


LukesterThomas asked via Twitter: Was Kratos fighting The Kraken at the end of the demo of God of War: Ascension?

 

Luis says: That’s Elephantor – he’s one of our big enemies, he has a club and huge tusks. He’ll use those against you and then go bare-handed. He actually grabs Kratos which is something new – that wouldn’t happen before and he’d never let himself be in danger. You’ll see him struggle a bit more with the enemies.

For the final kill, there’ll be no button props. There’ll still be light and heavy attacks, but you’ll have to dodge out of the way because he will try to grab you. It’s very interactive.


 We asked Luis how it felt to be working on the game that came out on top in our Facebook poll for PlayStation games at E3.

 

He said: We don't feel like there's an internal competition as such. We are based just a couple of blocks from The Last of Us developer Naughty Dog, and it's a huge help having their expertise so close. When it came to adding multiplayer to God of War: Ascension, we were able to pick their brains, so we knew what pitfalls to avoid - after all, they built a great mutliplayer mode for the Uncharted games.

 


We asked Luis to tell us a bit more about the multiplayer elements of God of War: Ascension which are playable for the first time at E3 2012 on the show floor:

 

"For us as a studio, we wanted a challenge, something new that we hadn't done before and multiplayer was perfect for this. It also ties in with the title - Ascension - as you take a Spartan, essentially a nobody, and you build him up to be a great warrior. You can pick your allegiance with one of the four gods and they will give you challenges and reward you for moving up the ranks. So you'll be competing against other players around the globe to see who can become the ultimate God of War. This adds a completely fresh aspect to the series where you can pretty much go online and you can tear your friends apart in the pursuit of the ultimate prize. We're really pleased at the reaction it's getting on the show floor as from the start, we knew we wanted to put some multiplayer in there."

 


To wrap up, we asked Luis what he was most looking forward to this E3. Here's what he said:

 

We're finally getting the game into people's hands and letting the fans know that nothing's being sacrificed in God of War: Ascension. We've definitely been getting some great feedback - now people can see the game in action.

 


Next up, we're chatting The Last of Us with game designer Anthony Newman - following that, it's SCE Worldwide Studios vide president Mick Hocking to give us the low-down on Wonderbook: Book of Spells.

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Re : Webchat E3 avec les développeurs - 5 juin à 21h

The Last of Us

 

We have Antony Newman here from The Last of Us developer Naughty Dog. Here's how it's been for him so far:

 

This is actually my first time first time at the press conference. The crowd reaction blew me away. I was really excited to see Hideo Kojima tweet to say how impressed he was with what we showed.

 


Facebook -
Jan Prusalowicz the last of us: is it gonna be stealth? will it have pure survival and horror elements? will this game give to the player choices of action making so the game playable in different game styles: shooter,stealth, diplomacy and so on?

 

Anthony says:
There's not a lot of diplomacy left in this world unfortunately! Nevertheless, stealth gameplay is important because you are dealing with human opponents who will stop at nothing to survice. You have to use every advantage you can, one of which of course is the element of suprise which can be very powerful indeed. Other types of gameplay including the improvised melee combat - in the demo we showed a pipe can be used as a weapon. Your three main tools for tackling enemies: stealth, melee weapons and shooting, or a combination of all three.

 


Cimbrer asked:
what types of gameplay elements can we expect from The Last of Us? 

Anthony says: The Last of Us is a survival /action game, so you can expect the kind of tension and limited ammo of a survival game, but the action is more fast and fluid like a classic action title. There is a fairly deep melee combat element, as it’s set in a world where mass production has ceased no bullets. Fists and pipes that you can find are the key weapons.

 

There’s a fairly sizeable stealth element, but it’s up to the player’s play style to leverage that. Its vastly different as you tackle the different encounters you come across.

 


azakajam wrote:

For Anthony Newman!

 

Loved the gameplay of The Last of Us! I was wondering if we can expect multiplayer or at least co-op? 

 Can't wait for the release! 

 

Anthony: We are not revealing details at this time around multiplayer.

 


umiHattori askedHas The Last of Us drawn influence from any particular movies?

 

A lot of movies we looked for influence. Anything where minimalist presentation acheives a really high level of tension, we like seeing humanity in both antagonists and protagonists, driven by a strong sense of self preservation. We like stories where an older guy is trying to take care of a young charge in a harsh world gone sour - innocence versus experience is a big, big theme for us.

 


MONKEY_ON_CRACKK wrote:

Last of us - Will this be linear or non linear as will choices affect later in game?

 

Anthony: "In order to achieve maximum dramatic effect, we are telling a set story. Nevertheless, within that we're offering players a lot of freedom as to how they progress and make their way to the end of that story."

 


Abrar_96 asked via Twitter: What's the relationship between the two main characters?

 

Anthony says: Joel is an older guy who’s been around since before the plague has hit society. He’s seen the world when civilisation is still around, while Ellie only knows a bit of what the world was like before the pandemic. Joel has been asked by a dying friend to smuggle Ellie out of the military city where Joel was a smuggler and Ellie was raised.

 


We asked Antony what it was like to make the step away from the Uncharted series with The Last of Us.

 

Anthony says:

If you look at the Uncharted games, we tend to play with an AI companion for much of the game - Chloe, Sully. We get so much mileage out of that. You can experience an fledgling relationship, so it made sense to continue that in a way. Hugely important for us that cut scenes are balanced by gameplay that tells a story.

 


Ok, so just to wrap up with Anthony, what has struck you most about the audience reaction to the game at E3 2012:

 

At the press conference, it was so great to actually to be there in the room because there really was a strong electricity and tension that it was exciting to be a part of. Since then, it's super gratifying to see how excited people are on Twitter and other online channels - especially as this was the first time we showed some actual gameplay.

 

It was a much mulled overdecision to go with the slow burning demo, but it really drew the crowd in. I was really pleased for my boss - he has never normally played a game live like that before. He pulled it off.

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Re : Webchat E3 avec les développeurs - 5 juin à 21h

Wonderbook

 

Now we have Mick Hocking with us, Vice President Worldwide Studios. Here's how he found the SCEA press conference last night:

 

We had a really stong conference. We showed off some stunning titles, and really pushed the boundaries in quite a few directions.

 

We're looking at a much broader demographic with PlayStation now, and our line-up complements the core line up really well. It shows the PS3 has the strongest core line-up as well a fantatstic propostion for the whole family with Wonderbook.

 


We asked Mick how long the team has been working on Wonderbook and where the inspiration for the product came from:

 

Mick:
London Studio has been working with Vision Technologies for nearly 10 years since the start of EyePet. In that time, we've had many innovative ideas to do with augmented reality and games in the living room space.

 

Wonderbook came up about four or five years ago as a tech demo that we all really liked and they current work really started in earnest about two years ago when we started to really develop the augmented reality book technology. This meant we could properly track every single element of the  book - so this is just not a 2D AR marker, the Wonderbook technology allows us to track every surface of the book accurately even when the user turns a page.

 

For example, you can pick the book up and move it around to see the 3D content, we can have the content change as you turn the page - if you put a dinosaur on the page,as you turn the page backwards and forwards, you can reveal the dinosaur skeleton or go to a fully skinned dinosaur. The other thing to mention is that we found that this tactile and intuitive control is very compelling for our users."

 


jennytablina ased via Twitter:
Are there any other books coming to Wonderbook, or is Book of Spells the only announced title currently?

 

Mick says:
Book of Spells is our first title, but as we said at the press conference, Wonderbook is one book with a thousand experiences. We have many more books planned, including Diggs Nightcrawler, which is based around Diggs the detective worm, solving mysteries in a 1940’s style story. It features some amazing augmented reality graphics.

 


Dante_Zero wrote:
Wonderbook's concept looks really cool and interesting. i would like to ask the developers wether they intend to expan on the genres they will be making available. I mean the harry potter stuff was cool for new users and kids but i wonder about the potential possibilitys if you could use wonder book with adult novels and books or even graphic novels. that would proper get me excited because wonderbook while it looks interesting only has appeal to anyone under 10 when i reckon it could be so much more.

 

Mick:
Absolutely, Wonderbook is well suited to a whole range of experiences from interactive story content to games to educational discovery books; for example, imagine a discovery book of the solar system where kids can bring planets off the page that will orbit around them in the living room and will allow them to manipulate celestial objects to see what would happen if they moved the position of the planets closer to the sun.  You can even imagine Wonderbook being a companion to a sports game where you can collect the stickers for your favourite players and see them come to life in 3D on the book - so perhaps dad's playing his football game and his son can is collecting the players into the book and bringing them to life in 3D and looking at their stats. We're really excited about Wonderbook: Book of Spells and it's also just the start for this technology - we've got plenty of ideas of how it's going to develop in the coming years.

 


We asked Mick which came first - the opportunity to work with JK Rowling on a project, or the technology for Wonderbook.

 

Mick said:
We had this technology and we began building protoypes with different experiences. It was a wonderful coincidence where this technology perfectly fitted the concept of a spellbook, at around the same time as we were speaking with JK Rowling. After all, we are of course all muggles when it comes to magic, and we have the perfect magic wand in the PlayStation Move motion controller.

 


We asked Mick to explain all the different elements that go into Wonderbook.

 

Mick:
You'll need the Wonderbook peripheral itself, the PlayStation Eye camera which we use to track the book and, for Wonderbook: Book of Spells, you'll also need the PlayStation Move motion controller which will turn into your wand. The Wonderbook: Book of Spells game itself will be launched on Blu-ray Disc and available at the usual entertainment outlets.

 

We've designed the whole Wonderbook experience to be easy and intuitive so that young kids and mums and dads can all enjoy it together. As we are now into the sixth year of the PS3 system's life cycle, Wonderbook is a perfect product to allow us to bring new audiences and new people to the PlayStation platform.

 


Keldj wrote:
A quick followup to my initial question (back on page 1 of tis topic).

 

Will Wonderbook offer other types of content or is it "only" Harry Potter related? Some ideas could be Disney Channel or Cartoon Network characters. But I think the main question is will all content be localised to every langauge or is it English only?


Mick says:
We can't talk about what might happen, but as far as localisation goes, yes is the simple answer. JK Rowling has millions of fans around the globe, and we will be translating the game into most if not all European languages so as many people as possible can enjoy this game.

 

Please note: We will find out the exact number for you, Keldj, and get back to you.

 


Since we're on the subject of augmented reality, we asked Mick to tell us a bit more about some of the other cool technologies being developed at SCE London Studio by the Vision R&D team.

 

Mick: "At GDC in March, we did a talk on various different AR technologies with fixed and mobile cameras such as you find in PS Vita for example. For instance, on PS Vita, we have a new marker-less AR technology that can augment just about any surface that you look at - we can even use this technology to look at a building using your PS Vita cameras and augment that building so that we can have a huge monster burst through the side of the building and try and attack you where you stand. The big advantage with marker-less technology of course is that you don't need to carry a marker with you to create the AR experience. From fixed camera AR in your living room with Wonderbook to AR on the go with PS Vita, there are so many great new experiences we are working on."

 


Regames asked via Twitter: Will it feature any content geared toward older players?


Mick says:

We absolutely intend the Wonderbook platform to appeal to the young audience and also an older tween and teen audience. We have new experiences that we’re working on that I think will appeal to an older demographic too.

 


We asked Mick what kind of feedback the team has had from early testing of the game.

He said:

Wonderbook allows us to deliver story content in a way that has never been possible before. We can allow characters in the story to interact directly with the player. It can also some introduce some really interesting collaborative read alongs with mums and dads. Think about potential moral choices involving the whoel family.

 

We've found in testing Wonderbook that kids love the freedom that they get from jumping to any part of a story and just playing with the scenes and the characters, while often mums and dads like to sit with the kids and play through, helping them where necessary and just having fun with the story.

 


We asked Mick about the moment when he saw the potential in the Wonderbook technology.

 

Mick:
Two years ago I took over London Studio and having long been a fan of stereoscopic 3D technologies and camera-based technologies, I saw the early prototype work on the Wonderbook platform which showed a range of different experiences you could have on the Wonderbook platform and how we could use the book as a controller, both by turning and rotating the book and by turning the pages to interact with content in ways that hadn't been possible before. For me, the key goal was to learn how to deliver compelling story content using this unique control method. At the same time, we were given the amazing opportunity to work with J.K.Rowling as a result of the Pottermore initiative and immediately we knew that we wanted to do was create a magical spell book experience which in turn became Wonderbook: Book of Spells.

 


We're wrapping up with Mick now, so he can get around the show to take a closer look at some of the highlights from PlayStation.

 

Here's what he's looking forward to:

The Last of Us and BEYOND: Two Souls really show how we're pushing the action genre. The level of performance capture in those games is the best I've ever seen, the way actors can be portrayed in-game is very special. Quantic Dream's experitse with performance capture is something I look at and think, "Wow". They are leading the way with delivering those experiences. The Last of Us too is showing how brilliantly a film-like narrative can be delivered through the action genre. Stunning work from both studios, showing a very different way to approach this genre.

 

So that's it from the SCEE media room here at E3 2012. Thanks very much to Mick and all of our participants, and make sure you check out eu.playstation.com for a round of all the answers.

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Re : Webchat E3 avec les développeurs - 5 juin à 21h

Intéressant tout ça.

Je sais toujours pas quoi penser de ce wonderbook. Futur flop programmé, avenir du livre interactif, jouet pour enfant, expérience sur la réalité augmentée ?


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