Moderator: JC Denton
by JoshF » 29 Jan 2010 08:43
by El Chaos » 29 Jan 2010 13:38
by icycalm » 01 Feb 2010 22:36
JoshF wrote:Seriously though I think all the JFPS (lol) have been pretty notable at least in terms of experimentation
by kingofcrusher » 02 Feb 2010 20:26
by Vert1 » 25 Feb 2010 18:23
by Vert1 » 04 Mar 2010 07:44
Anoop Gantayat wrote:Vanquish saw its video debut back in January, but Sega forgot to provide details on the game. Thanks to Famitsu and an interview with the game's director, we now have a few of the missing details.
First, the basics, as listed in the magazine. Vanquish is an Xbox 360 and PlayStation 3 multiplatform title that's in development at Platinum Games, the studio behind Bayonetta. Shinji Mikami, known for his work on the Resident Evil series, is the director, with Platinum's Atsushi Inaba serving as producer. Sega will be releasing the game to Japan this Winter.
Famitsu first asked Mikami for his feelings on announcing his first new game in four years. His response was that he's happy to announce a new title, but he didn't put much thought into it being the first new one in four years.
Asked to describe Vanquish, Mikami answered with "Shooter." One of the big reasons for going with this genre, he explained, is that it's being developed not just for Japan, but with overseas markets in its sights.
"Making a normal shooter wouldn't be interesting," continued Mikami, "so it has the concept of the feeling of speed and good tempo, and something flashy. There are lots of games where you shoot and kill people, so this time we wanted to try and see how we could convey the good feeling of shooting robots."
Famitsu pointed out that Mikami has the image of making action games rather than shooters, to which he responded: "It will be a shooter that places importance on the good tempo and feeling of rhythm you get from playing an action game." The boss battles in particular will approach action games, he said.
Outside of the main interview, the magazine mentioned a few more specific areas for the game. One major feature is the use of "boosts," which can be used to close the distance to your enemy quickly. The game also has a large variety of close-range attacks along with a "Bullet Time" feature which lets you slow time down.
In addition to the speed being fast, you'll find that lots of enemies come out and attack. "Compared to a normal shooter, there's more information," said Mikami. One area of concern, he said, has been to keep there from being too much information, which would leave players not knowing what to do.
The magazine also offered preliminary details on the game's setting. The game takes place in the near future and has a story based off an American and Russian standoff. The future setting, explained Mikami, allowed them to make the enemies into robots, make the cinematic scenes flashy, and make the world large. The character you control sports a slim, flexible armor suit.
Mikami shared one little development secret for the game (yes, already!). Your character doesn't have a bunch of weapons in his possession. Instead, his weapon changes shape in real time depending on use. Originally, Mikami revealed, your character had a partner dog character who'd merge with your suit and take the form of various weapons. This wasn't received too favorably by the staff, so they switched to the idea of the weapons transforming.
Current development on Vanquish is at 80%, Mikami told the magazine. They're putting together the fundamental areas of the game, but detailed areas like enemy and ally AI remain. "The work from here on out gets annoying," he joked.
by Siren » 06 Mar 2010 17:43
by icycalm » 28 Mar 2010 03:58
In Vanquish, players will take control of Sam, a researcher responsible for the creation of the super fancy armor that he wears into battle. During his presentation, Mikami mentioned that he wanted Sam to be an incredibly agile, fast character -- not a bulky one. So while armored protagonists are traditionally on the slower side, Sam is all about speed. Even though Vanquish is still a cover-based shooter, quick movement is an important part of the game's design.
This speed is made obvious in two specific techniques Sam can activate during combat. The first technique is an over-the-top boost where the small jet mounted on Sam's back ignites in a bright blaze and throws the hero forward at high speed. Although it was tough to tell for sure, it seemed like most of these boosts would feature Sam sliding along the ground on his knees, which adds a certain sense of style to the move.
But nothing is quite as stylish or satisfying as bullet time. Sam's other suit-based power allows him to slow down time in order to better gun down his autonomous opponents. During the gameplay demonstration, Sam was able to vault over a barrier and slow down time mid-leap, gracefully dispatching an opponent in a flurry of gun blasts.
The actual gameplay demonstration was fairly straight-forward and divided into two parts. The first level on display began with Sam and his squad mates moving through a colony corridor. Mikami made sure to point out that when Sam moves into cover, he will occasionally pull out a cigarette and take a drag before tossing it to the side, in the manner of a Japanese movie star. I wasn't sure if the player controls these fun little distractions or if they happen in certain circumstances, but the cigarette was a fantastic touch, regardless. Solid Snake, anyone?
Once Sam was finished with his smoke, he moved forward and was greeted by a platoon of Russian robots which he met with a good deal of enthusiasm. The combat in Vanquish is incredibly fast. Players will occasionally have to stop, drop behind cover and gun down an enemy carefully, but will also spend a good amount of time boosting around the environment and somersaulting through the air. Sam's boost can also be used offensively, as I witnessed when he boosted towards an enemy and landed a spectacular kick which sent its metallic hull flying.
The second part of the demo revolved around a stunning battle between Sam and a huge robot that emerged from the ground. This spider-like boss had a devastating cannon mounted to its back and a set of machine guns along the sides. This was a ferocious fight from the get-go, but things got even wilder when the robot decided to transform into humanoid form. When the screen wasn't filled with cluster missiles and rabid gunfire, Sam worked his way in closer to the boss and a quick-time event started where he dodged several incoming missiles and turned the last one around in the air to send it hurtling back into the robot's arm. Some gamers might be sick of QTEs by now, but at least it had style.
As the Vanquish presentation was completely hands-off, there's no way for me to know if the game actually handles well and balances the fast pace with proper cover controls. With that said, Vanquish looks promising and seems to combine the traditional shooter mechanics that Western gamers are accustomed to with a distinctly Japanese flair.
by JoshF » 28 Mar 2010 13:46
Idiot. That star's name would've been nice to know, also. Anyway, the game sounds awesome minus the QTEs.he will occasionally pull out a cigarette and take a drag before tossing it to the side, in the manner of a Japanese movie star. I wasn't sure if the player controls these fun little distractions or if they happen in certain circumstances, but the cigarette was a fantastic touch, regardless. Solid Snake, anyone?
by icycalm » 02 Apr 2010 12:14
by JoshF » 07 Jun 2010 19:45
by ComradeTrotskii » 08 Jul 2010 17:39
"The team know less about making games for PS3 than Xbox 360, so we thought the sensible thing to do was to make the game on PS3 first then move it over to Xbox," Mikami told PSM3.
“We’re leading development on PS3,” said Mikami. “Obviously each console has its own unique requirements and limitations, but we feel if we can create a good enough presentation on PS3, we’ll be off to a good start.”
by El Chaos » 01 Aug 2010 17:09
by El Chaos » 04 Sep 2010 20:53
The key difference seems to be that the Xbox 360 goes for a conventional capped 30FPS, double-buffer approach (losing v-sync when dropping under the target frame-rate in order to maintain fluidity) whereas the PS3 game employs triple-buffering, effectively ensuring that there is not a single torn frame any time during the gameplay experience.
The Xbox 360 version feels a touch more responsive, but whether this is down to the double-buffering or a slightly higher average frame-rate is something we'll need to take a look at in more depth with the final review code when it appears.
It's also worth pointing that while the tear-graphs in the video suggest that the tearing is a problem on 360, the neutral colour schemes combined with minimal lateral motion make it far less noticeable than you would imagine.
As it is, both demos operate at the same rendering resolution: 1024x720, with 2x multi-sampling anti-aliasing. Aside from minor differences in the shadowing implementation, the rest of the game's many and varied post-processing effects and its object and camera-based motion blur appear to be effectively identical.
With Platinum Games handling both versions of Vanquish, it appears that PS3 owners can breathe easy after the Bayonetta debacle: this demo is excellent fun and technically solid on both platforms. Indeed, it may well be the case that the addition of v-sync could give the PS3 version the edge, though further testing on response and performance in like-for-like situations is clearly warranted. It'll also be interesting to see if the presence of screen-tear on 360 has more of an impact in different environments.
by JoshF » 18 Oct 2010 21:12
Takaaki Yamaguchi wrote:We started by knowing rejecting what had become the calm, expected elements of shooters:
“Remember the map, find a good spot, hide, then move.”
“If you get discovered, move to another hiding spot”
“Fire before you are fired upon.”
Instead, we went with something only aggressive words could describe:
“No running away! Move forward!”
“I don’t want people crawling along or hiding under cover!”
“You’ll dodge bullets with a ‘woosh’!”
by alastair » 25 Apr 2017 14:13
BernardoOne wrote:The PC port of Bayonetta got a really small 22kb update today. People looked into it, and this appeared on the EXTRAS folder
- i8Jhbqz.jpg (21.54 KiB) Viewed 26872 times
Vanquish release coming earlier than we expected?
by icycalm » 25 Apr 2017 17:14
by icycalm » 10 May 2017 18:32