Heavenly Sword (wow)

Heavenly Sword from SCEI, which is slated for release some time in early 2007, is a swords and sorcery game featuring a heroine on a stereotypically impossible quest. Keen gamer Rei Itoh from Tokyo spent 20 minutes playing the game this morning and was eager to buy both a PS3 and a copy of Heavenly Quest.

/Googles Rei Itoh

LOL
 
mate youve gotta thing about downgrades, heres youre last downgrade comment
http://www.beyond3d.com/forum/showpost.php?p=835962&postcount=33
heavenly sword's downgrade is similar, ie nonexistant
now if u wanna talk about downgrades i can easily point u to one thats lanching in november.:D



What in the world are you talking about? I was saying thos TGS screens are the exact same quality as the ones released a few weeks ago! My point was that a few posters were saying "wait til TGS" but yet nothing changed. The game still looked exactly like that.
 
Last edited by a moderator:
Hardknock said:
What in the world are you talking about? I was saying thos TGS screens are the exact same quality as the ones released a few weeks ago! My point was that a few posters were saying "wait til TGS" but yet nothing changed. The game still looked exactly like that.

zed said:
mate youve gotta thing about downgrades, heres youre last downgrade comment
http://www.beyond3d.com/forum/showpo...2&postcount=33
heavenly sword's downgrade is similar, ie nonexistant

I'm not sure, but there's definitely been a downgrade from the initial outdoor screens:[/url]

doesnt seem like saying 'the exact same quality' but hey alternative realities and all that.

i read in an interview that this game is using a variation of logluv for its colorspace mapping, im thinking of using the same, donno wether 24 or 32bit yet
 
Last edited by a moderator:
It must have been really hard for the team to see their demo not making it to TGS after all the hard work. But keep in mind Deanoc that your game managing to get an award in a trade show full of polished games and also you being the only western developer to achieve that AND with a very old build of your game is really something to be proud of.

If that´s with a very old build, i cant imagine the reactions once you show the current build in one of the future events, like the october one (if you are going to be there though).

Anyway, congratulations for your performance on TGS, keep the good work. Heavenly Sword is a must buy for me as well.
 
doesnt seem like saying 'the exact same quality' but hey alternative realities and all that.

Heavenly Sword has been downgraded from the initially rendered outdoor scenes atleast from these screens. I think anyone can see that, I even posted screens to backup my position.

You appear to be really lost because that post you quoted from the LAIR thread was me saying the new screens are the exact same as the ones released earlier. Badboy was saying the opposite:

And the game definately looks better than those previous shots we saw. Its not e3 2006 trailer, but my statement was correct. It does look better than those screens we saw.

Ummm, they look the exact same as the ones released a couple weeks ago.

For reference, the original screens:



But anyway please stop taking this more off topic than it already is.
 
I don't really see where you are trying to get here Hardknock, I don't see any difference between the screenshots that have been posted and then you linked us in to (which were from 05 E3 trailer if I recall correctly). Granted, I'm no technial expert so I can't really see if some eye candy is missing but what I am seeing now looks incredible and doesn't shout downgrade to me, upgrade would be more fitting word. Keep up the good work guys, I'll be definately picking your game up once I get my hands on PS3. :)
 
What in the world are you talking about? I was saying thos TGS screens are the exact same quality as the ones released a few weeks ago! My point was that a few posters were saying "wait til TGS" but yet nothing changed. The game still looked exactly like that.

Ofcourse. Since the new demo didnt make it and you actually saw the old E3 one. Also when people were expecting for the new screens they were also expecting to see the open areas. Not necessarilly other minor improvements like texture detail etc which are already ok
 
The TGS demo exists, a bunch of us killed ourself to get it done... the fundementally reason it didn't appear on the floor was it has problems restarting (there a 30% chance of a crash when it restarts :( We are still not sure why...). I'm not sure why it didn't get used in the press release... prehaps we just went too much upto the wire time wise (we were still killing ourself Thursday night UK time...)


The screenshots are from a few weeks ago, and is missing some things.

Tho the work hopefully won't be wasted, as the intention is for the demo to be re-used in a very visible way... tho i'm probably not allowed to say anything about that yet...

And if anybody here is disappointed about it not being there, its nothing compared to how the half-dozen of us who really killed ourself feel. (The emotional and physical stress placed on the demo team really wasn't good :( ). It wasn't as polished as I'd have wished but it was still pretty good (had a number of peeps say it was fun, which I consider the most important thing, sure the fact that its was technically pretty impressive is nice but secondary to fun...)

oh well, just had a nice weekend at home, chilling, killing zombies... the usual :) now onto alpha, demo, beta and shipping it...

well, sh!t happens Deano.
dont get too disapointed about it. as you know that stuff may happen in this line of work.

I kind of think that sony not including footage on the demo reel they showed on the presentation,
means that we'll get a special exposure of this great looking game later.
its not like they were not making last minute changes to the keynote speech either.

so I am very positive that we will get to see a lot about your great looking game in the near future.
unless of course you could upload some bits of the latest build on youtube or something, which would be a heavenly deed, indeed :cool:
 
I doubt they'd change their target this late in development. I believe they are going for 30fps and leaving it at that (solid 30 though, or else!).


Well this says that the game is now running at 60 fps.

The game, as has been seen from previous videos and demos, will be fast-paced--Midgely confirmed that the animations will be running at 60 frames per second, while most games today run at 30. He added that there will also be a slowing effect within the game, which may work out something like 'bullet time,' now common in games.

No visuals of game bosses were shown, but the team was quick to assert that their moves will be equally impressive as those of the main character. Frostick elaborated on some of boss-related elements: "There are some bosses who do truly spectacular moves. And there are armies, 1,000 people tearing through a valley trying to get you. There is also another element to the game, more cinematic elements, environmental interactions, power jumps, etc."

He went on to quantify the number of attack animations: "For the hero, there are literally hundreds of different attack animations. I'd say around 1000 animations at the moment."

One revelation that surprised many attending the session was the lack of a collision-based system within the game, but Frostick defended the choice. "We use transitions to take the hero away from the wall into a safe area with cool animations. I'm pretty happy with that solution."

...

Although some of the fighting sequences in the demo were obvioulsy violent, including one in which a creature was sliced from the groin up, Midgely claimed that the game is likely to receive a T for Teen rating in the US.

http://uk.gamespot.com/ps3/action/heavenlysword/news.html?sid=6159278
 
Hmm... interesting...

http://uk.gamespot.com/ps3/action/heavenlysword/news.html?sid=6159278

The game, as has been seen from previous videos and demos, will be fast paced--Midgely confirmed that the animations will be running at 60 frames per second, while most games today run at 30. He added that there will also be a slowing effect within the game, which may work out something like 'bullet time,' now common in games.
He went on to quantify the number of attack animations: "For the hero, there are literally hundreds of different attack animations. I'd say around 1,000 animations at the moment."
One revelation that surprised many attending the session was the lack of a collision-based system within the game, but Frostick defended the choice. "We use transitions to take the hero away from the wall into a safe area with cool animations. I'm pretty happy with that solution."
This one has me really interested, any chance, DeanoC & nAo, that you can talk a little about this? Dumping a collision system seems like a pretty radical change to me, I can't really imagine it, so I'm kinda curious how this all works.

EDIT:: GRAAAAH, Mck's too fast.
 
The fact that he says the animations are running at 60fps makes me wonder if possibly the animation part of the engine is running that fast vs the whole thing. Not sure, but it doesn't seem like a confirmation that the graphics we see on the screen will be 60fps. Who knows though.

I'm still thinking 30fps. As long as it is solid that's fine -- most people (including most people here) wouldn't know the difference anyways.
 
The fact that he says the animations are running at 60fps makes me wonder if possibly the animation part of the engine is running that fast vs the whole thing. Not sure, but it doesn't seem like a confirmation that the graphics we see on the screen will be 60fps. Who knows though.

I'm still thinking 30fps. As long as it is solid that's fine -- most people (including most people here) wouldn't know the difference anyways.
While I agree that it's not the best wording, leaving room for misinterpretation, it's seems kind of odd to run animations at 60fps when the game only moves at 30fps, no? Is there a benefit to such a thing in this genre?
 
Meanwhile, where are all the chromed-out space nazis with six-barrelled guns that all shoot from the same point? I've REALLY been wishing for a game with that...
 
Back
Top