There are some amazing scans out there that are pretty easy to find if you do some searching
http://xbox360.ign.com/articles/789/789307p1.html
German Mag:
Game Informer:
Some pics:
http://xbox360media.ign.com/xbox360...plinter-cell-conviction-20070517105431485.jpg
http://xbox360media.ign.com/xbox360...plinter-cell-conviction-20070517105446188.jpg
I think this game looks amazing. Any ideas as to why these things would be harder to implement on PS3?
http://xbox360.ign.com/articles/789/789307p1.html
"The main ingredient we are using as a distinctive mark is the intensive use of per pixel Ambient Occlusion (AO)," Danny LePage explained. "As we are going to deliver a fully interactive environment, AO was the perfect technology to make the large number of object we showcase on screen look absolutely integrated, and not part of a simulation." Ambient occlusion is a technique that darkens a region (in this case, the region is as small as a single pixel) if it is blocked from direct light.
Since this is a dynamic technique, it means that the brightness of an area will change as the environment is manipulated. If Sam walks up to a wall, he'll block some of the ambient light that would have reached the surface of that wall and it will cause the area in front of him to darken in a realistic shape. When he steps back, the brightness is restored. These soft shadows will appear on everything, even causing Fisher to occlude light on himself. In the previous generation of Splinter Cell games, Sam was rendered separate from the environment. Now he follows the same rules.
The real-time demo we saw of this mock environment showed how several swinging lights cast numerous shadows.A more easily recognizable improvement in the lighting is the use of multiple sources. In the lighting demonstration we were given, UbiSoft showed us how they can have up to three spotlights cast in a single area to cast overlapping shadows. If you've ever been in a football field at night, you may have noticed how several lights from different angles can create a series of shadows. Expect to see that same phenomenon in Conviction. To make the effect even more pronounced UbiSoft has made the game take place in a fall setting, a time of year when shadows are most dramatic.
The last new technique we were shown featured the use of indirect lighting. When you shine a light on an object, some of that light will reflect back off of it. That's what gives an object color. If you shine a light on a green poster, it looks green because the poster is good at reflecting green light. This reflected light is now indirect lighting. It doesn't come from the original light source, but it can still illuminate the room - or anything around it, casting what appears as a green glow on nearby objects.
German Mag:
- According to the article, every single object that is rendered on screen has physical properties and most of them can be used by Sam. For example, Sam can pick up furniture and use it as a weapon, or throw printers at enemies or papers in the face of enemies to gain the upperhand in fights.
- Melee fights are much more than "press this button to hit" this time around. There's different context sensitive attack buttons and as mentioned before lots of environmental interaction.
- The devs state the fact that they are exclusive to the 360 allows them to do much more than if they were multiplatform (duh) but they also state they doubt they would be able to achieve what they're doing with the game on the 360 on the ps3 even if it was ps3 exclusive.
The lead programmer told the magazine he doubts they would have been able to pull of the lightning effects they have right now on the ps3. That's the only thing they say straight out, but they do state they believe they're much better off on the 360.
Game Informer:
* New form of lighting called indirect lighting means that the way light reflects off your surroundings affects how light is cast on you and nearby objects. Light reflecting off a large red poster will cast nearby things in a slight tint of red
* "In previous games, we had 2,000 or 3,000 animations, now we already have over 10,000."
* The animation system is based on the concept of Biometrics which just means getting the character to move naturally and fluidly. They mention how they want to eliminate pressing a button to pick something up and seeing Sam slide into place in front of the object before he interacts with it. They say an animation of Sam running up to a chair, picking it up and throwing it took 8 months to work out. I'd be willing to be they got it right. The screens of him progressing through the animation look very good. Also, there will be physics tied to the chair Sam is holding, so you'll bump into things with the chair and it won't just go through a wall.
* They mention a sort of hypothetical gameplay situation where Sam takes out a guard with some crazy melee combos. He then grabs the guard and throws him through a pane of glass or over a table (knocking over all the stuff on the table). Sam grabs the guard's radio and listens in on police radio chatter. He hears that they're sending in police after him through the front door. Sam opens the back door but doesn't go through; instead, he hides under a table, a guard walks in and investigates the open door. At that point, Sam could sneak out the front door, or he could knock over the table he's hiding behind, use it for cover and open fire on the guard. OR he could sneak up on the guard, handcuff him to a rail and kicks him down a flight of stairs. wow.
Some pics:
http://xbox360media.ign.com/xbox360...plinter-cell-conviction-20070517105431485.jpg
http://xbox360media.ign.com/xbox360...plinter-cell-conviction-20070517105446188.jpg
I think this game looks amazing. Any ideas as to why these things would be harder to implement on PS3?