Haze : The official game thread

So, it has been developed for the PS3? Or is it just a port from the 360?
 
Well it is a good guess.
The game might end up looking as good on all platforms though even if the tendency is there.
 
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."

http://ps3.ign.com/articles/793/793419p1.html


I have might doubts if this game will turn out well, but the co-op sounds fun.
 
"David Doak, elaborated on the issue by saying Haze was built using the Linux coding language, which is certainly best suited to the PS3. If that's the case, and the 360 and PC versions are ports, we're forced to think the PS3 version will be superior."

That is an example of idiot journalism.

WTH does teh coding language have to do with superiority? At the very least WRT to PC, Linux is a PC OS... not a language... what kinda guys are doing reviews these days?
 
Why did the 4 player co-op have to be online only? :???:

Whats with the hate for offline 4 player co-op :cry:

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! ;)
 
Reading FTW! ;)

I am failing to see how that answers his question regarding offline co-op. :???:

edit: "Offline" being no network a.k.a. splitscreen.

This is probably what you meant to copy:

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. :p
 
Two player co-op splitscreen was a given, he said four players (which four way split screen does not work well - see Desert Storm or whatever it was called) and local network is offline.
 
Yeah, I meant split screen offline 4 player co-op multiplayer Todd ;) (ala Brute Force for Xbox 1)

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. :p

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 :eek:

I wonder if thats still going to be a problem on future gen consoles. I sure hope not :???:
 
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 :eek:

I wonder if thats still going to be a problem on future gen consoles. I sure hope not :???:


Well, it was speculation. They've already designed the game for four people, and the difference between 2 player and 4 player splitscreen in code is fairly trivial. Of course, the wild explanation is that it's a conspiracy to get people to buy more PS3 units. :devilish:
 
'Haze' (PS3/X360/PC) Developer Interview

Didn’t see this posted here.

'Haze' (PS3/X360/PC) Developer Interview

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.

:cool:

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.
 
I'm not so enthusiastic about the lack of mission select screens. I'm playing through Motorstorm right now and I can say that the lack of a neat, easy, and fast game setup is not something that should be followed...
 
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