Nick Burton (RARE) talks about the tech under Kameo

I'd like to see a X360 Dinosour Planet game, like before the Nintendo64/Gamecube version became StarFox Adventures. I feel with more time, a truly classic game could be made from the forefather of SFA.
 
can we see a screenshot with the 3,000 mentioned characters on-screen? I find it a little hard to swallow, even if it may be possible. even a tenth of that would be nice to see.
 
It's not the technical aspect of rare's games I really worry about, it's the gameplay. They could design an engine that draws 250 million physics-based particles that swirls in the wind and dances can-can, with levels that have baddies drawn 50 times and uses every type of texture mapping under the sun three times over, they still couldn't design a game on it worth playing for shit if their lives depended on it.

They simply can't make games that are worth a damn anymore.
 
scooby_dooby said:
Kameo has excellent gameplay, I don't know what you're talking about. PD0 is also a fun game once you get over the GFX.

Kameo is just fine, but PD0 (besides multi player) is bad.
So as you see opinions varies rather widely about how good RARE is nowadays...
 
scooby_dooby said:
Kameo has excellent gameplay
Don't know how you can say that when rare still relies on creating difficulty through player frustration - a gameplay concept that ought to have been extinct at the end of the 80s. I'm not calling any game's gameplay "excellent" when it has as stupid boss battles as in kameo.
 
Guden Oden said:
Don't know how you can say that when rare still relies on creating difficulty through player frustration - a gameplay concept that ought to have been extinct at the end of the 80s. I'm not calling any game's gameplay "excellent" when it has as stupid boss battles as in kameo.

OT: I'm not quite sure what you are looking for in your boss battles, for comparisons sake, maybe you can point out a game or two that you feel did have good boss battles.

Also, its apparent that you don't like any of the games so far, I'm not quite sure why, maybe cultural differences, but I happen to truly enjoy Kameo, and can't wait for the xbl co-op, the only thing I didn't like in Kameo that caused me frustration was navigating with Deep Blue. I also love Condemned, not sure why anyone wouldn't, even my wife loves it. [/OT]

Also to the other poster I am far from being 7 and my mental prowess is sound.
 
Dr. Nick said:
I still find it puzzling that they didn't make a higher polygon model of Kameo. Seeing those polygon edges on her at the start up screen was kind of surprising.
Yes I mean they even have their cg-source material as a last resource, and square-enix was able to adapt a model from such material in under 2 months(with obviously just a couple of guys working on it, don't remember the exact number, or if it was given, though.) for realtime applications.
 
physics without cpu, this is so cool :p

We had a test running with a 100,000 particles being computed purely on the GPU, no CPU intervention at all. Now the Xbox 1 could do that but on the 360 they all react to the player and hit the floor and are lit, then we tried more, lots more! How about 1 milion?
 
Lysander said:
physics without cpu, this is so cool :p


to be fair physics without cpu was demo in the past, with crossfire of x1800xt
one board does physics, one board does rendering

so this is not a whole new concept.
maybe this is the first time that the same gpu does both together at same time, maybe is a feature of Xenos, using memexport, this is too difficult in tech for me
 
Guden Oden said:
Don't know how you can say that when rare still relies on creating difficulty through player frustration - a gameplay concept that ought to have been extinct at the end of the 80s. I'm not calling any game's gameplay "excellent" when it has as stupid boss battles as in kameo.


Maybe the problem is in the mirror, because I found the boss battles funny and easy and they were easily one of the best aspects of Kameo. One thing about Kameo was bit annoying: Only Kameo could kill trolls eventhough there are huge battles with soldiers vs trolls nobody ever died in those battles only Kameo can kill trolls... it looks a bit stupid, and lot's of the characters are redundant.
 
Maybe characters induce some eddies in clouds of particles, the parameters of which are calculated on the CPU, but the GPU actually doing collision detection on the particles? Nah.

As cloudscape Im curious though ... talk is cheap, is there any place in the game where you can see anything near what is claimed in action?
 
Ingenu said:
Kameo is just fine, but PD0 (besides multi player) is bad.
So as you see opinions varies rather widely about how good RARE is nowadays...

I have many friends come over and say PD0 is fun as hell. They call it ugly, but it's a fun game. I agree, at first I hated it and wanted to return it but as soon as I stopped taking it seriously, I had fun. It is very reminiscent of GE. It's no Kameo, but it's a good game.

Guden Oden said:
Don't know how you can say that when rare still relies on creating difficulty through player frustration - a gameplay concept that ought to have been extinct at the end of the 80s. I'm not calling any game's gameplay "excellent" when it has as stupid boss battles as in kameo.

You realize you're not even describing Kameo? The boss battles in Kameo are not frustrating at all, and could actually be considerably harder IMO.

That specific boss battle you're referring too was cake. I beat it my 4th try, so that was all of what 15 minutes to pass? I guess it was too hard for some people to realize they needed to press up on one stick, while pressing down on the other....that moves teh camera under water and causes your character to dive...really not so hard. The only reason I died teh first 3 times was trying too quickly, and not taking the time to avoid his lightning attacks.

Actually the battle was so easy, that instead of just getting one tentacle each time, I had enough time to go underwater, shoot off 2 tentacles at a time. I can't understand how anyone could not have THAT hard of a time getting at least 1 tentacle.

The last thing in the world Kameo is is 'frustrating' I wish the game had more challenge as it would've made it a much better game. It was basically Zelda on easy.
 
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Dr.Nick said:
I still find it puzzling that they didn't make a higher polygon model of Kameo. Seeing those polygon edges on her at the start up screen was kind of surprising.

zidane1strife said:
Yes I mean they even have their cg-source material as a last resource, and square-enix was able to adapt a model from such material in under 2 months(with obviously just a couple of guys working on it, don't remember the exact number, or if it was given, though.) for realtime applications.

I'm sure poly counts of the various characters was somethign they spec'd out early on and without the benefit of final hardware. Judging from the devs comments, they probably underestimated what they *could* do in terms of poly counts and even if it took 'best case' 2 months to change them, thats still way too long when you think about when they received the final hardware.
 
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expletive said:
I'm sure poly counts of the various characters was somethign they spec'd out early on and without the benefit of final hardware. Judging from the devs comments, they probably underestimated what they *could* do in terms of poly counts and even if it took 'best case' 2 months to change them, thats still way too long when you think about when they received the final hardware.
Hmmm, I've a bit more malice than you. I've a feeling that either it's tougher to dev. for or something else. Kameo runs at 30fps, iirc, and most models are seriously lacking in the poly dept(note: with regards to nextgen expectations), and it's in things like the overall roundness, I think even in cutscenes, which should not be that hard to model(using that subdivision gphx technique and some tweaking, though I'm not familiar with it or its use, so I dunnoh.). Square-enix, as stated managed to get a 60fps realtime cutscene out of cg source models in about two months(meaning the models obviously took less than that to adapt for realtime use), with just a couple guys doing a simple demo, not a full blown large dev. team.

edit:
Remember it's also not only final, but betas, and they probably were among the first to receive betas(being a first party dev.). They also had access to intimate spec estimates/details, and s/w emus and whatnot even prior to that.
 
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while it is true that Kameo in its final form on Xbox 360 could not be done on Xbox or Gamecube or PS2, it does not exactly scream "next-generation". I would've expected 60fps and at least a higher polygon count to concider Kameo a "true" next-gen game.

it's pretty yes, but not what I expect from Xbox 360 or Playstation3, it's more of what I'd expect out of Revolution minus the 720p resolution
 
scooby_dooby said:
I have many friends come over and say PD0 is fun as hell. They call it ugly, but it's a fun game. I agree, at first I hated it and wanted to return it but as soon as I stopped taking it seriously, I had fun.

Totally agree...once you get past the graphic, PD0 is fun. I can't wait for more MP maps. Anyone knows when it's going to be release?

I haven't gotten a chance to play Kameo. Somehow, the it doesn't look like my cup of tea.
 
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