GameSpot:
http://www.gamespot.com/ps2/action/thematrixthepathofneo/preview_6124072.html
"Perry was also quick to point out that although the new game is being powered by the same technology used for Enter the Matrix, the engine has been enhanced considerably. Stating that "there's still a lot of life in the PS2," Perry showed off several examples of the Shiny team squeezing some impressive effects out of current-generation-console hardware. Not only were we shown several highly detailed environments adorned with fog, dynamic lighting, and light bloom (environments that are being developed with the help of The Matrix production teams), but we also watched a re-creation of the city park fight scene from The Matrix Reloaded. For those who missed the motion picture, this particular fight scene pitted Keanu Reeves' Neo against hundreds of carbon copies of actor Hugo Weaving's Agent Smith character. As we saw for ourselves, the Shiny team has somehow managed to cram about 1,500 Agent Smith characters onscreen at once for this scene. The new engine also accounts for special effects like real-time distortion. As a result, you'll see it used for both slow-motion bullet trails and the wake that Neo leaves after he takes off from the ground to fly. It even allows for destructible environments, a crucial feature for the lobby shoot-out scene, which, as we saw, includes cement pillars that can be chewed to bits by gunfire. The Matrix: Path of Neo seems like a great improvement over Enter the Matrix, and it will be released this winter for the PC, PlayStation 2, and Xbox."
IGN:
http://ps2.ign.com/articles/611/611395p1.html
"The visuals were extremely beautiful and acted as the catalyst to my eventual excitement. Path of Neo does things on PS2 previously thought impossible. Normal Mapping, for example, was shown to be entirely feasible on Sony's aging machine via a cool spotlight hitting a brick wall demo. For the unfamiliar, Normal Mapping is a technique that's used to add shading to without using polygons, but rather than calculate on a single channel as bump mapping does, it calculates on multiple channels --creating realistic shadow and lighting effects that are usually only reserved for high-end Xbox ports. Other cool visual tricks, like light blooming, depth of field, reflection mapping, and other such buzz words were turned on to full effect for a result that was nothing less than beautiful."
Video Interview with Dave Perry:
Download it:
http://media.ps2.ign.com/media/696/696714/vids_1.html
Stream it:
Link
http://www.gamespot.com/ps2/action/thematrixthepathofneo/preview_6124072.html
"Perry was also quick to point out that although the new game is being powered by the same technology used for Enter the Matrix, the engine has been enhanced considerably. Stating that "there's still a lot of life in the PS2," Perry showed off several examples of the Shiny team squeezing some impressive effects out of current-generation-console hardware. Not only were we shown several highly detailed environments adorned with fog, dynamic lighting, and light bloom (environments that are being developed with the help of The Matrix production teams), but we also watched a re-creation of the city park fight scene from The Matrix Reloaded. For those who missed the motion picture, this particular fight scene pitted Keanu Reeves' Neo against hundreds of carbon copies of actor Hugo Weaving's Agent Smith character. As we saw for ourselves, the Shiny team has somehow managed to cram about 1,500 Agent Smith characters onscreen at once for this scene. The new engine also accounts for special effects like real-time distortion. As a result, you'll see it used for both slow-motion bullet trails and the wake that Neo leaves after he takes off from the ground to fly. It even allows for destructible environments, a crucial feature for the lobby shoot-out scene, which, as we saw, includes cement pillars that can be chewed to bits by gunfire. The Matrix: Path of Neo seems like a great improvement over Enter the Matrix, and it will be released this winter for the PC, PlayStation 2, and Xbox."
IGN:
http://ps2.ign.com/articles/611/611395p1.html
"The visuals were extremely beautiful and acted as the catalyst to my eventual excitement. Path of Neo does things on PS2 previously thought impossible. Normal Mapping, for example, was shown to be entirely feasible on Sony's aging machine via a cool spotlight hitting a brick wall demo. For the unfamiliar, Normal Mapping is a technique that's used to add shading to without using polygons, but rather than calculate on a single channel as bump mapping does, it calculates on multiple channels --creating realistic shadow and lighting effects that are usually only reserved for high-end Xbox ports. Other cool visual tricks, like light blooming, depth of field, reflection mapping, and other such buzz words were turned on to full effect for a result that was nothing less than beautiful."
Video Interview with Dave Perry:
Download it:
http://media.ps2.ign.com/media/696/696714/vids_1.html
Stream it:
Link