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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey: Demo Version Confirms
While we wait still good on Prey, before release of the Ego Shooters a demo version is to already show us, why we can look forward to the play. So human Head boss Tim Gerritsen in one Interview mit FiringSquad:
FiringSquad: Are there any plans for a demo of Prey to be released for the PC and Xbox 360?
Tim Gerritsen: Yes. We feel pretty strongly that a demo is pretty critical to getting people really excited about the game. We've gotten a ton of press coverage, and everyone who's seen the game in person gets really excited about it, but we need to release the demo to show gamers themselves why we're excited about Prey. We don’t have any exact timeframe for the demo, but there definitely will be one.
To the question, when Prey would finally appear, Gerritsen answered with the famous words: "When it's done."
Prey Weekly Development Update #11
Hey all; welcome to the eleventh edition of the Prey Weekly Web Update. As usual, this week has been rather busy here at Human Head. We've been splitting out time between implementing new feature requests from 3DR and fixing bugs.
At this point, though, many of the feature requests are fairly simple tweaks, things like adding in screen tips in sniper mode so you know how to zoom in and out, changing the HUD damage feedback system to something more intuitive, etc.
Check the changelog at the end of this update for even more info on what's happening with the game.
Typically (at least on nearly all the projects I've worked on), there comes a point where staff members start wrapping up their normal duties and transition over to game testing. We're nearly at this stage with the art staff. Oh, there's still a number of art tasks remaining and things will still crop up as we're headed towards gold, but many of the artists have been transitioning over to bug-finding.
Rather than have them try to play through the entire game over and over, we've split the maps up into groups and are having each artist concentrate on a group of maps for a short period of time. We'll then rotate them into different groups of maps to keep putting new eyes on each set of maps.
Next week, we're planning a more hardcore test of deathmatch. We have been regularly testing deathmatch both for bugs and balance, of course, but next week we want to get into it hardcore. There are a couple of bugs that QA is able to reproduce that we have yet to see in-house. Next week's hardcore test should flush out those issues.
2K has sent a tester on-site to work with the team directly for the next few weeks. So far, he's been working out well, and has been diving in and showing us bugs that we've had difficulty reproducing, as well as helping out with regression testing bugs after we've fixed them.
In case you aren't aware of how the process of QA works, here's a quick outline:
*QA reports a bug, and enters it into a centralized database
*We look at the bug, and determine if it really is a bug, or if there is a mix-up. If it's not a bug, we mark it the very obvious: "Not a Bug"
*We then determine if we will be able to fix the bug.
*Occasionally a bug cannot be fixed due to engine limitations and so forth. We mark it "Will Not Fix"
*We then try to reproduce the bug. If we are unable to reproduce it, or don't have enough information to recreate the bug, we mark it "Need More Info", and wait until we hear back from QA with the additional information
*Finally we fix the bug. And mark it "Fixed."
*Even though we fixed it, it's not closed out and considered final until QA has retested the bug. They retest it, and either mark it "Fix Verified", or if they still can reproduce the bug, then they mark it "Fix Denied"
*If the bug is kicked back to us, then we swear repeatedly and the process starts over.
We received more music from Jeremy Soule last week, and are expecting more music from him early next week. We're close to having all music for the game in our hands for implementation. All told, we should have close to 2 hours of music in Prey.
A few Human Heads attended GDC this week, shmoozing with other developers and attending talks. As mentioned last week, our very own Ed Lima is giving a talk today (the 24th) on sound in the Doom 3 engine and on many of the enhancements that have been added both by us and by Creative Labs.
Yes, Ed will be showing some sound stuff in-engine. Don't expect a huge Prey demonstration, though -- it's tailored towards the sound, so he's just showing off a couple of rooms as he's demoing the sound enhancements. But, we did choose two pretty cool rooms. http://forumtgmonline.futuregamer.it...icon_smile.gif One of them has one of my favorite portal effects.
Speaking of GDC. Every year, when I realize that GDC is upon us, I always start thinking about E3, since it's a bit less than two months away. We've already started discussing what we'll be showing of Prey at E3.
No final plans as of yet, so I can't mention anything in this update -- but we will be showing off Prey in some form at E3.
Okay, arguably the most popular feature of the weekly updates: the changelog. As we've been working on a number of things near the end of the game, quite a few spoilers had to be removed this week:
*hunters have new projectile effects so the projectile stands out better
*XXXXXXXXXX at the start of the map has a new texture on it
*Tons of tweaks in the Harvester maps, in terms of creature placement and bug fixes
*New combat room added to Salvage: a cool room involving multiple portals and many enemies
*New animation for Tommy's intro
*Preparation for a door color unification pass across all levels
*New damage HUD, giving better directional feedback during combat
*Lots of great AI tweaks and fixes to the Hunters
*Animation work on various cinematics and to XXXXXXXXX-X scene
*Removal of a poster in the Roadhouse that contained unlicensed images
*New graphic effect on the health spore: much cheaper, and pretty much looks the same
*New GUIs throughout the levels, providing more information about the ship and the inhabitants
*New creature placements, providing more locations for wallwalk combat
*HUD tips for sniper zoom
As always, thanks much for reading our Prey update. We have some pretty exciting Prey related things happening over the next few weeks -- can't talk about them just yet, but just keep your eyes peeled! Until next week....
Chris Rhinehart - Prey Project Lead
Human Head Studios
http://img20.imageshack.us/img20/1033/crystle33et.jpg
And for no good reason at all, Joe Siegler insisted upon another picture of Crystle Lightning.
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Re: Prey - Aperto il sito ufficiale!!!
Azz tutto è bene, ma quando uscirà il demo + o -, la mia hype x sto gioco sta a livelli stratosferici, quasi mistici http://forumtgmonline.futuregamer.it..._icons/asd.gif
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Re: Prey - Aperto il sito ufficiale!!!
non c'è al momento una data per una demo http://forumtgmonline.futuregamer.it...lookaround.gif , cmq devo ammettere che come gioco mi attira parecchio e non vedo l'ora di una demo http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif
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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey Weekly Development Update #12
Wow... Friday already. And time for the Weekly Prey Update. Let's get right to it...
The animators are working hard on cleaning up the motion capture data, and tweaking the cinematic animations to blend together smoothly. It's been a hell of a lot of work, and they're doing a great job.
Well, I use the term cinematic loosely -- as Prey doesn't actually have any cutscenes. The game is always from Tommy's point of view, and the story unfolds around the player as they progress through the game.
So, I use the term cinematic animation to apply to any animation for a specific NPC. An example of this would be if a character has to point in a certain direction, or run over and kneel by another character. That type of stuff.
As mentioned in a previous update, we recorded around 250 new lines for Tommy. A good chunk of those were re-recording old lines to either fit the story better, or because we were unhappy with the previous takes, as opposed to totally "new" dialogue.
And of those 250 lines, we recorded multiple takes of each. Depending upon the line, there were anywhere from two to six takes of each. Ed, our audio director, will go through and choose the best take of each and add them into the game.
However, the level designers were ready now to start adding in the dialog. To multitask, we set up temporary sound shaders for each of Tommy's lines, which the designers can then incorporate immediately.
The end result is that there are a lot of default beeps throughout the game now -- but in less than a week, all of Tommy's new lines should be in the game.
I'm very much looking forward to seeing how the game feels like with all this additional dialog.
We've also been incorporating all the latest music from Jeremy Soule. There's still about a quarter of the music yet to come, but they are cranking away on it, and we should be getting it very soon.
If all goes as planned, we should have all music implemented in the game by next week as well.
Talking to 3DR, we discussed reviving the Ask Prey email address, and answer questions again in an up-coming Weekly Update.
I still have all of the unanswered questions from last time, so I'll look through them again. However, if you have any other questions, or anything you'd like to see discussed in these updates (that hasn't been discussed before), feel free to email us: [email protected] (Make sure to remove the NPSPAM. before sending)
Please have your questions in by next Friday, April 6th. We will answer as many as possible in a future Weekly Update.
The changelog for this week is pretty sizable, as we didn't send a new build to 3DR last week. Here it is:
-New music system implemented for fading and crossfading
-Grenade throw button - bind a key to _impulse25, should default to G
-New directional damage indicator
-tips for zooming in on the HUD
-low-health (< 25%) HUD effect
-Fixed problem with harvester gibs being nonsolid in some cases.
-Reduced grace period for ragdolls to resolve being stuck in solid.
-Fixed problem with wrench showing up in roadhouse mirror.
-All levels end with a portal fade now
-Door system: * Unlocked doors are light blue * Locked doors are red and play a locked sound when you approach * Doors that never open are dark and play a locked sound when you approach
-GUI pass throughout the level, new guis added
-Tommy Voices in progress--putting in placeholders; sound not yet ready
-SpiritWalk symbols being added throughout the levels
-All leech nodes now have a screen tip
-Adjustments of items/characters/geometry to accommodate level fades
-All music we have so far implemented (volumes need tweaking)
-FTA crouch portals can be walked around now.
-three fodders are now in the lighting training hallway
-new exit from FTA to FTB
-Item cabinet moved away from the forcefield
-The door with the raving guy banging on it is now locked
-First pod puzzle no longer has a pod right near the gak
-Vomiter removed from first wallwalk area
-Multiple Hunters now after the player wallwalks after the hologram
-Moved the autosave in the mutilated human room, so you don't fall into it.
-Art Bell gui moved to a new place
-New Tri-flip combat room w/portal crates
-Optimizations in several rooms and corridors
-Hunters on vent in breakaway room
-New airlock with keypad GUI
-Portal Crate in Catwalk Hunter Combat room
combat chains increased in several levels
-Added in additional security mounted guns.
-Dimmed the lights in the BonusCloset area to give more broken/emergency feel.
-Added in Thin-Thing (tm)
-Lighting adjustments in Big Asteroid room to allow for smoother enemy lighting
-Additional deathwalk map added
And that wraps up another Weekly Prey Update. Next week will be a bit of a detour from the usual updates. And, the week after that, will be the next Ask Prey questions. So, if you have any questions, make sure you email them to [email protected].
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey Weekly Development Update #13
Hello again -- welcome to the thirteenth installment of the Weekly Prey Update.
This week, we have the usual weekly status, an update on in-game dialog, some talk about the 360 version, and something a bit special: pictures of the Human Head visit to Art Bell's house to record his voice for the game.
We're in full-on crunch mode here at Human Head Studios. Many people are burning the midnight oil as they work to finish their tasks before our next major deadline.
I read the last few Weekly Updates, and it seems that my mantra lately has been "bug fixing and tweaking". Well, this week is no different -- there's been a ton of bug fixes and a lot of tweaks.
We're pretty much over the feature hump, as all of the major features we wanted are now implemented. From here to end, it will mainly be bug fixing, tweaking, and any remaining minor features as needed.
A few weeks ago I mentioned that Michael Greyeyes was here recording new lines for Tommy. This week most of those lines have been processed and are being added to the game. Probably half of the new lines are now in the game with the rest planned to be implemented next week.
Today we're recording a few new lines for the epilogue of the game -- and probably getting a few more screams out of the voice actors. Can never have enough screams in a game.
Of course, this time we'll inform our neighbors of the voice recording session so they don't call the cops.
Speaking of voice recording: Several months ago, Ed Lima (Audio Director at Human Head) and Tim Gerritsen (Business Development Manager at Human Head) flew out to Las Vegas to meet with Art Bell to record specific dialog for Prey.
For those of you who aren't familiar with Art Bell, he's the infamous host of "Coast to Coast". "Coast to Coast" is a radio show where people call in with tales of the fantastic -- they cover things ranging from Bigfoot to werewolves to alien invasions. The show is regularly hosted by George Noory, but Art Bell still occasionally hosts on weekends.
Now how does this fit in with Prey? Well, when designing the game we realized we needed some way for Tommy to connect with Earth even though he's trapped on an alien ship orbiting many miles above the planet. What better way to get information about Earth than to have Tommy come across places where the aliens are intercepting Earth's transmissions?
When we discussed this idea, someone mentioned how awesome it would be to have those transmissions actually be Art Bell broadcasts. We contacted Art's people and he thought the idea was great and agreed to provide his voice for Prey.
After a few months of playing phone tag to set things up, we finally nailed down a date to record the lines. Ed and Tim visited Art at his home -- where he actually broadcasts his show. Since Art already had high quality recording equipment set-up in his studio, they literally recorded the Prey lines by having Tim call into Art's studio from a separate phone.
Art was a total professional. Without even looking at the script in advance, he nailed the whole thing in almost literally one take. There were only two times that he stopped to re-record a few lines. The whole process took about 45 minutes.
In the end, the new lines turned out great -- they convey at some information of what is happening back on Earth. Some of them even manage to inject a bit of humor into the game.
http://img329.imageshack.us/img329/5504/arted9lq.jpg
Art Bell and Ed Lima
http://img416.imageshack.us/img416/4594/arttim0ce.jpg
Art Bell and Tim Gerritsen
A number of people here (and at 3DR) have been testing the Xbox360 version of Prey -- we both have several test kits throughout the office, so people can play when they have time. Ted Halsted, lead level designer on Prey, has been going through the 360 version looking for any really slow areas. I watched him play through a particularly complex level, and the 360 appeared to be handling it just fine.
Time for the weekly changelog:
-Portaling is considerably smoother. It's pretty much impossible to detect when you go through a portal now.
-Fixed some bugs with the functionality to retain the ammo type in dropped leechguns in MP.
-Fixed Prey window sometimes getting resized when using the menu options to go to driver pages and possibly other things.
-Now checking Creative driver version, and disabling on old versions so that we don't cause bluescreens.
-Tracked down and fixed a crash bug in AI navigation
-Cleaned up some client prediction misses with the acid sprayer.
-Globalizing remainder of Tommy's v/o.
-Extracting additional Tommy pickup v/o
-Selecting more licensed music to round out in-game jukebox song selection
-Writing/prepping epilogue dialog for recording
-auto detection revamp texture quality setting and removed global video quality setting.
-Changed proxdoors so they no longer snap shut when a monster dies inside one.
-Fixed IK while crouching in players in multiplayer.
-Some save / load fixes.
-Added code to prevent Harvesters from getting stuck in passageways.
-Fixed a rare crash bug related to reactions that would show up on save.
-Fixed Gasbag death time.
-made shuttles show crosshair even when no tractor target.
-plaque under "Game Saved." messages
-made normal projectiles hit spirit secrets
-made spirit arrows pass through chaff
-Misc art tweaks
-Finalizing cinematic animation cleanup
-Fixed a bug with the Spiritwalk overlay not working well with other overlays
-Bug fix so Talon properly lands on moving targets
-System in place for Tommy making comments to Talon
-Removed redundant ammo types from the levels
- Well, that's it for this week -
We decided to extend the Ask Prey submission time by another week. The original deadline was today, but if you still have any questions or anything you'd like to see covered in these weekly updates, feel free to email them to [email protected].
Until next time, stay out of trouble.
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Re: Prey - Aperto il sito ufficiale!!!
speriamo che questi aggiornamenti precisi come un orologio Svizzero portino a notizie sul rilascio del gioco quanto prima http://forumtgmonline.futuregamer.it..._icons/asd.gif
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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey Weekly Development Update #14
Hey all - welcome to the fourteenth edition of the Prey Weekly Web Update.
This week is a bit different in that I've enlisted the help of other Human Heads. I asked several people to write up a typical day for them to post in this update. Well maybe not entirely a typical day, I suppose, since the company is deep in crunch mode. But a day in their lives nonetheless.
The responses were all interesting, some of them rather hilarious stream of consciousness type of ramblings. I hope you find this to be a fascinating insight into the minds of people in crunch mode who apparently are slowly going insane.
I should warn you that there are a couple of minor spoilers in here, but nothing that will ruin the game - just some references to some level names and characters we haven't really discussed before.
Tim Gerritsen, Business Director
My days are a blur at this point as I'm juggling lots of constantly moving balls all at once. After seven years in the same office park, we're moving to a brand new office space across town. It's a old railroad roundhouse that was renovated for office use. It's a really unique office space and much better suited to our style of development than our current space. There's even a huge caboose in the front foyer since the builder left that in place when they renovated the building. The space is being custom fitted for our use so there's a million things to keep track of and make decisions on. It's like building a house, only worse since you'll have dozens of people working there when you're done. In addition, I've been managing the 360 efforts on our end, and we're putting the latest 360 build through its paces. I'm very happy to report that the 360 build is looking fantastic at this point. The frame rate is looking great, and the controls are being honed down to a fine pitch. The Venom guys are doing a great job on their end and I think people are going to have a hard time deciding which version to buy. Of course they could just buy both! Then there's juggling all the last minute details on the PC side, and that's just my three most important tasks right now.
Eli Quinn, Artist
Wednesday 4/12: The art tasks are slowing down so we've been trying out new software such as ZBrush 2. It utilizes a unique sort of terminology that's difficult to wrap your head around at first but it's very interesting once you get into it. The art team is also playtesting various sections of the game, as well as participating in deathmatch brawls. Of particular note was our deathmatch today where we had to test for a bug using the wrench weapon on an asteroid, so we were just sprinting around like fools and bashing each other's brains out with the wrench. Fun stuff. Occasionally people would whip out their guns again and wreak some havoc, until finally programmer Rich Whitehouse had to page the testers and remind us that this test was "WRENCHES ONLY, ON THE ASTEROID."
Brian Shubat, Animator
Don't really have time for this, due to our crunching deadline, and Leath Furniture having an inopportune moment to auction of the remainder of their "going out of business" crap at low low prices has taken it's toll. I'm finishing with all the rest of the maddening details on Grandfather's LotaD dialogs and finessing and fixing Talon. Also in progress is finishing off the hider bombing sequence in FeedingA, I think it's the single most longest sustained animation that is playing in the game. I've slept here two nights in a row on the floor already, brought in a bed roll and blankets. I woke up this morning but my leg didn't, it was the strangest "fell asleep" feeling I've ever had in an extremity before. It didn't tingle and it turned on and off like a switch, at first it was paralyzed, then it functioned, then when I stood up from my chair it gave out totally laying me out on the floor. I laughed it off and made coffee. Oh, shit! it was garbage day today! And did I forget to feed the cats?! I'm not even sure I know where they are.
Jeff DeWitt, Lead Animator
Now that all the Motion Capture clean up is done we're finally able to get back to the fun stuff.the stuff that adds personality to the game. This week I've worked with Jimmy on the Hunters (tweaking speeds, adding knock backs and pains), worked with Brian on some rifle anims (adding more personality to the weapons), implemented new models and fixed anim bugs on both creatures and weapons.tweak tweak tweak. We're getting closer and closer.which seems a bit surreal.
More on the Studios side - Ben G hurt his back again this week - poor guy. Crunch mode is hard enough without having to work through something like that. He's doing better, but as active and energetic as he normally is; to see him walking around like and old man was kinda funny (in a sick way I guess). Ed L is under the gun. That guy has really been a champ on this project.tons of behind the scene's stuff.
Let's see, what else. Ryan R cut his own hair the other day. People people.please.leave the hair cutting to a stylist.we're not in college anymore! J (I hope he doesn't read this.he's twice my size and he's been known to knock animators on their cans.just ask Shubat). AND speaking of Shubat!!! He's becoming an auction addict.seriously folks.he's developing a problem. Leath furniture (just down the road) is going out of business and they had the final day of their sale on Monday.since then every night they've been auctioning off the rest of the stuff in the store and Brian has been front and center. All I hear all day long is, YOU SHOULD SEE THE DEALS!?!? He's a crazy little man.
There have been more and more "schinc door" jokes circulating the office lately.OH.and Rich W had the "page of the year" the other day. He's running a lot of multiplayer tests and yesterday he had a bunch of guys testing "wrench only battles". So he does a company wide page and says, "Could all of you testing multiplayer go to the center sphere room and beat each other with wrenches only please". We all laughed out loud and I thought to myself. who's got a better job than me?
Chris seems to be holding up pretty well too.which is impressive. That guy is pulled in 10 different directions a day.no way I could do his job. Scott and George want this thing.but Take Two wants this OTHER thing.and then he's got all of us in the studio asking, "Well what are we doing? Huh? Huh? What about this? And this?!?!" Yea, if Chris has a full head of hair at 35 I'll be impressed. But all in all we're wrapping up.lists are getting shorter and shorter. We still have a handful of things that we want to tighten up but really.the game is very close to finished. That's it.oh, congratulations to the Badger's Men AND Women for wining National Titles in Hockey this year. Beauty eh!
Mike Flynn, Script Manager
I overslept today due to late night crunching. I got in late, checked my e-mail and grabbed some food and coffee. I ate my food and updated everything to the latest version of the game while checking the latest news and going over my tasks for the day. I got most of my direct tasks done over the weekend so all that is left is the pickier more difficult stuff. Before getting into those, I entered some new internal bugs and tasks into our wiki for myself and the other scripters. There are only a few and they are thankfully minor; this week is crazy enough with crunch mode.
Coffee. Need more coffee. Hopefully I won't get screwed with the pot having only a half a cup left and have to make more. Ah, the coffee gods smile upon me with a freshly brewed pot. I cue up some Captain Beefheart, Arcade Fire, and Daft Punk, hit random and get to work. Man, Neighborhood #1 is a great track. The day goes well into the next morning, with many bugs found and fixed, dialog added, and various game play tweaks implemented, tested, reimplemented, and tested again. In between map builds, which are needed for a conclusive test of most changed or added elements, I geek out on netside attractions or check my task list to see what needs to be done next. Sometimes building a map will take 15 minutes. If a BSP isn't needed, the turnaround time is more like 15 seconds. Amidst the more mechanical and repetitive tasks are the many gems that make it all worth while : each sweated over detail and change being instantly playable in a real time engine and finally finishing up scenes that are composed of dozens of people's work and input.
Nick Taylor, Animator
This week I am working on the main characters third person / multi player animations. This is a challenge unto itself as they must look good when the player is standing still as well as when he is running, strafing, etc... At the same time I am working on the lower body movement animations so that all of these approximately 220 upper and lower body animations all work well together.
Rich Whitehouse, Programmer
"Started the day at 8:45am when my alarm went off. Hit the snooze button. Woke up again at 8:53 upon the next alarm trigger, then hit snooze again. Somehow managed to hit snooze while in a sleep state until 10, at which point I finally got up. I stumbled through several accumulating piles of trash at my bed side, checked my e-mail on my desktop machine, browsed around for a while, then took a shower. I got to work at 11am. Upon arrival, I began re-evaluating some optimizations on a render volume tree function, and after observing through disassembly that the compiler was using stack-relative offsets to access some memory already, I proceeded with planned changes. This worked out happily. After that, I worked on some clipping performance issues on our giant sphere deathmatch map, and then began working closely with our in-house QA tester to coordinate some internet multiplayer testing, and work out issues with our Master Server. I then went home, and played Prey until 2am while noting new bugs and issues. This concludes the glorious day in the life of Rich Whitehouse."
Well that was certainly different, wasn't it?
If you enjoyed this, let me know -- post something to the 3DR forums. If people liked it, we'll see about doing more of these for future updates. I'm sure I could coerce more people from HH into writing up a day in their lives on this project.
Speaking of future updates. The deadline for the next round of the Ask Prey questions was today. So, I'll be tackling them next week for next Friday's update. We've received some pretty damn good questions, so it should make for an interesting update.
Until then, stay frosty.
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Re: Prey - Aperto il sito ufficiale!!!
Prey: Collector's edition with Reaper figures
How 3D Realms mentioned now, it will give beside the standard designs also a Collector's to edition of Prey - in each case for PC and XBox 360. Details to the possibilitypossibility possibilities are shortly admit to be given. Exact contents of the expenditure for collecting tank are at present not yet well-known, surely are only that at least one of three Reaper miniatures will be thereby. The prototypes of the figures of Tommy, the Hunter and a Mutanten can be regarded by QuickTime Plugin on the firm homepage to be regarded and 360 degrees:
http://img65.imageshack.us/img65/1513/tommyg3rk.jpg
http://img65.imageshack.us/img65/6823/hunterg2kz.jpg
http://img65.imageshack.us/img65/4589/mutateg9bb.jpg
If this should not function against expecting, can you the QT Previews also with us in the package download. Simply with the mouse click and pull, in order to let rotate the figures:
DOWNLOAD Prey Reaper Miniatures: QT-Preview @ Doom3Maps (3.29 MB)
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
lei cmq non sarà compresa nel gioco, neanche nella versione collezionisti http://forumtgmonline.futuregamer.it...icons/nono.gif
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Re: Prey - Aperto il sito ufficiale!!!
come no.......? http://forumtgmonline.futuregamer.it...icons/sigh.gif
Comunque questo gioco è un capolavoro http://forumtgmonline.futuregamer.it...icons/sbav.gif ; poi i mostri sono stupendi (anche se richiamano un po doom3; per la carità, non che sia un male eh? Anzi...) http://forumtgmonline.futuregamer.it...on_biggrin.gif
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Re: Prey - Aperto il sito ufficiale!!!
Non e' un capolavoro, ancora non e' uscito e percio' e bel lungi dall'essere un capolavoro.
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Re: Prey - Aperto il sito ufficiale!!!
bhe si, ma visti i video, per il momento per me lo è http://forumtgmonline.futuregamer.it.../icon_wink.gif
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Re: Prey - Aperto il sito ufficiale!!!
AGGIORNAMENTO
Prey Weekly Development Update #15
Welcome to the fifteenth Weekly Prey Update. I apologize for being so late today, but I think this picture pretty much sums up this week:
http://img176.imageshack.us/img176/9...chflynn0qa.jpg
Script Manager Mike Flynn annoyed at having his brief sleep disturbed ....
Make sure you read to the bottom of this update for some cool Prey news later tonight!
We have a guest update from Nick Murray of Artistry Entertainment. The band MXPX specially recorded a song for inclusion in Prey. The song is called "The Setting Sun", and he's a brief update from Nick about the recording session earlier this week:
Recording `The Setting Sun' with MxPx.
By Nick Murray, Producer "Bite Me! Music inspired by Prey," DirectSong.com
I, like many people have been a big fan of the popular punk rock band MxPx for years. Quite familiar with their song "Move to Bremerton" I was excited to spend a day with the band in their hometown - Bremerton, Washington. But first I had to find out where in the world Bremerton was.
http://img102.imageshack.us/img102/5033/mxpxsign1bp.jpg
On a beautiful day in Seattle, I made my way to the ferry pier and drove my car onto one of Seattle's famous ferries. During the 60 minute ferry ride across the Puget Sound, I saw 2 sea lions and 1 bald eagle. This was going to be a good day!
http://img160.imageshack.us/img160/5...xferry19ql.jpg
When I arrived in Bremerton I noticed some US Navy ships. In 1891 a German immigrant named William Bremer sold some of his land to the US Navy and founded Bremerton. The US Navy still has a base there.
I followed my map to MxPx's studio and they were just beginning to record the drum track for their new song "The Setting Sun." When recording rock songs, bands will always record one part at a time (drums, vocals, guitars, etc.) in order to get the highest quality sound. With Yuri playing the drums, Mike recording the session, and Tom practicing his guitar parts, I knew these guys were professionals.
http://img160.imageshack.us/img160/9...pxyuri11ec.jpg
After only 3 or 4 takes, Yuri nailed the drums, yet stayed the rest of the day to support the band and help out with recording the other band members.
http://img207.imageshack.us/img207/6...pxmxpx14wa.jpg
Besides listening to my own free punk rock show all day, I was impressed with their speed that they were able to fly through the recording session. They moved from drums to rhythm guitars, to bass guitar, to vocals, and then to lead guitar and they did it all like clockwork, without any cutting remarks, squabbles, or wasted time.
http://img85.imageshack.us/img85/5317/mxpxtom16gm.jpg
One thing was evident, amidst their professionalism and ability to write, play, and record a song, they were obviously friends as well. They are a true rock band from their roots in Bremerton, Washington to their sell out crowds in Chile, Japan, Europe, and across the globe.
http://img85.imageshack.us/img85/7748/mxpxmike10rf.jpg
Be sure to check out their new original song "The Setting Sun" only in `Prey' and on `Prey''s compilation album "Bite Me! Music inspired by Prey" available for download only at http://www.directsong.com/
http://img170.imageshack.us/img170/1...guitars8sp.jpg
Find out more about MxPx including their latest album and tour dates at http://www.mxpx.com/
MxPx is:
-Mike Herrera - Vocals, Bass Guitar
-Tom Wisniewski - Guitar
-Yuri Ruley - Drums
And of course, the ever-popular changelog:
-SpiritArrows can go through forcefields, spiritbridges, chaff
-Bullets now hit spirit secrets instead of going through
-made shuttle headlight smaller/faster
-deny invalid punkbuster joins with dialog box
-new shuttle crosshairs
-added auto weapon switch to mp menu
-made crosshairs not highlight consoles.
-Made the blood splats on the rifle and auto-cannon bigger.
-fixed health and spirit pulses happening when they shouldn't on client
-added more randomness to the spawn logic, since apparently spawning from the most distant point is being counter-productive and making people think they're spawning near their killer just because it's repeatedly picking the same point. spawning from a random point (still tries to pick > 128 distance though) will probably feel better.
-fixed lowhealth sound not playing properly on the client in mp
-Fixed gasbag damage material problem.
-Fixed wallwalk traces to prevent players from falling off in some situations.
-Added code to crush movables blocking harvester passageways.
-long wait idles for rifle and crawler going in
-Finally received the last music update from Jeremy
-New Tommy dialog added in all maps
-salvage: added hound doors script support for ted
-changed fade time for music coming back from deathwalk
-salvage: added dialog for abducted in wallwalk puzzle room
-fixed talon model so he actually looks like a hawk
-talon attack code is fixed, and talon properly banks as he flies around
-slowdown when close to portals fixed
-lots and lots and lots of bugs fixed
I apologize for not getting to those Ask Prey Questions -- they will definitely be posted next week. Things have been completely insane around here. The good kind of insane.
Also, huge news! Later tonight, a new Prey Trailer will be released through IGN. Watch for it to be released around 8 PM CST. More info will be posted soon on the 3D Realms site. You won't want to miss that.
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
Only few hours after the announcement of Chris Rhinehart in the current development update now actually there is it: The actiongeladene Prey super Trailer!!!
And "super" is so really to it everything, because in 3:45 min you a graphic and fire-current Gameplay Leckerbissen after the other one around the ears gehauen, underlaid of the Bombast Soundtrack of Jeremy Soule - absolutely cinema ripe.
http://img107.imageshack.us/img107/2...st1g7qi.th.jpg http://img97.imageshack.us/img97/314...st2g7jr.th.jpg http://img107.imageshack.us/img107/9...st3g1vd.th.jpg
http://img107.imageshack.us/img107/7...st4g6jl.th.jpg http://img107.imageshack.us/img107/9...st5g0kj.th.jpg http://img107.imageshack.us/img107/1...st6g4vg.th.jpg
DOWNLOAD Prey Super Trailer @ Doom3Maps (25.28 MB)
In order to come into the benefit of the new Trailers with higher resolutions, one must be so far still member in the liable to pay the costs IGN Insider program. We hope to be able to place to you a qualitatively high-quality version in Baelde ready for the Download. Up to then can verlustieren you you at the Making OF report of director Jeron of moorlands, which lets the well one year's developing history of the super Trailers revue happen from its own view.
Update: Owing to Peicy we may offer the Prey super Trailer to you now also in a higher resolution for the Download:
DOWNLOAD Prey Super Trailer (High Resolution) @ Doom3Maps (82.76 MB)
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Re: Prey - Aperto il sito ufficiale!!!
E si da paura e bello frenetico!!!...guardatelo in High Resolution http://forumtgmonline.futuregamer.it...cons/metal.gif
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Re: Prey - Aperto il sito ufficiale!!!
Prey ha una data di uscita
Lo sparatutto targato 3D Realms uscirà il 10 luglio su PC e Xbox360, perlomeno in USA.
3D Realms, che insieme a Human Head è sviluppatore del gioco, ha confermato le indicazioni dei giorni scorsi (fornite dai rivenditori americani) circa l'uscita nei negozi di Prey.
Lo sparatutto in soggettiva per PC e Xbox 360, in lavorazione da quasi dieci anni, arriverà esattamente il 10 luglio, in contemporanea su entrambi i formati.
La data si riferisce ai soli Stati Uniti, ma la versione europea non dovrebbe ritardare oltre qualche giorno.
by Nextgame.it
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Re: Prey - Aperto il sito ufficiale!!!
Grande notiziona....
Seguo questo gioco da tempo immemore e devo dire ke non ci contavo + sulla data di uscita http://forumtgmonline.futuregamer.it...ns/sisi1xy.gif
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
...ma ormai ci siamo!!!
Prey Pre-Order Details Revealed
2K Games today announced an incentive based Pre-Order program and Limited Collector's Edition for Prey for PC and the Xbox 360™ video game and entertainment system from Microsoft.
The Limited Collector's Edition is available for both the Xbox 360™ and PC editions of Prey and includes a special metal packaging upgrade, two die-cast pewter figurines including the lead character Tommy and the alien Hunter, a free download to a Prey soundtrack, and "The Art of Prey" book featuring collected conceptual and development images from the artists behind Prey. In addition, the PC Limited Collector's Edition will include an upgrade to DVD media from CD-ROM.
Customers who pre-order either the Limited Collector's Edition or standard edition of Prey on either Xbox 360 or PC will receive a die-cast pewter figurine of Mutate. The Mutate is a melding of the DNA of human and alien victims of the living Sphere, possessing a massive claw that it uses in-game to impale its enemies in a spinning attack. All four versions of Prey will be released simultaneously this July.
The Prey Limited Collector's Edition is a single production run available on a first-come, first-served basis. Both the Limited Collector's Edition and the Pre-Order program are available while supplies last at participating retailers.
Customers who have previously pre-ordered Prey are automatically "grandfathered" into the incentive based Pre-Order program. Prey is developed by Human Head Studios and Venom Games and produced by 3D Realms.
http://img53.imageshack.us/img53/450...utatexl2iq.jpg
Pre-Order incentive Mutate pewter figurine
Limited Collector's Edition
http://img142.imageshack.us/img142/6...pkgefob8gn.jpg http://img114.imageshack.us/img114/9...reymock4xw.jpg
http://img114.imageshack.us/img114/6...yhunter1xc.jpg
...la Limited Collector's Edition e già prenotata!!! http://forumtgmonline.futuregamer.it...s/icon_eek.gif http://forumtgmonline.futuregamer.it...s/icon_eek.gif http://forumtgmonline.futuregamer.it...s/icon_eek.gif
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Re: Prey - Aperto il sito ufficiale!!!
http://img141.imageshack.us/img141/6/countdown1pw.jpg
Prey Countdown to Release Gameplay Trailer
Available now on Gamespot is a new Prey trailer which is being released as part of the "Prey Countdown to Release" video series. This new video totals 3:23 in length, and is teeming with gameplay footage. Of course, if you don't want to see that, and want to experience the gameplay for yourself when you buy the game, then you'll want to skip this.
But it does look cool - and it sounds.. awww you don't want to listen to me. Go to Gamespot and check out the video. It is listed on their page as the "Official Prey Trailer #3". If you're a Gamespot Complete member, you can download a 133Mb HD version of the video, too! If you're not a member, you can still check out and download the video. Go!!!
Potete scaricarlo anche da qui:
DOWNLOAD Prey Countdown to Release @ Doom3Maps (37.58 MB)
Il video è allucinante e mostra i vari percorsi veramente da "capogiro",portali strani che ci proietteranno anche in mini-mondi e per finire ci mostrano degli alieni disgustosi...guardatelo che fate prima!!! http://forumtgmonline.futuregamer.it...s/icon_nod.gif
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AGGIORNAMENTO
Prey Weekly Development Update #16
Hey all,
Welcome to the 16th edition of the Prey Weekly Update. Today, we're covering many of those great Ask Prey questions that people send to us. A huge thanks to everyone for writing in with your questions. A few things to mention first:
*We received our shipment of the pewter figurines that will be included in the collector's edition of Prey. They're pretty kick-ass little figurines. Very nicely detailed. They look great sitting on my desk.
*We're gearing up for E3. It's coming at a really weird time, though, as we're deep in crunch. On a positive note, there isn't a special E3 crunch going on like last year. This year, it's as easy as making a special copy of the game to take along for demoing.
*We're planning on releasing regular videos of Prey, as we count down to release. The videos will be anywhere from a minute to three minutes long, each showing off some cool sections of gameplay. The first one (which was released an hour ago) showcases a number of things, including wallwalking, portals and planetoid gravity. You definitely have to check it out.
*Hey, VoodooExtreme has had a Prey poll going on this whole week. Quick swing over there and vote!
Anyway, on to the questions:
Question:
Hi, may you can tell us what inside the collectors edition?
Thanks,
Markus Beier (Germany)
PS.: good luck - for a fast release!!!
Answer From Chris:
Hi Markus,
It just so happens we announced the contents of the collectors edition yesterday. The quick version is that the collectors edition is in a kick-ass metal box, comes on DVD, contains two pewter figurines (Tommy and the Hunter) and also had an "Art of Prey" book which contains some of the concept art from the game.
Check out http://www.3drealms.com/prey/preorder.ht ml for more details and the longer version.
Question:
just wanted to ask the simple question:
Do dead bodies stay forever in the level or does they soon disappear? Is there a Cheat Code or can i modify a file to let them stay on ground forever?
Thank you very much!
Greetings from Germany!
Roman Masic
Answe From Chris:
This is something we experimented with for a while throughout Prey's development. We originally wanted the bodies to stay around forever, but realized that we would run into framerate issues (especially in combat heavy areas where the player is assaulted by waves of enemies).
In the early parts of the game, the bodies stay around forever. In later level (after the player has obtained the ability to SpiritWalk) the body will dissolve after the player retrieves the creature's lifeforce.
Amusing story about this -- a couple of years ago, a few of us were having an impromptu design meeting over dinner. Just discussing the game and some lingering issues that hadn't been resolved. One of them was the body dissolving. We knew we needed it, but we wanted a rational explanation for it.
We came up with all sorts of ideas, things like: alien tentacles that came up from the ground and sucked the body down, little creatures that would scurry out and consume the bodies, dark spirits that would come out and pull the body away (much like the unfortunate end of the bad guy Carl in the movie Ghost). But, all of those ideas had reasons why we couldn't use them (plus, I really wanted something that could be easily explained).
Someone suggested simply dissolving the body -- but only when the spirit was picked up. Simple, elegant, and easily done. Forgetting that we were in a crowded restaurant, I loudly exclaimed "Finally, a way to get rid of the bodies!" Which of course, caused the neighboring tables to give us some pretty freaky looks.
Such is the world of game development.
Question:
Dear Madam/Sir,
I have quick question regarding spirit-walking in Prey. I havent been able to find much information on it, but can spirit-walking be done anywhere in the game (like in Soul Reaver for example when you shift to the spectral realm) or can it only be done in specific places?
I hope you get time to answer my question, and I look forward to finally (!) getting to play this game. I remember reading the cover feature of it on an old Ultra Game Players mag in 1997!
And I'm still looking forward to it.
Regards,
Patrick.
Answer From Chris:
Hi Patrick,
SpiritWalking is one of the key features of the game -- so you can do it anywhere you want (well, after you've actually obtained the ability to SpiritWalk, of course).
We experimented with a lot of different ideas for the SpiritWalk mechanic, but finally ended at making it something the player can do all the time for as long as they want. There's no time limit to SpiritWalking, as there are some puzzles you have to solve while only in Spirit mode. It was confusing and frustrating for testers to be almost about to solve a puzzle when the time runs out and they are kicked back to their body.
Because of this, it sets up an interesting mechanic, where you can explore for quite a distance in Spirit mode I've seen some testers go into Spirit mode before every single room of the game. They drop their body in a safe location, and scout ahead - trying to dispatch any enemies they encounter using the Cherokee Bow.
This doesn't mean that you can just run thorough the whole game in Spirit, though. The player is limited in other ways -- doors won't open for Spirit players (because the proximity detection for opening doors is based upon the proximity of a living entity).
Similarly, the Cherokee Bow is limited -- the Bow is only available if the player has Spirit power (obtained from the lifeforces of fallen enemies). Spirit power is depleted by using the Bow, or by taking damage from enemies.
Question:
Christopher Wilson writes:
Will Prey be able to make full use of the Creative SoundBlasterX-Fi? I mean, will it be able to utilise both the on-board RAM and EAX 5?
Answer From Chris:
Hi Christopher,
Yes, definitely. We support the X-Fi through OpenAL, so we have pretty cool EAX support in the game. Interestingly enough, Liam Byrne from Creative Labs is here at Human Head today, working with us on level-specific EAX implementation issues.
Question:
Hey,
Is there going to be a pre-release demo of Prey? If so, when will it be released?
Thanks,
Meharry
Answer From Chris:
Hi Meharry,
There will definitely be a demo for Prey. The timing of it has yet to be fully determined, as it may be shortly before the game is released or it might be shortly after. Regardless, it will definitely be around the time the game is released.
I've never understood the idea of releasing a demo so much later than the game -- by that I mean like two months later. Seems that you should get the demo out at least around the time that the game comes out. I can understand that a lot of people might be on the fence about a given game, and a kick-ass demo might be just the thing to convince them to buy that game.
That said, as a developer I can understand how difficult it is to try to create a demo at the same time that you are crunching to finish the game in the first place.
Question:
Hi again
Thanks for answering my questions.
I got a bit old PC, like over 3 years old: 2000+ cpu, 512 mb ram and a geforce ti 4200 128 mb ram graphic card. I've played DOOM 3 to the end with this PC, so I'm hoping that I can play Prey on it too.
I'll admit that I did experience some lag with DOOM 3, but I managed it anyways.
So my question is: Will Prey run on my pc ?
I'm thinking about buying more ram and a better graphic card. As a real 3D Realms fan, I don't care that much for the graphics, as long as the game has some cool gameplay. And it sure sounds like Prey has some fun gameplay!
Keep up the good work.
Kreg
uhm...yeah...hoping to see duke on E3 or a trailer of duke nukem forever on the Prey dvd.
Answer From Chris:
Hey Kreg,
Your PC should be able to handle the game, although parts of it are getting outdated. If Doom 3 was a bit laggy on your system, then Prey will be even more so. Our system requirements are higher than Doom 3's were.
What you identified there are too good places to target: More RAM is always a good thing, and getting a better video card will definitely help, too.
I certainly hope you like the gameplay in Prey. We've spent a lot of time developing it, and tuning it to be unique and fun. But, you'll have to be the final judge of that yourself!
DNF at E3: Not this year -- 3DR wants to concentrate on hyping Prey at this point.
Question:
Hi.
I'm webmaster from czech web site about pc games and I made game section Prey. I like your game very match, becouse has someting different, then other. I have a few questions to next weekly update.
Quaestions:
- You said. We can meet creatures, who won't be always enemys and helps us in game. How it will be make? How we can recognize on the first meet up who is enemy and who isnt(?
- Doom 3 was disapproved to small arenas in Multipaer Maps with small variability to play and have a fun. In Quake 4 it was be better, but not incomplete. You promise fights in arenas with changing gravitation and teleports. But, do you thing about Quake 3 Arena(Q3A)? It is steel one of the best multiplayer game, and fans stay playing Q3A although Qauke 4 more modern and have newes technical processing. Are you shure, you will not do same mistake?
- When do you publish official hardware requirements?
- How long will game takes in hours for a play?
- When do you make new screenshots for fans? Because there are only few places of whole game which we can in screens saw.
- And last qauestion. Are you preparing some mapeditor, or modding material for community?
Thaks you for answers.
Vokr
Answer From Chris:
Hi Vokr,
Whoa...quite a few questions here. Let's see if I can answer all these decently:
- Friendly characters in the game: We haven't really been talking about these friendly NPCs, primarily because we don't want to give away too much of the story. Suffice it to say that you will most definitely know which characters are friendly or not. Mainly because the friendly characters actually help you through the game.
- Prey's Multiplayer: I'm a huge fan of Q3A's MP. That was damn fun and highly polished and balanced. It still has some of my all-time favorite MP maps. I can understand why it is still the favorite of so many people out there.
But, we didn't try to model Prey's MP after Q3A, so you really can't compare them. They're both DM and Team DM based, but they definitely have a different feel to them while playing. We've taken all of the single-player core elements and carried them over to MP: SpiritWalk, WallWalk, Gravity Flipping, Portals, etc. All of these show up in DM, so it really gives the game a different feel and gives us a lot of opportunities for unique situations.
- Hardware requirements: We'll be putting this out very soon. Up until now we've essentially said that if you can run Doom 3 or Quake 4 decently, you should be able to run Prey. Our requirements are slightly higher than theirs. Of course, you could also get the 360 version (which is running very smoothly -- Venom is doing a kick-ass job).
- Gameplay hours? Depends upon the player. I think the average player will be in the 12-15 hour range. Some people who crank through the game will get through in less than that. Other people who really take their time will go over that.
- Screenshots: Man, we have something much cooler coming -- we're planning to release regular gameplay videos of Prey. So many things in the game just have to be seen in motion. A single screenshot just doesn't convey the experience of walking around on a mini-asteroid while sniping enemies.
- Map editor/mod stuff: Yes, absolutely. We plan to release all of our tools with the PC version of the game. I'm very much looking forward to seeing what people do with portals and gravity. There'll be some pretty wild mods out there!
Question:
Hey Chris,
First time writer, long time reader (sorry had to write that hah). Just a quick question.. when you guys first started Prey in late 2001 did you expect the end result (or near end result of course) to look like what Prey currently looks like now? Are there things that you guys have had to drop because current tech wouldn't allow?
If so any that you can mention?
Regards,
ADM
Answer From Chris:
Hey ADM,
Great question. The game looks better and plays better than we originally conceived. There was a long learning curve to the tech, and a lot of experimenting. In fact, I recently looked at a build of the game from late 2002. It's remarkable how much it has changed (maybe someday we'll release some screenshots from that old version for a laugh).
As far as things that were cut along the way -- many of the ideas cut were due to overreaching and inappropriate planning. We tried to do too much too soon right away (the original plan called for some 40 levels or so). We quickly realized that was way too much for the scope of this game.
One of the big things we dropped that I really wished could have been in the game is multiplayer co-op. The original design called for it -- and in fact, we have most of the puzzles and battles planned around what would happen with multiple players in them. But, there were some tech issues we ran into -- issues that would have required some significant changes to the code. At that point, we decided to shelve co-op in favor of putting our resources towards making stronger single-player and competitive multiplayer experiences.
Question:
Shival Sheran Sooknanan writes:
Really excited about the game, but is there going to be a "making of" video documentary as an unlocakbale or feature?
Answer From Chris:
Great question -- but, no, there will not be a making of video included in the game. There will be the "Art of Prey" book included in the collectors edition, though.
Question:
Alexander writes:
Since Prey has lot's of dialogs and oneliners, will there be an option to turn on english subtitles? To lighten the understanding of the speech itself for non-english speaking gamers.
Answer From Chris:
Yes, there definitely will be this ability. The game doesn't actually have foreign language voices, it's always English, but with the option for subtitles for each language. And, of course, English subtitles will be available.
On a similar note, one of the people who tested the game for us is deaf, so we received some invaluable feedback from him on the subtitles about ways to make them less confusing for someone who is deaf or who doesn't speak English.
Question:
Adam Konrad writes:
Can you tell us a little more about the multiplayer component? How many player models will the game contain? Is there an autodownload (from http or game server) and punkbuster support? What about server scripts and configuration? Do you plan to make some guide for these things?
Answer From Chris:
This answer is actually from Rich Whitehouse, network programmer on Prey:
We have a total of 13 multiplayer models to choose from. We have retained the autodownload functionality from Doom 3, which allows downloading via HTTP and directly from the game server. We've also worked with Even Balance in getting PunkBuster fully integrated, and it will be right there and ready out-of-the-box. As for scripts and configuration, we still have the custom map cycle script (among other things), so all of those surprisingly robust things that were in Doom 3 will be ready for tinkering.Generally, Doom 3 and Quake 4 server guides will answer all of your questions about setting up a Prey server, but we'll certainly be making sure we get info out there on anything that is Prey-specific.
*Again, a huge thanks to everyone who wrote in with questions. I very much enjoy reading these and talking to people interested Prey. It so easy to get wrapped up in the day-to-day issues with game development, so it's nice to be reminded what this is all about: You, the game player.
Next week, we'll have something new and interesting, I'm sure. Scott Miller had a few ideas for a weekly update, so we'll see if next week is a good time to unveil those.
Make sure you watch GameSpot tonight, too!
Until then, stay out of trouble....
Chris Rhinehart - Prey Project Lead
Human Head Studios
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Re: Prey - Aperto il sito ufficiale!!!
Per capire meglio la differenza tra la Collectors e la versione Normale per le 2 piattoforme PC e Xbox360 ecco una spegazione in ITALIANO http://forumtgmonline.futuregamer.it...on_biggrin.gif
La Collector's Edition di Prey
I giocatori americani possono preordinare una confezione di lusso per il lungamente atteso sparatutto 3D Realms.
Disponibile sia per la versione PC che per la quella Xbox 360, la Limited Collector's Edition di Prey è adesso disponibile in preordine per gli Stati Uniti successivamente in Europa. La scatola, che potete ammirare nelle foto allegate a questa notizia, contiene due modellini metallici raffiguranti il protagonista del gioco, Tommy, e un Alien Hunter.
Incluso nella confezione vi è anche un libro contenente gli artwork realizzati durante la lavorazione del gioco, caratterizzato da una elegante copertina simil-rettile. La sola versione PC, infine, conterrà il gioco in versione DVD invece dei CD-ROM della confezione normale - mentre le due edizioni Xbox 360 saranno entrambe su DVD.
Chi comprerà il gioco in preordine, sia in edizione normale che da collezione, riceverà un terzo modellino metallico, raffigurante il Mutate - una fusione di DNA umano e alieno. La data di pubblicazione rimane fissata per il 10 luglio, salvo imprevisti.
by Nextgame.it
Come dice l'INFO se preordiniamo la Collectors avremo in piu un altro pupazetto del MUTANTE,il problema è che non si sa se anche in Europa ci sarà questa "promozione":
http://img263.imageshack.us/img263/9...iashot59iq.jpg
Limited Collector's Edition
http://img142.imageshack.us/img142/6...pkgefob8gn.jpg http://img114.imageshack.us/img114/9...reymock4xw.jpg
I 2 pupazzetti (TOMMY e L'HUNTER),che troveremo nella Collectors:
http://img263.imageshack.us/img263/4...iashot44ud.jpg
http://img263.imageshack.us/img263/9...iashot63fm.jpg
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AGGIORNAMENTO
Prey Weekly Update #17
I'm not Chris Rhinehart. That's my usual greeting when meeting people, not just the opening of this weekly update. I just like to make sure there's no confusion. My name is Jason L Blair, though, and I'm the Director of the Adventure Game Division here at Human Head Studios.
Chris asked me to write this weekly update because, as you can imagine, everyone here is going through a hardcore crunch right now--not only with finishing the game, but preparing for next week's computer and video game extravaganza, E3.
Prey will have a strong presence at this year's E3. It will be shown not only at 2K Games' booth but Creative Labs' and Microsoft's booth as well. All three spots are amazing traffic centers and I'm confident folks will be blown away by what they see.
Both the PC and Xbox 360 versions will be shown at E3. A MultiPrey tournament will be going, showing off Prey's mind-bending Death Match experience. As you're reading this, you are probably fully aware that Prey plays hell with gravity, wall-walking, and even allowing your spirit to leave your body during game play. Not only is that an amazing part of the single-player game but it opens up entirely new dimensions in MultiPrey. You'll have enemies coming at you in true three-dimensional space. The potential to frag and be fragged by people behind you, in front of you, above you, and underneath you cranks up the tension and anxiety that make Death Matches so much fun. And be sure you stash your body someplace safe if you decide to let your spirit roam.
The Xbox 360s that will be running the game will also be sporting a snazzy Prey faceplate, made exclusively for the show. There is a picture of what this faceplate looks like at the bottom of the update. Future public availaibility of this item has yet to be determined (in other words, we don't know if you can buy them or not), so there's your answer before you ask it.
If you're a person who is not going to E3, like me *ahem*, you needn't worry about missing out. Prey will be receiving full coverage by the major video game news outlets and I'm sure Chris will be back next week with a full summary of everything that happened.
As part of finalizing Prey, we've had some beta testers from 2K Games in the office the past six weeks. This is an official shout-out to Larry and Darren who did phenomenal jobs in working first-hand with the development staff to knock bugs out of the game. While, yes, this made more work for the poor developers, it also helps make Prey that much more of a great gaming experience.
My main job is creating and overseeing the development of board, card, and roleplaying games for Human Head, and I am a writer at heart - that's my passion - so I felt very fortunate to be brought in on some of the writing of Prey. With a script already in hand, the task of the in-house team was to focus on bringing together the artistic "big vision" of Prey's story with the technical realities of creating the game.
The core story of Prey is a classic hero's tale so the work that needed to be done was punching up the dialogue and making Tommy's transition from reluctant hero to possible savior smooth, gripping, and dramatic. Tommy is a guy with a lot on his plate and, working with the original script, the in-house team was able to fully meld the narrative with the game aspect of Prey.
Of course, Prey is also a love story and it is Tommy's love for Jen that propels him into the world of Prey and, once in, even more starts to unfold as he encounters obstacle after obstacle and even becomes embroiled in another, overarching plot that truly puts the weight of the world on Tommy's shoulders.
As a gamer and a writer, I find Prey fully satisfying. Folks may think I'm biased but this isn't my game. This is just a game I was fortunate enough to assist with - from helping with dialogue, to writing ad copy, to writing the manual. But the game play experience is what I'm talking about here, and Prey delivers. I'm excited to read and hear the reactions from E3 and, later, from gamers and reviewers who get a chance to play the final game.
This is going to be an exciting time for Prey, from E3 on through gold, now is the time where Prey truly gets to shine. I can't wait for you guys to see it.
I'd be remiss not to talk about what I do here at Human Head. As stated above, I'm the Adventure Games Director and it's my job to produce our company's traditional games. This spans from the latest entry in our GOTHICA line of horror-themed board games, released last year, to VILLAINY - The Supervillainous Card Game, coming in July, to our upcoming pen-and-paper roleplaying game, NORMAL, TEXAS. You can read more about what I do at http://www.humanheadgames.com.
So, that's the update; the outside-insider's view of Prey. Thanks to Chris for asking me to write this and thanks to me for giving Chris this update off to get back to the grind.
Thanks to you for reading. Chris will be back next week, exhausted from all the debauchery at E3. If he doesn't have pictures, I'll kick him for you.
http://img139.imageshack.us/img139/7...nehart29hw.jpg
Jason L Blair
Adventure Games Director
Human Head Studios
(aka Not Chris Rhinehart)
http://img71.imageshack.us/img71/889...ceplate4qj.jpg
The Xbox 360 Prey Faceplate created exclusively for E3 2006
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Re: Prey - Aperto il sito ufficiale!!!
Prey "Portals and Gravity Flipping" Video Trailer Released
Available now on IGN is the second "Countdown to Release" Gameplay trailer. This new trailer (dated 05/05) is a new trailer which is being released as part of the "Prey Countdown to Release" video series. This new video totals 2:30 in length, and is has plenty of gameplay footage, focusing this time on 'portals & gravity flipping'.
Of course, if you don't want any of this spoiled for you; wanting to experience the gameplay for yourself when you buy the game, then you'll want to skip this video. You can get to this video by clicking on the image below.
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://media.pc.ign.com/media/008/008926 /vids_1.html
oppure
http://forumtgmonline.futuregamer.it...icon_arrow.gif http://doom3.planet-multiplayer.de/downl oad.php?view.652
Bellissimi gli enigmi dei portali e delle varie stanze tridimensionali...da notare che Tommy bestemmia e poi vomita per i vari "giramenti di testa" http://forumtgmonline.futuregamer.it...s/icon_lol.gif http://forumtgmonline.futuregamer.it...cons/metal.gif
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Re: Prey - Aperto il sito ufficiale!!!
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Re: Prey - Aperto il sito ufficiale!!!
Prey Soundtrack Released
DirectSong, the world's first official game music expansion service offers a musical experience you won't forget! Spanning across two full volumes, Jeremy Soule's monumental score from 3D Realms' and Human Head Studios' Prey is now available. Long awaited and highly anticipated, Prey sets the stage for the ultimate gaming experience. With Prey, DirectSong's British Academy Award-winning team explode out of the Fantasy genre and into the world of Sci-Fi Action-Adventure. The game's beautifully developed orchestral score turns FPS conventions upside down - the likes of which you'll only find in Hollywood's biggest blockbuster hits!
DirectSong is proud to present the Prey original soundtracks at a sample rate of 320kbps. This is in response to an overwhelming demand by fans for the highest possible fidelity delivery of Jeremy Soule's symphonic scores. This exceeds the sample rate found at iTunes, Rhapsody and Napster ensuring an unparalleled listening experience!
Scott Miller of 3D Realms has this to say about the soundtrack.. "The three-hours of original scoring in Prey elevates it to a Hollywood blockbuster level. I couldn't be happier with the final result, as Prey has become a far more enriched, emotional experienced from start to finish. We will definitely be working with DirectSong in the future."
You can get your copy of the Soundtrack right now, by heading over to the DirectSong website
Jeron Moore, who was the producer of the material, chimed in on our forums with some details about the soundtrack and it's production. You can view that post here, where he talks about various aspects of the soundtrack's release. Here's a quote from Jeron talking about the music:
Personally, I think the music in Prey eclipses all music to-date in the FPS genre. In fact, the classification "First Person Shooter" does Prey no favors. Prey is a First Class, Cinematic First Person-Action Game. Those who decide to take the leap and explore the music of the game in its full glory will experience this impression first hand.
And as an added bonus, we have some images for you - they're small versions of CD art for the two Prey soundtrack CD's on DirectSong. When you buy these CD's, you will receive a pdf with higher quality images from DirectSong pre-formatted for you to print the art and create a CD insert.
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Prey Soundtrack Volume #1:
http://img100.imageshack.us/img100/8958/cd1art6kg.jpg
Prey Soundtrack Volume #2:
http://img100.imageshack.us/img100/5648/cd2art9cy.jpg
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New Prey Trailer E3 2006
Now there is it also for Prey: A new Trailer suitably the E3 2006! The good, 2:20 min long piece became now Pc and XBox 360 in the context of the XBox live one: E3 Bringing it Home program made available.
Since however everyone does not call a console of this kind its own, the colleagues of Xboxyde have the new Trailer, which presents each quantity rope-fresh act ion material, from which XBox live-network for the remainder video game-end mankind extracted - and now there is him also naturally with us:
DOWNLOAD Prey: E3 2006-Trailer (HD-Version) @ Doom3Maps (54.46 MB)
When further detail at the edge is mentioned that Prey - similar as in SiN Episodes - will possess, an adaptive degree of difficulty orienting at the respective play behavior, as GameSpot is to have experienced with an attendance with 3D Realms and human Head:
"Prey will also have no initial difficulty selection; instead, the game will track your combat stats as part of an adaptive difficulty system that will modify everything from enemy behaviors to ammo pickups based on how well you're doing."
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