Archive for 2010

Move Control on Metal Gear Solid Rising a Possibility

IGN conducted an interview with Creative Producer, Shigenobu Matsuyama, and Director, Mineshi Kimura, about MGS: Rising, and one of the questions brought up was about implementing Move (and Kinect) controls to the title, and here was their response was “We are – yes — experimenting on both” (as translated by an interpreter), but they said the main focus will be on the standard controls.

The interview went on to describe a tiny bit of the storyline, stating it takes place between the events of MGS2 and MGS4, and details the changes Raiden went through within that time frame. They also stated that the game will play different from other MGS titles, and hinted that it may not have long cut scenes and inside jokes anymore, basically treating the title like its own IP.

8 Comments

E3 2010 Vote!

I’ll collect votes until 6/23. Then I will tally and report.

View votes here

3 Comments

Will Stereo 3D Reduce Graphic Fidelity?

The obvious assumption is that stereo 3D requires exactly double the processing power of equivalent 2D. So you have to accept reduced resolution, frame rate, and/or graphical fidelity to compensate.

Killzone 3 developer Hulst completely disagrees with this:

Asked if 3D technology compromises processing power in any way, Hulst replied: “It’s a different way of rendering. But I don’t think it does. Not when we’re done and dusted. You can have all the fidelity, all the performance that you require, but it’s obviously a different way of going about things, it’s not apples for apples necessarily.”

Speaking of the footage shown during Sony’s E3 media briefing, he added: “This is months out from alpha, and already it’s running very smoothly, running at an impressive fidelity – you’re not going to have any issues in that respect.”

Unfortunately, he doesn’t clarify this. My interpretation of his comments, Kaz’s E3 comments, and analysis of the 3D patched games released already is this:

Developers patching stereo 3D support into an existing game choose the safe route. They don’t want to make risky and invasive into the core of the 3D engine, so they use the less invasive, high overhead double rendering route.

3D engines designed or updated for new games, can afford to make more invasive engine optimizations, and can accommodate stereo 3D effects with reduced performance overhead.

3 Comments

PixelJunk Shooter 2 Producers Talk About Game

Here, Deb Mars and Matt Morton talk about the upcoming PixelJunk Shooter 2, and some of its new features and gameplay. They also mention that, because of a more involved storyline, this is the first PixelJunk title to have an actual sequel as opposed to an “encore.” Given the quality of the first game, I cannot wait to play this one!

1 Comment

Prediction: VR Athlete Training on PS3/360

Bio-mechanical engineers have extensively studied and developed CAD models surrounding the physical motions and techniques in major sports.

Professional sports teams pay top dollar for bio-mechanical engineering firms to develop 3D models of their athletes motions and techniques and show them how to improve. This isn’t sci-fi, this is regularly done today.

With precision motion tech like Move and Kinect coming to consumer consoles, that high end service will become a mainstream commodity. If your son or daughter is in a little league team (or other sport), you will be able to buy a PS3/360 program that will actually help his real world baseball swing and pitching techniques.

There are already lower-end services that cater to regular families. Some involve emailing video clips of swing/pitching technique and receiving analysis. However, mainstream products like Move and Kinect will dramatically improve this type of service.

For full body motion study, I’d imagine that Microsoft’s Kinect will be the more appropriate technology than Sony’s Move.

Regardless, this is a really amazing technology development.

2 Comments