boutrosinit
Street Fighter IV World Champion
http://sp*ng.com/detail/editorial.jsp?eid=10109305
replace '*' with an 'o' to see it.
Highlights include:
What makes a Next Generation game?
Allard: I think a lot of things. Obviously the visual fidelity is one thing, where you could take a screenshot and publish it in your magazine or website and people are drawn to that Were visual thinkers.
The real magic in the gaming experience itself is in the interactivity. My experience is that the visuals, aside from being something you can print in a magazine and recognise very easily, the visuals they shatter the illusion of what the creators are trying to generate. I played through the same level that Grant showed on Call of Duty twice, with all the smoke in the building at the very end. The smoke effects and everything else just the intensity of the experience. When the visual fidelity is this good, the illusion is not instantly shattered. This is where the other magical components come in.
Cutting the controller cord is part of that magic. It just feels that much more immersive because I dont feel like Im tethered. Its not dragging across the carpet or the coffee table, Im more in the experience. The audio Kameo has got a full orchestral score: unfortunately, when I finished the game, the music hadnt been checked in. The orchestral score for the game actually draws you in the game even more.
Finally, the community is the underplayed part and the part we dont know how to talk about yet, and as passionately as I believe about it, I think its very hard to articulate into words what the community does. If you watched the Perfect Dark presentation last night, youd say wow, every single player level I played I can now play co-operatively and you saw that and could get a sense for it. Its hard to get that across to 1,100 people who dont have controllers in their hands and to Steves point about genre busting. I dont know if thats genre busting, but thats what I want to do. And thats what video games have not really been for me a real collaborative experience. Where Ive got a full screen to myself and theyve got a full screen to themselves.
Most importantly, the game designers said, whats it gonna take for two people to go through this level co-operatively and design a level around that?
Are all the levels co-operative?
Allard: Yes. You can play every level single player, co-op and co-op online.
How long do you think you have before the PS3 comes out?
Allard: I dont know! I read what you guys wrote on that! I keep hearing Spring 06. I wouldnt believe Spring 06 considering everything else Ive heard. Itd be interesting to see what theyre reaction is to our worldwide launch and whether or not they follow suit.
Gerhardt was very eloquent last night in saying Were doing the right thing, Were doing the gutsy thing. Everyone else should be doing the same kind of thing, hint hint!
I think that was in no small way a hint to the other console manufacturers. Whether youre doing a handheld or anything else, do the same thing as its killing the publishers. Theyre more at risk, they put more money into it and they cant capitalise on that on a worldwide level. Theyre trying to release games worldwide. Theyre trying to do regional content and derivations of content, and when they cant do it all on the same schedule, its a killer for them! Itll be interesting to see what they do.
replace '*' with an 'o' to see it.
Highlights include:
What makes a Next Generation game?
Allard: I think a lot of things. Obviously the visual fidelity is one thing, where you could take a screenshot and publish it in your magazine or website and people are drawn to that Were visual thinkers.
The real magic in the gaming experience itself is in the interactivity. My experience is that the visuals, aside from being something you can print in a magazine and recognise very easily, the visuals they shatter the illusion of what the creators are trying to generate. I played through the same level that Grant showed on Call of Duty twice, with all the smoke in the building at the very end. The smoke effects and everything else just the intensity of the experience. When the visual fidelity is this good, the illusion is not instantly shattered. This is where the other magical components come in.
Cutting the controller cord is part of that magic. It just feels that much more immersive because I dont feel like Im tethered. Its not dragging across the carpet or the coffee table, Im more in the experience. The audio Kameo has got a full orchestral score: unfortunately, when I finished the game, the music hadnt been checked in. The orchestral score for the game actually draws you in the game even more.
Finally, the community is the underplayed part and the part we dont know how to talk about yet, and as passionately as I believe about it, I think its very hard to articulate into words what the community does. If you watched the Perfect Dark presentation last night, youd say wow, every single player level I played I can now play co-operatively and you saw that and could get a sense for it. Its hard to get that across to 1,100 people who dont have controllers in their hands and to Steves point about genre busting. I dont know if thats genre busting, but thats what I want to do. And thats what video games have not really been for me a real collaborative experience. Where Ive got a full screen to myself and theyve got a full screen to themselves.
Most importantly, the game designers said, whats it gonna take for two people to go through this level co-operatively and design a level around that?
Are all the levels co-operative?
Allard: Yes. You can play every level single player, co-op and co-op online.
How long do you think you have before the PS3 comes out?
Allard: I dont know! I read what you guys wrote on that! I keep hearing Spring 06. I wouldnt believe Spring 06 considering everything else Ive heard. Itd be interesting to see what theyre reaction is to our worldwide launch and whether or not they follow suit.
Gerhardt was very eloquent last night in saying Were doing the right thing, Were doing the gutsy thing. Everyone else should be doing the same kind of thing, hint hint!
I think that was in no small way a hint to the other console manufacturers. Whether youre doing a handheld or anything else, do the same thing as its killing the publishers. Theyre more at risk, they put more money into it and they cant capitalise on that on a worldwide level. Theyre trying to release games worldwide. Theyre trying to do regional content and derivations of content, and when they cant do it all on the same schedule, its a killer for them! Itll be interesting to see what they do.