Schlagwort: anniversary

  • Fallout Shelter: Celebrate A Decade in The Vault, Together

    Fallout Shelter: Celebrate A Decade in The Vault, Together

    Reading Time: < 1 minute

    The post Fallout Shelter: Celebrate A Decade in The Vault, Together appeared first on Xbox Wire.

    Website: LINK

  • Thank You for Five Decades Together – Celebrate Microsoft’s Anniversary with New Dynamic Background, Profile Themes, and More

    Thank You for Five Decades Together – Celebrate Microsoft’s Anniversary with New Dynamic Background, Profile Themes, and More

    Reading Time: 3 minutes

    From Solitaire to Game Pass – gaming has been a driving force of innovation at Microsoft for decades. And since the creation of Xbox over 20 years ago, we’ve been innovating to bring the joy of gaming to everyone, introducing new ideas and finding more ways to empower players and creators around the world.

    As we get ready to celebrate Microsoft’s 50th Anniversary on Friday, April 4, we honor the game-changing memories you’ve made, and the games you’ve played, over five decades with us. This journey was only made possible by you – our players and developers around the world.​

    As a thank you for 50 years together we’re launching new dynamic backgrounds, profile themes, badges, and even a new Microsoft Solitaire theme, all available now:

    50th Anniversary Dynamic Background

    Microsoft 50th Anniversary Background Image

    Celebrate some of the iconic characters that have been part of our shared gaming story over the last five decades – including Master Chief, Marcus Fenix, Vault Boy, and many more – brought together with a new dynamic background.

    Find out how to apply Dynamic Backgrounds here.

    Nostalgic Profile Themes

    Microsoft 50th Anniversary Profile Themes Image

    Go nostalgic with brand new profile themes, including three new Gamerpics featuring an old Windows cursor, a floppy disc and, of course, Clippy. Match your Gamerpic with a new profile background to complete the look.

    Find out how to update your profile theme here.

    50th Anniversary Badge

    Microsoft 50th Anniversary Badge Image

    As a thank you for 50 years of experimenting, innovating, tinkering, and playing together, we’ve created a special Microsoft 50th Anniversary badge that you can add to your Xbox profile.

    Here’s how to claim your badge:

    • First, you must join – or be an existing member of – the Xbox Insider Program. See here for how to join.
    • Launch the Xbox Insider Hub on console or PC (if you don’t already have the app, search for it in the store).
    • Select ‘Previews’ on the left navigation menu.
    • Click ’50th Anniversary Badge’ under the ‘Available’ section.
    • Join the preview!

    50th Anniversary Theme for Microsoft Solitaire

    Microsoft 50th Anniversary Solitaire Theme Image

    Celebrate with the game that started a love of gaming for so many. Available now for Windows devices, the Microsoft 50th theme adds a custom background, deck style, and card backs to the game.

    Here’s how to download and apply the theme:

    • Open Microsoft Solitaire (or download from the Microsoft Store)
    • Hit “Menu” in the top-left
    • Navigate to “Themes”
    • Click “Microsoft 50th” to download and apply the theme

    To learn more about Microsoft’s 50th Anniversary and how you can join in on the celebration, visit the 50th Anniversary website.

    Website: LINK

  • The Most Important Moments in Minecraft’s First 15 Years

    The Most Important Moments in Minecraft’s First 15 Years

    Reading Time: 12 minutes

    As Minecraft turns 15 years old, we wanted to take a look back. As one of the most important (and best-selling) games of all time, Minecraft and Mojang’s journey has been incredible to witness – starting as a one-person creation and blossoming into a truly world-changing proposition. 

    With that in mind, we thought we’d take you back over the biggest moments in Minecraft’s history, year-by-year: 

    2009: Launching Classic Edition 

    Image credit: Jan Willem Nijman

    On May 16, 2009, it all began. Inspired by the likes of Infiniminer and Dungeon Keeper, Markus ‘Notch’ Persson had begun work on what was initially known simply as “Cave Game” a week earlier, before settling on a catchier title: Minecraft: Order of the Stone. Then he was convinced to choose an even catchier title: Minecraft.  What came to be known as the Java Classic Edition lacked much of what we’ve come to know from the game – but the building blocks (pun very much intended) were there. 

    Classic would generate a world, and allow you to dig and build freely, creating your own geometric slices of paradise in its technicolor world. Over the course of the year, Classic would split into Creative and Survival modes, ushering us closer and closer to the Minecraft we’ve known for a decade and a half. 

    2010: Minecraft Gets Its Crafting System – Plus Minecarts and Multiplayer 

    By January of 2010, Minecraft had already amassed over 100,000 players – but some of its most fundamental improvements were still to come – not least making good on that “Craft” part of the title. A crafting system was added late that month, introducing the familiar wood-iron-diamond ‘level’ system for items, and changing, well, everything about how we played the game. Dig-loot-craft-repeat was born. 

    But that was far from the only major change. By June, minecarts had appeared in the game, changing how players could travel through their worlds and, in August, the first version of multiplayer in Survival mode popped up. So much of Minecraft’s popularity is built on playing with your friends, and this was the first time we could see a glimpse of how huge that would be for the game. 

    2011: Minecraft 1.0 Released – and the First Port Arrives 

    If you want a sense of how fast Minecraft grew, consider this. By January of 2011, the game hit a million players. But July, that had jumped to 10 million. And, to top it all off – all of this came before the game had launched its full 1.0 version. That came on November 18, 2011. What came to be known as Minecraft: Java Edition was released during Minecon 2011, bringing everything millions of players were already loving to an even wider audience – even an “ending” to the game with the Ender Dragon boss fight. 

    And we can’t ignore that 2011 also saw the game’s first-ever non-PC ports. Minecraft: Pocket Edition launched exclusively for the Xperia Play smartphone in August, followed quickly by an iOS version – from these small beginnings, Minecraft would spread across practically every modern gaming device over the years, becoming the phenomenon it has been in the process. 

    2012: Minecraft Gets Lego-fied, Comes to Xbox 360, and Gets the Pretty Scary Update

    If you wanted to pinpoint the moment where Minecraft became more than just a game, look no further than when Lego officially confirmed that Minecraft – in many ways the brick-building hobby’s digital cousin – would become an official set. Lego Minecraft Micro World allowed you to build four cubic vignettes from Minecraft in real-life, complete with Steve and Creeper mini-figs. 

    In the world of gaming itself, 2012 was no less important. This year marked the first meeting of Minecraft and Xbox, as Minecraft: Xbox 360 Edition launched in May, offering a console version of the game to millions of new players. This console edition became the basis for Minecraft’s off-PC future – from here, we’d see the game appear on almost every new Xbox, PlayStation and Nintendo console over the years. 

    We also saw a landmark new update: Pretty Scary brought a host of new mobs to fight off, and also brought one of the most important blocks in the game’s history – the Command Block became the basis for some of the most impressive creations in Minecraft, adding a level of programming that would allow magnificent ideas to spring forth. 

    2013: The Redstone Update Changes Everything and Horses Ride In 

    If 2012’s Command Block was the start of something special, 2013’s Redstone Update was when it got really special. Redstone, a block that allows players to power various elements of the game, had already been introduced, but this update opened up a host of new opportunities. Redstone could now be used to power pressure plates, change how rail blocks worked, detect daylight and much, much more. From here, players began to experiment with how far Redstone could take their creations – all the way up to creating working 8-bit computers inside the game. 

    On the less complicated side of things, we also got the Horse Update, which changed the game in a more adorable way, allowing you to tame and ride the majestic, blocky beasts and travel your world in a new way. Notably, this was a major moment for how Mojang worked with its community – the Horse Update was inspired by a mod, Mo’ Creatures, and shows how the game has been worked on with the fans themselves (many of whom went onto be Mojang developers, too). 

    2014: Microsoft Acquires Mojang and The Bountiful Update Blooms 

    I might not even be writing this article if it weren’t for 2014 – when Microsoft saw quite how earth-shaking Minecraft had become and acquired Mojang for $2.5 billion. After two years of working closely together, the two companies came together to shape the future of the game, which has only continued to grow in the decade since. 

    In the game itself, the Bountiful Update represented an enormous improvement. Built over a full 10 months, Bountiful saw massive changes to the codebase of the game, invisibly improving everything about the experience – but it also brought floating islands, underwater temples, killer rabbits, and much more. 

    2015: Minecon Breaks Records, and the HoloLens Demo Wows 

    Since humble beginnings in 2010, Minecon had been bringing fans of Minecraft together to celebrate the game – and had subsequently become the home of some of the game’s biggest releases. Come this year, it had become a truly enormous affair – record-breaking, even. Held in London, Minecon 2015 sold 10,000 tickets, earning a Guinness World Record for the largest convention in history for a single game. 

    2015 also saw Mojang showing just how creative it could get with its ideas – the Minecraft HoloLens demo became one of the most talked-about E3 presentations of recent years. The mixed-reality headset could effectively create parts of a Minecraft world amid the real world around you, offering a perspective on the game no one could have imagined. While it never became a full product, it’s a brilliant evocation of how restlessly creative Mojang is with its game. 

    2016: Hitting 100 Million Sales, and Minecraft: Education Edition Launches 

    There was no doubt that Minecraft was already a worldwide concern, but 2016 saw its biggest cultural landmark yet – passing 100 million copies sold. In 2016, 53,000 people were buying Minecraft every day – and four copies were even sold in Antarctica. The game has now passed triple that number, but it was here that Minecraft truly set out its stall as one of the most-loved, most important games of all time. 

    Its influence was so strong, in fact, that 2016 also saw the launch of Minecraft: Education Edition (now simply Minecraft Education). Developed alongside Xbox Game Studios, this version of the game was designed to be used in the classroom, and has allowed kids to build collaboratively, learn from educators inside the game itself, and been updated to include worlds that help learning on Cyber Safety, natural history, and much, much more. 

    2017: The Better Together Update Unites Players, Minecraft Marketplace Empowers Them 

    For years, players had been able to get Minecraft on their consoles, but 2017’s Better Together helped make that all the more significant. This was the moment that Mojang began to bring platforms together, allowing anyone with the Bedrock Edition of the game to play together, no matter what device they were playing on. It was a gigantic step, and a true piece of Minecraft magic. 

    In the same year, Mojang doubled down on its commitment to its community with Minecraft Marketplace – a store that sells curated creator-made skins, texture packs, and maps. Effectively, it offered modders – a huge part of Minecraft’s success over the years – to make money from their creations, and opened the door to literally millions of more people to access their hard work. 

    2018: Update Aquatic Opens Up New Worlds 

    70% of Earth is covered with water, and while that ratio may differ in your Minecraft world, that’s still a lot of space you might otherwise not see. Not so after Update Aquatic – the biggest update to Minecraft’s oceans saw new mobs, blocks, and mysteries added to the game’s underwater realms. 

    From dolphins and turtles to the only-slightly-horrifying Drowned enemies, there was a lot to play with under the sea, not to mention buried treasure, shipwrecks, and reefs to explore. 

    2019: 10 Years of Minecraft, and the Village & Pillage Update Storms In 

    A decade is a very long time in gaming, but it was just the start for Minecraft. The 10-year anniversary of the game went hard, not least with a beautiful map that acted as an interactive museum about the game itself – and a re-release of the Classic Edition of the game to show you just how far the game had come. 

    Looking forward, we also saw the Village & Pillage update, which populated your world in new ways. Revamped villages (and their villagers) now sprung up across the biomes, offering trading, jobs, and more ways to interact. But to combat all this loveliness, we also saw the addition of Pillagers, a new faction of bandit mobs who’d roam the map looking to spoil your good time. Also, pandas were added, which is only ever a good thing. 

    2020: Nether Update Takes Us Deeper Underground, and Minecraft Dungeons Arrives

    The Nether had long been an object of fascination and terror for Minecraft players, offering a whole other dimension to the game. But the Nether Update changed this world of danger forever, adding new biomes and mobs that turned it from a curious, dangerous place into a true realm to explore in itself. 

    Meanwhile, Mojang also saw fit to release the biggest Minecraft spin-off yet – Minecraft Dungeons twisted the original game’s basics into an all-new action experience. In partnership with Double Eleven, this game offers a new story-driven approach to the Minecraft universe, transforming familiar items, mobs, and blocks into dungeon crawling essentials. 

    2021: Minecraft Passes 1 Trillion Views on YouTube, While Caves and Cliffs Emerges 

    YouTube has been an incredibly important part of Minecraft’s history, with creators across the globe enjoying and sharing the game, and becoming famous in their own right as a result. If you want a sense of quite how intertwined the two became, Minecraft became the first entertainment franchise to break through the 1 trillion views mark on YouTube. As YouTube itself put it: “If each of those one trillion views were just one second long, that would add up to over 30,000 years.” Please, take it from me, don’t try and catch up on all of it. 

    Inside the game, we saw an update so massive it had to be split into two parts. Caves & Cliffs was the most ambitious update Mojang had ever put together to this point, not only adding the expected new mobs, items, and blocks, but adding entire new biomes and overhauling how Minecraft worlds themselves were generated. 

    2022: New Default Skins Added and The Wild Update Bursts Forth 

    Skin-swapping had been easy for a long time, but good old default skins Steve and Alex were probably a little lonely come 2022. Enter Noor, Sunny, Ari, Zuri, Makena, Kai, and Efe – new default skins that let players express themselves more easily than ever while jumping into their world. 

    Meanwhile, the Wild Update included even more new biomes on top of 2021’s Caves & Cliffs, including the Deep Dark, a biome only found underground, replete with ancient cities to discover, and the terrifying, blind Warden enemy. Also: frogs! 

    2023: Minecraft Legends Offers Another New Adventure, and Trails & Tales Launches

    Minecraft Dungeons was only the start. Last year, Minecraft Legends arrived to offer another new look at how Minecraft could be adapted. This action strategy game zoomed way out to offer you a bird’s eye view of the Overworld – and an army of mobs to help you protect it from Piglin hordes. 

    In Minecraft itself, the Trails & Tales update offered new means of self-expression in your world, not to mention added new stories underground with the addition of archeology in desert biomes. Count yourself lucky if you find the new, rare Cherry Blossom biome – and maybe find your way there on the new camel mob, which has space for you and a friend on its back. 

    2024: Looking to the Future 

    And so we reach 2024, as Minecraft turns 15. You might think Mojang might want a bit of a break, but not so – they’ve already released the Armored Paws drop, and announced a massive birthday sale, but there’s so much more still to come. From the upcoming Tricky Trials update to secrets yet to be revealed, this 15th year is, somehow, only the beginning. 

    Xbox Live

    Minecraft

    Microsoft Studios

    2017

    $19.99 $9.99

    Xbox One X Enhanced

    Xbox Game Pass

    Explore randomly generated worlds and build amazing things from the simplest of homes to the grandest of castles. Play in creative mode with unlimited resources or mine deep into the world in survival mode, crafting weapons and armor to fend off the dangerous mobs. Scale craggy mountains, unearth elaborate caves and mine large ore veins. Discover lush cave and dripstone cave biomes. Light up your world with candles to show what a savvy spelunker and master mountaineer you are! FEATURES: If you can dream it, you can build it. Put your imagination and limitless resources to work with Creative Mode.
    Battle mobs, construct shelters and explore the landscape – it’s all in a day’s work when you try to survive and thrive in Survival Mode.
    New tools, locations and spaces are yours to explore, thanks to our regular updates. Cross-platform play for up to eight players across Windows, PlayStation, Nintendo, Xbox and mobile devices.
    Discover skin, texture and mash-up packs from the community! Find out more at minecraft.net/marketplace. REALMS PLUS:
    Play with up to 10 friends cross-platform in worlds that exist any time, anywhere – and get access to over 150 pieces of Marketplace content. Try a free 30-day trial in-app and learn more at minecraft.net/realms/bedrock. You can also play Minecraft with Xbox Game Pass – check it out at xbox.com/gamepass.

    Website: LINK

  • PlayStation 5 Turns One Today

    PlayStation 5 Turns One Today

    Reading Time: 2 minutes

    Happy birthday, PS5!

    A year seems to have flown by rather quickly since the first day that gamers were able to get their hands on PS5 — and I am deeply honored and humbled to celebrate this amazing first year with all of you.

    So much has happened in just one year from the day we lit up landmarks and other iconic places all over the world to mark the arrival of PS5. Incredible games such as Ratchet & Clank: Rift Apart, Returnal, and Deathloop launched. SIE acquired the talented development studios Bluepoint Games, Firesprite, Housemarque, and Nixxes. We revealed our next-generation VR system for PS5. And most recently, we’ve unveiled new footage and exciting updates for upcoming titles such as God of War Ragnarok, Gran Turismo 7, and Horizon Forbidden West all from PlayStation Studios, and announced Star Wars: Knights of the Old Republic – Remake during our September showcase.

    A busy year indeed, and we are just getting started with PS5. The imaginative game creators and publishing partners we work with have launched more than 360 games on PS5. Additionally, there are currently more than 25 games in development for PS5 at PlayStation Studios.

    Most importantly, the passionate support we’ve seen from you, our players, makes this past year truly special for us. PS5 gamers have collectively played more than 4.6 billion hours of gameplay on PS5 and broadcast more than 26 million hours of content. Here is a look at the top ten PS5 games played during PS5’s first year, based on gameplay hours:

    • Fortnite
    • Call of Duty: Black Ops Cold War
    • FIFA 21
    • NBA 2K21
    • Assassin’s Creed Valhalla
    • Destiny 2
    • MLB The Show 21
    • Marvel’s Spider-Man: Miles Morales
    • Demon’s Souls
    • NBA 2K22

    You’ve made PS5 the biggest console launch in history, and I truly can’t thank you enough for your support and dedication this past year.

    I also want to thank everyone in the community for your patience. We continue to see historic demand for PS5 and we understand the inventory constraints remain a source of frustration for many of our customers. Rest assured that we are laser-focused on doing everything in our power to ship as many units as possible, it’s something we work on every day across the company and remains my top priority. Again, we appreciate your patience as we navigate through these unprecedented global challenges.

    There’s plenty of great things to come for PS5 in the future, and I look forward to sharing more of these extraordinary moments with you. Thank you again for being part of the PlayStation community and celebrating this milestone with us.

    All data between November 12, 2020 – September 30, 2021

    Website: LINK

  • GTA III turns 20: Memories from PlayStation Studios and other top developers

    GTA III turns 20: Memories from PlayStation Studios and other top developers

    Reading Time: 7 minutes

    Where were you when Grand Theft Auto III launched in October 2001? I was standing in a GameStop, perusing the new PS2 releases, when it caught my eye. Following a hearty recommendation from the store manager, I bought the game and took it home. The rest is history.

    Twenty years later, it’s virtually impossible to overstate the impact of Rockstar Games’ open-world crime saga on the gaming medium. And it all began with GTA III, a bold shift from top-down action to a fully 3D open world epic, interwoven with unprecedented interactivity. I remember being blown away by Liberty City itself: a sprawling cityscape packed with cars, colorful characters, challenging side-missions, and ever-present cops. I’d never seen anything like it.

    GTA III’s launch sent ripple effects across the entire gaming industry, captivating players and inspiring game developers to take a different approach to game design. To mark the groundbreaking game’s big 20-year milestone, we reached out to creators from PlayStation Studios and top third-party developers to reflect on GTA III’s megaton launch.

    All screenshots in this article from Grand Theft Auto III — Definitive Edition, out November 11.


    “GTA III changed my perspective of what makes games fun. Games had always been about making the jumps, killing the enemies, solving the puzzles – doing the tasks the designer laid out for you. GTA III was the first game where you really made your own fun. That led me to reimagine how exploration and open-ended gadget and weapon usage in Ratchet & Clank could allow players to find their own fun and approach the gameplay in their own creative ways.”

    – Brian Hastings, Head of Creative Strategy, Insomniac Games


    “GTAIII was a game with an astonishing degree of freedom, released at a time when we were struggling to make a single-path game within the capabilities of the PS2. I was impressed by the way the game was made. It embraced the realities that come with an open-world concept instead of restricting gameplay to avoid every potential glitch that might come up. The Japanese version of the game was released by Capcom, and I remember thinking, ‘I’m glad I’m on their side’.”

    – Hideaki Itsuno, Director, Capcom


    “I grew up playing 2D side scrolling platformers that had a clear path from A to B and could be worked out with a bit of trial and error. The thing that really stood out for me in GTA III was the freedom it gave you to play the way you wanted in a game world that felt believable. Gone were the automatic loading, level-end, and mission-over transitions. You don’t get out of the car… you don’t progress. You seamlessly went from driving, running around the city, and entering buildings to get your next mission objective at the pace that you wanted. In some ways the freedom was overwhelming but the ability to play your way, and in doing so change the tone of the game, was not lost on me. This was likely one of the first major shifts in self-directed play in game design.”

    – Tara Saunders, Studio Head, PlayStation London Studio


    “I remember entering the Remedy offices early November, 2001. I was excited, a bit anxious. It was my first day of work. The first thing I saw was a group of people around a TV. Some were laughing, others staring, speechless. They were playing GTA III. It was provocative, unexpected, endlessly fun and impossible to let go of. A tectonic shift in gaming that set the stage for my career – influencing my work to this day.”

    – Mikael Kasurinen, Control Game Director, Remedy


    “GTA III showed me the incredible sense of immersion that comes from being able to act freely and see the world react to your actions—that this unique experience is something only games can deliver. And as the expressive power of games has grown over the years, immersion-focused game design has become the standard for AAA titles. GTA III set that standard, and I’m sure it will continue to influence creators for years to come.”

    – Yuya Tokuda, Monster Hunter World Director, Capcom


    “I remember finding out about GTA III during our press tour for Syphon Filter 3. There was so much hype surrounding the game that it was impossible for it to live up to, right!? So wrong. I couldn’t believe everything that you could do in that game. Really opened our eyes to what was possible. It is rare when a game comes along that changes your view on an industry. GTA III was that game.”

    – Ron Allen, Game Director, Bend Studio



    “GTA III blew my mind as it was such a quantum leap in video game design. It set the bar for living open worlds full of procedural systems that worked together to create an emergent playground of endless possibilities.”

    – Richard Franke, Lead Designer, Media Molecule


    “GTA III really blew open my understanding of what a large team can achieve with a strong technical vision. The highly detailed living open world was a huge leap forwards, lots of hand-crafted content all framed by tech constraints needed to stream invisibly to the player. We also saw how physics tech can drive varied brilliant non-linear missions. Layering on the music, the humour and pure freedom put GTA III among the greatest games of all time.”

    – Steve Walker, Technical Director, Firesprite Games


    “It wasn’t the sheer scale or the freedom that blew my mind, already had a taste of that with The Elder Scrolls II: Daggerfall. Instead, I had a group of three friends and we would spend a lot of time together playing games. And when GTA III came out, we would play that all the time. Thing is: we weren’t doing any story missions or side missions. It was days and weeks and months of messing around in the city, telling ourselves stories, reacting to the living world in chaotic ways, and setting challenges to each other. And the most magical part was that every time there was a visitor beyond that core group, they would get involved naturally, not necessarily playing but commenting, asking the player to try things….This experience opened my eyes to the power of emergent gameplay and stories, seeing games maybe for the first time as a really expressive medium beyond one’s character choice in a fighting game or combo lines in a skating game, and that the stories it created were something that could be enjoyed not just by players, but viewers. [It’s] something that became intertwined with the medium with the rise of gameplay streaming, and more specifically the amazing GTA Online scene, with its role-playing streams this time involving more than one simultaneous player.”

    – Dinga Bakaba, Game Director, Arkane Lyon



    “At the time, I had not yet joined Capcom and was pitching a project to an American publisher.

    I wanted to make a game that expanded on the Tenchu sandbox, but GTA III went way beyond that.

    I remember thinking ‘how did they make this kind of game on PS2?’ Not only from a gameplay point of view, but also from a technical point of view. In response to the subsequent development of open-world games, I decided to do the exact opposite and make a small, narrow, dense horror game, and Resident Evil 7 was born. In a way, Resident Evil 7 may have been born because of GTA III. Thank you and congratulations on the 20th anniversary of GTA III.”

    – Koshi Nakanishi, Director, Capcom


    “When I was still young and the concept of an open world was yet to be created, senior developers would often say, ‘If you aim for a game that lets you do anything, you’ll end up with a game that lets you do nothing.’ This was a warning to remind ourselves of the distance between ideal and reality. But when GTA III came out, I remember being shocked by the fact that a game where ‘anything is possible and fun’ had been realized. I don’t need to tell you that it set a new standard for the gaming experience. Another shock I got from GTA was that ‘grand theft auto’ meant ‘car theft’. I’m Japanese, so I thought the name had a more grandiose meaning…”

    – Kazuhiro Tsuchiya, Producer, Capcom


    GTA III turns 20: Memories from PlayStation Studios and other top developers

    Ready to revisit Liberty City, Vice City, and San Andreas, or explore them for the very first time? Grand Theft Auto: The Trilogy — The Definitive Edition launches on PS4 and PS5 November 11. Grand Theft Auto III – The Definitive Edition will be available on PlayStation Now starting December 7.

    Website: LINK

  • GTA III wird 20: Erinnerungen der PlayStation Studios und anderer großer Entwickler

    GTA III wird 20: Erinnerungen der PlayStation Studios und anderer großer Entwickler

    Reading Time: 7 minutes

    Wo wart ihr, als Grand Theft Auto III im Oktober 2001 erschien? Ich stand in einem GameStop und schaute mir die PS2-Neuerscheinungen an, als es mir ins Auge sprang. Auf nachdrückliche Empfehlung des Store-Managers kaufte ich das Spiel und nahm es mit nach Hause. Der Rest ist Geschichte.

    Zwanzig Jahre später ist es quasi unmöglich, den Einfluss des Open-World-Verbrecherepos von Rockstar Games auf das Medium Videospiel überzubewerten. Das alles begann mit GTA III und seinem mutigen Wechsel von Top-Down-Action zu einer offenen Welt komplett in 3D, gepaart mit nie zuvor da gewesener Interaktivität. Ich erinnere mich, wie mich allein schon Liberty City von den Socken gehauen hat: eine weitläufige Stadt voller Autos, schillernder Charaktere, herausfordernder Nebenmissionen und allgegenwärtiger Polizisten. So etwas hatte ich noch nie gesehen.

    Die Veröffentlichung von GTA III hatte Auswirkungen auf die gesamte Spieleindustrie. Die Spieler waren gefesselt und die Entwickler wurden dazu inspiriert, Game Design auf eine neue Art und Weise anzugehen. Zum 20-jährigen Jubiläum dieses wegweisenden Spiels haben wir uns an kreative Köpfe aus den PlayStation Studios und von großartigen Third-Party-Entwicklern gewendet, um über den bedeutungsschweren Launch von GTA III zu sinnieren.


    „GTA III veränderte meine Vorstellung davon, was Spiele unterhaltsam macht. Zuvor ging es immer darum, Sprünge zu schaffen, Gegner zu besiegen, Rätsel zu lösen – die Aufgaben zu erledigen, die der Designer vorgegeben hatte. GTA III war das erste Spiel, in dem man für komplett eigene Unterhaltung sorgen konnte. Das führte dazu, dass ich ganz neu darüber nachdachte, wie die Erkundung und die freie Nutzung von Geräten und Waffen in Ratchet & Clank den Spielern erlauben könnte, selbst auf spaßige Dinge zu kommen und das Gameplay auf ihre eigene kreative Weise anzugehen.“

    – Brian Hastings, Head of Creative Strategy, Insomniac Games


    „Ich bin mit 2D-Sidescrolling-Plattformern aufgewachsen, in denen es einen klaren Weg von A nach B gab, den man mit etwas Herumprobieren herausfinden konnte. Für mich stach an GTA III besonders die Freiheit heraus, mit der man in einer glaubwürdigen Spielwelt so spielen konnte, wie man wollte. Es gab keine automatischen Übergänge zum Laden, am Level- oder Missionsende mehr. Wenn man nicht aus dem Auto ausstieg, ging es auch nicht weiter. Man konnte nahtlos und in seinem eigenen Tempo zwischen Autofahrten, dem Herumrennen in der Stadt und dem Betreten von Gebäuden zum Erhalten des nächsten Missionsziels wechseln. Teilweise war diese Freiheit überwältigend, aber die Möglichkeit, auf seine eigene Weise zu spielen und damit die Stimmung des Spiels zu verändern, ist mir nicht entgangen. Das war wahrscheinlich einer der ersten großen Umbrüche im Game Design hin zu selbst gelenktem Spielen.

    – Tara Saunders, Studio Head, PlayStation London Studio


    „Ich erinnere mich, dass ich während unserer Pressetour für Syphon Filter 3 von GTA III erfuhr. Es gab so viel Hype um das Spiel, der konnte doch unmöglich gerechtfertigt sein, stimmt‘s?! Stimmte ganz und gar nicht. Ich konnte nicht fassen, was man in diesem Spiel alles machen konnte. Es hat einem wirklich die Augen geöffnet, was alles möglich war. Es kommt nur selten vor, dass ein Spiel erscheint, das deine Sichtweise auf eine ganze Industrie verändert. GTA III war so ein Spiel.“

    – Ron Allen, Game Director, Bend Studio

    „GTA III hat mich umgehauen, weil es einen Quantensprung für das Design von Videospielen darstellte. Es legte die Messlatte für lebendige, offene Welten voller prozeduraler Systeme, die ineinandergreifen, um einen Spielplatz mit unendlichen Möglichkeiten entstehen zu lassen.“

    – Richard Franke, Lead Designer, Media Molecule


    „GTA III hat mir vor Augen geführt, was ein großes Team mit einer klaren technischen Vision erreichen kann. Die lebendige, detailreiche offene Welt war ein Riesenschritt nach vorne. Unzählige von Hand erstellte Inhalte mussten im Rahmen der technischen Einschränkungen und unsichtbar für den Spieler zusammenwirken. Außerdem erlebte man, wie das Simulieren von Physik ganz unterschiedliche, brillante und nicht-lineare Missionen antreiben kann. Dazu kamen die Musik, der Humor und die schiere Freiheit – all das macht GTA III zu einem der besten Spiele aller Zeiten.“

    – Steve Walker, Technical Director, Firesprite Games


    „Ich weiß noch, wie ich Anfang November 2001 die Räumlichkeiten von Remedy betrat. Ich war aufgeregt, ein wenig ängstlich. Es war mein erster Arbeitstag. Das Erste, was ich sah, war eine Gruppe von Leuten, die um einen Fernseher versammelt war. Einige lachten, andere starrten sprachlos auf den Bildschirm. Sie spielten GTA III. Es war provokativ, überraschend, unglaublich spaßig und unmöglich aus der Hand zu legen. Ein bahnbrechendes Ereignis in der Gaming-Welt, das den Weg für meine Karriere bereitete und meine Arbeit bis heute beeinflusst.“

    – Mikael Kasurinen, Control Game Director, Remedy


    „Es war nicht der riesige Maßstab oder die Freiheit, die mich so beeindruckten, denn in die Richtung ging schon The Elder Scrolls II: Daggerfall. Aber ich hatte drei Freunde, mit denen ich sehr viel Zeit damit verbrachte, gemeinsam Spiele zu spielen. Als GTA III erschien, spielten wir es ohne Unterlass. Dabei machten wir allerdings keine Story- oder Nebenmissionen. Tage-, wochen-, monatelang alberten wir nur in der Stadt herum, dachten uns Geschichten aus, reagierten auf chaotische Art auf die lebendige Umwelt und stellten uns gegenseitig Herausforderungen. Und das Magischste daran war: Jedes Mal, wenn noch jemand anders bei uns war, wurde diese Person ganz natürlich mit einbezogen – sie spielte nicht unbedingt selbst, sondern kommentierte das Geschehen oder schlug Dinge vor, die man ausprobieren könnte … Diese Erfahrung hat mir gezeigt, wie kraftvoll Gameplay und Geschichten sein können, die erst während des Spielens entstehen. Vielleicht zum ersten Mal sah ich Spiele als ein ausdrucksstarkes Medium, das über die Auswahl eines Charakters in einem Prügelspiel oder das Ausführen von Kombos in einem Skateboardspiel hinausgeht, und dass die in ihnen entstehenden Geschichten nicht nur die Spieler, sondern auch Zuschauer erfreuen können. [Das] ist seit dem Siegeszug des Spiele-Streamings untrennbar mit dem Medium verbunden, auch durch die fantastische GTA-Online-Szene mit ihren Rollenspiel-Streams, in die mehr als ein Spieler gleichzeitig involviert ist.“

    – Dinga Bakaba, Game Director, Arkane Lyon


    „GTA III war ein Spiel mit erstaunlich großer Freiheit, das zu einem Zeitpunkt erschien, als wir noch unsere Mühe damit hatten, innerhalb der Möglichkeiten von PS2 ein lineares Spiel zu erschaffen. Mich beeindruckte, wie das Spiel mit Unregelmäßigkeiten innerhalb des übergreifenden Systems zurechtkam, anstatt Beschränkungen und Grenzen einzubauen, um Bugs zu verhindern. Die japanische Version des Spiels wurde von Capcom veröffentlicht, und ich weiß noch, dass ich mir dachte: ‚Ich bin froh, dass ich auch auf dieser Seite stehe.‘“

    – Hideaki Itsuno, Director, Capcom


    „GTA III hat mir gezeigt, wie unglaublich tief man in einem Spiel versinken kann, wenn man frei handeln kann und sieht, wie die Welt auf die eigenen Aktionen reagiert – dass dieses einzigartige Erlebnis etwas ist, das nur Spiele bieten können. Und während die Ausdruckskraft von Spielen mit den Jahren immer größer wurde, ist immersionsfokussiertes Spieldesign zum Standard bei AAA-Titeln geworden. GTA III hat diesen Standard aufgestellt und ich bin mir sicher, dass es Spieleschöpfer noch jahrelang beeinflussen wird.“

    – Yuya Tokuda, Monster Hunter World Director, Capcom


    „Zu diesem Zeitpunkt war ich noch nicht bei Capcom und stellte einem amerikanischen Publisher ein Projekt vor. Ich wollte ein Spiel machen, das die Tenchu-Sandbox erweiterte, aber GTA III ging meilenweit darüber hinaus. Ich erinnere mich, dass ich dachte: ‚Wie konnten sie so ein Spiel auf PS2 machen?‘ Nicht nur auf das Gameplay bezogen, sondern auch aus technischer Sicht. Als Reaktion auf die darauffolgende Entwicklung zahlreicher Open-World-Spiele entschloss ich mich, genau das Gegenteil zu tun und ein kleines, beengtes, atmosphärisch dichtes Horrorspiel zu machen. So wurde Resident Evil 7 geboren. Auf gewisse Art und Weise gibt es Resident Evil 7 also vielleicht wegen GTA III. Vielen Dank und herzlichen Glückwunsch zum 20. Jubiläum von GTA III!“

    – Koshi Nakanishi, Director, Capcomr


    „Als ich noch jung war und es das Konzept einer offenen Welt noch nicht gab, sagten erfahrene Entwickler oft: ‚Wenn du versuchst, ein Spiel zu entwickeln, in dem man alles machen kann, hast du am Ende ein Spiel, in dem man gar nichts machen kann.‘ Das war eine Warnung, die uns an den Unterschied zwischen Idealvorstellungen und Realität erinnern sollte. Als GTA III dann erschien, war ich geradezu schockiert, dass ein Spiel verwirklicht wurde, in dem ‚alles möglich und spaßig‘ ist. Ich muss nicht extra erwähnen, dass es neue Standards für Gaming-Erlebnisse setzte. Ein weiterer Schock in Bezug auf GTA ereilte mich, als ich erfuhr, dass ‚grand theft auto‘ einfach ‚Autodiebstahl‘ bedeutet. Ich bin Japaner und dachte irgendwie, der Name hätte bestimmt eine ‚grandiosere‘ Bedeutung …“

    – Kazuhiro Tsuchiya, Producer, Capcom


    GTA III wird 20: Erinnerungen der PlayStation Studios und anderer großer Entwickler


    Seid ihr bereit, nach Liberty City, Vice City und San Andreas zurückzukehren oder sie zum allerersten Mal zu erkunden? Grand Theft Auto: The Trilogy The Definitive Edition erscheint am 11. November für PS4 und PS5. Grand Theft Auto III – The Definitive Edition wird ab 7. Dezember bei PlayStation Now verfügbar sein.

    Website: LINK