well according to this it seems there's more mystery to it, unless another finnish would translate for us to confirm its validity. but wouldnt suprise me wat he said was true.
just to nitpick but i used to program on the amiga500 theres no way u could do ToyStory level cgi as u were limited to a pallette ( + resolution though the eyebleeding interlaced mode perhaps would be enuf ), in saying that though at the time WRT graphics it was way better than previous machinesWouldn't it have to be a lighting effect that requires lots of bandwidth for widespread usage.... something like softshadows on every object.
I just don't see why people get worked up when a dev says the 360 or ps3 can do specific things the other can't more effectively. I'm sure there are AI and animation routines the ps3 does that would put the smack down on the 360. Not that the 360 couldn't do them, but 360 couldn't do them nearly as effectively. I mean even my old Amiga 500 could render ToyStory level cgi, but it might take it 100,000 years.
Well they're making Assasin's Creed, and the new PoP game, Rainbow Six Vegas and a couple others for PS3.
I assume "they" means the specific dev group, not the whole company of several thousand people.
He certainly knows a lot more than you about what he is talking about, if he said it, he probably has some explanation as to why he said it.
Why the hell you are too defensive on this topic is beyond me but I have no particular view on Montreal developers, was just curious what makes them best cross platform developers. Do you have any evidence for that? Based on your reasoning there shouldn't be "best developers" out there (to our knowledge), which makes me wonder why you attacked me when I was the one asking.Why does it matter if their ports from xbox to ps2 where good,? They where good enough to rake in a healthy profit. Could the ports have been made better? Of course they could, ports isn't about making the best product, its about making the product good enough to sell, as cheaply as you can.
You have a seriously flawed view if you judge a developers potential or knowledge based on how his\her games look, especially ports. Whats stopping most games from not being "good" is not the lack of skill, but the lack of money, time or ambition. If we gave kojima 1 million to make MGS4 it would have sucked. If we gave epic 1 million to make Gears of War, it would also suck.
If you give a team of coders 1 million to make a port, its more often that not going to suck as well.
Considering that they have released several titles on the PS3, and have 12 more in the making, i'm guessing they do have a slight clue about how to work with the PS3. ( Note: Ubisoft Montreal hasn't released any PS3 titles yet, but they are working on Assassins creed as well as this as far as i know?)
just to nitpick but i used to program on the amiga500 theres no way u could do ToyStory level cgi as u were limited to a pallette ( + resolution though the eyebleeding interlaced mode perhaps would be enuf ), in saying that though at the time WRT graphics it was way better than previous machines
'They' as in the development house Ubisoft MTL. A couple hundred people at least I'd imagine, certainly not thousands.
over 1500 people at the moment, 1600 maybe?
Announced (or leaked materials from last year) games in development by Ubi Montreal:Wow, you guys are huge
Such as?
Sorry for the trick question, but I honestly can't think of a lighting technology possible, to the same extent, solely on Xenos or RSX.
Also, Splinter Cell Conviction uses the good old UE2X, modified by Ubi Montréal folks to suit their needs. Nothing new or ground breaking.
The lighting looks nice for the reason that they use precomputed occlusion/radiance transfer color/light maps, and they might have added dynamic PRT to this new version of the engine (Not sure, will ask).
I am really impressed with this stuff as long as they don't neglect the shadow stealth stuff. There are some really interesting things they could do with that stuff though, as they don't have to give you all kinds of crazy weapons and gadgets to give you options.
Without seeing the game in motion, we don't know that it doesn't. Of the little I saw in grottyvision scans, the only thing I noticed about the lighting was shadows cast and received by everything in what appeared to be high-resolution (no jaggies on the shadows). There was GI involved but no reason to think it's static or dynamic. If dynamic that would be very impressive! LBP is the only game so far to get something like that going.It can't be precomputed, because all the objects seen in the scans can be grabbed and thrown around; chairs, tables, printers, computers, paper stacks, etc. Plus if the occlusion was precomputed you know it would remain after an object was thrown.
Without seeing the game in motion, we don't know that it doesn't. Of the little I saw in grottyvision scans, the only thing I noticed about the lighting was shadows cast and received by everything in what appeared to be high-resolution (no jaggies on the shadows). There was GI involved but no reason to think it's static or dynamic. If dynamic that would be very impressive! LBP is the only game so far to get something like that going.
I can't even keep track of what Splinter Cell game subtitle matches to what game anymore. They should just put damn numbers on them. This would be what? Splinter Cell 5? Or they could just straight up follow Madden and call it Splinter Cell 2007 since they squeeze one out very regularly once a year.
Sounds hot.* So by now you know Sam comes back to help out a Grim, but doesn't like what's going down at the "new" 3rd Echelon. He is an enemy of the state, fighting for what he believes in. He's on the run with limited resources. He's alone but not defenseless. At the same time, he's not a victim a fugitive or in hiding; he's fighting for his convictions (hence the title).
* The screenshots are AWESOME! The environments look totally interactive. In one shot, it appears he punched or threw a guy who then lands on a counter and knocks over cups and plates while civilians are scattering.
Conviction uses Havok physics, but all the original code has been rewritten.
* "In previous games, we had 2,000 or 3,000 animations, now we already have over 10,000."
* The pace of the game is going to be changed. The devs want to create 15-minute playable segments so it's a little more accesible to casuals, but they promise you can still sit down with it for a few hours if you like. Hopefully they find a balance that still keeps you immersed.
* Previous SC games were about "passive stealth" where you hide in the shadows and wait for a perfect opportunity to strike. In conviction, the idea is "active stealth" where you react quicky to your surroundings. You'll always be on the move. Again it's mentioned that Ubi wants to give Sam more ways to interact with the environment instead of just shooting or turning off lights.
* The animation system is based on the concept of Biometrics which just means getting the character to move naturally and fluidly. They mention how they want to eliminate pressing a button to pick something up and seeing Sam slide into place in front of the object before he interacts with it. They say an animation of Sam running up to a chair, picking it up and throwing it took 8 months to work out. I'd be willing to be they got it right. The screens of him progressing through the animation look very good. Also, there will be physics tied to the chair Sam is holding, so you'll bump into things with the chair and it won't just go through a wall.
* The original games went for a T rating from the start, but this time, they're going for an M rating so things should be a little more realistic. They mention how this could have an interesting impact on Sam's finishing moves.
* They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos. He then grabs the guard and throws him through a pane of glass or over a table (knocking over all the stuff on the table). Sam grabs the guard's radio and listens in on police radio chatter. He hears that they're sending in police after him through the front door. Sam opens the back door but doesn't go through; instead, he hides under a table, a guard walks in and investigates the open door. At that point, Sam could sneak out the front door, or he could knock over the table he's hiding behind, use it for cover and open fire on the guard. OR he could sneak up on the guard, handcuff him to a rail and kicks him down a flight of stairs. wow.
* When you are detected, there's no limit to what you can do. All the tools you use are available in your immediate surroundings. Sam doesn't have a backpack of gadgets this time. Use what's around you and improvise to get out of a sticky situation.
* About the beard: Originally, Fisher was created with a beard in the very first game.
* New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red.
* There will still be a lot of classic SC moments like planting bombs or hacking computers, but the gratification won't necessarily come from completing the objective, but the path you take to the objective.
* Crowd AI will react to Sam's behavior. For example, Sam can steal a guy's laptop, but the guy will follow Sam and call for the police. Nearby witnesses will also point Sam out to nearby police. Sam can blend into the crowd in certain situations to avoid detection. The crowd AI is pretty smart. You won't see NPCs walk into each other, spaz out, then walk away in totally opposite directions. People move out of the way of objects intelligently.
* Sam has an ability called Heroes Instinct where the crowd and surroundings become greyed out and threats such as police are made to standout. Assassin's creed anyone?
No MP details were given aside from the fact that Montreal is doing that aspect of the game as well, so they aren't going to split SP and MP between two dev studios.
* New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red.