レースゲームとサッカーゲームが融合した、精密な物理法則に基づいた人気ゲームSupersonic Acrobatic Rocket-Powered Battle-Carsの待望の続編がついに登場!
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リリース日:
2015年7月7日
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受賞者&受賞作品
趣味はマシンいじりで賞
Rocket League®

Steam
アワード
2018

Rocket League を購入する

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Rocket League® Game of the Year Edition を購入する

4 アイテムを同梱: Rocket League®, Rocket League® - Chaos Run DLC Pack, Rocket League® - Revenge of the Battle-Cars DLC Pack, Rocket League® - Supersonic Fury DLC Pack

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Rocket League® – Fast & Furious™ DLC Bundle を購入する

3 アイテムを同梱: Rocket League® - The Fate of the Furious™ Ice Charger, Rocket League® – Fast & Furious™ '70 Dodge® Charger R/T, Rocket League® – Fast & Furious™ '99 Nissan Skyline GT-R R34

 

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5月17日

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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5月9日

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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このゲームについて

レースゲームとサッカーゲームが融合した、精密な物理法則に基づいた人気ゲームSupersonic Acrobatic Rocket-Powered Battle-Carsの待望の続編がついに登場!

近未来スポーツアクションゲームのRocket League®で、精密なディティールで表現された数々のアリーナで巨大ロケットブースターを装備し空高く舞い上がる数多のマシンを操り、目の覚めるようなゴールや、素晴らしいセーブを決めよう。高度な物理システムを使いリアルな相互作用をシミュレートできるRocket League®。サッカーゲームにハイオクなチューンを加えた、このパワーあふれる刺激的なゲームでは、完全に直感的な操作が実現する。

実装されている凄い機能には以下が含まれます:

  • 新しいシングルプレイ体験が楽しめるシーズンモード
  • バトルカーのカスタマイズアイテムが多数用意されており、100億通りを超える組み合わせが可能
  • アンロック可能なアイテムやマシン、戦績管理、ランキングなど
  • 異なるチームサイズや設定でプレイできる、8人までの病みつきになるオンライン対戦
  • オフライン・オンラインで2人、3人そして最大4人まで参戦可能な画面分割プレイ
  • 決定的瞬間をアリーナのあらゆる角度から捉えた映像を自由自在に早送り、巻き戻ししながら楽しめる、配信対応画質のリプレイ機能
  • PlayStation®4、Xbox Oneおよび Nintendo Switch間でのクロスプラットフォームプレイをサポート


注意:オンラインサービスプロバイダーとの取り決めにより、特定の地域はRocket League®のオンラインマルチプレイヤー要素に接続できません。その結果、中国、クリミア、キューバ、イラン、北朝鮮、スーダン、シリアではサーバへのアクセスが制限されています。これらの地域のお客様には多大なご迷惑をおかけしまして、深くお詫びいたします。

SteamOS およびMacベータ版
Rocket League®のSteamOSおよびMac向け「ベータテスト」が2016年9月8日付けで開幕。Linuxオペレーティングシステム (OS) として正式にサポートされているのはSteamOS だけですが、他のLinuxプラットフォームにも互換性のあるものがあります。Mac版でも、統合されたビデオ編集ソリューションを搭載した旧式のシステムとは作動する場合もあれば作動しない場合もあるため、専用GPUを強くお勧めします(2013年以降のMacならおそらく大丈夫です)。Macの場合のシステム要件は以下のとおりです:

  • 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またはIris Pro Graphics

SteamOSとMacのベータ版アップデートについては、パッチノートを必ず確認してください。2017年6月1日現在の両方のバージョンのゲームに関する既知の不具合は以下の通りです:

  • ショールームを通じて購入したDLCの正しい保存先が、Big Pictureのユーザーには表示されません。これはSteamのクライアント特有の不具合で、Valveによって今後修正される予定です。
  • マッチを終了してメインメニューに戻るとクラッシュする不具合が時々発生します。
  • アーバンセントラルの彫像が正しく表示されない時があります。
  • 断続的にブレが発生します
  • (Macユーザーのみ)Xbox 360コントローラが動作しません。動作させるには、サードパーティのドライバソリューションが必要です。
  • (Macユーザーのみ)ゲームがネイティブで Steam コントローラをサポートしていません。

Rocket League®利用規約は www.rocketleaguegame.com/tosでご確認ください。

システム要件

Windows
Mac OS X
SteamOS + Linux
    最低:
    • OS: Windows 7 or Newer
    • プロセッサー: 2.4 GHz Dual core
    • メモリー: 2 GB RAM
    • グラフィック: NVIDIA GTX 260 or ATI 4850
    • DirectX: Version 9.0c
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 7 GB 利用可能
    推奨:
    • OS: Windows 7 or Newer
    • プロセッサー: 2.5+ GHz Quad core
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA GTX 660 or better, ATI 7950 or better
    • DirectX: Version 9.0c
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 7 GB 利用可能
    • 追記事項: Gamepad or Controller Recommended
    最低:
    • OS: MacOS X 10.8.5
    • プロセッサー: Intel Core i5 2.4 GHz
    • メモリー: 8 GB RAM
    • グラフィック: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M, Intel HD Graphics 4000 or Iris Pro Graphics
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 7 GB 利用可能
    推奨:
    • OS: MacOS X 10.8.5 or Newer
    • プロセッサー: Intel Core i7 2.4 GHz+
    • メモリー: 8 GB RAM
    • グラフィック: OpenGL 4.1 - ATI Radeon HD 5670, NVIDIA GeForce GT 640M
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 7 GB 利用可能
    最低:
    • プロセッサー: 2.4+ GHz Quad core
    • メモリー: 2 GB RAM
    • グラフィック: NVIDIA GTX 260 or ATI 4850
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 7 GB 利用可能
    推奨:
    • プロセッサー: 2.5+ GHz Quad core
    • メモリー: 4 GB RAM
    • グラフィック: NVIDIA GTX 660 or better, ATI 7950 or better
    • ネットワーク: ブロードバンドインターネット接続
    • ストレージ: 7 GB 利用可能
    • 追記事項: Gamepad or Controller Recommended

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