Gå til innhold

Trials Evolution bekreftet!


Anbefalte innlegg

Videoannonse
Annonse

Får bare håpe de gir det ut på plate også etter hvert da, slik de gjorde med trials HD... Jeg er nemlig en av dem som synes det er mer en nok å betale for å spille online, så da spytter jeg ikke mere penger i kassa til ms ved å kjøpe ting på marketplace :)

Lenke til kommentar

Jo, utgivere må betale royalties til MS for å kunne gi ut spill på 360. Det er derfor konsollspill vanligvis koster mer enn PC-spill.

 

Angående discrelease så kan det jo hende at det kommer enn samlepakke med Trials Evolution, Ms. Splosion Man og f. eks Insanely Twisted Shadow Planet. Selv kommer jeg til å kjøpe og laste ned dette spillet på dag 1. :)

Lenke til kommentar
  • 2 uker senere...
Trials Evolution won't be another Xbox 360 exclusive to adopt Kinect, Eurogamer can reveal.

 

"No," confirmed dev co-founder Antti Ilvessuo, "the Kinect is such a different controller, and we have spent so much time polishing and tuning the controls in Trials to the Xbox controller, that to use Kinect would really mean a totally different game."

 

Trials Evolution was revealed at E3. Eurogamer found out this afternoon that the game will release "sometime between the end of summer and the end of the year". "We're aiming for 2011," he said.

 

But Ilvessuo confirmed that Trials Evolution won't be a Summer of Arcade game - the campaign Microsoft uses to typically launch the best XBLA games (Trials HD included). Nevertheless, Trials Evolution could go on to lead Microsoft's October Game Feast bonanza.

 

The biggest new features of Trials Evolution are proper multiplayer and a track sharing hub. Ilvessuo fleshed out the former, confirming four-player co-op on the same Xbox 360 machine.

 

"We have two to four player multiplayer, both locally and online," he said. "Locally means four controllers on the same Xbox, on the same screen. Online means just that - online and in real-time, against up to three other live players on the same track."

 

"Everyone drives on the same screen and the same track, but on their own driving line. We have a few good tricks to keep the competition fierce and balanced."

 

The track sharing hub Ilvessuo said is being "kept under wraps", although "it's fair to say sharing tracks is going to be a whole lot easier". "You won't have to rely on using the Friends list to share content, you can just download your creations from the new Track Central portion of the game.

 

"Everything is very easy to find and nicely organised." If he doesn't say so himself.

 

The level editor, another integral part of the Trials experience, has undergone a "huge evolution". There's an "incredible amount of changes, according to Ilvessuo, and improvements" that apparently make "all kinds of things possible you could never do in Trials HD".

 

"Some of the mini-games the guys are creating right now are like nothing you've ever seen before!" he exclaimed.

 

"We just showed it to one of the guys who worked on the editor with the last game, Trials HD, and his eyes just bugged out," said Ilvessuo. "I had to steer him back to his seat."

 

It's "a bit early to get into too much detail" about the editor, he added, but feedback from Trials HD has been "paid attention to" and RedLynx thinks fans will be "thrilled".

 

Other new Trials Evolution improvements include "open environments with different lighting" and "curved driving lines".

 

But there will be minimal changes made to the core Trials gameplay. "Really it's mostly just been fine-tuning the gameplay and physics," said Ilvessuo. "We don't want to break the base gameplay model - it's one that really works."

 

A tactic that more than a million people, who in turn are responsible for more than 2 million Trials HD-related downloads, will be very happy about.

http://www.eurogamer.net/articles/2011-06-17-trials-evolution-wont-use-kinect

 

Det høres ut som om Evolution blir en glimrende oppfølger. Gleder meg!

Lenke til kommentar
  • 2 måneder senere...

Nye områder:

Where Trials HD was dark, enclosed and visually identical from stage to stage, Evolution is the exact opposite. Moving out of the warehouse and into the sunlight/crimson dusk/eerie twilight of the great outdoors does wonders for the Trials format, mainly because the possibilities of what can be done become almost endless. Courses cease merging into one and suddenly stand out on their own merits, for their settings as much as their challenges.

 

A harbour; a castle; an underground cavern; a logging camp filled with giant saw blades; a war-torn explosive filled beach; a dilapidated rollercoaster hanging 500ft off the ground and many, many more, totaling around 60 single-player stages in all, but each distinctly different from the last. And the most amazing thing? Every part of Evolution – single-player courses, multiplayer tracks and unique skill games – has been made not with developer code, but using the in-game Track Editor tools. The exact same tools that you'll get when you buy it.

 

Level editor:

That's nothing new, of course, since Trials HD's courses were made in a similar way. However, Evolution's toolset borders on the ridiculous in its depth, which explains why it's been split into two: the Track Editor for players who want to dabble and the Pro Editor for those who'd rather spend more time making courses than they would actually playing the game.

 

Naturally, both allow you to create courses in no time at all, thanks to some clever ease of use – for instance, you can bind objects together to make new objects and then save them for use later on, create massive structures using building 'seeds' that can then be dragged upwards and outwards, or change object types on the fly without having to go through tons of menus. However, one lets you create racing lines, place objects to drive over and then upload (although wisely, created tracks have to be beaten once by their creator before they're eligible for upload, preventing impossible courses making it into circulation). The other doesn't just let you make courses; it lets you make games.

 

It's a process that level designer Lee Rowland can appreciate; not a programmer himself, it was instead his creation of some well-produced HD levels sent directly to RedLynx that got him a job making DLC stages for HD. ("If it was coding, I wouldn't even be here; this way, I'm here doing what I would be doing anyway and getting paid for it, which is the coolest thing ever!" he jokes). Now responsible for much of the content in Evolution, he's been able to influence the Track Editor's creation that, in turn, has made his job a lot easier.

 

"I've had quite a lot of input on the editor itself," admits Rowland. "Simple things like the objects available, silly things like changing colours and then more technical stuff like the triggers, events and so on. They've made changes to the editor through my input and input from others that really open what we can do with the levels; allowing the game camera to follow any object other than the bike, moving the bubble of physics that surrounds the bike onto other objects and so on. Through this, you can make pretty much any game you like, not just Trials."

 

He's not lying either – though they're unlikely to make the final cut, we've already seen Trials-themed versions of Pac-Man and Breakout made using the tools, while one of the skill games is decidedly Super Monkey Ball-esque. The trick lies in mastering the editor's complexity, which is great indeed. Thanks to it offering ten times the content of the HD tools, a 2km x 4km creation area with malleable terrain and so many adjustable triggers, events and other physics goodies that it'll make your brain hurt, you could be here forever.

 

But then, we think that's the point. While it'd be trite to say that RedLynx is trying to turn Trials into LittleBigMotorsport, the community scope here is huge. Hell, between the global sharing and rating of content, leaderboards for created courses and ability to make both single- and multiplayer tracks, Evolution's almost become a self-sustainable creature, able to grow without input from the developer. Not that RedLynx is going to step back though, since Ilvessuo insists some great ideas for DLC are already in the pipeline.

 

Multiplayer:

Other part of Evolution that we can see really catching on (especially once the community expands on the 12 Supercross tracks included in the package) is the multiplayer. As with the Track Editor, multiplayer splits into two styles: a variant that sees four people racing simultaneously on the single-player courses as ghosts, meaning you can see but pass through your opponents, and Supercross where up to four people race on a specially-created four-lane course. It's the latter that's obviously the most gimmicky but also the most fun, since every sprint for the finish turns into a white-knuckle ride of who's going to screw up first.

Since creative players can easily make their own Supercross stages by making a great single-player track, then copy/pasting the racing line outwards three times, we can see Supercross becoming the dominant force online. It's great in local play too (perhaps better, since it's easier to put people off face-to-face) but it's also the only local play mode, so that means it'll be your favourite by default.

 

Vanskelighetsgraden:

It's damn hard too, but not so quickly as to destroy the wills of those who've never played a Trials game before. Yes, so you've still got Extreme levels that'll test even the most ardent Trials fan, but those are locked away far into the game where they belong and to reach them, you need to get there. Unlike Trials HD, progress isn't made by completing blocks of stages but rather by earning points; the more of medals you earn, the more points you'll get and the further you'll go.

 

Since courses are now split into events that cluster tracks of similar difficulties together, it all seems more coherent and also helps prevent players who aren't ready to progress from driving headfirst into a hardcore brick wall. "How the levels open up, we knew we had to change that," grins Ilvessuo, "because HD was seen as too hard a game simply because they progressed too fast. So instead, we've paced it to allow people to actually learn how to play the game!"

 

http://xboxlive.ign.com/articles/118/1189112p1.html

 

*sikle*

Lenke til kommentar

Opprett en konto eller logg inn for å kommentere

Du må være et medlem for å kunne skrive en kommentar

Opprett konto

Det er enkelt å melde seg inn for å starte en ny konto!

Start en konto

Logg inn

Har du allerede en konto? Logg inn her.

Logg inn nå
  • Hvem er aktive   0 medlemmer

    • Ingen innloggede medlemmer aktive
×
×
  • Opprett ny...