Stranglehold Screenshots: Xbox 360 And PS3

Just came across this: http://www.gamasutra.com/view/feature/1998/getting_hard_boiled_midway_.php

We were just talking about the PS3 build of Stranglehold. That was delayed a bit, right?

Mike Bilder: Yeah, a little bit.

...

Do you really think that it's going to be the same level as the 360? Or better? What is your take on that?

MB: I think it's going to be the same. And that's part of the reason why we're delaying it, is that we want to ensure that the quality is the same on all platforms.

...

MB: Sure. You know, it's really a tough thing to say. Hindsight's always 20/20, but we've kept all of the builds in a similar development state all along. What we found, though, when we tried to get some of it game-ready and fitting on the disc and fitting in memory, in the end it was an easier endeavor on two of the SKUs and it was a more difficult endeavor on one of them. Just, to be honest, the hardware differences in memory and processor on the PS3 vs. traditional PC and 360, it makes it a challenge, and it's representative. Everybody's having a challenge in the industry right now.

It's pretty ubiquitous, yeah. What do you think you could have done differently from the start, to alleviate that stuff? Because you said, hindsight...

MB: I think a lot of people and a lot of focus as far as games that we have internally that are going to be multi-SKU are trying to put the PS3 out in front now, make that your lead SKU. And in the same way I think a lot of people put the PS2 as their lead SKU in the last hardware generation, and then Xbox came after.

The difficulty you run into there, at least in the last generation, was that the Xbox was considerably more powerful than the PS2, and you found that people didn't always take advantage of the hardware. Whereas with the PS3 and the 360, it's certainly more of a level playing field, so I don't think it's necessarily a negative to put the PS3 first. But it does help mitigate some of that risk in framerate, memory, technology, just the hardware differences.
 
MB: I think a lot of people and a lot of focus as far as games that we have internally that are going to be multi-SKU are trying to put the PS3 out in front now, make that your lead SKU.

Cool ! Once the assets and subsystems are laid out in a Cell friendly way, they should be able to focus on the real values rather than trying to fit a round peg into a square hole.

More than one devs have already pointed out that the data design for Cell will benefit both 360 and PS3. Insomniac's article about _not_ abstracting/hiding the underlying Cell performance characteristics for programmers will pay off too. It seems that whatever abstraction layer the devs want can be added carefully after the fact for ease of maintenance (rather than at the beginning regardless of the hardware nuances).
 
I just want to jump in here and say that this is absolutely NOT what was being said or even implied in the interview.

I know it was not being said in the article, but ppl assume that would be the results. I'm sorry if I made it sound like that was being said in the article.
 
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