Itagaki Talks About Ninja Gaiden 2

chris100

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http://xbox360.ign.com/articles/824/824006p1.html

Full development on Ninja Gaiden 2 started immediately after the end of Dead or Alive 4's development, Itagaki disclosed to the magazine. Even as DOA4's development cycle neared its end, the Team Ninja staff was doing some work on Ninja Gaiden 2 in the background.

For Ninja Gaiden 2
And just how many areas of improvement are we looking at? Itagaki feels that the difference between Ninja Gaiden and Ninja Gaiden 2 is similar to the difference between Dead or Alive 1 and its sequel. If you've never played the original DOA, you'll have to take our word for it: Team Ninja went in a notably different direction for part 2.

During the play session at the press conference, the game's director did not once use the R trigger to reset the camera. All camera movements during the demonstration were done automatically by the game. This was done, according to Itagaki, to let the viewers get a better look at the game. He feels that there's a difference between a camera that works for players and a camera that works for those watching the game, so a manual camera will be included in the game.

Havok physics engine does not work well for60fps action game?
With all the blood and body parts flying about, you'll be happy to know that Team Ninja is using a physics engine to make everything move realistically. This engine was developed in-house. The team originally considered using the Havok engine. However, while Itagaki feels that this engine might be great for first person shooter games, in a high speed 60 frames per second action game, it's difficult to get adequate performance.
 
Itagaki feels that the difference between Ninja Gaiden and Ninja Gaiden 2 is similar to the difference between Dead or Alive 1 and its sequel. If you've never played the original DOA, you'll have to take our word for it: Team Ninja went in a notably different direction for part 2.

Hmm, not what I wanted to hear. DOA2 was an easier, simplified system and more flashy of the original DOA. Whatever potential that DOA had in its fighting system pretty much evaporated with DOA2.
 
There must be a specific hyper-realistic physics "art direction" that they're going for, which I sure don't mind for such a game as this, and they figured it be better to start from scratch rather than use a "bloated" middleware solution.


I wonder just how far they will push the graphics. The 360 has done away with the biggest problem with the Xbox, the memory bandwidth, and they're clearly taking advantage of that with all the blood effects.

At the same time, he's iterated the point of having few but difficult enemies on-screen. That alone means quite something for vertex load, and they could probably get away with tiling very easily. Couple that with the somewhat corridor-fighting...
 
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