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So, it has been developed for the PS3? Or is it just a port from the 360?
So, it has been developed for the PS3? Or is it just a port from the 360?
Unlike Rainbow Six Vegas, another Ubisoft title with four-player co-operative play, the co-op in Haze doesn't feel like a tacked-on afterthought. According to Derek Littlewood, Team Leader at Free Radical, co-op was always planned for Haze. "Four player online co-op has been part of HAZE since the very start of development. In fact, it was one of the very first features we decided on, as everyone at Free Radical believes co-op play is just great fun."
Why did the 4 player co-op have to be online only?
Whats with the hate for offline 4 player co-op
When we first saw the game running at the show, a lone demo-guy was blitzing through a jungle level in singleplayer mode. We hadn't yet heard that the game was co-op, and thought that the other three PS3s in the corner were simply additional demo stations. It turns out that all four PS3s were networked, as we saw when three other players joined the fray, mid-level.
Reading FTW!
Not every PS3 owner has a nice broadband pipe at home, so how are they going to get their killing fix with friends? Enter Free Radical's expertise with split-screen, as seen in TimeSplitters. Like the online co-op mode, split-screen co-op is available at any time, without the need to back out to the menu or loading screens. Just tap that PlayStation button on the second controller and watch in amazement as your one screen is converted into two, via the magic of technology.
With regards to 4 player, it's probably just due to performance (as usual). They either didn't make the game scale that low or the game would have been too fugly at that point.
So from what I understand, online co-op works because it doesnt "tax" 4 players on one hardware, rather 1 or 2 people per console, so the visual quality/performance isnt sacrificed
I wonder if thats still going to be a problem on future gen consoles. I sure hope not
Q: How does the player progress through the game? Is it one seamless world, a series of levels, etc?
[DL]: It's a completely seamless experience – no loading screens, no missions select screens. This was a core aim from very early on in the project, because we’re trying to create a realistic, immersive game world – and there are no loading screens in real life, my friends! We wanted to give the player a real sense of continuity throughout the game, so rather than simply jumping from one location to another, you'll catch a ride in a Mantel vehicle to get there instead. Think of it as a road movie through a war.
Q: How is it to develop on PS3? What can you do with this console that you couldn’t do with previous-gen consoles?
[SE]: It’s great. Working on PS3 has allowed us to create vastly superior environments that verge on photorealism – full-screen effects, High Dynamic Range (HDR) and obscenely complex shaders. Its more challenging than ever before, but the power is greater than anything else that’s out there.
Q: Have you encountered any significant design or technology hurdles during development, or perhaps have some entertaining anecdotes?
[SE]: There are always design and technology hurdles when making a game – some days it seems like that’s all there is! Parallel programming is fairly new territory, so that has been a challenge. Other unexpected challenges have been in dealing with the vast quantities of data that is now involved in developing a game. We’ve had to create several fairly complex distributed systems for things as diverse as lightmap generation, asset conversion, compiling the code, and even our backup system – a bespoke linux-based system that provides instant access to over 50 terabytes of data in over 1 billion files. An entertaining anecdote? Our AI characters used to be able to bounce grenades off 5 different walls to land directly at your feet. The challenge has been in making them fallible.