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Red Dead Redemption (PS3)

Gestartet: 27 Apr 2009 13:58 - 1579 Antworten

Beschreibung:
Red Dead Redemption spielt in der Wende des 20. Jahrhunderts, als das Weite Land Platz für die Industrie macht und ein neues Zeitalter anbricht - wir befinden uns in einem epischen Western. ...
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Geschrieben: 16 Okt 2010 08:48

Orti

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Und schon wieder tolle Bilder,auf diese Erweiterung bin ich noch mehr gespannt als auf die bisherigen.
Gruß,Orti
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Geschrieben: 17 Okt 2010 09:40

Orti

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So,gestern endlich die letzten 1,5 % im Einzelplayer geschafft,die sechs Entwaffnungen waren eigentlich doch ganz einfach!
Gruß,Orti
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Geschrieben: 18 Okt 2010 20:00

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Neuer Trailer zum Undead Nighmare Packet!

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Geschrieben: 18 Okt 2010 22:10

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Zitat:
Rockstar Games Red Dead Redemption married the company’s peerless open world game design with the Old West to spectacular results earlier this year. Since the game’s release Rockstar has released an assortment of downloadable content packs that have enhanced the games competitive and cooperative multiplayer game modes. The latest DLC, Undead Nightmare, is due for release on October 26 and promises a change of pace from what’s come before. The upcoming content pack features an all new single player experience focused around main character John Marston’s handling of a zombie plague that’s wrecking havoc on land. We picked the brains of VP of Creative at Rockstar Dan Houser on the upcoming content pack to find out how you drop zombies in the Old West.

GameSpot: One of Red Dead Redemption's biggest strengths was its instantly relatable story of one man trying to reunite with his family. It's probably fair to say that a zombie outbreak doesn't carry that same real-world familiarity. Why the decision to move in a more fantastical direction with Undead Nightmare?

Dan Houser: Personally, I spend far too little time racing around the country on a horse killing former business associates, so I don’t know how much of Martson’s story I could relate to in that way. Finding something that people can relate is vital in any “quest” type story, whatever the setting. The challenge with red Dead redemption, from a narrative stand point was to take the myths and motifs of the ‘wild west’ and arrange them in a way that felt like they did resonate with a contemporary audience, while still being very much part of the Wild West tradition, and one of the key ways we did that was, as you say, through Marston’s family.
With Undead Nightmare, we have long wanted to find a way to make zombie’s interesting, and one of the ways that we thought we could do that was by putting zombies into an existing universe, so the player gets to see how characters they already know responds to the madness of a zombie outbreak. This is, we believe, more interesting than creating a world that people do not know and using it purely for zombies. So, the fantastical direction was something we wanted to impose on an existing non fantastical world, and because of their shared American cinematic heritage, the beautiful landscape and our love for the character set, we felt Red Dead was a perfect candidate for that. And, as this adventure comes together, we are really pleased with the results – Zombies obviously add a new dimension to the world, and at the same time, the familiar world of red Dead redemption, adds something from a narrative perspective to a zombie experience – it gives it context and depth it would otherwise lack.

GS:
Compared to the frequently irreverent world of Grand Theft Auto, Red Dead felt a lot more straight-laced and consistently serious (though we did get some of that eccentricity with characters like Seth and Irish). Was that much of an influence on the decision to go a little more "out there" with this DLC? A creative change of pace, so to speak?

DH:
That’s an interesting question. We definitely take the tone of a game very seriously. For Red Dead, the goal was not particularly “seriousness”, but to make a western that was not cheesy or camp, as westerns have a habit of becoming cheesy or camp if played remotely for laughs. We wanted a game that had some humour in it, however, and I hope we managed that. Certainly, at the end of the game, we liked the characters and the mood of the world, and wanted to make more content for it. But I think as to why we chose to do a zombie game for red dead not GTA, the answer is a combination of factors – partly mechanical (we love the shooting mechanic and dead eye in Red Dead, and zombies lend themselves well to a world of dead eye head shots!), partly environmental (we wanted to see zombies running over the plains – it feels like a 1970s horror film) and partly narrative – for whatever ludicrous reason, it felt and still feels right using John Marston as a zombie hunter more than, say, Niko or CJ. Why that should be the case, it is hard to know, but it is. We wanted the game world to feel like a 1970s movie set in which by day people shot a serious revisionist Western and by night some maniacs invaded the studio and filmed a somewhat insane horror movie using the same sets and cast.

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GS: A lot of people are probably wondering how Undead Nightmare fits into the overall narrative of Red Dead Redemption. Should we read this as Red Dead canon, or more of an alternate reality or dream sequence scenario? Can you explain the reasoning behind that decision?

DH:
The Undead Nightmare story takes place during the “home” period of the main game, while John is trying to rebuild his ranch but before the end of the game- a period that we imagined took several months. (if you’ve played the game to the end please don’t put spoilers in the comments) You play Undead Nightmare as John, and it is an entirely stand alone game that runs separately from Red Dead Redemption’s main story and not part of any Red Dead Redemption ‘canon’ if such a thing exists – Red Dead Revolver is also its own universe, but the world of Red Dead Redemption was always meant to be a world in which the myths and realities of the American frontier collide. As for whether it’s literally a nightmare or not – you are going to have to play the game and find out for yourself.

GS:
What were the lessons you learned from The Lost and Damned and The Ballad of Gay Tony that you applied to this first proper single-player expansion of Red Dead?

DH:
The underlying goal with both The Lost and and Damned and The Ballad of Gay Tony was to make two games that felt very different each other and from the main GTA 4 experience – that changed the gameplay experience as much as possible, while providing different, intersecting narratives. We still believe in that approach – i.e. a story should be entirely separate, with overlap perhaps, but not a direct continuation of a game’s story and the mechanics should be altered as much as possible to provide a new gameplay experience. We just used that same philosophy to do very different things this time – make a different genre of game within a world the player already knows – turn a western into a survival horror game. DLC and game expansions remain very much areas of experimentation for us, but we have enjoyed working both the interlinked urban narrative approach in GTA, and the ‘change the world’ approach for Red Dead.

GS:
On the subject of those earlier expansions, why did you elect to stick with John Marston as the protagonist instead of shifting the focus to a previously minor character? Is that still something you're aiming to do with future Red Dead DLC?

DH:
Without wishing to go into story spoiler territory here, because we loved John Marston as a character. And because, as I mentioned above, we felt a zombie plague was most interesting when imposed on a known world, a world and character set the player is already familiar with. At the moment, we are solely focused on Undead Nightmare.

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GS: The world of zombie fiction spans a pretty wide gulf, from the humorous (Shaun of the Dead) to the legitimately scary (28 Days Later). Tell us about the type of tone and atmosphere you guys ultimately settled on with Undead Nightmare and how you arrived there.

DH:
It’s difficult because zombies are inherently ridiculous but they also have to be frightening or the game would be very boring, so we tried to find a tone that was legitimately terrifying at times and somewhat silly or self aware at other times. Again, using the character set and landscape from Red Dead Redemption made both easier. Using known characters gives you a short hand for both humor and fear as players already know about the characters and their relationships and helps us mine them for satire, social commentary or pathos, while the American countryside and its landscape is as much part of horror iconography as it is for the Wild West.

GS:
Red Dead was a terrific hit on all fronts, but the Internet wouldn't be the Internet without some criticism of the game. How much did post-release feedback on Red Dead factor into the development of Undead Nightmare?

DH:
Not that much in the case of this pack. We used the other DLC to put into the game things people felt were missing (like mini games into free roam, for example) or title updates to fix bugs and make smaller changes. As a result of fan feedback, we will be releasing a title update at the time of release that let’s all players play multiplayer free roam without friendly fire, should they wish. But of all the various bits of feedback we saw online, I don’t think we ever saw the phrase ‘what this game is missing is the super natural’ and that is part of what attracted us – it simply was not what people expected and we felt we could make something that was interesting for us and would be very fun for fans. An open world zombie game that we could sell for ten dollars, and that we felt really transformed and enhanced the single player experience in an interesting way.

GS:
Thanks for your time.
http://www.gamespot.com/xbox360/action/reddeadredemptionundeadnightmarepack/news.html?sid=6282212&mode=previews
Geschrieben: 19 Okt 2010 16:59

Gast

Whoops! Red Dead Redemptions Hunting and Trading AddOns mehr als Fehlerhaft

Rockstar gestand nun ein, dass das kürzlich veröffentlichte Hunting and Trading AddOn für Red Dead Redemption noch nicht wirklich fertig war. Die finale Version hat nun 59MB… vorher waren es nur 15!


Um euch das neue, runderneute AddOn zu holen müsst ihr:
1. in die XMB gehen
2. den “Spiel”-Bereich betreten
3. “Game Data Utility” öffnen
4. “Red Dead Redemption” auswählen
5. Dreieck drücken und löschen

Dies löscht zwar alle Spieldaten… aber auch das fehlerhafte AddOn. Keine Panik, das muss so! Um das AddOn wieder zu holen, müsst ihr folgendes tun:
6. ‘Playstation(R)Network’ betreten
7. ‘Account Management’ öffnen
8. ‘Transaction Management’ auswählen
9. In der Download-Liste das AddOn suchen
10. das AddOn nochmals downloaden
11. AddOn installieren

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Geschrieben: 19 Okt 2010 17:08

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Trailer mit den neuen Waffen aus dem Undead NightmarePacket findet ihr hier

Ich glaube schon, dass die kürzlich veröffentlichte Version die richtige ist, denn bei mir hat diese 59 XP. Denke was Rockstar sagte, bezieht sich auf die Veröffentlichung vorher, denn gegen Anfang September war das Outfit Packet schon einmal im Store allerdings wurde die dann entfernt und erst letzte Woche mit der finalen Version in den Store gebracht.
Ich glaube, da hat PS3-Blog was in den falschen Hals gekriegt.
Ich warte auf offizielle Erklärung von Rockstar! ;)

Edit: So wie ich das in dem Bericht von Rockstar aus dem Link lese, ist die falsche Version kurzzeitig auch letzte Woche on gewesen. Aber da steht eindeutig, dass die finale Version 59 MB hat und da meine Version diese Anzahl hat, bin ich auf der sicheren Seite. ICh denke bevor alle zu löschen anfangen, erst eben im Store die Downloads samt der Größe anzeigen lassen. Also hatte PS3-Blog teilweise doch recht. :)
Aber so fehlerhaft kann meine sowieso nicht sein, weil ich die Outfits schon habe!
Geschrieben: 19 Okt 2010 17:17

patti

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welches ist den hunting and trading ??
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Patrick
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Geschrieben: 19 Okt 2010 17:33

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@patti: Das ist nur ein Outfit-Pack. Kam letzte Woche in den Store.

Meine hat auch 59 MB.
Geschrieben: 19 Okt 2010 17:35

patti

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danke, das hab ich noch ncht, wa am we nur sonntag kurz on um zwei fifa liga spiele zu verlieren ;)
gruß
Patrick
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Geschrieben: 20 Okt 2010 09:17

Orti

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Zitat:
Zitat von Luke1994
Trailer mit den neuen Waffen aus dem Undead NightmarePacket findet ihr hier


Dann bin ich ja mal auf das geweihte Wasser gespannt...
Gruß,Orti
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