Il calcio incontra ancora una volta le corse automobilistiche nel tanto atteso seguito dell'amato gioco in arena basato sulle leggi della fisica, battle-car acrobatiche supersoniche a razzi!
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7 lug 2015
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17 maggio

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 maggio

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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Informazioni sul gioco

Il calcio incontra ancora una volta le corse automobilistiche nel tanto atteso seguito dell'amato gioco in arena basato sulle leggi della fisica, battle-car acrobatiche supersoniche a razzi!

Un gioco d'azione e sport futuristico, Rocket League® equipaggia i giocatori con veicoli pieni di potenziamenti, che possono andare a sbattere contro dei palloni per realizzare gol incredibili o epici salvataggi, in tante arene finemente dettagliate. Usando un avanzato sistema fisico per simulare interazioni realistiche, Rocket League® si affida alla massa e al moto per dare ai giocatori il senso intuitivo dei comandi, in questo incredibile gioco che reinventa il calcio a squadre con l'alta velocità.

Le fantastiche funzionalità includono:

  • Nuovissima modalità Stagione che permette ai giocatori di godersi un'esperienza completa in singolo
  • Approfondita personalizzazione delle battle-car con più di 10 miliardi di possibili combinazioni
  • Veicoli e oggetti sbloccabili, statistiche, classifiche e molto altro
  • Azione coinvolgente per 8 giocatori online, con squadre di diverse dimensioni e configurazioni
  • Schermo condiviso fra 2, 3 e 4 giocatori che possono giocare in locale o online contro altri avversari con schermo condiviso
  • Replay in qualità cinematografica, che permettono di andare avanti veloce, riavvolgere o visualizzare l'azione da qualsiasi punto dell'arena
  • Gioco competitivo fra più piattaforme per utenti di PlayStation®4, Xbox One e Nintendo Switch


NOTA: a causa di accordi con il nostro fornitore di servizi online, alcune regioni non hanno la possibilità di partecipare alla modalità multigiocatore online di Rocket League®. Per questo, l'accesso al server è limitato in Cina, Crimea, Cuba, Iran, Corea del Nord, Sudan e Syria. Ci scusiamo per i clienti di quelle regioni.

Versioni SteamOS e Mac Beta
A partire dall'8 settembre 2016, le versioni SteamOS e Mac di Rocket League® sono state lanciate in ""Beta"". SteamOS è l'unico client Linux supportato ""ufficialmente"", ma altre piattaforme Linux potrebbero essere compatibili. Similmente, la versione Mac potrebbe funzionare oppure no su vecchi sistemi con soluzione video integrata e una GPU dedicata è altamente consigliata (Mac dal 2013 e successivi non dovrebbero dare problemi). I requisiti per i sistemi Mac sono i seguenti:

  • OS: MacOS X 10.8.5
  • Processore: Intel Core i5 2,4 GHz
  • Memoria: 8 GB di RAM
  • Grafica: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 o Iris Pro Graphics

Assicurarsi di verificare le note patch per aggiornamenti beta SteamOS e Mac a venire. Di seguito elenchiamo tutti i problemi noti per entrambe le versioni del gioco al 1 giugno 2017:

  • La corretta pagina del negozio per l'acquisto di contenuti scaricabili nel salone espositivo non viene visualizzata dagli utenti di Big Picture. Questo è un problema specifico del client Steam che Valve risolverà in un prossimo aggiornamento.
  • Si verificano arresti anomali occasionali quando si esce da una partita per tornare al menu principale.
  • Le statue del Centro Urbano non sono visualizzate correttamente.
  • Si potrebbero riscontrare problemi di messa a fuoco intermittenti.
  • (Solo Mac) I controller Xbox 360 non funzionano. Per usarli sarà necessario sfruttare un driver di terze parti.
  • (Solo Mac) Il controller Steam non è supportato.

Il software le funzioni online sono soggette a Licenza, Condizioni d'utilizzo e Informativa sulla privacy (rocketleague.com/eula, rocketleague.com/tou e rocketleague.com/privacy).

Requisiti di sistema

Windows
Mac OS X
SteamOS + Linux
    Minimi:
    • Sistema operativo: Windows 7 or Newer
    • Processore: 2.4 GHz Dual core
    • Memoria: 2 GB di RAM
    • Scheda video: NVIDIA GTX 260 or ATI 4850
    • DirectX: Versione 9.0c
    • Rete: Connessione Internet a banda larga
    • Memoria: 7 GB di spazio disponibile
    Consigliati:
    • Sistema operativo: Windows 7 or Newer
    • Processore: 2.5+ GHz Quad core
    • Memoria: 4 GB di RAM
    • Scheda video: NVIDIA GTX 660 or better, ATI 7950 or better
    • DirectX: Versione 9.0c
    • Rete: Connessione Internet a banda larga
    • Memoria: 7 GB di spazio disponibile
    • Note aggiuntive: Gamepad or Controller Recommended
    Minimi:
    • Sistema operativo: MacOS X 10.8.5
    • Processore: Intel Core i5 2.4 GHz
    • Memoria: 8 GB di RAM
    • Scheda video: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics
    • Rete: Connessione Internet a banda larga
    • Memoria: 7 GB di spazio disponibile
    Consigliati:
    • Sistema operativo: MacOS X 10.8.5 or Newer
    • Processore: Intel Core i7 2.4 GHz+
    • Memoria: 8 GB di RAM
    • Scheda video: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M
    • Rete: Connessione Internet a banda larga
    • Memoria: 7 GB di spazio disponibile
    Minimi:
    • Processore: 2.4+ GHz Quad core
    • Memoria: 2 GB di RAM
    • Scheda video: NVIDIA GTX 260 or ATI 4850
    • Rete: Connessione Internet a banda larga
    • Memoria: 7 GB di spazio disponibile
    Consigliati:
    • Processore: 2.5+ GHz Quad core
    • Memoria: 4 GB di RAM
    • Scheda video: NVIDIA GTX 660 or better, ATI 7950 or better
    • Rete: Connessione Internet a banda larga
    • Memoria: 7 GB di spazio disponibile
    • Note aggiuntive: Gamepad or Controller Recommended

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