Rocket League is a high-powered hybrid of arcade-style soccer and vehicular mayhem with easy-to-understand controls and fluid, physics-driven competition. Rocket League includes casual and competitive Online Matches, a fully-featured offline Season Mode, special “Mutators” that let you change the rules entirely, hockey and...
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Datum vydání:
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Vítěz
Stroj roku Ocenění
Rocket League®

Steam
Awards
2018
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17. května

The Making of Replay FX


Photo courtesy of @ToastyVeteran

Photo modes have become a mainstay in video games across a wide variety of genres over the past couple years. They give players an up-close look at every distinct detail that goes into the visuals of our favorite games, plus allow content creators to craft truly amazing, unique images.* Rocket League's* most recent update added a similar feature called Replay FX—a suite of controls that made it possible for fans to heavily edit the look of their best plays from the pitch.

Replay FX adds the ability to adjust the look of saved replays by adding filters, focus points, vignettes, and greenscreen effects that make the fan art possibilities endless. The controls are still in beta as this is the first time a feature of this type have been added to the game. The development team is still exploring how content creators are using these tools, what's working, and what can be added in the future. But, just because it's in beta doesn't mean it came together overnight.

The team leading the charge behind Replay FX is led by senior graphics engineer Art Mata, graphics engineer Nate Danque, and tools engineer Mark Masilionis. A photo mode for Rocket League had been in talks for a while, and it took the team roughly a year to make it a fully-fledged feature. What would eventually become Replay FX started as a series of behind-the-scenes tools made for different teams at Psyonix. The video producers wanted a mod that could give their highlight or promotional videos a different look and feel, and give them more freedom when capturing gameplay footage. Mark's job as tools engineer is to create those types of tools.

Adding a couple tools for players to adjust replays was a good start, but changing the depth of field wasn't quite enough to pursue as a new game feature by itself. Then Mark got a new request to make a greenscreen effect for the creative services team, the group that creates graphic designs for Rocket League websites and high-resolution screenshots of Battle-Cars and items. "That project took me a couple of days," Mark said. "Obviously, it didn't have to be production quality or anything. They just needed it to work."

Mark made these tools designed to be used by these different parts of Psyonix development. Then game director Scott Rudi took notice. "We just had gotten it to a point where we were comfortable giving it to the video producers," Art recalls. "Then a week later, Scott asked, 'hey, what's it going to take to get this into a patch?' We had to take a long look at the work ahead of us." The reality: console work to make sure Replay FX would run smoothly on all platforms, and a user interface (UI) that worked the way they wanted it to, and still made it easy to use for players. UI can be a particularly daunting task since the UI team is often busy on different Rocket League projects.

At that time, Nate had just joined the Psyonix team, and was handed the Replay FX project roughly a month after his start date. From there, his job was making sure the feature was working properly. Plus, the team kept coming up with new ideas for filters.

"I prototyped a few more filters, but we had to make sure we were staying within performance budgets and ensure frame rates were staying stable," Art said. "I whipped up a few, Nate put some together, and we added what we thought would be some really interesting features that the community could use for utility. We started going in that direction and it started getting more complicated."



Photo courtesy of @SpiffSnaps

After roughly a year's worth of time and effort, the team would eventually get it in its beta form as a part of the Esports Shop Update. According to Nate, there is still room for improvement and opportunity to add features in the future. Those features may be additional filters, or perhaps even the ability to equip different wheels, decals, and goal explosions in replays, which is one of Mark's dream features.

"For now, we're listening and tuning according to feedback," Art says. "We'll definitely have more filters on the way, and right now we're just seeing what's possible and what we can fit and what works."

Art, Nate, and Mark agree that the best part of Replay FX has been the community reception. They have been overwhelmed by the positive response and the creations made by fans. Check out some of their favorite creations here and here.

"Honestly, it's cool that it's being received so well, but even cooler to see what they're making with it," Mark said. "I love seeing the amazing things everyone is creating. It's just so rewarding that they're able to make all of this art."

"It's humbling," Art said. "Whenever we put out stuff like this, we know it's going to go to a community that's passionate, and they want to share that passion with their friends. That's always exciting. It's inspiring. It makes me want to go back and do more for the community. Let's see how far we can push this thing."

If you're enjoying Replay FX, be sure to share your creations with us. Tag @RocketLeague on Twitter and use the hashtag #RLReplayFX. We feature Fan Art every Friday, and may even use one of your creations.
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9. května

Rocket League's Summer 2019 Roadmap



It's hard to believe that we're almost to the halfway mark of 2019, but believe it you should, because it means that we're ready for a brand new Roadmap that sheds some light on the new features and improvements we're bringing to the game over the next several months.

Of course, you've probably already read this month's "Epic News," which is why we also want to assure you (and the rest of our community) that Rocket League will continue to be shaped by the same development team that it always has even if our family is getting quite a bit bigger. The game will also continue to be fueled and inspired by the passion and feedback of our dedicated playerbase just as it was before.

With that in mind, let's take a closer look at what you can expect to see in the next few months of 2019!

Summer Event with Limited-Time Events

Next month, we will kick off the biggest in-game event that Rocket League has ever had, featuring several limited-time events. While the event on the whole will share the same in-game currency for items that can be redeemed inside the event store, the items found in the event store itself will change as we move through different points in the promotion; giving you more in-game items to earn than ever before.

We know that players can sometimes earn more event currency than they sometimes use, so we're addressing that by adding XP Level-Up Packs in the event store as well (a Rocket League first)! That means that players will be able to redeem event currency for XP Level-Up Packs that grant 10 Tier Points for Rocket Pass -- allowing you to boost your Rocket Pass Tiers in a super-fast and super-convenient way!

Party-Up System, Inventory Management, and Trading

The community has been asking us for quicker ways to party-up with strangers following a good match. That functionality will be coming later this year. Soon, you'll be able to easily party-up with teammates from the post-game screen.

Inventories are growing too, and that calls for better ways to organize all of your in-game items. We're happy to say that additional inventory management tools will also be added via a future update.

Finally, one of our long-term goals for 2019 and beyond is to make a number of under-the-hood, quality-of-life updates to our trading system. We’ll have more to share on that later this year.

RLCS Season 7 World Championship Incoming!

The RLCS Season 7 World Championship at the Prudential Center in Newark, NJ is just around the corner and tickets are selling fast. Get your tickets now to catch all the live action from the world's best Rocket League teams. Also, Competitive Season 10 ends on Monday, May 13, so make sure you fulfill your Season Reward Level wins at your rank to earn the appropriate goodies.

Stay tuned next month for the full reveal of our upcoming event. Plus, you can expect to see the aforementioned features (and more) later this year. For fans looking to find out more regarding what our acquisition by Epic Games means for Rocket League and Psyonix in the long-term -- there's nothing new to report just yet, but we'll keep you informed as soon as we have an update.
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Informace o hře

Rocket League is a high-powered hybrid of arcade-style soccer and vehicular mayhem with easy-to-understand controls and fluid, physics-driven competition. Rocket League includes casual and competitive Online Matches, a fully-featured offline Season Mode, special “Mutators” that let you change the rules entirely, hockey and basketball-inspired Extra Modes, and more than 500 trillion possible cosmetic customization combinations.

Winner or nominee of more than 150 “Game of the Year” awards, Rocket League is one of the most critically-acclaimed sports games of all time. Boasting a community of more than 57 million players, Rocket League features ongoing free and paid updates, including new DLCs, content packs, features, modes and arenas.

What's New:
  • Rocket Pass 3 - Purchase Rocket Pass Premium to get an initial 50% XP bonus and earn up to 70 unique rewards, including a new Battle-Car, Goal Explosion, Keys, and more!
  • Challenge System - Play Online Matches and complete Weekly Challenges to tier up and unlock unique rewards only found in Rocket Pass.
  • Esports Shop - Show off your team pride for your favorite teams in Rocket League Esports! The Rocket League Esports Shop pilot program brings new Decals, Wheels, and Player Banners that represent some of the best teams in the sport. of the best teams in the sport.

    SteamOS and Mac Beta Versions
    As of September 8, 2016, the SteamOS and Mac versions of Rocket League® were released to "Beta." SteamOS is the only "officially" supported Linux client, though other Linux platforms may be compatible. Likewise, the Mac version may or may not work on older systems with an integrated video solution and a dedicated GPU is highly recommended (Macs from 2013 or after should be okay). Mac system requirements are as follows:

    • OS: MacOS X 10.8.5
    • Processor: Intel Core i5 2.4 GHz
    • Memory: 8 GB RAM
    • Graphics: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics

    Be sure and check ongoing patch notes for SteamOS and Mac beta updates going forward. Listed below are all known issues for both versions of the game as of June 1, 2017:

    • The correct store page for DLC purchased through the Showroom doesn’t show up for Big Picture users. This is a Steam client-specific issue that Valve will be fixing in an upcoming patch
    • There are occasional crashes when exiting from a match to the main menu
    • The statues in Urban Central do not display correctly
    • You may experience intermittent blurring issues
    • (Mac Only) Xbox 360 controllers won’t work. You will need a third-party driver solution to use them
    • (Mac Only) Steam Controller is not natively supported

    NOTE: Because of agreements with our online service provider, there are certain regions that are unable to connect to Rocket League®’s online multiplayer component. As a result, server access is restricted in China, Crimea, Cuba, Iran, North Korea, Sudan, and Syria. Apologies to our customers in those regions.

    Software and online features are subject to license, terms of use, and privacy policy (rocketleague.com/eula , rocketleague.com/tou , and rocketleague.com/privacy ).

Systémové požadavky

Windows
Mac OS X
SteamOS + Linux
    Minimální:
    • OS: Windows 7 or Newer
    • Procesor: 2.4 GHz Dual core
    • Paměť: 2 GB RAM
    • Grafická karta: NVIDIA GTX 260 or ATI 4850
    • DirectX: Verze 9.0c
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 7 GB volného místa
    Doporučené:
    • OS: Windows 7 or Newer
    • Procesor: 2.5+ GHz Quad core
    • Paměť: 4 GB RAM
    • Grafická karta: NVIDIA GTX 660 or better, ATI 7950 or better
    • DirectX: Verze 9.0c
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 7 GB volného místa
    • Dodatečné poznámky: Gamepad or Controller Recommended
    Minimální:
    • OS: MacOS X 10.8.5
    • Procesor: Intel Core i5 2.4 GHz
    • Paměť: 8 GB RAM
    • Grafická karta: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 7 GB volného místa
    Doporučené:
    • OS: MacOS X 10.8.5 or Newer
    • Procesor: Intel Core i7 2.4 GHz+
    • Paměť: 8 GB RAM
    • Grafická karta: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 7 GB volného místa
    Minimální:
    • Procesor: 2.4+ GHz Quad core
    • Paměť: 2 GB RAM
    • Grafická karta: NVIDIA GTX 260 or ATI 4850
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 7 GB volného místa
    Doporučené:
    • Procesor: 2.5+ GHz Quad core
    • Paměť: 4 GB RAM
    • Grafická karta: NVIDIA GTX 660 or better, ATI 7950 or better
    • Připojení: Širokopásmové připojení k internetu
    • Pevný disk: 7 GB volného místa
    • Dodatečné poznámky: Gamepad or Controller Recommended

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